2020-05-24 14:11:10 +00:00
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/*
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** texturemanager.cpp
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** The texture manager class
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2008 Randy Heit
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** Copyright 2006-2008 Christoph Oelckers
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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 "filesystem.h"
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#include "printf.h"
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#include "c_cvars.h"
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#include "templates.h"
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#include "gstrings.h"
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#include "textures.h"
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#include "texturemanager.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "image.h"
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#include "vectors.h"
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#include "formats/multipatchtexture.h"
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FTextureManager TexMan;
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//==========================================================================
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//
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// FTextureManager :: FTextureManager
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//
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//==========================================================================
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FTextureManager::FTextureManager ()
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{
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memset (HashFirst, -1, sizeof(HashFirst));
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for (int i = 0; i < 2048; ++i)
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{
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sintable[i] = short(sin(i*(pi::pi() / 1024)) * 16384);
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}
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}
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//==========================================================================
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//
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// FTextureManager :: ~FTextureManager
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//
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//==========================================================================
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FTextureManager::~FTextureManager ()
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{
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DeleteAll();
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}
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//==========================================================================
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//
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// FTextureManager :: DeleteAll
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//
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//==========================================================================
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void FTextureManager::DeleteAll()
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{
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FImageSource::ClearImages();
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for (unsigned int i = 0; i < Textures.Size(); ++i)
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{
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delete Textures[i].Texture;
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}
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Textures.Clear();
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Translation.Clear();
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FirstTextureForFile.Clear();
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memset (HashFirst, -1, sizeof(HashFirst));
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DefaultTexture.SetInvalid();
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BuildTileData.Clear();
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tmanips.Clear();
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}
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//==========================================================================
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//
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// Flushes all hardware dependent data.
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// Thia must not, under any circumstances, delete the wipe textures, because
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// all CCMDs triggering a flush can be executed while a wipe is in progress
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//
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// This now also deletes the software textures because having the software
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// renderer use the texture scalers is a planned feature and that is the
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// main reason to call this outside of the destruction code.
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//
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//==========================================================================
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void DeleteSoftwareTexture(FSoftwareTexture* swtex);
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void FTextureManager::FlushAll()
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{
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for (int i = TexMan.NumTextures() - 1; i >= 0; i--)
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{
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for (int j = 0; j < 2; j++)
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{
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2020-05-24 14:19:44 +00:00
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Textures[i].Texture->DeleteHardwareTextures();
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2020-05-24 14:11:10 +00:00
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#if 0
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Textures[i].Texture->SystemTextures.Clean(true, true);
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DeleteSoftwareTexture(Textures[i].Texture->SoftwareTexture);
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Textures[i].Texture->SoftwareTexture = nullptr;
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#endif
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}
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}
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}
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//==========================================================================
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//
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// FTextureManager :: CheckForTexture
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//
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//==========================================================================
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FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType usetype, BITFIELD flags)
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{
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int i;
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int firstfound = -1;
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auto firsttype = ETextureType::Null;
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if (name == NULL || name[0] == '\0')
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{
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return FTextureID(-1);
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}
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// [RH] Doom counted anything beginning with '-' as "no texture".
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// Hopefully nobody made use of that and had textures like "-EMPTY",
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// because -NOFLAT- is a valid graphic for ZDoom.
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if (name[0] == '-' && name[1] == '\0')
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{
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return FTextureID(0);
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}
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for(i = HashFirst[MakeKey(name) % HASH_SIZE]; i != HASH_END; i = Textures[i].HashNext)
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{
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const FTexture *tex = Textures[i].Texture;
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if (stricmp (tex->Name, name) == 0 )
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{
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// If we look for short names, we must ignore any long name texture.
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if ((flags & TEXMAN_ShortNameOnly) && tex->bFullNameTexture)
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{
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continue;
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}
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// The name matches, so check the texture type
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if (usetype == ETextureType::Any)
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{
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// All NULL textures should actually return 0
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if (tex->UseType == ETextureType::FirstDefined && !(flags & TEXMAN_ReturnFirst)) return 0;
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if (tex->UseType == ETextureType::SkinGraphic && !(flags & TEXMAN_AllowSkins)) return 0;
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return FTextureID(tex->UseType==ETextureType::Null ? 0 : i);
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}
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else if ((flags & TEXMAN_Overridable) && tex->UseType == ETextureType::Override)
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{
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return FTextureID(i);
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}
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else if (tex->UseType == usetype)
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{
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return FTextureID(i);
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}
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else if (tex->UseType == ETextureType::FirstDefined && usetype == ETextureType::Wall)
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{
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if (!(flags & TEXMAN_ReturnFirst)) return FTextureID(0);
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else return FTextureID(i);
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}
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else if (tex->UseType == ETextureType::Null && usetype == ETextureType::Wall)
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{
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// We found a NULL texture on a wall -> return 0
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return FTextureID(0);
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}
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else
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{
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if (firsttype == ETextureType::Null ||
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(firsttype == ETextureType::MiscPatch &&
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tex->UseType != firsttype &&
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tex->UseType != ETextureType::Null)
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)
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{
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firstfound = i;
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firsttype = tex->UseType;
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}
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}
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}
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}
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if ((flags & TEXMAN_TryAny) && usetype != ETextureType::Any)
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{
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// Never return the index of NULL textures.
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if (firstfound != -1)
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{
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if (firsttype == ETextureType::Null) return FTextureID(0);
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if (firsttype == ETextureType::FirstDefined && !(flags & TEXMAN_ReturnFirst)) return FTextureID(0);
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return FTextureID(firstfound);
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}
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}
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if (!(flags & TEXMAN_ShortNameOnly))
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{
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// We intentionally only look for textures in subdirectories.
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// Any graphic being placed in the zip's root directory can not be found by this.
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if (strchr(name, '/'))
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{
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FTexture *const NO_TEXTURE = (FTexture*)-1;
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int lump = fileSystem.CheckNumForFullName(name);
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if (lump >= 0)
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{
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FTexture *tex = fileSystem.GetLinkedTexture(lump);
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if (tex == NO_TEXTURE) return FTextureID(-1);
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if (tex != NULL) return tex->id;
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if (flags & TEXMAN_DontCreate) return FTextureID(-1); // we only want to check, there's no need to create a texture if we don't have one yet.
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tex = FTexture::CreateTexture("", lump, ETextureType::Override);
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if (tex != NULL)
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{
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//tex->AddAutoMaterials();
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fileSystem.SetLinkedTexture(lump, tex);
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return AddTexture(tex);
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}
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else
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{
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// mark this lump as having no valid texture so that we don't have to retry creating one later.
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fileSystem.SetLinkedTexture(lump, NO_TEXTURE);
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}
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}
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}
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}
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return FTextureID(-1);
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}
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//==========================================================================
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//
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// FTextureManager :: ListTextures
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//
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//==========================================================================
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int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &list, bool listall)
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{
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int i;
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if (name == NULL || name[0] == '\0')
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{
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return 0;
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}
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// [RH] Doom counted anything beginning with '-' as "no texture".
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// Hopefully nobody made use of that and had textures like "-EMPTY",
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// because -NOFLAT- is a valid graphic for ZDoom.
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if (name[0] == '-' && name[1] == '\0')
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{
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return 0;
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}
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i = HashFirst[MakeKey (name) % HASH_SIZE];
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while (i != HASH_END)
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{
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const FTexture *tex = Textures[i].Texture;
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if (stricmp (tex->Name, name) == 0)
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{
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// NULL textures must be ignored.
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if (tex->UseType!=ETextureType::Null)
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{
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unsigned int j = list.Size();
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if (!listall)
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{
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for (j = 0; j < list.Size(); j++)
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{
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// Check for overriding definitions from newer WADs
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if (Textures[list[j].GetIndex()].Texture->UseType == tex->UseType) break;
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}
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}
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if (j==list.Size()) list.Push(FTextureID(i));
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}
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}
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i = Textures[i].HashNext;
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}
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return list.Size();
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}
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//==========================================================================
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//
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// FTextureManager :: GetTextures
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//
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//==========================================================================
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FTextureID FTextureManager::GetTextureID (const char *name, ETextureType usetype, BITFIELD flags)
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{
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FTextureID i;
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if (name == NULL || name[0] == 0)
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{
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return FTextureID(0);
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}
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else
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{
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i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
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}
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if (!i.Exists())
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{
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// Use a default texture instead of aborting like Doom did
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Printf ("Unknown texture: \"%s\"\n", name);
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i = DefaultTexture;
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}
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return FTextureID(i);
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}
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//==========================================================================
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//
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// FTextureManager :: FindTexture
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//
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//==========================================================================
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FTexture *FTextureManager::FindTexture(const char *texname, ETextureType usetype, BITFIELD flags)
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{
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FTextureID texnum = CheckForTexture (texname, usetype, flags);
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return GetTexture(texnum.GetIndex());
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}
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//==========================================================================
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//
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// FTextureManager :: OkForLocalization
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//
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//==========================================================================
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bool FTextureManager::OkForLocalization(FTextureID texnum, const char *substitute, int locmode)
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{
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uint32_t langtable = 0;
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if (*substitute == '$') substitute = GStrings.GetString(substitute+1, &langtable);
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else return true; // String literals from the source data should never override graphics from the same definition.
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if (substitute == nullptr) return true; // The text does not exist.
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// Modes 2, 3 and 4 must not replace localized textures.
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int localizedTex = ResolveLocalizedTexture(texnum.GetIndex());
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if (localizedTex != texnum.GetIndex()) return true; // Do not substitute a localized variant of the graphics patch.
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// For mode 4 we are done now.
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if (locmode == 4) return false;
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// Mode 2 and 3 must reject any text replacement from the default language tables.
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if ((langtable & MAKE_ID(255,0,0,0)) == MAKE_ID('*', 0, 0, 0)) return true; // Do not substitute if the string comes from the default table.
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if (locmode == 2) return false;
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// Mode 3 must also reject substitutions for non-IWAD content.
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int file = fileSystem.GetFileContainer(Textures[texnum.GetIndex()].Texture->SourceLump);
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if (file > fileSystem.GetMaxIwadNum()) return true;
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return false;
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}
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//==========================================================================
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//
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// FTextureManager :: AddTexture
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//
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//==========================================================================
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FTextureID FTextureManager::AddTexture (FTexture *texture)
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{
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int bucket;
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int hash;
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if (texture == NULL) return FTextureID(-1);
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// Later textures take precedence over earlier ones
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// Textures without name can't be looked for
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if (texture->Name[0] != '\0')
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{
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|
|
bucket = int(MakeKey (texture->Name) % HASH_SIZE);
|
|
|
|
hash = HashFirst[bucket];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bucket = -1;
|
|
|
|
hash = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
TextureHash hasher = { texture, hash };
|
|
|
|
int trans = Textures.Push (hasher);
|
|
|
|
Translation.Push (trans);
|
|
|
|
if (bucket >= 0) HashFirst[bucket] = trans;
|
|
|
|
return (texture->id = FTextureID(trans));
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: CreateTexture
|
|
|
|
//
|
|
|
|
// Calls FTexture::CreateTexture and adds the texture to the manager.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
|
|
|
|
{
|
|
|
|
if (lumpnum != -1)
|
|
|
|
{
|
|
|
|
FString str;
|
|
|
|
fileSystem.GetFileShortName(str, lumpnum);
|
|
|
|
FTexture *out = FTexture::CreateTexture(str, lumpnum, usetype);
|
|
|
|
|
|
|
|
if (out != NULL) return AddTexture (out);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", fileSystem.GetFileFullPath(lumpnum).GetChars());
|
|
|
|
return FTextureID(-1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return FTextureID(-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: ReplaceTexture
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FTextureManager::ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free)
|
|
|
|
{
|
|
|
|
int index = picnum.GetIndex();
|
|
|
|
if (unsigned(index) >= Textures.Size())
|
|
|
|
return;
|
|
|
|
|
|
|
|
FTexture *oldtexture = Textures[index].Texture;
|
|
|
|
|
|
|
|
newtexture->Name = oldtexture->Name;
|
|
|
|
newtexture->UseType = oldtexture->UseType;
|
|
|
|
Textures[index].Texture = newtexture;
|
|
|
|
newtexture->id = oldtexture->id;
|
|
|
|
oldtexture->Name = "";
|
|
|
|
AddTexture(oldtexture);
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: AreTexturesCompatible
|
|
|
|
//
|
|
|
|
// Checks if 2 textures are compatible for a ranged animation
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
bool FTextureManager::AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2)
|
|
|
|
{
|
|
|
|
int index1 = picnum1.GetIndex();
|
|
|
|
int index2 = picnum2.GetIndex();
|
|
|
|
if (unsigned(index1) >= Textures.Size() || unsigned(index2) >= Textures.Size())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
FTexture *texture1 = Textures[index1].Texture;
|
|
|
|
FTexture *texture2 = Textures[index2].Texture;
|
|
|
|
|
|
|
|
// both textures must be the same type.
|
|
|
|
if (texture1 == NULL || texture2 == NULL || texture1->UseType != texture2->UseType)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// both textures must be from the same file
|
|
|
|
for(unsigned i = 0; i < FirstTextureForFile.Size() - 1; i++)
|
|
|
|
{
|
|
|
|
if (index1 >= FirstTextureForFile[i] && index1 < FirstTextureForFile[i+1])
|
|
|
|
{
|
|
|
|
return (index2 >= FirstTextureForFile[i] && index2 < FirstTextureForFile[i+1]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: AddGroup
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FTextureManager::AddGroup(int wadnum, int ns, ETextureType usetype)
|
|
|
|
{
|
|
|
|
int firsttx = fileSystem.GetFirstEntry(wadnum);
|
|
|
|
int lasttx = fileSystem.GetLastEntry(wadnum);
|
|
|
|
FString Name;
|
|
|
|
|
|
|
|
// Go from first to last so that ANIMDEFS work as expected. However,
|
|
|
|
// to avoid duplicates (and to keep earlier entries from overriding
|
|
|
|
// later ones), the texture is only inserted if it is the one returned
|
|
|
|
// by doing a check by name in the list of wads.
|
|
|
|
|
|
|
|
for (; firsttx <= lasttx; ++firsttx)
|
|
|
|
{
|
|
|
|
if (fileSystem.GetFileNamespace(firsttx) == ns)
|
|
|
|
{
|
|
|
|
fileSystem.GetFileShortName (Name, firsttx);
|
|
|
|
|
|
|
|
if (fileSystem.CheckNumForName (Name, ns) == firsttx)
|
|
|
|
{
|
|
|
|
CreateTexture (firsttx, usetype);
|
|
|
|
}
|
|
|
|
progressFunc();
|
|
|
|
}
|
|
|
|
else if (ns == ns_flats && fileSystem.GetFileFlags(firsttx) & LUMPF_MAYBEFLAT)
|
|
|
|
{
|
|
|
|
if (fileSystem.CheckNumForName (Name, ns) < firsttx)
|
|
|
|
{
|
|
|
|
CreateTexture (firsttx, usetype);
|
|
|
|
}
|
|
|
|
progressFunc();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Adds all hires texture definitions.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FTextureManager::AddHiresTextures (int wadnum)
|
|
|
|
{
|
|
|
|
int firsttx = fileSystem.GetFirstEntry(wadnum);
|
|
|
|
int lasttx = fileSystem.GetLastEntry(wadnum);
|
|
|
|
|
|
|
|
FString Name;
|
|
|
|
TArray<FTextureID> tlist;
|
|
|
|
|
|
|
|
if (firsttx == -1 || lasttx == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (;firsttx <= lasttx; ++firsttx)
|
|
|
|
{
|
|
|
|
if (fileSystem.GetFileNamespace(firsttx) == ns_hires)
|
|
|
|
{
|
|
|
|
fileSystem.GetFileShortName (Name, firsttx);
|
|
|
|
|
|
|
|
if (fileSystem.CheckNumForName (Name, ns_hires) == firsttx)
|
|
|
|
{
|
|
|
|
tlist.Clear();
|
|
|
|
int amount = ListTextures(Name, tlist);
|
|
|
|
if (amount == 0)
|
|
|
|
{
|
|
|
|
// A texture with this name does not yet exist
|
|
|
|
FTexture * newtex = FTexture::CreateTexture (Name, firsttx, ETextureType::Any);
|
|
|
|
if (newtex != NULL)
|
|
|
|
{
|
|
|
|
newtex->UseType=ETextureType::Override;
|
|
|
|
AddTexture(newtex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for(unsigned int i = 0; i < tlist.Size(); i++)
|
|
|
|
{
|
|
|
|
FTexture * newtex = FTexture::CreateTexture ("", firsttx, ETextureType::Any);
|
|
|
|
if (newtex != NULL)
|
|
|
|
{
|
|
|
|
FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture;
|
|
|
|
|
|
|
|
// Replace the entire texture and adjust the scaling and offset factors.
|
|
|
|
#if 0
|
|
|
|
newtex->bWorldPanning = true;
|
|
|
|
newtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
|
|
|
|
newtex->_LeftOffset[0] = int(oldtex->GetScaledLeftOffset(0) * newtex->Scale.X);
|
|
|
|
newtex->_LeftOffset[1] = int(oldtex->GetScaledLeftOffset(1) * newtex->Scale.X);
|
|
|
|
newtex->_TopOffset[0] = int(oldtex->GetScaledTopOffset(0) * newtex->Scale.Y);
|
|
|
|
newtex->_TopOffset[1] = int(oldtex->GetScaledTopOffset(1) * newtex->Scale.Y);
|
|
|
|
ReplaceTexture(tlist[i], newtex, true);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
progressFunc();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// Loads the HIRESTEX lumps
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FTextureManager::LoadTextureDefs(int wadnum, const char *lumpname, FMultipatchTextureBuilder &build)
|
|
|
|
{
|
|
|
|
int remapLump, lastLump;
|
|
|
|
|
|
|
|
lastLump = 0;
|
|
|
|
|
|
|
|
while ((remapLump = fileSystem.FindLump(lumpname, &lastLump)) != -1)
|
|
|
|
{
|
|
|
|
if (fileSystem.GetFileContainer(remapLump) == wadnum)
|
|
|
|
{
|
|
|
|
ParseTextureDef(remapLump, build);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
TArray<FTextureID> tlist;
|
|
|
|
|
|
|
|
FScanner sc(lump);
|
|
|
|
while (sc.GetString())
|
|
|
|
{
|
|
|
|
if (sc.Compare("remap")) // remap an existing texture
|
|
|
|
{
|
|
|
|
sc.MustGetString();
|
|
|
|
|
|
|
|
// allow selection by type
|
|
|
|
int mode;
|
|
|
|
ETextureType type;
|
|
|
|
if (sc.Compare("wall")) type=ETextureType::Wall, mode=FTextureManager::TEXMAN_Overridable;
|
|
|
|
else if (sc.Compare("flat")) type=ETextureType::Flat, mode=FTextureManager::TEXMAN_Overridable;
|
|
|
|
else if (sc.Compare("sprite")) type=ETextureType::Sprite, mode=0;
|
|
|
|
else type = ETextureType::Any, mode = 0;
|
|
|
|
|
|
|
|
if (type != ETextureType::Any) sc.MustGetString();
|
|
|
|
|
|
|
|
sc.String[8]=0;
|
|
|
|
|
|
|
|
tlist.Clear();
|
|
|
|
int amount = ListTextures(sc.String, tlist);
|
|
|
|
FName texname = sc.String;
|
|
|
|
|
|
|
|
sc.MustGetString();
|
|
|
|
int lumpnum = fileSystem.CheckNumForFullName(sc.String, true, ns_patches);
|
|
|
|
if (lumpnum == -1) lumpnum = fileSystem.CheckNumForFullName(sc.String, true, ns_graphics);
|
|
|
|
|
|
|
|
if (tlist.Size() == 0)
|
|
|
|
{
|
|
|
|
Printf("Attempting to remap non-existent texture %s to %s\n",
|
|
|
|
texname.GetChars(), sc.String);
|
|
|
|
}
|
|
|
|
else if (lumpnum == -1)
|
|
|
|
{
|
|
|
|
Printf("Attempting to remap texture %s to non-existent lump %s\n",
|
|
|
|
texname.GetChars(), sc.String);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for(unsigned int i = 0; i < tlist.Size(); i++)
|
|
|
|
{
|
|
|
|
FTexture * oldtex = Textures[tlist[i].GetIndex()].Texture;
|
|
|
|
int sl;
|
|
|
|
|
|
|
|
// only replace matching types. For sprites also replace any MiscPatches
|
|
|
|
// based on the same lump. These can be created for icons.
|
|
|
|
if (oldtex->UseType == type || type == ETextureType::Any ||
|
|
|
|
(mode == TEXMAN_Overridable && oldtex->UseType == ETextureType::Override) ||
|
|
|
|
(type == ETextureType::Sprite && oldtex->UseType == ETextureType::MiscPatch &&
|
|
|
|
(sl=oldtex->GetSourceLump()) >= 0 && fileSystem.GetFileNamespace(sl) == ns_sprites)
|
|
|
|
)
|
|
|
|
{
|
|
|
|
FTexture * newtex = FTexture::CreateTexture ("", lumpnum, ETextureType::Any);
|
|
|
|
if (newtex != NULL)
|
|
|
|
{
|
|
|
|
// Replace the entire texture and adjust the scaling and offset factors.
|
|
|
|
newtex->bWorldPanning = true;
|
|
|
|
newtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
|
|
|
|
newtex->_LeftOffset[0] = int(oldtex->GetScaledLeftOffset(0) * newtex->Scale.X);
|
|
|
|
newtex->_LeftOffset[1] = int(oldtex->GetScaledLeftOffset(1) * newtex->Scale.X);
|
|
|
|
newtex->_TopOffset[0] = int(oldtex->GetScaledTopOffset(0) * newtex->Scale.Y);
|
|
|
|
newtex->_TopOffset[1] = int(oldtex->GetScaledTopOffset(1) * newtex->Scale.Y);
|
|
|
|
ReplaceTexture(tlist[i], newtex, true);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (sc.Compare("define")) // define a new "fake" texture
|
|
|
|
{
|
|
|
|
sc.GetString();
|
|
|
|
|
|
|
|
FString base = ExtractFileBase(sc.String, false);
|
|
|
|
if (!base.IsEmpty())
|
|
|
|
{
|
|
|
|
FString src = base.Left(8);
|
|
|
|
|
|
|
|
int lumpnum = fileSystem.CheckNumForFullName(sc.String, true, ns_patches);
|
|
|
|
if (lumpnum == -1) lumpnum = fileSystem.CheckNumForFullName(sc.String, true, ns_graphics);
|
|
|
|
|
|
|
|
sc.GetString();
|
|
|
|
bool is32bit = !!sc.Compare("force32bit");
|
|
|
|
if (!is32bit) sc.UnGet();
|
|
|
|
|
|
|
|
sc.MustGetNumber();
|
|
|
|
int width = sc.Number;
|
|
|
|
sc.MustGetNumber();
|
|
|
|
int height = sc.Number;
|
|
|
|
|
|
|
|
if (lumpnum>=0)
|
|
|
|
{
|
|
|
|
FTexture *newtex = FTexture::CreateTexture(src, lumpnum, ETextureType::Override);
|
|
|
|
|
|
|
|
if (newtex != NULL)
|
|
|
|
{
|
|
|
|
// Replace the entire texture and adjust the scaling and offset factors.
|
|
|
|
newtex->bWorldPanning = true;
|
|
|
|
newtex->SetDisplaySize(width, height);
|
|
|
|
|
|
|
|
FTextureID oldtex = TexMan.CheckForTexture(src, ETextureType::MiscPatch);
|
|
|
|
if (oldtex.isValid())
|
|
|
|
{
|
|
|
|
ReplaceTexture(oldtex, newtex, true);
|
|
|
|
newtex->UseType = ETextureType::Override;
|
|
|
|
}
|
|
|
|
else AddTexture(newtex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//else Printf("Unable to define hires texture '%s'\n", tex->Name);
|
|
|
|
}
|
|
|
|
else if (sc.Compare("texture"))
|
|
|
|
{
|
|
|
|
build.ParseTexture(sc, ETextureType::Override);
|
|
|
|
}
|
|
|
|
else if (sc.Compare("sprite"))
|
|
|
|
{
|
|
|
|
build.ParseTexture(sc, ETextureType::Sprite);
|
|
|
|
}
|
|
|
|
else if (sc.Compare("walltexture"))
|
|
|
|
{
|
|
|
|
build.ParseTexture(sc, ETextureType::Wall);
|
|
|
|
}
|
|
|
|
else if (sc.Compare("flat"))
|
|
|
|
{
|
|
|
|
build.ParseTexture(sc, ETextureType::Flat);
|
|
|
|
}
|
|
|
|
else if (sc.Compare("graphic"))
|
|
|
|
{
|
|
|
|
build.ParseTexture(sc, ETextureType::MiscPatch);
|
|
|
|
}
|
|
|
|
else if (sc.Compare("#include"))
|
|
|
|
{
|
|
|
|
sc.MustGetString();
|
|
|
|
|
|
|
|
// This is not using sc.Open because it can print a more useful error message when done here
|
|
|
|
int includelump = fileSystem.CheckNumForFullName(sc.String, true);
|
|
|
|
if (includelump == -1)
|
|
|
|
{
|
|
|
|
sc.ScriptError("Lump '%s' not found", sc.String);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ParseTextureDef(includelump, build);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sc.ScriptError("Texture definition expected, found '%s'", sc.String);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
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//==========================================================================
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//
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// FTextureManager :: AddPatches
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|
//
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|
//==========================================================================
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void FTextureManager::AddPatches (int lumpnum)
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|
|
|
{
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|
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|
auto file = fileSystem.ReopenFileReader (lumpnum, true);
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|
|
uint32_t numpatches, i;
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|
|
char name[9];
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numpatches = file.ReadUInt32();
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|
name[8] = '\0';
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for (i = 0; i < numpatches; ++i)
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|
{
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|
file.Read (name, 8);
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if (CheckForTexture (name, ETextureType::WallPatch, 0) == -1)
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|
{
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CreateTexture (fileSystem.CheckNumForName (name, ns_patches), ETextureType::WallPatch);
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}
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|
progressFunc();
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}
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}
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//==========================================================================
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//
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// FTextureManager :: LoadTexturesX
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//
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// Initializes the texture list with the textures from the world map.
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//
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//==========================================================================
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void FTextureManager::LoadTextureX(int wadnum, FMultipatchTextureBuilder &build)
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|
{
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|
#if 0
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|
// Use the most recent PNAMES for this WAD.
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|
// Multiple PNAMES in a WAD will be ignored.
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|
int pnames = fileSystem.CheckNumForName("PNAMES", ns_global, wadnum, false);
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|
if (pnames < 0)
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|
{
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|
// should never happen except for zdoom.pk3
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|
return;
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|
}
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|
// Only add the patches if the PNAMES come from the current file
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|
// Otherwise they have already been processed.
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if (fileSystem.GetFileContainer(pnames) == wadnum) TexMan.AddPatches (pnames);
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int texlump1 = fileSystem.CheckNumForName ("TEXTURE1", ns_global, wadnum);
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int texlump2 = fileSystem.CheckNumForName ("TEXTURE2", ns_global, wadnum);
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build.AddTexturesLumps (texlump1, texlump2, pnames);
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|
#endif
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|
}
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|
//==========================================================================
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|
//
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|
// FTextureManager :: AddTexturesForWad
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|
//
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|
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|
//==========================================================================
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|
|
void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build)
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|
|
|
{
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|
|
|
int firsttexture = Textures.Size();
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|
|
int lumpcount = fileSystem.GetNumEntries();
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|
|
bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum();
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|
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|
|
FirstTextureForFile.Push(firsttexture);
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|
// First step: Load sprites
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|
|
AddGroup(wadnum, ns_sprites, ETextureType::Sprite);
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|
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|
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|
|
// When loading a Zip, all graphics in the patches/ directory should be
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|
|
// added as well.
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|
|
AddGroup(wadnum, ns_patches, ETextureType::WallPatch);
|
|
|
|
|
|
|
|
// Second step: TEXTUREx lumps
|
|
|
|
LoadTextureX(wadnum, build);
|
|
|
|
|
|
|
|
// Third step: Flats
|
|
|
|
AddGroup(wadnum, ns_flats, ETextureType::Flat);
|
|
|
|
|
|
|
|
// Fourth step: Textures (TX_)
|
|
|
|
AddGroup(wadnum, ns_newtextures, ETextureType::Override);
|
|
|
|
|
|
|
|
// Sixth step: Try to find any lump in the WAD that may be a texture and load as a TEX_MiscPatch
|
|
|
|
int firsttx = fileSystem.GetFirstEntry(wadnum);
|
|
|
|
int lasttx = fileSystem.GetLastEntry(wadnum);
|
|
|
|
|
|
|
|
for (int i= firsttx; i <= lasttx; i++)
|
|
|
|
{
|
|
|
|
bool skin = false;
|
|
|
|
FString Name;
|
|
|
|
fileSystem.GetFileShortName(Name, i);
|
|
|
|
|
|
|
|
// Ignore anything not in the global namespace
|
|
|
|
int ns = fileSystem.GetFileNamespace(i);
|
|
|
|
if (ns == ns_global)
|
|
|
|
{
|
|
|
|
// In Zips all graphics must be in a separate namespace.
|
|
|
|
if (fileSystem.GetFileFlags(i) & LUMPF_FULLPATH) continue;
|
|
|
|
|
|
|
|
// Ignore lumps with empty names.
|
|
|
|
if (fileSystem.CheckFileName(i, "")) continue;
|
|
|
|
|
|
|
|
// Ignore anything belonging to a map
|
|
|
|
if (fileSystem.CheckFileName(i, "THINGS")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "LINEDEFS")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "SIDEDEFS")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "VERTEXES")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "SEGS")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "SSECTORS")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "NODES")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "SECTORS")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "REJECT")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "BLOCKMAP")) continue;
|
|
|
|
if (fileSystem.CheckFileName(i, "BEHAVIOR")) continue;
|
|
|
|
|
|
|
|
bool force = false;
|
|
|
|
// Don't bother looking at this lump if something later overrides it.
|
|
|
|
if (fileSystem.CheckNumForName(Name, ns_graphics) != i)
|
|
|
|
{
|
|
|
|
if (iwad)
|
|
|
|
{
|
|
|
|
// We need to make an exception for font characters of the SmallFont coming from the IWAD to be able to construct the original font.
|
|
|
|
if (Name.IndexOf("STCFN") != 0 && Name.IndexOf("FONTA") != 0) continue;
|
|
|
|
force = true;
|
|
|
|
}
|
|
|
|
else continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// skip this if it has already been added as a wall patch.
|
|
|
|
if (!force && CheckForTexture(Name, ETextureType::WallPatch, 0).Exists()) continue;
|
|
|
|
}
|
|
|
|
else if (ns == ns_graphics)
|
|
|
|
{
|
|
|
|
if (fileSystem.CheckNumForName(Name, ns_graphics) != i)
|
|
|
|
{
|
|
|
|
if (iwad)
|
|
|
|
{
|
|
|
|
// We need to make an exception for font characters of the SmallFont coming from the IWAD to be able to construct the original font.
|
|
|
|
if (Name.IndexOf("STCFN") != 0 && Name.IndexOf("FONTA") != 0) continue;
|
|
|
|
}
|
|
|
|
else continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (ns >= ns_firstskin)
|
|
|
|
{
|
|
|
|
// Don't bother looking this lump if something later overrides it.
|
|
|
|
if (fileSystem.CheckNumForName(Name, ns) != i) continue;
|
|
|
|
skin = true;
|
|
|
|
}
|
|
|
|
else continue;
|
|
|
|
|
|
|
|
// Try to create a texture from this lump and add it.
|
|
|
|
// Unfortunately we have to look at everything that comes through here...
|
|
|
|
FTexture *out = FTexture::CreateTexture(Name, i, skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
|
|
|
|
|
|
|
|
if (out != NULL)
|
|
|
|
{
|
|
|
|
AddTexture (out);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check for text based texture definitions
|
|
|
|
LoadTextureDefs(wadnum, "TEXTURES", build);
|
|
|
|
LoadTextureDefs(wadnum, "HIRESTEX", build);
|
|
|
|
|
|
|
|
// Seventh step: Check for hires replacements.
|
|
|
|
AddHiresTextures(wadnum);
|
|
|
|
|
|
|
|
SortTexturesByType(firsttexture, Textures.Size());
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: SortTexturesByType
|
|
|
|
// sorts newly added textures by UseType so that anything defined
|
|
|
|
// in TEXTURES and HIRESTEX gets in its proper place.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FTextureManager::SortTexturesByType(int start, int end)
|
|
|
|
{
|
|
|
|
TArray<FTexture *> newtextures;
|
|
|
|
|
|
|
|
// First unlink all newly added textures from the hash chain
|
|
|
|
for (int i = 0; i < HASH_SIZE; i++)
|
|
|
|
{
|
|
|
|
while (HashFirst[i] >= start && HashFirst[i] != HASH_END)
|
|
|
|
{
|
|
|
|
HashFirst[i] = Textures[HashFirst[i]].HashNext;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
newtextures.Resize(end-start);
|
|
|
|
for(int i=start; i<end; i++)
|
|
|
|
{
|
|
|
|
newtextures[i-start] = Textures[i].Texture;
|
|
|
|
}
|
|
|
|
Textures.Resize(start);
|
|
|
|
Translation.Resize(start);
|
|
|
|
|
|
|
|
static ETextureType texturetypes[] = {
|
|
|
|
ETextureType::Sprite, ETextureType::Null, ETextureType::FirstDefined,
|
|
|
|
ETextureType::WallPatch, ETextureType::Wall, ETextureType::Flat,
|
|
|
|
ETextureType::Override, ETextureType::MiscPatch, ETextureType::SkinGraphic
|
|
|
|
};
|
|
|
|
|
|
|
|
for(unsigned int i=0;i<countof(texturetypes);i++)
|
|
|
|
{
|
|
|
|
for(unsigned j = 0; j<newtextures.Size(); j++)
|
|
|
|
{
|
|
|
|
if (newtextures[j] != NULL && newtextures[j]->UseType == texturetypes[i])
|
|
|
|
{
|
|
|
|
AddTexture(newtextures[j]);
|
|
|
|
newtextures[j] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// This should never happen. All other UseTypes are only used outside
|
|
|
|
for(unsigned j = 0; j<newtextures.Size(); j++)
|
|
|
|
{
|
|
|
|
if (newtextures[j] != NULL)
|
|
|
|
{
|
|
|
|
Printf("Texture %s has unknown type!\n", newtextures[j]->Name.GetChars());
|
|
|
|
AddTexture(newtextures[j]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: AddLocalizedVariants
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void FTextureManager::AddLocalizedVariants()
|
|
|
|
{
|
|
|
|
TArray<FolderEntry> content;
|
|
|
|
fileSystem.GetFilesInFolder("localized/textures/", content, false);
|
|
|
|
for (auto &entry : content)
|
|
|
|
{
|
|
|
|
FString name = entry.name;
|
|
|
|
auto tokens = name.Split(".", FString::TOK_SKIPEMPTY);
|
|
|
|
if (tokens.Size() == 2)
|
|
|
|
{
|
|
|
|
auto ext = tokens[1];
|
|
|
|
// Do not interpret common extensions for images as language IDs.
|
|
|
|
if (ext.CompareNoCase("png") == 0 || ext.CompareNoCase("jpg") == 0 || ext.CompareNoCase("gfx") == 0 || ext.CompareNoCase("tga") == 0 || ext.CompareNoCase("lmp") == 0)
|
|
|
|
{
|
|
|
|
Printf("%s contains no language IDs and will be ignored\n", entry.name);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (tokens.Size() >= 2)
|
|
|
|
{
|
|
|
|
FString base = ExtractFileBase(tokens[0]);
|
|
|
|
FTextureID origTex = CheckForTexture(base, ETextureType::MiscPatch);
|
|
|
|
if (origTex.isValid())
|
|
|
|
{
|
|
|
|
FTextureID tex = CheckForTexture(entry.name, ETextureType::MiscPatch);
|
|
|
|
if (tex.isValid())
|
|
|
|
{
|
|
|
|
FTexture *otex = GetTexture(origTex);
|
|
|
|
FTexture *ntex = GetTexture(tex);
|
|
|
|
if (otex->GetDisplayWidth() != ntex->GetDisplayWidth() || otex->GetDisplayHeight() != ntex->GetDisplayHeight())
|
|
|
|
{
|
|
|
|
Printf("Localized texture %s must be the same size as the one it replaces\n", entry.name);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
tokens[1].ToLower();
|
|
|
|
auto langids = tokens[1].Split("-", FString::TOK_SKIPEMPTY);
|
|
|
|
for (auto &lang : langids)
|
|
|
|
{
|
|
|
|
if (lang.Len() == 2 || lang.Len() == 3)
|
|
|
|
{
|
|
|
|
uint32_t langid = MAKE_ID(lang[0], lang[1], lang[2], 0);
|
|
|
|
uint64_t comboid = (uint64_t(langid) << 32) | origTex.GetIndex();
|
|
|
|
LocalizedTextures.Insert(comboid, tex.GetIndex());
|
|
|
|
Textures[origTex.GetIndex()].HasLocalization = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf("Invalid language ID in texture %s\n", entry.name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf("%s is not a texture\n", entry.name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf("Unknown texture %s for localized variant %s\n", tokens[0].GetChars(), entry.name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf("%s contains no language IDs and will be ignored\n", entry.name);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// FTextureManager :: Init
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
FTexture *CreateShaderTexture(bool, bool);
|
|
|
|
void InitBuildTiles();
|
|
|
|
|
|
|
|
void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
|
|
|
|
{
|
|
|
|
progressFunc = progressFunc_;
|
|
|
|
DeleteAll();
|
|
|
|
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
|
|
|
|
|
|
|
|
// Texture 0 is a dummy texture used to indicate "no texture"
|
|
|
|
auto nulltex = new FImageTexture(nullptr, "");
|
|
|
|
nulltex->SetUseType(ETextureType::Null);
|
|
|
|
AddTexture (nulltex);
|
|
|
|
#if 0 // stuff for later. Not needed to get things going.
|
|
|
|
// some special textures used in the game.
|
|
|
|
AddTexture(CreateShaderTexture(false, false));
|
|
|
|
AddTexture(CreateShaderTexture(false, true));
|
|
|
|
AddTexture(CreateShaderTexture(true, false));
|
|
|
|
AddTexture(CreateShaderTexture(true, true));
|
|
|
|
|
|
|
|
int wadcnt = fileSystem.GetNumWads();
|
|
|
|
|
|
|
|
FMultipatchTextureBuilder build(*this, progressFunc_, checkForHacks);
|
|
|
|
|
|
|
|
for(int i = 0; i< wadcnt; i++)
|
|
|
|
{
|
|
|
|
AddTexturesForWad(i, build);
|
|
|
|
}
|
|
|
|
build.ResolveAllPatches();
|
|
|
|
|
|
|
|
// Add one marker so that the last WAD is easier to handle and treat
|
|
|
|
// Build tiles as a completely separate block.
|
|
|
|
FirstTextureForFile.Push(Textures.Size());
|
|
|
|
InitBuildTiles ();
|
|
|
|
FirstTextureForFile.Push(Textures.Size());
|
|
|
|
|
|
|
|
DefaultTexture = CheckForTexture ("-NOFLAT-", ETextureType::Override, 0);
|
|
|
|
|
|
|
|
InitPalettedVersions();
|
|
|
|
AdjustSpriteOffsets();
|
|
|
|
// Add auto materials to each texture after everything has been set up.
|
|
|
|
// Textures array can be reallocated in process, so ranged for loop is not suitable.
|
|
|
|
// There is no need to process discovered material textures here,
|
|
|
|
// CheckForTexture() did this already.
|
|
|
|
for (unsigned int i = 0, count = Textures.Size(); i < count; ++i)
|
|
|
|
{
|
|
|
|
Textures[i].Texture->AddAutoMaterials();
|
|
|
|
}
|
|
|
|
|
|
|
|
glPart2 = TexMan.CheckForTexture("glstuff/glpart2.png", ETextureType::MiscPatch);
|
|
|
|
glPart = TexMan.CheckForTexture("glstuff/glpart.png", ETextureType::MiscPatch);
|
|
|
|
mirrorTexture = TexMan.CheckForTexture("glstuff/mirror.png", ETextureType::MiscPatch);
|
|
|
|
AddLocalizedVariants();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
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//==========================================================================
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//
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// FTextureManager :: InitPalettedVersions
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//
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//==========================================================================
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void FTextureManager::InitPalettedVersions()
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{
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#if 0
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int lump, lastlump = 0;
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while ((lump = fileSystem.FindLump("PALVERS", &lastlump)) != -1)
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{
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FScanner sc(lump);
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while (sc.GetString())
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{
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FTextureID pic1 = CheckForTexture(sc.String, ETextureType::Any);
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if (!pic1.isValid())
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{
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sc.ScriptMessage("Unknown texture %s to replace", sc.String);
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}
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sc.MustGetString();
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FTextureID pic2 = CheckForTexture(sc.String, ETextureType::Any);
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if (!pic2.isValid())
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{
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sc.ScriptMessage("Unknown texture %s to use as replacement", sc.String);
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}
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if (pic1.isValid() && pic2.isValid())
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{
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FTexture *owner = GetTexture(pic1);
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FTexture *owned = GetTexture(pic2);
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if (owner && owned) owner->PalVersion = owned;
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}
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}
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}
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#endif
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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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EXTERN_CVAR(String, language)
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int FTextureManager::ResolveLocalizedTexture(int tex)
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{
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size_t langlen = strlen(language);
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int lang = (langlen < 2 || langlen > 3) ?
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MAKE_ID('e', 'n', 'u', '\0') :
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MAKE_ID(language[0], language[1], language[2], '\0');
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uint64_t index = (uint64_t(lang) << 32) + tex;
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if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
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index = (uint64_t(lang & MAKE_ID(255, 255, 0, 0)) << 32) + tex;
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if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
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return tex;
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}
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//===========================================================================
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//
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// R_GuesstimateNumTextures
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//
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// Returns an estimate of the number of textures R_InitData will have to
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// process. Used by D_DoomMain() when it calls ST_Init().
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//
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//===========================================================================
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int FTextureManager::GuesstimateNumTextures ()
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{
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int numtex = 0;
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for(int i = fileSystem.GetNumEntries()-1; i>=0; i--)
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{
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int space = fileSystem.GetFileNamespace(i);
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switch(space)
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{
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case ns_flats:
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case ns_sprites:
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case ns_newtextures:
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case ns_hires:
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case ns_patches:
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case ns_graphics:
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numtex++;
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break;
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default:
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if (fileSystem.GetFileFlags(i) & LUMPF_MAYBEFLAT) numtex++;
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break;
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}
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}
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//numtex += CountBuildTiles (); // this cannot be done with a lot of overhead so just leave it out.
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numtex += CountTexturesX ();
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return numtex;
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}
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//===========================================================================
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//
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// R_CountTexturesX
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//
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// See R_InitTextures() for the logic in deciding what lumps to check.
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//
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//===========================================================================
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int FTextureManager::CountTexturesX ()
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{
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int count = 0;
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int wadcount = fileSystem.GetNumWads();
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for (int wadnum = 0; wadnum < wadcount; wadnum++)
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{
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// Use the most recent PNAMES for this WAD.
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// Multiple PNAMES in a WAD will be ignored.
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int pnames = fileSystem.CheckNumForName("PNAMES", ns_global, wadnum, false);
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// should never happen except for zdoom.pk3
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if (pnames < 0) continue;
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// Only count the patches if the PNAMES come from the current file
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// Otherwise they have already been counted.
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if (fileSystem.GetFileContainer(pnames) == wadnum)
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{
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count += CountLumpTextures (pnames);
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}
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int texlump1 = fileSystem.CheckNumForName ("TEXTURE1", ns_global, wadnum);
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int texlump2 = fileSystem.CheckNumForName ("TEXTURE2", ns_global, wadnum);
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count += CountLumpTextures (texlump1) - 1;
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count += CountLumpTextures (texlump2) - 1;
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}
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return count;
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}
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//===========================================================================
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//
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// R_CountLumpTextures
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//
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// Returns the number of patches in a PNAMES/TEXTURE1/TEXTURE2 lump.
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//
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//===========================================================================
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int FTextureManager::CountLumpTextures (int lumpnum)
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{
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if (lumpnum >= 0)
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{
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auto file = fileSystem.OpenFileReader (lumpnum);
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uint32_t numtex = file.ReadUInt32();;
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return int(numtex) >= 0 ? numtex : 0;
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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//
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// Adjust sprite offsets for GL rendering (IWAD resources only)
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//
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//-----------------------------------------------------------------------------
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void FTextureManager::AdjustSpriteOffsets()
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{
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2020-05-24 14:32:52 +00:00
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int /*lump,*/ lastlump = 0;
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2020-05-24 14:11:10 +00:00
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int sprid;
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TMap<int, bool> donotprocess;
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int numtex = fileSystem.GetNumEntries();
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for (int i = 0; i < numtex; i++)
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{
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if (fileSystem.GetFileContainer(i) > fileSystem.GetMaxIwadNum()) break; // we are past the IWAD
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if (fileSystem.GetFileNamespace(i) == ns_sprites && fileSystem.GetFileContainer(i) >= fileSystem.GetIwadNum() && fileSystem.GetFileContainer(i) <= fileSystem.GetMaxIwadNum())
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{
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char str[9];
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fileSystem.GetFileShortName(str, i);
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str[8] = 0;
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FTextureID texid = TexMan.CheckForTexture(str, ETextureType::Sprite, 0);
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if (texid.isValid() && fileSystem.GetFileContainer(GetTexture(texid)->SourceLump) > fileSystem.GetMaxIwadNum())
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{
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// This texture has been replaced by some PWAD.
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memcpy(&sprid, str, 4);
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donotprocess[sprid] = true;
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}
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}
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}
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#if 0
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while ((lump = fileSystem.FindLump("SPROFS", &lastlump, false)) != -1)
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{
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FScanner sc;
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sc.OpenLumpNum(lump);
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sc.SetCMode(true);
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int ofslumpno = fileSystem.GetFileContainer(lump);
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while (sc.GetString())
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{
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int x, y;
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bool iwadonly = false;
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bool forced = false;
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FTextureID texno = TexMan.CheckForTexture(sc.String, ETextureType::Sprite);
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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x = sc.Number;
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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y = sc.Number;
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if (sc.CheckString(","))
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{
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sc.MustGetString();
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if (sc.Compare("iwad")) iwadonly = true;
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if (sc.Compare("iwadforced")) forced = iwadonly = true;
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}
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if (texno.isValid())
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{
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FTexture * tex = GetTexture(texno);
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int lumpnum = tex->GetSourceLump();
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// We only want to change texture offsets for sprites in the IWAD or the file this lump originated from.
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if (lumpnum >= 0 && lumpnum < fileSystem.GetNumEntries())
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{
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int wadno = fileSystem.GetFileContainer(lumpnum);
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if ((iwadonly && wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum()) || (!iwadonly && wadno == ofslumpno))
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{
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if (wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum() && !forced && iwadonly)
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{
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memcpy(&sprid, &tex->Name[0], 4);
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if (donotprocess.CheckKey(sprid)) continue; // do not alter sprites that only get partially replaced.
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}
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tex->_LeftOffset[1] = x;
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tex->_TopOffset[1] = y;
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}
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}
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}
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}
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}
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#endif
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}
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//==========================================================================
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//
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// FTextureAnimator :: SetTranslation
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//
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// Sets animation translation for a texture
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//
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//==========================================================================
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void FTextureManager::SetTranslation(FTextureID fromtexnum, FTextureID totexnum)
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{
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if ((size_t)fromtexnum.texnum < Translation.Size())
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{
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if ((size_t)totexnum.texnum >= Textures.Size())
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{
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totexnum.texnum = fromtexnum.texnum;
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}
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Translation[fromtexnum.texnum] = totexnum.texnum;
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}
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}
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//==========================================================================
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//
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// FTextureID::operator+
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// Does not return invalid texture IDs
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//
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//==========================================================================
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FTextureID FTextureID::operator +(int offset) throw()
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{
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if (!isValid()) return *this;
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if (texnum + offset >= TexMan.NumTextures()) return FTextureID(-1);
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return FTextureID(texnum + offset);
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}
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