#pragma once #include "textures.h" #include "image.h" #include "i_time.h" #include "intvec.h" // picanm[].sf: // |bit(1<<7) // |animtype|animtype|texhitscan|nofullbright|speed|speed|speed|speed| enum AnimFlags { PICANM_ANIMTYPE_NONE = 0, PICANM_ANIMTYPE_OSC = (1 << 6), PICANM_ANIMTYPE_FWD = (2 << 6), PICANM_ANIMTYPE_BACK = (3 << 6), PICANM_ANIMTYPE_SHIFT = 6, PICANM_ANIMTYPE_MASK = (3 << 6), // must be 192 PICANM_MISC_MASK = (3 << 4), PICANM_TEXHITSCAN_BIT = (2 << 4), PICANM_NOFULLBRIGHT_BIT = (1 << 4), PICANM_ANIMSPEED_MASK = 15, // must be 15 }; enum { MAXTILES = 30720, MAXUSERTILES = (MAXTILES-16) // reserve 16 tiles at the end }; enum ETexType { TT_INDEXED, TT_TRUECOLOR, }; enum class ReplacementType : int { Art, Writable, Restorable, Canvas }; // NOTE: If the layout of this struct is changed, loadpics() must be modified // accordingly. struct picanm_t { uint8_t num; // animate number uint8_t sf; // anim. speed and flags uint8_t extra; void Clear() { extra = sf = num = 0; } }; picanm_t tileConvertAnimFormat(int32_t const picanmdisk, int* lo, int* to); struct rottile_t { int16_t newtile; int16_t owner; }; struct HightileReplacement { FGameTexture* faces[6]; // only one gets used by a texture, the other 5 are for skyboxes only FVector2 scale; float alphacut, specpower, specfactor; uint16_t palnum, flags; }; class FTileTexture : public FImageSource { public: FTileTexture() { bUseGamePalette = true; bTranslucent = false; } virtual uint8_t* GetRawData() = 0; virtual TArray CreatePalettedPixels(int conversion); virtual int CopyPixels(FBitmap* bmp, int conversion); // This will always ignore 'luminance'. }; //========================================================================== // // A tile coming from an ART file. // //========================================================================== class FArtTile : public FTileTexture { const TArray& RawPixels; const uint32_t Offset; public: FArtTile(const TArray& backingstore, uint32_t offset, int width, int height) : RawPixels(backingstore), Offset(offset) { Width = width; Height = height; } uint8_t* GetRawData() override final { return &RawPixels[Offset]; } }; //========================================================================== // // A tile with its own pixel buffer // //========================================================================== class FLooseTile : public FTileTexture { TArray RawPixels; public: FLooseTile(TArray& store, int width, int height) { RawPixels = std::move(store); Width = width; Height = height; } uint8_t* GetRawData() override { return RawPixels.Data(); } }; //========================================================================== // // A non-existent tile // //========================================================================== class FDummyTile : public FTileTexture { public: FDummyTile(int width, int height) { Width = width; Height = height; } uint8_t* GetRawData() override { return nullptr; } }; //========================================================================== // // A tile with a writable surface // //========================================================================== class FWritableTile : public FTileTexture { protected: TArray buffer; public: FWritableTile() { //useType = Writable; } uint8_t* GetRawData() override { return buffer.Data(); } bool ResizeImage(int w, int h) { if (w <= 0 || h <= 0) { buffer.Reset(); return false; } else { Width = w; Height = h; buffer.Resize(w * h); return true; } } }; //========================================================================== // // A tile with a writable surface // //========================================================================== class FRestorableTile : public FWritableTile { FImageSource* Base; public: FRestorableTile(FImageSource* base) { Base = base; CopySize(*base); ResizeImage(Width, Height); Reload(); } void Reload() { buffer = std::move(Base->GetPalettedPixels(0)); } }; //========================================================================== // // One ART file. // //========================================================================== struct BuildArtFile { FString filename; TArray RawData; BuildArtFile() = default; BuildArtFile(const BuildArtFile&) = delete; BuildArtFile& operator=(const BuildArtFile&) = delete; BuildArtFile(const BuildArtFile&& other) { filename = std::move(other.filename); RawData = std::move(other.RawData); } BuildArtFile& operator=(const BuildArtFile&& other) { filename = std::move(other.filename); RawData = std::move(other.RawData); return *this; } }; //========================================================================== // // THe tile container // //========================================================================== struct RawCacheNode { TArray data; uint64_t lastUseTime; }; struct TileDesc { FGameTexture* texture; // the currently active tile FGameTexture* backup; // original backup for map tiles RawCacheNode rawCache; // this is needed for hitscan testing to avoid reloading the texture each time. picanm_t picanm; // animation descriptor picanm_t picanmbackup; // animation descriptor backup when using map tiles rottile_t RotTile;// = { -1,-1 }; TArray Hightiles; ReplacementType replacement; float alphaThreshold; }; struct TexturePick { FGameTexture* texture; // which texture to use int translation; // which translation table to use int tintFlags; // which shader tinting options to use PalEntry tintColor; // Tint color PalEntry basepalTint; // can the base palette be done with a global tint effect? }; struct BuildTiles { FGameTexture* Placeholder; TDeletingArray ArtFiles; TileDesc tiledata[MAXTILES]; TArray addedArt; TMap TextureToTile; TArray maptilesadded; void Init(); // This cannot be a constructor because it needs the texture manager running. ~BuildTiles() { CloseAll(); } void CloseAll(); void AddTile(int tilenum, FGameTexture* tex, bool permap = false); void AddTiles(int firsttile, TArray& store, const char* mapname); void AddFile(BuildArtFile* bfd, bool permap) { ArtFiles.Push(bfd); } int FindFile(const FString& filename) { return ArtFiles.FindEx([filename](const BuildArtFile* element) { return filename.CompareNoCase(element->filename) == 0; }); } int LoadArtFile(const char* file, const char* mapname = nullptr, int firsttile = -1); void LoadArtSet(const char* filename); void AddArt(TArray& art) { addedArt = std::move(art); } int GetTileIndex(FGameTexture* tex) { auto p = TextureToTile.CheckKey(tex); return p ? *p : -1; } void SetupReverseTileMap() { TextureToTile.Clear(); for (int i = 0; i < MAXTILES; i++) { if (tiledata[i].texture != nullptr && tiledata[i].texture != Placeholder) TextureToTile.Insert(tiledata[i].texture, i); } } FGameTexture* ValidateCustomTile(int tilenum, ReplacementType type); int32_t artLoadFiles(const char* filename); uint8_t* tileMakeWritable(int num); uint8_t* tileCreate(int tilenum, int width, int height); int findUnusedTile(void); int tileCreateRotated(int owner); void InvalidateTile(int num); void MakeCanvas(int tilenum, int width, int height); HightileReplacement* FindReplacement(int picnum, int palnum, bool skybox = false); void AddReplacement(int picnum, const HightileReplacement&); void DeleteReplacement(int picnum, int palnum); void DeleteReplacements(int picnum) { assert(picnum < MAXTILES); tiledata[picnum].Hightiles.Clear(); } void PostLoadSetup(); }; int tileGetCRC32(int tileNum); int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istexture); void tileCopy(int tile, int tempsource, int temppal, int xoffset, int yoffset, int flags); void tileSetDummy(int tile, int width, int height); void tileDelete(int tile); void tileRemoveReplacement(int tile); bool tileLoad(int tileNum); void artClearMapArt(void); void artSetupMapArt(const char* filename); void tileSetAnim(int tile, const picanm_t& anm); int tileSetHightileReplacement(int picnum, int palnum, const char *filen, float alphacut, float xscale, float yscale, float specpower, float specfactor, uint8_t flags); int tileSetSkybox(int picnum, int palnum, const char **facenames, int flags ); int tileDeleteReplacement(int picnum, int palnum); void tileCopySection(int tilenum1, int sx1, int sy1, int xsiz, int ysiz, int tilenum2, int sx2, int sy2); extern BuildTiles TileFiles; inline bool tileCheck(int num) { auto tex = TileFiles.tiledata[num].texture; return tex && tex->GetTexelWidth() > 0 && tex->GetTexelHeight() > 0; } inline const uint8_t* tilePtr(int num) { if (TileFiles.tiledata[num].rawCache.data.Size() == 0) { auto tex = TileFiles.tiledata[num].texture; if (!tex || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return nullptr; TileFiles.tiledata[num].rawCache.data = std::move(tex->GetTexture()->Get8BitPixels(false)); } TileFiles.tiledata[num].rawCache.lastUseTime = I_nsTime(); return TileFiles.tiledata[num].rawCache.data.Data(); } inline bool tileLoad(int tileNum) { return !!tilePtr(tileNum); } inline uint8_t* tileData(int num) { auto tex = dynamic_cast(TileFiles.tiledata[num].texture->GetTexture()); if (!tex) return nullptr; auto p = dynamic_cast(tex->GetImage()); return p ? p->GetRawData() : nullptr; } // Some hacks to allow accessing the no longer existing arrays as if they still were arrays to avoid changing hundreds of lines of code. struct TileSiz { const vec2_16_t operator[](size_t index) { assert(index < MAXTILES); vec2_16_t v = { (int16_t)TileFiles.tiledata[index].texture->GetDisplayWidth(), (int16_t)TileFiles.tiledata[index].texture->GetDisplayHeight() }; return v; } }; extern TileSiz tilesiz; struct PicAnm { picanm_t& operator[](size_t index) { assert(index < MAXTILES); return TileFiles.tiledata[index].picanm; } }; extern PicAnm picanm; // Helpers to read the refactored tilesiz array. inline int tileWidth(int num) { assert(num < MAXTILES); return TileFiles.tiledata[num].texture->GetDisplayWidth(); } inline int tileHeight(int num) { assert(num < MAXTILES); return TileFiles.tiledata[num].texture->GetDisplayHeight(); } inline int tileLeftOffset(int num) { assert(num < MAXTILES); return TileFiles.tiledata[num].texture->GetDisplayLeftOffset(); } inline int tileTopOffset(int num) { assert(num < MAXTILES); return TileFiles.tiledata[num].texture->GetDisplayTopOffset(); } inline int widthBits(int num) { int w = tileWidth(num); int j = 15; while ((j > 1) && ((1 << j) > w)) j--; return j; } inline int heightBits(int num) { int w = tileHeight(num); int j = 15; while ((j > 1) && ((1 << j) > w)) j--; return j; } inline rottile_t& RotTile(int tile) { assert(tile < MAXTILES); return TileFiles.tiledata[tile].RotTile; } inline void tileInvalidate(int tilenume, int32_t, int32_t) { TileFiles.InvalidateTile(tilenume); } inline FGameTexture* tileGetTexture(int tile) { assert(tile < MAXTILES); return TileFiles.tiledata[tile].texture; } bool PickTexture(int picnum, FGameTexture* tex, int paletteid, TexturePick& pick);