mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-02-10 06:50:36 +00:00
- moved all code and data for Build tile management into FTextureManager. - moved texture animation management into FTextureManager. - changed: Animate textures only once per frame, not per view. Otherwise with animations that have sub-frame accuracy camera textures of the same area can show different animation frames if the frame changes falls between the rendering of the different views. SVN r3026 (trunk)
380 lines
9.8 KiB
C++
380 lines
9.8 KiB
C++
/*
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** buildtexture.cpp
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** Handling Build 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 "doomtype.h"
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#include "files.h"
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#include "r_local.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "st_start.h"
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//==========================================================================
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//
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// A texture defined in a Build TILESxxx.ART file
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//
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//==========================================================================
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class FBuildTexture : public FTexture
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{
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public:
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FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top);
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~FBuildTexture ();
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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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void Unload ();
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protected:
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const BYTE *Pixels;
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Span **Spans;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FBuildTexture::FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top)
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: Pixels (pixels), Spans (NULL)
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{
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Width = width;
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Height = height;
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LeftOffset = left;
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TopOffset = top;
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CalcBitSize ();
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mysnprintf (Name, countof(Name), "BTIL%04d", tilenum);
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UseType = TEX_Build;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FBuildTexture::~FBuildTexture ()
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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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//
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//
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//==========================================================================
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void FBuildTexture::Unload ()
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{
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// Nothing to do, since the pixels are accessed from memory-mapped files directly
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const BYTE *FBuildTexture::GetPixels ()
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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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//
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//
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//==========================================================================
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const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (column >= 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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// AddTiles
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//
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// Adds all the tiles in an artfile to the texture manager.
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//
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//===========================================================================
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void FTextureManager::AddTiles (void *tiles)
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{
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// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((DWORD *)tiles)[2]);
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int tileend = LittleLong(((DWORD *)tiles)[3]);
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const WORD *tilesizx = &((const WORD *)tiles)[8];
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const WORD *tilesizy = &tilesizx[tileend - tilestart + 1];
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const DWORD *picanm = (const DWORD *)&tilesizy[tileend - tilestart + 1];
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BYTE *tiledata = (BYTE *)&picanm[tileend - tilestart + 1];
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for (int i = tilestart; i <= tileend; ++i)
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{
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int pic = i - tilestart;
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int width = LittleShort(tilesizx[pic]);
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int height = LittleShort(tilesizy[pic]);
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DWORD anm = LittleLong(picanm[pic]);
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int xoffs = (SBYTE)((anm >> 8) & 255) + width/2;
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int yoffs = (SBYTE)((anm >> 16) & 255) + height/2;
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int size = width*height;
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FTextureID texnum;
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FTexture *tex;
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if (width <= 0 || height <= 0) continue;
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tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
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texnum = AddTexture (tex);
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while (size > 0)
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{
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*tiledata = 255 - *tiledata;
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tiledata++;
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size--;
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}
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StartScreen->Progress();
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if ((picanm[pic] & 63) && (picanm[pic] & 192))
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{
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int type, speed;
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switch (picanm[pic] & 192)
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{
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case 64: type = 2; break;
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case 128: type = 0; break;
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case 192: type = 1; break;
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default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
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}
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speed = (anm >> 24) & 15;
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speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
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AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
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}
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// Blood's rotation types:
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// 0 - Single
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// 1 - 5 Full
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// 2 - 8 Full
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// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
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// 4 - 5 Half (not used in game)
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// 5 - 3 Flat (not used in game)
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// 6 - Voxel
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// 7 - Spin Voxel
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int rotType = (anm >> 28) & 7;
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if (rotType == 1)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 4; ++j)
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{
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rot.Texture[j*2] =
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rot.Texture[j*2+1] =
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Texture[8] =
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rot.Texture[9] = texnum.GetIndex() + 4;
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rot.Flip = 0x00FC;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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else if (rotType == 2)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 8; ++j)
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{
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Flip = 0;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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}
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}
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//===========================================================================
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//
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// CountTiles
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//
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// Returns the number of tiles provided by an artfile
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//
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//===========================================================================
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int FTextureManager::CountTiles (void *tiles)
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{
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int version = LittleLong(*(DWORD *)tiles);
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if (version != 1)
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{
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return 0;
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}
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int tilestart = LittleLong(((DWORD *)tiles)[2]);
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int tileend = LittleLong(((DWORD *)tiles)[3]);
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return tileend >= tilestart ? tileend - tilestart + 1 : 0;
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}
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//===========================================================================
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//
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// R_CountBuildTiles
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//
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// Returns the number of tiles found. Also loads all the data for
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// R_InitBuildTiles() to process later.
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//
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//===========================================================================
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int FTextureManager::CountBuildTiles ()
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{
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int numartfiles = 0;
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char artfile[] = "tilesXXX.art";
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int lumpnum;
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int numtiles;
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int totaltiles = 0;
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lumpnum = Wads.CheckNumForFullName ("blood.pal");
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if (lumpnum >= 0)
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{
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// Blood's tiles are external resources. (Why did they do it like that?)
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FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
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int slashat = rffpath.LastIndexOf ('/');
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if (slashat >= 0)
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{
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rffpath.Truncate (slashat + 1);
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}
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else
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{
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rffpath += '/';
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}
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for (; numartfiles < 1000; numartfiles++)
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{
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artfile[5] = numartfiles / 100 + '0';
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artfile[6] = numartfiles / 10 % 10 + '0';
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artfile[7] = numartfiles % 10 + '0';
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FString artpath = rffpath;
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artpath += artfile;
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FILE *f = fopen (artpath, "rb");
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if (f == NULL)
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{
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break;
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}
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size_t len = Q_filelength (f);
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BYTE *art = new BYTE[len];
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if (fread (art, 1, len, f) != len || (numtiles = CountTiles(art)) == 0)
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{
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delete[] art;
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}
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else
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{
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BuildTileFiles.Push (art);
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totaltiles += numtiles;
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}
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fclose (f);
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}
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}
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for (; numartfiles < 1000; numartfiles++)
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{
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artfile[5] = numartfiles / 100 + '0';
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artfile[6] = numartfiles / 10 % 10 + '0';
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artfile[7] = numartfiles % 10 + '0';
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lumpnum = Wads.CheckNumForFullName (artfile);
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if (lumpnum < 0)
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{
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break;
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}
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BYTE *art = new BYTE[Wads.LumpLength (lumpnum)];
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Wads.ReadLump (lumpnum, art);
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if ((numtiles = CountTiles(art)) == 0)
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{
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delete[] art;
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}
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else
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{
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BuildTileFiles.Push (art);
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totaltiles += numtiles;
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}
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}
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return totaltiles;
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}
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//===========================================================================
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//
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// R_InitBuildTiles
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//
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// [RH] Support Build tiles!
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//
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//===========================================================================
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void FTextureManager::InitBuildTiles ()
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{
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for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
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{
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AddTiles (BuildTileFiles[i]);
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}
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}
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