/* ** 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 #include "doomtype.h" #include "files.h" #include "r_data.h" #include "w_wad.h" #include "i_system.h" #include "gi.h" #include "st_start.h" #include "sc_man.h" #include "templates.h" #include "vectors.h" #include "r_translate.h" #include "bitmap.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)(((BYTE *)&(s))[0] + ((BYTE *)&(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 { SWORD originx; SWORD originy; SWORD patch; SWORD stepdir; SWORD colormap; }; // // A wall texture is a list of patches which are to be combined in a // predefined order. // struct maptexture_t { BYTE name[8]; WORD Flags; // [RH] Was unused BYTE ScaleX; // [RH] Scaling (8 is normal) BYTE ScaleY; // [RH] Same as above SWORD width; SWORD height; BYTE columndirectory[4]; // OBSOLETE SWORD patchcount; mappatch_t patches[1]; }; #define MAPTEXF_WORLDPANNING 0x8000 // Strife uses versions of the above structures that remove all unused fields struct strifemappatch_t { SWORD originx; SWORD originy; SWORD patch; }; // // A wall texture is a list of patches which are to be combined in a // predefined order. // struct strifemaptexture_t { BYTE name[8]; WORD Flags; // [RH] Was unused BYTE ScaleX; // [RH] Scaling (8 is normal) BYTE ScaleY; // [RH] Same as above SWORD width; SWORD height; SWORD patchcount; strifemappatch_t patches[1]; }; //========================================================================== // // In-memory representation of a single PNAMES lump entry // //========================================================================== struct FPatchLookup { char Name[9]; FTexture *Texture; }; //========================================================================== // // A texture defined in a TEXTURE1 or TEXTURE2 lump // //========================================================================== class FMultiPatchTexture : public FTexture { public: FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflump); FMultiPatchTexture (FScanner &sc, int usetype); ~FMultiPatchTexture (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); FTextureFormat GetFormat(); bool UseBasePalette() ; void Unload (); virtual void SetFrontSkyLayer (); int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL); int GetSourceLump() { return DefinitionLump; } protected: BYTE *Pixels; Span **Spans; int DefinitionLump; struct TexPart { SWORD OriginX, OriginY; BYTE Rotate; bool textureOwned; BYTE op; FRemapTable *Translation; PalEntry Blend; FTexture *Texture; fixed_t Alpha; TexPart(); }; int NumParts; TexPart *Parts; bool bRedirect:1; bool bTranslucentPatches:1; void MakeTexture (); private: void CheckForHacks (); void ParsePatch(FScanner &sc, TexPart & part); }; //========================================================================== // // FMultiPatchTexture :: FMultiPatchTexture // //========================================================================== FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum) : Pixels (0), Spans(0), Parts(0), 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; if (strife) { NumParts = SAFESHORT(mtexture.s->patchcount); } else { NumParts = SAFESHORT(mtexture.d->patchcount); } if (NumParts <= 0) { I_FatalError ("Bad texture directory"); } UseType = FTexture::TEX_Wall; Parts = new TexPart[NumParts]; Width = SAFESHORT(mtexture.d->width); Height = SAFESHORT(mtexture.d->height); strncpy (Name, (const char *)mtexture.d->name, 8); Name[8] = 0; CalcBitSize (); xScale = mtexture.d->ScaleX ? mtexture.d->ScaleX*(FRACUNIT/8) : FRACUNIT; yScale = mtexture.d->ScaleY ? mtexture.d->ScaleY*(FRACUNIT/8) : FRACUNIT; 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, LittleShort(mpatch.d->patch)+1); } Parts[i].OriginX = LittleShort(mpatch.d->originx); Parts[i].OriginY = LittleShort(mpatch.d->originy); Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture; if (Parts[i].Texture == NULL) { Printf ("Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name, Name); NumParts--; i--; } if (strife) mpatch.s++; else mpatch.d++; } if (NumParts == 0) { Printf ("Texture %s is left without any patches\n", Name); } 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) { bRedirect = true; } } DefinitionLump = deflumpnum; } //========================================================================== // // FMultiPatchTexture :: ~FMultiPatchTexture // //========================================================================== FMultiPatchTexture::~FMultiPatchTexture () { Unload (); if (Parts != NULL) { for(int i=0; iSetFrontSkyLayer (); } bNoRemap0 = true; } //========================================================================== // // FMultiPatchTexture :: Unload // //========================================================================== void FMultiPatchTexture::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } } //========================================================================== // // FMultiPatchTexture :: GetPixels // //========================================================================== const BYTE *FMultiPatchTexture::GetPixels () { if (bRedirect) { return Parts->Texture->GetPixels (); } if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // FMultiPatchTexture :: GetColumn // //========================================================================== const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spans_out) { if (bRedirect) { return Parts->Texture->GetColumn (column, spans_out); } if (Pixels == NULL) { MakeTexture (); } if ((unsigned)column >= (unsigned)Width) { if (WidthMask + 1 == Width) { column &= WidthMask; } else { column %= Width; } } if (spans_out != NULL) { if (Spans == NULL) { Spans = CreateSpans (Pixels); } *spans_out = Spans[column]; } return Pixels + column*Height; } //========================================================================== // // FMultiPatchTexture :: GetColumn // //========================================================================== BYTE * GetBlendMap(PalEntry blend, BYTE *blendwork) { switch (blend.a==0 ? blend.r : -1) { case BLEND_INVERSEMAP: return InverseColormap; case BLEND_GOLDMAP: return GoldColormap; case BLEND_REDMAP: return RedColormap; case BLEND_GREENMAP: return GreenColormap; case BLEND_ICEMAP: return TranslationToTable(TRANSLATION(TRANSLATION_Standard, 7))->Remap; default: if (blend.r >= BLEND_DESATURATE1 && blend.r <= 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 // //========================================================================== void FMultiPatchTexture::MakeTexture () { // 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; BYTE blendwork[256]; static BYTE NullMap[256] = {0}; bool hasTranslucent = false; Pixels = new BYTE[numpix]; memset (Pixels, 0, numpix); // This is not going to be easy for paletted output. Using the // real time mixing tables gives results that just look bad and // downconverting a true color image also has its problems so the only // real choice is to do normal compositing with any translucent patch // just masking the affected pixels, then do a full true color composition // and merge these pixels in. for (int i = 0; i < NumParts; ++i) { BYTE *trans = Parts[i].Translation? Parts[i].Translation->Remap : NULL; if (Parts[i].op != OP_COPY) { trans = NullMap; hasTranslucent = true; } else if (Parts[i].Blend != BLEND_NONE) { trans = GetBlendMap(Parts[i].Blend, blendwork); } Parts[i].Texture->CopyToBlock (Pixels, Width, Height, Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans); } if (hasTranslucent) { // 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. BYTE *buffer = new BYTE[Width * Height * 4]; FillBuffer(buffer, Width * 4, Height, TEX_RGB); for(int y = 0; y < Height; y++) { BYTE *in = buffer + Width * y * 4; BYTE *out = Pixels + y; for (int x = 0; x < Width; x++) { if (*out == 0 && in[3] != 0) { *out = RGB32k[in[2]>>3][in[1]>>3][in[0]>>3]; } out += Height; in += 4; } } delete [] buffer; } } //=========================================================================== // // 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; FCopyInfo info; for(int i=0;ibComplex || inf == NULL) { memset (&info, 0, sizeof (info)); info.alpha = Parts[i].Alpha; info.invalpha = FRACUNIT - info.alpha; info.op = ECopyOp(Parts[i].op); 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, &info); } else { PalEntry b = Parts[i].Blend; if (b.a == 0 && b.r != BLEND_NONE) { info.blend = EBlend(b.r); inf = &info; } 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; inf = &info; } 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; inf = &info; } } ret = Parts[i].Texture->CopyTrueColorPixels(bmp, x+Parts[i].OriginX, y+Parts[i].OriginY, Parts[i].Rotate, inf); } } 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(), bmp1.GetWidth(), 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;iUseBasePalette()) 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 // //========================================================================== FMultiPatchTexture::TexPart::TexPart() { OriginX = OriginY = 0; Rotate = 0; textureOwned = false; 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(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); } } static bool Check(char *& range, char c) { while (isspace(*range)) range++; if (*range==c) { range++; return true; } return 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) { part.Texture = FTexture::CreateTexture(lumpnum, TEX_WallPatch); part.textureOwned = true; } 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(); if (sc.Number != 0 && sc.Number !=90 && sc.Number != 180 && sc.Number != -90) { sc.ScriptError("Rotation must be 0, 90, 180 or -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(); char *range = sc.String; int start,end; start=strtol(range, &range, 10); if (!Check(range, ':')) return; end=strtol(range, &range, 10); if (!Check(range, '=')) return; if (!Check(range, '[')) { int pal1,pal2; pal1=strtol(range, &range, 10); if (!Check(range, ':')) return; pal2=strtol(range, &range, 10); part.Translation->AddIndexRange(start, end, pal1, pal2); } else { // translation using RGB values int r1,g1,b1,r2,g2,b2; r1=strtol(range, &range, 10); if (!Check(range, ',')) return; g1=strtol(range, &range, 10); if (!Check(range, ',')) return; b1=strtol(range, &range, 10); if (!Check(range, ']')) return; if (!Check(range, ':')) return; if (!Check(range, '[')) return; r2=strtol(range, &range, 10); if (!Check(range, ',')) return; g2=strtol(range, &range, 10); if (!Check(range, ',')) return; b2=strtol(range, &range, 10); if (!Check(range, ']')) return; part.Translation->AddColorRange(start, end, r1, g1, b1, r2, g2, b2); } } 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(sc.Float*255), 1, 254); } else part.Blend.a = 255; bComplex = true; } 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; } } FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype) : Pixels (0), Spans(0), Parts(0), bRedirect(false), bTranslucentPatches(false) { TArray 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 = FTexture::TEX_Override; 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; } } 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) { bRedirect = true; } } //DefinitionLump = sc.G deflumpnum; } sc.SetCMode(false); } void FTextureManager::ParseXTexture(FScanner &sc, int usetype) { FTexture *tex = new FMultiPatchTexture(sc, usetype); TexMan.AddTexture (tex); }