raze-gles/source/common/textures/buildtiles.cpp

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/*
** buildtexture.cpp
** Handling Build textures
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** 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 "files.h"
#include "zstring.h"
#include "textures.h"
#include "image.h"
#include "cache1d.h"
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#include "baselayer.h"
#include "palette.h"
#include "m_crc32.h"
#include "build.h"
enum
{
MAXARTFILES_BASE = 200,
MAXARTFILES_TOTAL = 220
};
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extern char* palookup[];
BuildFiles TileFiles;
//==========================================================================
//
//
//
//==========================================================================
picanm_t tileConvertAnimFormat(int32_t const picanmdisk)
{
// Unpack a 4 byte packed anim descriptor into the internal 5 byte format.
picanm_t anm;
anm.num = picanmdisk & 63;
anm.xofs = (picanmdisk >> 8) & 255;
anm.yofs = (picanmdisk >> 16) & 255;
anm.sf = ((picanmdisk >> 24) & 15) | (picanmdisk & 192);
anm.extra = (picanmdisk >> 28) & 15;
return anm;
}
//==========================================================================
//
// Base class for Build tile textures
// This needs a few subclasses for different use cases.
//
//==========================================================================
FBitmap FTileTexture::GetBgraBitmap(PalEntry* remap, int* ptrans)
{
FBitmap bmp;
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TArray<uint8_t> buffer;
bmp.Create(Size.x, Size.y);
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const uint8_t* ppix = Get8BitPixels();
if (!ppix)
{
// This is needed for tiles with a palette remap.
buffer.Resize(Size.x * Size.y);
Create8BitPixels(buffer.Data());
ppix = buffer.Data();
}
if (ppix) bmp.CopyPixelData(0, 0, ppix, Size.x, Size.y, Size.y, 1, 0, remap);
return bmp;
}
void FTileTexture::Create8BitPixels(uint8_t* buffer)
{
auto pix = Get8BitPixels();
if (pix) memcpy(buffer, pix, Size.x * Size.y);
}
//==========================================================================
//
// Tile textures are owned by their containing file object.
//
//==========================================================================
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FArtTile* GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, int picanm)
{
auto tex = new FArtTile(backingstore, offset, width, height, picanm);
if (tex)
{
tex->SetName(name);
}
return tex;
}
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//==========================================================================
//
//
//
//==========================================================================
void BuildFiles::AddTile(int tilenum, FTexture* tex, bool permap)
{
auto& array = permap ? AllMapTiles : AllTiles;
array.Push(tex);
tiles[tilenum] = tex;
if (!permap) tilesbak[tilenum] = tex;
}
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
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void BuildFiles::AddTiles (int firsttile, TArray<uint8_t>& RawData, bool permap)
{
const uint8_t *tiles = RawData.Data();
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((int *)tiles)[2]);
int tileend = LittleLong(((int *)tiles)[3]);
const uint16_t *tilesizx = &((const uint16_t *)tiles)[8];
const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1];
const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1];
const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1];
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if (firsttile != -1)
{
tileend = tileend - tilestart + firsttile;
tilestart = firsttile;
}
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
uint32_t anm = LittleLong(picanm[pic]);
int size = width*height;
if (width <= 0 || height <= 0) continue;
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auto tex = GetTileTexture("", RawData, uint32_t(tiledata - tiles), width, height, anm);
AddTile(i, tex);
tiledata += size;
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
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int CountTiles (const char *fn, const uint8_t *RawData)
{
int version = LittleLong(*(uint32_t *)RawData);
if (version != 1)
{
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initprintf("%s: Invalid art file version. Must be 1, got %d\n", fn, version);
return 0;
}
int tilestart = LittleLong(((uint32_t *)RawData)[2]);
int tileend = LittleLong(((uint32_t *)RawData)[3]);
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if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES)
{
initprintf("%s: Invalid tilestart or tileend\n", fn);
return 0;
}
if (tileend < tilestart)
{
initprintf("%s: tileend < tilestart\n", fn);
return 0;
}
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// CloseAllMapArt
//
// Closes all per-map ART files
//
//===========================================================================
void BuildFiles::CloseAllMapArt()
{
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AllMapTiles.DeleteAndClear();
PerMapArtFiles.DeleteAndClear();
}
//===========================================================================
//
// LoadArtFile
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
// let's load everything into memory on startup.
// Even for Ion Fury this will merely add 60 MB, because the engine already needs to cache the data, albeit in a compressed-per-lump form,
// so its 100MB art file will only have a partial impact on memory.
//
//===========================================================================
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void BuildFiles::LoadArtFile(const char *fn, bool mapart, int firsttile)
{
auto old = FindFile(fn);
if (old >= ArtFiles.Size()) // Do not process if already loaded.
{
FileReader fr = kopenFileReader(fn, 0);
if (fr.isOpen())
{
auto artdata = fr.Read();
const uint8_t *artptr = artdata.Data();
if (artdata.Size() > 16)
{
if (memcmp(artptr, "BUILDART", 8) == 0) artptr += 8;
// Only load the data if the header is present
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if (CountTiles(fn, artptr) > 0)
{
auto& descs = mapart ? PerMapArtFiles : ArtFiles;
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auto file = new BuildArtFile;
descs.Push(file);
file->filename = fn;
file->RawData = std::move(artdata);
AddTiles(firsttile, file->RawData, mapart);
}
}
}
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else
{
//initprintf("%s: file not found\n", fn);
}
}
else
{
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// Reuse the old one but move it to the top. (better not.)
//auto fd = std::move(ArtFiles[old]);
//ArtFiles.Delete(old);
//ArtFiles.Push(std::move(fd));
}
}
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//==========================================================================
//
//
//
//==========================================================================
void BuildFiles::LoadArtSet(const char* filename)
{
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for (int index = 0; index < MAXARTFILES_BASE; index++)
{
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FStringf fn(filename, index);
LoadArtFile(fn, false);
}
}
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//==========================================================================
//
// Checks if a custom tile has alredy been added to the list.
// For each tile index there may only be one replacement and its
// type may never change!
//
//==========================================================================
FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
{
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if (tilenum < 0 || tilenum >= MAXTILES) return nullptr;
if (tiles[tilenum] != tilesbak[tilenum]) return nullptr; // no mucking around with map tiles.
auto tile = tiles[tilenum];
if (tile && tile->GetUseType() == type) return tile; // already created
if (tile->GetUseType() > FTexture::Art) return nullptr; // different custom type - cannot replace again.
FTexture* replacement = nullptr;
if (type == FTexture::Writable)
{
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replacement = new FWritableTile;
}
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else if (type == FTexture::Restorable)
{
// This is for modifying an existing tile.
// It only gets used for the crosshair and two specific effects:
// A) the fire in Blood.
// B) the pin display in Redneck Rampage's bowling lanes.
if (tile->GetWidth() == 0 || tile->GetHeight() == 0) return nullptr; // The base must have a size for this to work.
// todo: invalidate hardware textures for tile.
replacement = new FRestorableTile(tile);
}
else return nullptr;
AddTile(tilenum, replacement);
return replacement;
}
//==========================================================================
//
// Creates a tile for displaying custom content
//
//==========================================================================
uint8_t* BuildFiles::tileCreate(int tilenum, int width, int height)
{
if (width <= 0 || height <= 0) return nullptr;
auto tex = ValidateCustomTile(tilenum, FTexture::Writable);
if (tex == nullptr) return nullptr;
auto wtex = static_cast<FWritableTile*>(tex);
if (!wtex->Resize(width, height)) return nullptr;
return tex->GetWritableBuffer();
}
//==========================================================================
//
// Makes a tile writable - only used for a handful of special cases
// (todo: Investigate how to get rid of this)
//
//==========================================================================
uint8_t * BuildFiles::tileMakeWritable(int num)
{
auto tex = ValidateCustomTile(num, FTexture::Restorable);
return tex ? tex->GetWritableBuffer() : nullptr;
}
//==========================================================================
//
// Sets user content for a tile.
// This must copy the buffer to make sure that the renderer has the data,
// even if processing is deferred.
//
// Only used by the movie players.
//
//==========================================================================
void BuildFiles::tileSetExternal(int tilenum, int width, int height, uint8_t* data)
{
uint8_t* buffer = tileCreate(tilenum, width, height);
if (buffer) memcpy(buffer, data, width * height);
}