mirror of
https://github.com/ZDoom/gzdoom.git
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fe96cab254
did not work. SVN r1771 (trunk)
1249 lines
32 KiB
C++
1249 lines
32 KiB
C++
/*
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** multipatchtexture.cpp
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** Texture class for standard Doom multipatch textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include <ctype.h>
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#include "doomtype.h"
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#include "files.h"
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#include "r_data.h"
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#include "w_wad.h"
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#include "i_system.h"
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#include "gi.h"
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#include "st_start.h"
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#include "sc_man.h"
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#include "templates.h"
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#include "r_translate.h"
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#include "bitmap.h"
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#include "colormatcher.h"
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#include "v_palette.h"
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// On the Alpha, accessing the shorts directly if they aren't aligned on a
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// 4-byte boundary causes unaligned access warnings. Why it does this at
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// all and only while initing the textures is beyond me.
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#ifdef ALPHA
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#define SAFESHORT(s) ((short)(((BYTE *)&(s))[0] + ((BYTE *)&(s))[1] * 256))
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#else
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#define SAFESHORT(s) LittleShort(s)
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#endif
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//--------------------------------------------------------------------------
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//
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// Data structures for the TEXTUREx lumps
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//
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//--------------------------------------------------------------------------
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//
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// Each texture is composed of one or more patches, with patches being lumps
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// stored in the WAD. The lumps are referenced by number, and patched into
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// the rectangular texture space using origin and possibly other attributes.
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//
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struct mappatch_t
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{
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SWORD originx;
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SWORD originy;
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SWORD patch;
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SWORD stepdir;
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SWORD colormap;
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};
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//
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// A wall texture is a list of patches which are to be combined in a
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// predefined order.
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//
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struct maptexture_t
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{
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BYTE name[8];
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WORD Flags; // [RH] Was unused
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BYTE ScaleX; // [RH] Scaling (8 is normal)
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BYTE ScaleY; // [RH] Same as above
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SWORD width;
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SWORD height;
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BYTE columndirectory[4]; // OBSOLETE
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SWORD patchcount;
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mappatch_t patches[1];
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};
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#define MAPTEXF_WORLDPANNING 0x8000
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// Strife uses versions of the above structures that remove all unused fields
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struct strifemappatch_t
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{
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SWORD originx;
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SWORD originy;
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SWORD patch;
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};
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//
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// A wall texture is a list of patches which are to be combined in a
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// predefined order.
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//
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struct strifemaptexture_t
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{
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BYTE name[8];
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WORD Flags; // [RH] Was unused
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BYTE ScaleX; // [RH] Scaling (8 is normal)
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BYTE ScaleY; // [RH] Same as above
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SWORD width;
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SWORD height;
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SWORD patchcount;
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strifemappatch_t patches[1];
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};
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//==========================================================================
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//
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// In-memory representation of a single PNAMES lump entry
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//
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//==========================================================================
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struct FPatchLookup
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{
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char Name[9];
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FTexture *Texture;
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};
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//==========================================================================
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//
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// A texture defined in a TEXTURE1 or TEXTURE2 lump
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//
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//==========================================================================
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class FMultiPatchTexture : public FTexture
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{
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public:
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FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflump);
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FMultiPatchTexture (FScanner &sc, int usetype);
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~FMultiPatchTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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FTextureFormat GetFormat();
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bool UseBasePalette() ;
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void Unload ();
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virtual void SetFrontSkyLayer ();
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int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int w, int h, int rotate, FCopyInfo *inf = NULL);
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int GetSourceLump() { return DefinitionLump; }
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protected:
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BYTE *Pixels;
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Span **Spans;
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int DefinitionLump;
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struct TexPart
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{
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SWORD OriginX, OriginY;
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BYTE Rotate;
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BYTE op;
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FRemapTable *Translation;
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PalEntry Blend;
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FTexture *Texture;
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fixed_t Alpha;
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TexPart();
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};
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int NumParts;
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TexPart *Parts;
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bool bRedirect:1;
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bool bTranslucentPatches:1;
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void MakeTexture ();
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FTexture *GetRedirect(bool wantwarped);
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private:
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void CheckForHacks ();
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void ParsePatch(FScanner &sc, TexPart & part);
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};
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//==========================================================================
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//
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// FMultiPatchTexture :: FMultiPatchTexture
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//
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//==========================================================================
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FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum)
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: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
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{
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union
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{
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const maptexture_t *d;
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const strifemaptexture_t *s;
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}
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mtexture;
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union
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{
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const mappatch_t *d;
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const strifemappatch_t *s;
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}
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mpatch;
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int i;
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mtexture.d = (const maptexture_t *)texdef;
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if (strife)
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{
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NumParts = SAFESHORT(mtexture.s->patchcount);
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}
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else
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{
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NumParts = SAFESHORT(mtexture.d->patchcount);
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}
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if (NumParts <= 0)
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{
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I_FatalError ("Bad texture directory");
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}
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UseType = FTexture::TEX_Wall;
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Parts = new TexPart[NumParts];
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Width = SAFESHORT(mtexture.d->width);
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Height = SAFESHORT(mtexture.d->height);
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strncpy (Name, (const char *)mtexture.d->name, 8);
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Name[8] = 0;
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CalcBitSize ();
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xScale = mtexture.d->ScaleX ? mtexture.d->ScaleX*(FRACUNIT/8) : FRACUNIT;
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yScale = mtexture.d->ScaleY ? mtexture.d->ScaleY*(FRACUNIT/8) : FRACUNIT;
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if (mtexture.d->Flags & MAPTEXF_WORLDPANNING)
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{
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bWorldPanning = true;
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}
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if (strife)
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{
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mpatch.s = &mtexture.s->patches[0];
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}
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else
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{
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mpatch.d = &mtexture.d->patches[0];
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}
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for (i = 0; i < NumParts; ++i)
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{
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if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum))
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{
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I_FatalError ("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.",
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maxpatchnum, Name, LittleShort(mpatch.d->patch)+1);
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}
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Parts[i].OriginX = LittleShort(mpatch.d->originx);
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Parts[i].OriginY = LittleShort(mpatch.d->originy);
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Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
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if (Parts[i].Texture == NULL)
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{
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Printf ("Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name, Name);
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NumParts--;
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i--;
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}
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if (strife)
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mpatch.s++;
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else
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mpatch.d++;
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}
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if (NumParts == 0)
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{
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Printf ("Texture %s is left without any patches\n", Name);
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}
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CheckForHacks ();
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// If this texture is just a wrapper around a single patch, we can simply
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// forward GetPixels() and GetColumn() calls to that patch.
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if (NumParts == 1)
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{
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if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
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Parts->Texture->GetWidth() == Width &&
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Parts->Texture->GetHeight() == Height)
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{
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bRedirect = true;
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}
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}
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DefinitionLump = deflumpnum;
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: ~FMultiPatchTexture
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//
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//==========================================================================
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FMultiPatchTexture::~FMultiPatchTexture ()
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{
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Unload ();
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if (Parts != NULL)
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{
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for(int i=0; i<NumParts;i++)
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{
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if (Parts[i].Translation != NULL) delete Parts[i].Translation;
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}
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delete[] Parts;
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Parts = NULL;
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}
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if (Spans != NULL)
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{
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FreeSpans (Spans);
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Spans = NULL;
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}
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: SetFrontSkyLayer
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//
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//==========================================================================
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void FMultiPatchTexture::SetFrontSkyLayer ()
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{
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for (int i = 0; i < NumParts; ++i)
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{
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Parts[i].Texture->SetFrontSkyLayer ();
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}
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bNoRemap0 = true;
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: Unload
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//
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//==========================================================================
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void FMultiPatchTexture::Unload ()
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{
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if (Pixels != NULL)
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{
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delete[] Pixels;
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Pixels = NULL;
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}
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: GetPixels
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//
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//==========================================================================
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const BYTE *FMultiPatchTexture::GetPixels ()
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{
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if (bRedirect)
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{
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return Parts->Texture->GetPixels ();
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}
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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return Pixels;
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: GetColumn
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//
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//==========================================================================
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const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (bRedirect)
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{
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return Parts->Texture->GetColumn (column, spans_out);
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}
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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if ((unsigned)column >= (unsigned)Width)
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{
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if (WidthMask + 1 == Width)
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{
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column &= WidthMask;
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}
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else
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{
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column %= Width;
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}
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}
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if (spans_out != NULL)
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{
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if (Spans == NULL)
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{
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Spans = CreateSpans (Pixels);
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}
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*spans_out = Spans[column];
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}
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return Pixels + column*Height;
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}
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//==========================================================================
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//
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// GetBlendMap
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//
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//==========================================================================
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BYTE *GetBlendMap(PalEntry blend, BYTE *blendwork)
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{
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switch (blend.a==0 ? blend.r : -1)
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{
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case BLEND_INVERSEMAP:
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return InverseColormap;
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case BLEND_GOLDMAP:
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return GoldColormap;
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case BLEND_REDMAP:
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return RedColormap;
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case BLEND_GREENMAP:
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return GreenColormap;
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case BLEND_ICEMAP:
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return TranslationToTable(TRANSLATION(TRANSLATION_Standard, 7))->Remap;
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default:
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if (blend.r >= BLEND_DESATURATE1 && blend.r <= BLEND_DESATURATE31)
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{
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return DesaturateColormap[blend.r - BLEND_DESATURATE1];
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}
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else
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{
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blendwork[0]=0;
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if (blend.a == 255)
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{
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for(int i=1;i<256;i++)
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{
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int rr = (blend.r * GPalette.BaseColors[i].r) / 255;
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int gg = (blend.g * GPalette.BaseColors[i].g) / 255;
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int bb = (blend.b * GPalette.BaseColors[i].b) / 255;
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blendwork[i] = ColorMatcher.Pick(rr, gg, bb);
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}
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return blendwork;
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}
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else if (blend.a != 0)
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{
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for(int i=1;i<256;i++)
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{
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int rr = (blend.r * blend.a + GPalette.BaseColors[i].r * (255-blend.a)) / 255;
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int gg = (blend.g * blend.a + GPalette.BaseColors[i].g * (255-blend.a)) / 255;
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int bb = (blend.b * blend.a + GPalette.BaseColors[i].b * (255-blend.a)) / 255;
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blendwork[i] = ColorMatcher.Pick(rr, gg, bb);
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}
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return blendwork;
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}
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}
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}
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return NULL;
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: MakeTexture
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//
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//==========================================================================
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void FMultiPatchTexture::MakeTexture ()
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{
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// Add a little extra space at the end if the texture's height is not
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// a power of 2, in case somebody accidentally makes it repeat vertically.
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int numpix = Width * Height + (1 << HeightBits) - Height;
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BYTE blendwork[256];
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bool hasTranslucent = false;
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Pixels = new BYTE[numpix];
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memset (Pixels, 0, numpix);
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for (int i = 0; i < NumParts; ++i)
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{
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if (Parts[i].op != OP_COPY)
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{
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hasTranslucent = true;
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}
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}
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if (!hasTranslucent)
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{
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for (int i = 0; i < NumParts; ++i)
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{
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BYTE *trans = Parts[i].Translation ? Parts[i].Translation->Remap : NULL;
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{
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if (Parts[i].Blend != 0)
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{
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trans = GetBlendMap(Parts[i].Blend, blendwork);
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}
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Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
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Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans);
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}
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}
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}
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else
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{
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// In case there are translucent patches let's do the composition in
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// True color to keep as much precision as possible before downconverting to the palette.
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BYTE *buffer = new BYTE[Width * Height * 4];
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memset(buffer, 0, Width * Height * 4);
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FillBuffer(buffer, Width * 4, Height, TEX_RGB);
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for(int y = 0; y < Height; y++)
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{
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BYTE *in = buffer + Width * y * 4;
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BYTE *out = Pixels + y;
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for (int x = 0; x < Width; x++)
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{
|
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if (*out == 0 && in[3] != 0)
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{
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*out = RGB32k[in[2]>>3][in[1]>>3][in[0]>>3];
|
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}
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out += Height;
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in += 4;
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}
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}
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delete [] buffer;
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}
|
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}
|
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|
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//===========================================================================
|
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//
|
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// FMultipatchTexture::CopyTrueColorPixels
|
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//
|
|
// Preserves the palettes of each individual patch
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//
|
|
//===========================================================================
|
|
|
|
int FMultiPatchTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int w, int h, int rotate, FCopyInfo *inf)
|
|
{
|
|
int retv = -1;
|
|
FCopyInfo info;
|
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|
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if (w < 0 || w > Width) w = Width;
|
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if (h < 0 || h > Height) h = Height;
|
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|
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for(int i=0;i<NumParts;i++)
|
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{
|
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int ret = -1;
|
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|
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if (!Parts[i].Texture->bComplex || inf == NULL)
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{
|
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memset (&info, 0, sizeof (info));
|
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info.alpha = Parts[i].Alpha;
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info.invalpha = FRACUNIT - info.alpha;
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info.op = ECopyOp(Parts[i].op);
|
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if (Parts[i].Translation != NULL)
|
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{
|
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// Using a translation forces downconversion to the base palette
|
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ret = Parts[i].Texture->CopyTrueColorTranslated(bmp,
|
|
x+Parts[i].OriginX, y+Parts[i].OriginY,
|
|
w-Parts[i].OriginX, h-Parts[i].OriginY,
|
|
Parts[i].Rotate, Parts[i].Translation, &info);
|
|
}
|
|
else
|
|
{
|
|
PalEntry b = Parts[i].Blend;
|
|
if (b.a == 0 && b.r != BLEND_NONE)
|
|
{
|
|
info.blend = EBlend(b.r);
|
|
}
|
|
else if (b.a != 0)
|
|
{
|
|
if (b.a == 255)
|
|
{
|
|
info.blendcolor[0] = b.r * FRACUNIT / 255;
|
|
info.blendcolor[1] = b.g * FRACUNIT / 255;
|
|
info.blendcolor[2] = b.b * FRACUNIT / 255;
|
|
info.blend = BLEND_MODULATE;
|
|
}
|
|
else
|
|
{
|
|
info.blendcolor[3] = b.a * FRACUNIT / 255;
|
|
info.blendcolor[0] = b.r * (FRACUNIT-info.blendcolor[3]);
|
|
info.blendcolor[1] = b.g * (FRACUNIT-info.blendcolor[3]);
|
|
info.blendcolor[2] = b.b * (FRACUNIT-info.blendcolor[3]);
|
|
|
|
info.blend = BLEND_OVERLAY;
|
|
}
|
|
}
|
|
ret = Parts[i].Texture->CopyTrueColorPixels(bmp,
|
|
x+Parts[i].OriginX, y+Parts[i].OriginY,
|
|
w-Parts[i].OriginX, h-Parts[i].OriginY,
|
|
Parts[i].Rotate, &info);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the patch is a texture with some kind of processing involved
|
|
// and being drawn with additional processing
|
|
// the copying must be done in 2 steps: First create a complete image of the patch
|
|
// including all processing and then copy from that intermediate image to the destination
|
|
FBitmap bmp1;
|
|
if (bmp1.Create(Parts[i].Texture->GetWidth(), Parts[i].Texture->GetHeight()))
|
|
{
|
|
Parts[i].Texture->CopyTrueColorPixels(&bmp1, 0, 0);
|
|
bmp->CopyPixelDataRGB(
|
|
x+Parts[i].OriginX, y+Parts[i].OriginY, bmp1.GetPixels(),
|
|
MIN<int>(w-Parts[i].OriginX, bmp1.GetWidth()),
|
|
MIN<int>(h-Parts[i].OriginY, bmp1.GetHeight()),
|
|
4, bmp1.GetPitch()*4, Parts[i].Rotate, CF_BGRA, inf);
|
|
}
|
|
}
|
|
|
|
if (ret > retv) retv = ret;
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
if (i == NumParts)
|
|
{
|
|
for (i = 0; i < NumParts; ++i)
|
|
{
|
|
Parts[i].Texture->HackHack(256);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FMultiPatchTexture :: TexPart :: TexPart
|
|
//
|
|
//==========================================================================
|
|
|
|
FTexture *FMultiPatchTexture::GetRedirect(bool wantwarped)
|
|
{
|
|
if (bRedirect) return Parts->Texture;
|
|
else return this;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FMultiPatchTexture :: TexPart :: TexPart
|
|
//
|
|
//==========================================================================
|
|
|
|
FMultiPatchTexture::TexPart::TexPart()
|
|
{
|
|
OriginX = OriginY = 0;
|
|
Rotate = 0;
|
|
Texture = NULL;
|
|
Translation = NULL;
|
|
Blend = 0;
|
|
Alpha = FRACUNIT;
|
|
op = OP_COPY;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FTextureManager :: AddTexturesLump
|
|
//
|
|
//==========================================================================
|
|
|
|
void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1)
|
|
{
|
|
FPatchLookup *patchlookup;
|
|
int i;
|
|
DWORD numpatches;
|
|
|
|
if (firstdup == 0)
|
|
{
|
|
firstdup = (int)Textures.Size();
|
|
}
|
|
|
|
{
|
|
FWadLump pnames = Wads.OpenLumpNum (patcheslump);
|
|
|
|
pnames >> numpatches;
|
|
|
|
// Check whether the amount of names reported is correct.
|
|
if (numpatches < 0)
|
|
{
|
|
Printf("Corrupt PNAMES lump found (negative amount of entries reported)");
|
|
return;
|
|
}
|
|
|
|
// Check whether the amount of names reported is correct.
|
|
int lumplength = Wads.LumpLength(patcheslump);
|
|
if (numpatches > DWORD((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 = (FPatchLookup *)alloca (numpatches * sizeof(*patchlookup));
|
|
|
|
for (DWORD i = 0; i < numpatches; ++i)
|
|
{
|
|
pnames.Read (patchlookup[i].Name, 8);
|
|
patchlookup[i].Name[8] = 0;
|
|
|
|
FTextureID j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
|
|
if (j.isValid())
|
|
{
|
|
patchlookup[i].Texture = Textures[j.GetIndex()].Texture;
|
|
}
|
|
else
|
|
{
|
|
// Shareware Doom has the same PNAMES lump as the registered
|
|
// Doom, so printing warnings for patches that don't really
|
|
// exist isn't such a good idea.
|
|
//Printf ("Patch %s not found.\n", patchlookup[i].Name);
|
|
patchlookup[i].Texture = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool isStrife = false;
|
|
const DWORD *maptex, *directory;
|
|
DWORD maxoff;
|
|
int numtextures;
|
|
DWORD offset = 0; // Shut up, GCC!
|
|
|
|
maptex = (const DWORD *)lumpdata;
|
|
numtextures = LittleLong(*maptex);
|
|
maxoff = lumpsize;
|
|
|
|
if (maxoff < DWORD(numtextures+1)*4)
|
|
{
|
|
Printf ("Texture directory is too short");
|
|
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");
|
|
return;
|
|
}
|
|
|
|
maptexture_t *tex = (maptexture_t *)((BYTE *)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 BYTE *)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");
|
|
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 BYTE *)maptex + offset, patchlookup, numpatches, isStrife, deflumpnum);
|
|
if (i == 1 && texture1)
|
|
{
|
|
tex->UseType = FTexture::TEX_FirstDefined;
|
|
}
|
|
TexMan.AddTexture (tex);
|
|
StartScreen->Progress();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
FString patchname;
|
|
sc.MustGetString();
|
|
|
|
FTextureID texno = TexMan.CheckForTexture(sc.String, TEX_WallPatch);
|
|
int Mirror = 0;
|
|
|
|
if (!texno.isValid())
|
|
{
|
|
int lumpnum = Wads.CheckNumForFullName(sc.String);
|
|
if (lumpnum >= 0)
|
|
{
|
|
texno = TexMan.FindTextureByLumpNum(lumpnum);
|
|
if (texno.isValid ())
|
|
{
|
|
part.Texture = TexMan[texno];
|
|
}
|
|
else
|
|
{
|
|
part.Texture = FTexture::CreateTexture("", lumpnum, TEX_WallPatch);
|
|
TexMan.AddTexture(part.Texture);
|
|
}
|
|
}
|
|
else if (strlen(sc.String) <= 8 && !strpbrk(sc.String, "./"))
|
|
{
|
|
int lumpnum = Wads.CheckNumForName(sc.String, ns_patches);
|
|
if (lumpnum >= 0)
|
|
{
|
|
part.Texture = FTexture::CreateTexture(lumpnum, TEX_WallPatch);
|
|
TexMan.AddTexture(part.Texture);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
part.Texture = TexMan[texno];
|
|
bComplex |= part.Texture->bComplex;
|
|
}
|
|
if (part.Texture == NULL)
|
|
{
|
|
Printf("Unknown patch '%s' in texture '%s'\n", sc.String, Name);
|
|
}
|
|
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"))
|
|
{
|
|
bComplex = true;
|
|
if (part.Translation != NULL) delete part.Translation;
|
|
part.Translation = NULL;
|
|
part.Blend = 0;
|
|
static const char *maps[] = { "inverse", "gold", "red", "green", "ice", "desaturate", NULL };
|
|
sc.MustGetString();
|
|
int match = sc.MatchString(maps);
|
|
if (match >= 0)
|
|
{
|
|
part.Blend.r = 1 + match;
|
|
if (part.Blend.r == BLEND_DESATURATE1)
|
|
{
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
part.Blend.r += 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("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.String);
|
|
}
|
|
else
|
|
{
|
|
int r,g,b;
|
|
|
|
r = sc.Number;
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
g = sc.Number;
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
b = sc.Number;
|
|
sc.MustGetStringName(",");
|
|
part.Blend = MAKERGB(r, g, b);
|
|
}
|
|
if (sc.CheckString(","))
|
|
{
|
|
sc.MustGetFloat();
|
|
part.Blend.a = clamp<int>(int(sc.Float*255), 1, 254);
|
|
}
|
|
else part.Blend.a = 255;
|
|
}
|
|
else if (sc.Compare("alpha"))
|
|
{
|
|
sc.MustGetFloat();
|
|
part.Alpha = clamp(FLOAT2FIXED(sc.Float), 0, FRACUNIT);
|
|
// 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", NULL };
|
|
sc.MustGetString();
|
|
part.op = sc.MustMatchString(styles);
|
|
bComplex |= (part.op != OP_COPY);
|
|
bTranslucentPatches = bComplex;
|
|
}
|
|
}
|
|
}
|
|
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, int usetype)
|
|
: Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false)
|
|
{
|
|
TArray<TexPart> parts;
|
|
|
|
sc.SetCMode(true);
|
|
sc.MustGetString();
|
|
uppercopy(Name, sc.String);
|
|
Name[8] = 0;
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
Width = sc.Number;
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
Height = sc.Number;
|
|
UseType = usetype;
|
|
|
|
if (sc.CheckString("{"))
|
|
{
|
|
while (!sc.CheckString("}"))
|
|
{
|
|
sc.MustGetString();
|
|
if (sc.Compare("XScale"))
|
|
{
|
|
sc.MustGetFloat();
|
|
xScale = FLOAT2FIXED(sc.Float);
|
|
}
|
|
else if (sc.Compare("YScale"))
|
|
{
|
|
sc.MustGetFloat();
|
|
yScale = FLOAT2FIXED(sc.Float);
|
|
}
|
|
else if (sc.Compare("WorldPanning"))
|
|
{
|
|
bWorldPanning = true;
|
|
}
|
|
else if (sc.Compare("NullTexture"))
|
|
{
|
|
UseType = FTexture::TEX_Null;
|
|
}
|
|
else if (sc.Compare("NoDecals"))
|
|
{
|
|
bNoDecals = true;
|
|
}
|
|
else if (sc.Compare("Patch"))
|
|
{
|
|
TexPart part;
|
|
ParsePatch(sc, part);
|
|
if (part.Texture != NULL) parts.Push(part);
|
|
part.Texture = NULL;
|
|
part.Translation = NULL;
|
|
}
|
|
else if (sc.Compare("Offset"))
|
|
{
|
|
sc.MustGetNumber();
|
|
LeftOffset = sc.Number;
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetNumber();
|
|
TopOffset = sc.Number;
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Unknown texture property '%s'", sc.String);
|
|
}
|
|
}
|
|
|
|
NumParts = parts.Size();
|
|
Parts = new TexPart[NumParts];
|
|
memcpy(Parts, &parts[0], NumParts * sizeof(*Parts));
|
|
|
|
//CalcBitSize ();
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (Width <= 0 || Height <= 0)
|
|
{
|
|
UseType = FTexture::TEX_Null;
|
|
Printf("Texture %s has invalid dimensions (%d, %d)\n", Name, Width, Height);
|
|
Width = Height = 1;
|
|
}
|
|
CalcBitSize ();
|
|
|
|
|
|
sc.SetCMode(false);
|
|
}
|
|
|
|
|
|
|
|
void FTextureManager::ParseXTexture(FScanner &sc, int usetype)
|
|
{
|
|
FTexture *tex = new FMultiPatchTexture(sc, usetype);
|
|
TexMan.AddTexture (tex);
|
|
}
|