gzdoom/src/textures/formats/multipatchtexture.cpp
Christoph Oelckers b79622bcba - added far stronger restrictions for when the Boom-Texture-Y-offset compatibility flag may trigger.
This had absolutely no sanity checks and unconditionally picked the source texture if one existed.
It should only be done for wall textures, only for those defined in TEXTUREx and only for those where the scale is identical with the underlying texture.
2018-11-01 10:51:57 +01:00

1320 lines
34 KiB
C++

/*
** multipatchtexture.cpp
** Texture class for standard Doom multipatch textures
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include <ctype.h>
#include "doomtype.h"
#include "files.h"
#include "w_wad.h"
#include "i_system.h"
#include "gi.h"
#include "st_start.h"
#include "sc_man.h"
#include "templates.h"
#include "r_data/r_translate.h"
#include "bitmap.h"
#include "colormatcher.h"
#include "v_palette.h"
#include "v_video.h"
#include "v_text.h"
#include "cmdlib.h"
// On the Alpha, accessing the shorts directly if they aren't aligned on a
// 4-byte boundary causes unaligned access warnings. Why it does this at
// all and only while initing the textures is beyond me.
#ifdef ALPHA
#define SAFESHORT(s) ((short)(((uint8_t *)&(s))[0] + ((uint8_t *)&(s))[1] * 256))
#else
#define SAFESHORT(s) LittleShort(s)
#endif
//--------------------------------------------------------------------------
//
// Data structures for the TEXTUREx lumps
//
//--------------------------------------------------------------------------
//
// Each texture is composed of one or more patches, with patches being lumps
// stored in the WAD. The lumps are referenced by number, and patched into
// the rectangular texture space using origin and possibly other attributes.
//
struct mappatch_t
{
int16_t originx;
int16_t originy;
int16_t patch;
int16_t stepdir;
int16_t colormap;
};
//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
struct maptexture_t
{
uint8_t name[8];
uint16_t Flags; // [RH] Was unused
uint8_t ScaleX; // [RH] Scaling (8 is normal)
uint8_t ScaleY; // [RH] Same as above
int16_t width;
int16_t height;
uint8_t columndirectory[4]; // OBSOLETE
int16_t patchcount;
mappatch_t patches[1];
};
#define MAPTEXF_WORLDPANNING 0x8000
// Strife uses versions of the above structures that remove all unused fields
struct strifemappatch_t
{
int16_t originx;
int16_t originy;
int16_t patch;
};
//
// A wall texture is a list of patches which are to be combined in a
// predefined order.
//
struct strifemaptexture_t
{
uint8_t name[8];
uint16_t Flags; // [RH] Was unused
uint8_t ScaleX; // [RH] Scaling (8 is normal)
uint8_t ScaleY; // [RH] Same as above
int16_t width;
int16_t height;
int16_t patchcount;
strifemappatch_t patches[1];
};
//==========================================================================
//
// In-memory representation of a single PNAMES lump entry
//
//==========================================================================
struct FPatchLookup
{
FString Name;
};
//==========================================================================
//
// A texture defined in a TEXTURE1 or TEXTURE2 lump
//
//==========================================================================
class FMultiPatchTexture : public FWorldTexture
{
public:
FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflump);
FMultiPatchTexture (FScanner &sc, ETextureType usetype);
~FMultiPatchTexture ();
FTextureFormat GetFormat() override;
bool UseBasePalette() override;
virtual void SetFrontSkyLayer () override;
int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL) override;
int GetSourceLump() override { return DefinitionLump; }
FTexture *GetRedirect() override;
FTexture *GetRawTexture() override;
void ResolvePatches();
protected:
uint8_t *Pixels;
Span **Spans;
int DefinitionLump;
struct TexPart
{
FRemapTable *Translation = nullptr;
FTexture *Texture = nullptr;
PalEntry Blend = 0;
blend_t Alpha = FRACUNIT;
int16_t OriginX = 0;
int16_t OriginY = 0;
uint8_t Rotate = 0;
uint8_t op = OP_COPY;
};
struct TexInit
{
FString TexName;
ETextureType UseType = ETextureType::Null;
bool Silent = false;
bool HasLine = false;
bool UseOffsets = false;
FScriptPosition sc;
};
int NumParts;
TexPart *Parts;
TexInit *Inits;
bool bRedirect;
bool bTranslucentPatches;
uint8_t *MakeTexture (FRenderStyle style);
// The getters must optionally redirect if it's a simple one-patch texture.
const uint8_t *GetPixels(FRenderStyle style) override { return bRedirect ? Parts->Texture->GetPixels(style) : FWorldTexture::GetPixels(style); }
const uint8_t *GetColumn(FRenderStyle style, unsigned int col, const Span **out) override
{ return bRedirect ? Parts->Texture->GetColumn(style, col, out) : FWorldTexture::GetColumn(style, col, out); }
private:
void CheckForHacks ();
void ParsePatch(FScanner &sc, TexPart & part, TexInit &init);
};
//==========================================================================
//
// FMultiPatchTexture :: FMultiPatchTexture
//
//==========================================================================
FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum)
: Pixels (0), Spans(0), Parts(nullptr), Inits(nullptr), bRedirect(false), bTranslucentPatches(false)
{
union
{
const maptexture_t *d;
const strifemaptexture_t *s;
}
mtexture;
union
{
const mappatch_t *d;
const strifemappatch_t *s;
}
mpatch;
int i;
mtexture.d = (const maptexture_t *)texdef;
bMultiPatch = 1;
if (strife)
{
NumParts = SAFESHORT(mtexture.s->patchcount);
}
else
{
NumParts = SAFESHORT(mtexture.d->patchcount);
}
if (NumParts < 0)
{
I_FatalError ("Bad texture directory");
}
UseType = ETextureType::Wall;
Parts = NumParts > 0 ? new TexPart[NumParts] : nullptr;
Inits = NumParts > 0 ? new TexInit[NumParts] : nullptr;
Width = SAFESHORT(mtexture.d->width);
Height = SAFESHORT(mtexture.d->height);
Name = (char *)mtexture.d->name;
CalcBitSize ();
Scale.X = mtexture.d->ScaleX ? mtexture.d->ScaleX / 8. : 1.;
Scale.Y = mtexture.d->ScaleY ? mtexture.d->ScaleY / 8. : 1.;
if (mtexture.d->Flags & MAPTEXF_WORLDPANNING)
{
bWorldPanning = true;
}
if (strife)
{
mpatch.s = &mtexture.s->patches[0];
}
else
{
mpatch.d = &mtexture.d->patches[0];
}
for (i = 0; i < NumParts; ++i)
{
if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum))
{
I_FatalError ("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.",
maxpatchnum, Name.GetChars(), LittleShort(mpatch.d->patch)+1);
}
Parts[i].OriginX = LittleShort(mpatch.d->originx);
Parts[i].OriginY = LittleShort(mpatch.d->originy);
Parts[i].Texture = nullptr;
Inits[i].TexName = patchlookup[LittleShort(mpatch.d->patch)].Name;
Inits[i].UseType = ETextureType::WallPatch;
if (strife)
mpatch.s++;
else
mpatch.d++;
}
if (NumParts == 0)
{
Printf ("Texture %s is left without any patches\n", Name.GetChars());
}
DefinitionLump = deflumpnum;
}
//==========================================================================
//
// FMultiPatchTexture :: ~FMultiPatchTexture
//
//==========================================================================
FMultiPatchTexture::~FMultiPatchTexture ()
{
Unload ();
if (Parts != NULL)
{
for(int i=0; i<NumParts;i++)
{
if (Parts[i].Translation != NULL) delete Parts[i].Translation;
}
delete[] Parts;
Parts = NULL;
}
if (Inits != nullptr)
{
delete[] Inits;
Inits = nullptr;
}
}
//==========================================================================
//
// FMultiPatchTexture :: SetFrontSkyLayer
//
//==========================================================================
void FMultiPatchTexture::SetFrontSkyLayer ()
{
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->SetFrontSkyLayer ();
}
bNoRemap0 = true;
}
//==========================================================================
//
// GetBlendMap
//
//==========================================================================
uint8_t *GetBlendMap(PalEntry blend, uint8_t *blendwork)
{
switch (blend.a==0 ? int(blend) : -1)
{
case BLEND_ICEMAP:
return TranslationToTable(TRANSLATION(TRANSLATION_Standard, 7))->Remap;
default:
if (blend >= BLEND_SPECIALCOLORMAP1 && blend < BLEND_SPECIALCOLORMAP1 + SpecialColormaps.Size())
{
return SpecialColormaps[blend - BLEND_SPECIALCOLORMAP1].Colormap;
}
else if (blend >= BLEND_DESATURATE1 && blend <= BLEND_DESATURATE31)
{
return DesaturateColormap[blend - BLEND_DESATURATE1];
}
else
{
blendwork[0]=0;
if (blend.a == 255)
{
for(int i=1;i<256;i++)
{
int rr = (blend.r * GPalette.BaseColors[i].r) / 255;
int gg = (blend.g * GPalette.BaseColors[i].g) / 255;
int bb = (blend.b * GPalette.BaseColors[i].b) / 255;
blendwork[i] = ColorMatcher.Pick(rr, gg, bb);
}
return blendwork;
}
else if (blend.a != 0)
{
for(int i=1;i<256;i++)
{
int rr = (blend.r * blend.a + GPalette.BaseColors[i].r * (255-blend.a)) / 255;
int gg = (blend.g * blend.a + GPalette.BaseColors[i].g * (255-blend.a)) / 255;
int bb = (blend.b * blend.a + GPalette.BaseColors[i].b * (255-blend.a)) / 255;
blendwork[i] = ColorMatcher.Pick(rr, gg, bb);
}
return blendwork;
}
}
}
return NULL;
}
//==========================================================================
//
// FMultiPatchTexture :: MakeTexture
//
//==========================================================================
uint8_t *FMultiPatchTexture::MakeTexture (FRenderStyle style)
{
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
uint8_t blendwork[256];
bool buildrgb = bComplex;
auto Pixels = new uint8_t[numpix];
memset (Pixels, 0, numpix);
if (style.Flags & STYLEF_RedIsAlpha)
{
buildrgb = !UseBasePalette();
}
else
{
// For regular textures we can use paletted compositing if all patches are just being copied because they all can create a paletted buffer.
if (!buildrgb) for (int i = 0; i < NumParts; ++i)
{
if (Parts[i].op != OP_COPY)
{
buildrgb = true;
}
}
}
if (!buildrgb)
{
for (int i = 0; i < NumParts; ++i)
{
if (Parts[i].Texture->bHasCanvas) continue; // cannot use camera textures as patch.
uint8_t *trans = Parts[i].Translation? Parts[i].Translation->Remap : nullptr;
{
if (Parts[i].Blend != 0)
{
trans = GetBlendMap(Parts[i].Blend, blendwork);
}
Parts[i].Texture->CopyToBlock (Pixels, Width, Height, Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans, style);
}
}
}
else
{
// In case there are translucent patches let's do the composition in
// True color to keep as much precision as possible before downconverting to the palette.
uint8_t *buffer = new uint8_t[Width * Height * 4];
memset(buffer, 0, Width * Height * 4);
FillBuffer(buffer, Width * 4, Height, TEX_RGB);
for(int y = 0; y < Height; y++)
{
uint8_t *in = buffer + Width * y * 4;
uint8_t *out = Pixels + y;
for (int x = 0; x < Width; x++)
{
if (*out == 0 && in[3] != 0)
{
*out = RGBToPalette(style, in[2], in[1], in[0]);
}
out += Height;
in += 4;
}
}
delete [] buffer;
}
return Pixels;
}
//===========================================================================
//
// FMultipatchTexture::CopyTrueColorPixels
//
// Preserves the palettes of each individual patch
//
//===========================================================================
int FMultiPatchTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
{
int retv = -1;
if (bRedirect)
{ // Redirect straight to the real texture's routine.
return Parts[0].Texture->CopyTrueColorPixels(bmp, x, y, rotate, inf);
}
if (rotate != 0 || (inf != NULL && ((inf->op != OP_OVERWRITE && inf->op != OP_COPY) || inf->blend != BLEND_NONE)))
{ // We are doing some sort of fancy stuff to the destination bitmap, so composite to
// a temporary bitmap, and copy that.
FBitmap tbmp;
if (tbmp.Create(Width, Height))
{
retv = MAX(retv, CopyTrueColorPixels(&tbmp, 0, 0, 0));
bmp->CopyPixelDataRGB(x, y, tbmp.GetPixels(), Width, Height,
4, tbmp.GetPitch(), rotate, CF_BGRA, inf);
}
return retv;
}
// When compositing a multipatch texture with multipatch parts,
// drawing must be restricted to the actual area which is covered by this texture.
FClipRect saved_cr = bmp->GetClipRect();
bmp->IntersectClipRect(x, y, Width, Height);
if (inf != NULL && inf->op == OP_OVERWRITE)
{
bmp->Zero();
}
for(int i = 0; i < NumParts; i++)
{
int ret = -1;
FCopyInfo info;
if (Parts[i].Texture->bHasCanvas) continue; // cannot use camera textures as patch.
memset (&info, 0, sizeof(info));
info.alpha = Parts[i].Alpha;
info.invalpha = BLENDUNIT - info.alpha;
info.op = ECopyOp(Parts[i].op);
PalEntry b = Parts[i].Blend;
if (b.a == 0 && b != BLEND_NONE)
{
info.blend = EBlend(b.d);
}
else if (b.a != 0)
{
if (b.a == 255)
{
info.blendcolor[0] = b.r * BLENDUNIT / 255;
info.blendcolor[1] = b.g * BLENDUNIT / 255;
info.blendcolor[2] = b.b * BLENDUNIT / 255;
info.blend = BLEND_MODULATE;
}
else
{
blend_t blendalpha = b.a * BLENDUNIT / 255;
info.blendcolor[0] = b.r * blendalpha;
info.blendcolor[1] = b.g * blendalpha;
info.blendcolor[2] = b.b * blendalpha;
info.blendcolor[3] = FRACUNIT - blendalpha;
info.blend = BLEND_OVERLAY;
}
}
if (Parts[i].Translation != NULL)
{ // Using a translation forces downconversion to the base palette
ret = Parts[i].Texture->CopyTrueColorTranslated(bmp, x+Parts[i].OriginX, y+Parts[i].OriginY, Parts[i].Rotate, Parts[i].Translation->Palette, &info);
}
else
{
ret = Parts[i].Texture->CopyTrueColorPixels(bmp, x+Parts[i].OriginX, y+Parts[i].OriginY, Parts[i].Rotate, &info);
}
// treat -1 (i.e. unknown) as absolute. We have no idea if this may have overwritten previous info so a real check needs to be done.
if (ret == -1) retv = ret;
else if (retv != -1 && ret > retv) retv = ret;
}
// Restore previous clipping rectangle.
bmp->SetClipRect(saved_cr);
return retv;
}
//==========================================================================
//
// FMultiPatchTexture :: GetFormat
//
// only returns 'paletted' if all patches use the base palette.
//
//==========================================================================
FTextureFormat FMultiPatchTexture::GetFormat()
{
if (bComplex) return TEX_RGB;
if (NumParts == 1) return Parts[0].Texture->GetFormat();
return UseBasePalette() ? TEX_Pal : TEX_RGB;
}
//===========================================================================
//
// FMultipatchTexture::UseBasePalette
//
// returns true if all patches in the texture use the unmodified base
// palette.
//
//===========================================================================
bool FMultiPatchTexture::UseBasePalette()
{
if (bComplex) return false;
for(int i=0;i<NumParts;i++)
{
if (!Parts[i].Texture->UseBasePalette()) return false;
}
return true;
}
//==========================================================================
//
// FMultiPatchTexture :: CheckForHacks
//
//==========================================================================
void FMultiPatchTexture::CheckForHacks ()
{
if (NumParts <= 0)
{
return;
}
// Heretic sky textures are marked as only 128 pixels tall,
// even though they are really 200 pixels tall.
if (gameinfo.gametype == GAME_Heretic &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[4] == 0 &&
Name[3] >= '1' &&
Name[3] <= '3' &&
Height == 128)
{
Height = 200;
HeightBits = 8;
return;
}
// The Doom E1 sky has its patch's y offset at -8 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 1 &&
Height == 128 &&
Parts->OriginY == -8 &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[3] == '1' &&
Name[4] == 0)
{
Parts->OriginY = 0;
return;
}
// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 2 &&
Height == 128 &&
Parts[0].OriginY == -4 &&
Parts[1].OriginY == -4 &&
Name[0] == 'B' &&
Name[1] == 'I' &&
Name[2] == 'G' &&
Name[3] == 'D' &&
Name[4] == 'O' &&
Name[5] == 'O' &&
Name[6] == 'R' &&
Name[7] == '7')
{
Parts[0].OriginY = 0;
Parts[1].OriginY = 0;
return;
}
// [RH] Some wads (I forget which!) have single-patch textures 256
// pixels tall that have patch lengths recorded as 0. I can't think of
// any good reason for them to do this, and since I didn't make note
// of which wad made me hack in support for them, the hack is gone
// because I've added support for DeePsea's true tall patches.
//
// Okay, I found a wad with crap patches: Pleiades.wad's sky patches almost
// fit this description and are a big mess, but they're not single patch!
if (Height == 256)
{
int i;
// All patches must be at the top of the texture for this fix
for (i = 0; i < NumParts; ++i)
{
if (Parts[i].OriginY != 0)
{
break;
}
}
}
}
//==========================================================================
//
// FMultiPatchTexture :: GetRedirect
//
//==========================================================================
FTexture *FMultiPatchTexture::GetRedirect()
{
return bRedirect ? Parts->Texture : this;
}
//==========================================================================
//
// FMultiPatchTexture :: GetRawTexture
//
// Doom ignored all compositing of mid-sided textures on two-sided lines.
// Since these textures had to be single-patch in Doom, that essentially
// means it ignores their Y offsets.
//
// If this texture is composed of only one patch, return that patch.
// Otherwise, return this texture, since Doom wouldn't have been able to
// draw it anyway.
//
//==========================================================================
FTexture *FMultiPatchTexture::GetRawTexture()
{
return NumParts == 1 && UseType == ETextureType::Wall && bMultiPatch == 1 && Scale == Parts->Texture->Scale ? Parts->Texture : this;
}
//==========================================================================
//
// FTextureManager :: AddTexturesLump
//
//==========================================================================
void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1)
{
FPatchLookup *patchlookup = NULL;
int i;
uint32_t numpatches;
if (firstdup == 0)
{
firstdup = (int)Textures.Size();
}
{
auto pnames = Wads.OpenLumpReader(patcheslump);
numpatches = pnames.ReadUInt32();
// Check whether the amount of names reported is correct.
if ((signed)numpatches < 0)
{
Printf("Corrupt PNAMES lump found (negative amount of entries reported)\n");
return;
}
// Check whether the amount of names reported is correct.
int lumplength = Wads.LumpLength(patcheslump);
if (numpatches > uint32_t((lumplength-4)/8))
{
Printf("PNAMES lump is shorter than required (%u entries reported but only %d bytes (%d entries) long\n",
numpatches, lumplength, (lumplength-4)/8);
// Truncate but continue reading. Who knows how many such lumps exist?
numpatches = (lumplength-4)/8;
}
// Catalog the patches these textures use so we know which
// textures they represent.
patchlookup = new FPatchLookup[numpatches];
for (uint32_t i = 0; i < numpatches; ++i)
{
char pname[9];
pnames.Read(pname, 8);
pname[8] = '\0';
patchlookup[i].Name = pname;
}
}
bool isStrife = false;
const uint32_t *maptex, *directory;
uint32_t maxoff;
int numtextures;
uint32_t offset = 0; // Shut up, GCC!
maptex = (const uint32_t *)lumpdata;
numtextures = LittleLong(*maptex);
maxoff = lumpsize;
if (maxoff < uint32_t(numtextures+1)*4)
{
Printf ("Texture directory is too short\n");
delete[] patchlookup;
return;
}
// Scan the texture lump to decide if it contains Doom or Strife textures
for (i = 0, directory = maptex+1; i < numtextures; ++i)
{
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
Printf ("Bad texture directory\n");
delete[] patchlookup;
return;
}
maptexture_t *tex = (maptexture_t *)((uint8_t *)maptex + offset);
// There is bizzarely a Doom editing tool that writes to the
// first two elements of columndirectory, so I can't check those.
if (SAFESHORT(tex->patchcount) < 0 ||
tex->columndirectory[2] != 0 ||
tex->columndirectory[3] != 0)
{
isStrife = true;
break;
}
}
// Textures defined earlier in the lump take precedence over those defined later,
// but later TEXTUREx lumps take precedence over earlier ones.
for (i = 1, directory = maptex; i <= numtextures; ++i)
{
if (i == 1 && texture1)
{
// The very first texture is just a dummy. Copy its dimensions to texture 0.
// It still needs to be created in case someone uses it by name.
offset = LittleLong(directory[1]);
const maptexture_t *tex = (const maptexture_t *)((const uint8_t *)maptex + offset);
FDummyTexture *tex0 = static_cast<FDummyTexture *>(Textures[0].Texture);
tex0->SetSize (SAFESHORT(tex->width), SAFESHORT(tex->height));
}
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
Printf ("Bad texture directory\n");
delete[] patchlookup;
return;
}
// If this texture was defined already in this lump, skip it
// This could cause problems with animations that use the same name for intermediate
// textures. Should I be worried?
int j;
for (j = (int)Textures.Size() - 1; j >= firstdup; --j)
{
if (strnicmp (Textures[j].Texture->Name, (const char *)maptex + offset, 8) == 0)
break;
}
if (j + 1 == firstdup)
{
FMultiPatchTexture *tex = new FMultiPatchTexture ((const uint8_t *)maptex + offset, patchlookup, numpatches, isStrife, deflumpnum);
if (i == 1 && texture1)
{
tex->UseType = ETextureType::FirstDefined;
}
TexMan.AddTexture (tex);
StartScreen->Progress();
}
}
delete[] patchlookup;
}
//==========================================================================
//
// FTextureManager :: AddTexturesLumps
//
//==========================================================================
void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
{
int firstdup = (int)Textures.Size();
if (lump1 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump1);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump1), lump1, patcheslump, firstdup, true);
}
if (lump2 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump2);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump2), lump2, patcheslump, firstdup, false);
}
}
//==========================================================================
//
//
//
//==========================================================================
void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, TexInit &init)
{
FString patchname;
int Mirror = 0;
sc.MustGetString();
init.TexName = sc.String;
sc.MustGetStringName(",");
sc.MustGetNumber();
part.OriginX = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
part.OriginY = sc.Number;
if (sc.CheckString("{"))
{
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("flipx"))
{
Mirror |= 1;
}
else if (sc.Compare("flipy"))
{
Mirror |= 2;
}
else if (sc.Compare("rotate"))
{
sc.MustGetNumber();
sc.Number = (((sc.Number + 90)%360)-90);
if (sc.Number != 0 && sc.Number !=90 && sc.Number != 180 && sc.Number != -90)
{
sc.ScriptError("Rotation must be a multiple of 90 degrees.");
}
part.Rotate = (sc.Number / 90) & 3;
}
else if (sc.Compare("Translation"))
{
int match;
bComplex = true;
if (part.Translation != NULL) delete part.Translation;
part.Translation = NULL;
part.Blend = 0;
static const char *maps[] = { "inverse", "gold", "red", "green", "blue", NULL };
sc.MustGetString();
match = sc.MatchString(maps);
if (match >= 0)
{
part.Blend = BLEND_SPECIALCOLORMAP1 + match;
}
else if (sc.Compare("ICE"))
{
part.Blend = BLEND_ICEMAP;
}
else if (sc.Compare("DESATURATE"))
{
sc.MustGetStringName(",");
sc.MustGetNumber();
part.Blend = BLEND_DESATURATE1 + clamp(sc.Number-1, 0, 30);
}
else
{
sc.UnGet();
part.Translation = new FRemapTable;
part.Translation->MakeIdentity();
do
{
sc.MustGetString();
part.Translation->AddToTranslation(sc.String);
}
while (sc.CheckString(","));
}
}
else if (sc.Compare("Colormap"))
{
float r1,g1,b1;
float r2,g2,b2;
sc.MustGetFloat();
r1 = (float)sc.Float;
sc.MustGetStringName(",");
sc.MustGetFloat();
g1 = (float)sc.Float;
sc.MustGetStringName(",");
sc.MustGetFloat();
b1 = (float)sc.Float;
if (!sc.CheckString(","))
{
part.Blend = AddSpecialColormap(0,0,0, r1, g1, b1);
}
else
{
sc.MustGetFloat();
r2 = (float)sc.Float;
sc.MustGetStringName(",");
sc.MustGetFloat();
g2 = (float)sc.Float;
sc.MustGetStringName(",");
sc.MustGetFloat();
b2 = (float)sc.Float;
part.Blend = AddSpecialColormap(r1, g1, b1, r2, g2, b2);
}
}
else if (sc.Compare("Blend"))
{
bComplex = true;
if (part.Translation != NULL) delete part.Translation;
part.Translation = NULL;
part.Blend = 0;
if (!sc.CheckNumber())
{
sc.MustGetString();
part.Blend = V_GetColor(NULL, sc);
}
else
{
int r,g,b;
r = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
g = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
b = sc.Number;
//sc.MustGetStringName(","); This was never supposed to be here.
part.Blend = MAKERGB(r, g, b);
}
// Blend.a may never be 0 here.
if (sc.CheckString(","))
{
sc.MustGetFloat();
if (sc.Float > 0.f)
part.Blend.a = clamp<int>(int(sc.Float*255), 1, 254);
else
part.Blend = 0;
}
else part.Blend.a = 255;
}
else if (sc.Compare("alpha"))
{
sc.MustGetFloat();
part.Alpha = clamp<blend_t>(int(sc.Float * BLENDUNIT), 0, BLENDUNIT);
// bComplex is not set because it is only needed when the style is not OP_COPY.
}
else if (sc.Compare("style"))
{
static const char *styles[] = {"copy", "translucent", "add", "subtract", "reversesubtract", "modulate", "copyalpha", "copynewalpha", "overlay", NULL };
sc.MustGetString();
part.op = sc.MustMatchString(styles);
bComplex |= (part.op != OP_COPY);
bTranslucentPatches = bComplex;
}
else if (sc.Compare("useoffsets"))
{
init.UseOffsets = true;
}
}
}
if (Mirror & 2)
{
part.Rotate = (part.Rotate + 2) & 3;
Mirror ^= 1;
}
if (Mirror & 1)
{
part.Rotate |= 4;
}
}
//==========================================================================
//
// Constructor for text based multipatch definitions
//
//==========================================================================
FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, ETextureType usetype)
: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
{
TArray<TexPart> parts;
TArray<TexInit> inits;
bool bSilent = false;
bMultiPatch = 2;
sc.SetCMode(true);
sc.MustGetString();
const char* textureName = NULL;
if (sc.Compare("optional"))
{
bSilent = true;
sc.MustGetString();
if (sc.Compare(","))
{
// this is not right. Apparently a texture named 'optional' is being defined right now...
sc.UnGet();
textureName = "optional";
bSilent = false;
}
}
Name = !textureName ? sc.String : textureName;
Name.ToUpper();
sc.MustGetStringName(",");
sc.MustGetNumber();
Width = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
Height = sc.Number;
UseType = usetype;
bool offset2set = false;
if (sc.CheckString("{"))
{
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("XScale"))
{
sc.MustGetFloat();
Scale.X = sc.Float;
if (Scale.X == 0) sc.ScriptError("Texture %s is defined with null x-scale\n", Name.GetChars());
}
else if (sc.Compare("YScale"))
{
sc.MustGetFloat();
Scale.Y = sc.Float;
if (Scale.Y == 0) sc.ScriptError("Texture %s is defined with null y-scale\n", Name.GetChars());
}
else if (sc.Compare("WorldPanning"))
{
bWorldPanning = true;
}
else if (sc.Compare("NullTexture"))
{
UseType = ETextureType::Null;
}
else if (sc.Compare("NoDecals"))
{
bNoDecals = true;
}
else if (sc.Compare("Patch"))
{
TexPart part;
TexInit init;
ParsePatch(sc, part, init);
if (init.TexName.IsNotEmpty())
{
parts.Push(part);
init.UseType = ETextureType::WallPatch;
init.Silent = bSilent;
init.HasLine = true;
init.sc = sc;
inits.Push(init);
}
part.Texture = NULL;
part.Translation = NULL;
}
else if (sc.Compare("Sprite"))
{
TexPart part;
TexInit init;
ParsePatch(sc, part, init);
if (init.TexName.IsNotEmpty())
{
parts.Push(part);
init.UseType = ETextureType::Sprite;
init.Silent = bSilent;
init.HasLine = true;
init.sc = sc;
inits.Push(init);
}
part.Texture = NULL;
part.Translation = NULL;
}
else if (sc.Compare("Graphic"))
{
TexPart part;
TexInit init;
ParsePatch(sc, part, init);
if (init.TexName.IsNotEmpty())
{
parts.Push(part);
init.UseType = ETextureType::MiscPatch;
init.Silent = bSilent;
init.HasLine = true;
init.sc = sc;
inits.Push(init);
}
part.Texture = NULL;
part.Translation = NULL;
}
else if (sc.Compare("Offset"))
{
sc.MustGetNumber();
_LeftOffset[0] = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
_TopOffset[0] = sc.Number;
if (!offset2set)
{
_LeftOffset[1] = _LeftOffset[0];
_TopOffset[1] = _TopOffset[0];
}
}
else if (sc.Compare("Offset2"))
{
sc.MustGetNumber();
_LeftOffset[1] = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
_TopOffset[1] = sc.Number;
offset2set = true;
}
else
{
sc.ScriptError("Unknown texture property '%s'", sc.String);
}
}
NumParts = parts.Size();
Parts = new TexPart[NumParts];
memcpy(Parts, &parts[0], NumParts * sizeof(*Parts));
Inits = new TexInit[NumParts];
for (int i = 0; i < NumParts; i++)
{
Inits[i] = inits[i];
}
}
if (Width <= 0 || Height <= 0)
{
UseType = ETextureType::Null;
Printf("Texture %s has invalid dimensions (%d, %d)\n", Name.GetChars(), Width, Height);
Width = Height = 1;
}
CalcBitSize ();
sc.SetCMode(false);
}
void FMultiPatchTexture::ResolvePatches()
{
if (Inits != nullptr)
{
for (int i = 0; i < NumParts; i++)
{
FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
if (texno == id) // we found ourselves. Try looking for another one with the same name which is not a multipatch texture itself.
{
TArray<FTextureID> list;
TexMan.ListTextures(Inits[i].TexName, list, true);
for (int i = list.Size() - 1; i >= 0; i--)
{
if (list[i] != id && !TexMan[list[i]]->bMultiPatch)
{
texno = list[i];
break;
}
}
if (texno == id)
{
if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
else Printf(TEXTCOLOR_YELLOW "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
continue;
}
else
{
// If it could be resolved, just print a developer warning.
DPrintf(DMSG_WARNING, "Resolved self-referencing texture by picking an older entry for %s\n", Inits[i].TexName.GetChars());
}
}
if (!texno.isValid())
{
if (!Inits[i].Silent)
{
if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
else Printf(TEXTCOLOR_YELLOW "Unknown patch '%s' in texture '%s'\n", Inits[i].TexName.GetChars(), Name.GetChars());
}
}
else
{
Parts[i].Texture = TexMan[texno];
bComplex |= Parts[i].Texture->bComplex;
Parts[i].Texture->bKeepAround = true;
if (Inits[i].UseOffsets)
{
Parts[i].OriginX -= Parts[i].Texture->GetLeftOffset(0);
Parts[i].OriginY -= Parts[i].Texture->GetTopOffset(0);
}
}
}
for (int i = 0; i < NumParts; i++)
{
if (Parts[i].Texture == nullptr)
{
memmove(&Parts[i], &Parts[i + 1], (NumParts - i - 1) * sizeof(TexPart));
i--;
NumParts--;
}
}
}
delete[] Inits;
Inits = nullptr;
CheckForHacks();
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height &&
Parts->Rotate == 0 &&
!bComplex)
{
bRedirect = true;
}
}
}
void FTextureManager::ParseXTexture(FScanner &sc, ETextureType usetype)
{
FTexture *tex = new FMultiPatchTexture(sc, usetype);
TexMan.AddTexture (tex);
}