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

1580 lines
48 KiB
C++

/*
** texturemanager.cpp
** The texture manager class
**
**---------------------------------------------------------------------------
** Copyright 2004-2008 Randy Heit
** Copyright 2006-2008 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 "filesystem.h"
#include "printf.h"
#include "c_cvars.h"
#include "templates.h"
#include "gstrings.h"
#include "textures.h"
#include "texturemanager.h"
#include "c_dispatch.h"
#include "sc_man.h"
#include "image.h"
#include "vectors.h"
#include "animtexture.h"
#include "formats/multipatchtexture.h"
FTextureManager TexMan;
//==========================================================================
//
// FTextureManager :: FTextureManager
//
//==========================================================================
FTextureManager::FTextureManager ()
{
memset (HashFirst, -1, sizeof(HashFirst));
for (int i = 0; i < 2048; ++i)
{
sintable[i] = short(sin(i*(pi::pi() / 1024)) * 16384);
}
}
//==========================================================================
//
// FTextureManager :: ~FTextureManager
//
//==========================================================================
FTextureManager::~FTextureManager ()
{
DeleteAll();
}
//==========================================================================
//
// FTextureManager :: DeleteAll
//
//==========================================================================
void FTextureManager::DeleteAll()
{
FImageSource::ClearImages();
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
delete Textures[i].Texture;
}
Textures.Clear();
Translation.Clear();
FirstTextureForFile.Clear();
memset (HashFirst, -1, sizeof(HashFirst));
DefaultTexture.SetInvalid();
BuildTileData.Clear();
tmanips.Clear();
}
//==========================================================================
//
// Flushes all hardware dependent data.
// This must not, under any circumstances, delete the wipe textures, because
// all CCMDs triggering a flush can be executed while a wipe is in progress
//
// This now also deletes the software textures because the software
// renderer can also use the texture scalers and that is the
// main reason to call this outside of the destruction code.
//
//==========================================================================
void FTextureManager::FlushAll()
{
for (int i = TexMan.NumTextures() - 1; i >= 0; i--)
{
for (int j = 0; j < 2; j++)
{
Textures[i].Texture->CleanHardwareData();
delete Textures[i].Texture->GetSoftwareTexture();
calcShouldUpscale(Textures[i].Texture);
Textures[i].Texture->SetSoftwareTexture(nullptr);
}
}
}
//==========================================================================
//
// Examines the lump contents to decide what type of texture to create,
// and creates the texture.
//
//==========================================================================
static FTexture* CreateTextureFromLump(int lumpnum, bool allowflats = false)
{
if (lumpnum == -1) return nullptr;
auto image = FImageSource::GetImage(lumpnum, allowflats);
if (image != nullptr)
{
return new FImageTexture(image);
}
return nullptr;
}
//==========================================================================
//
// FTextureManager :: CheckForTexture
//
//==========================================================================
FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType usetype, BITFIELD flags)
{
int i;
int firstfound = -1;
auto firsttype = ETextureType::Null;
if (name == NULL || name[0] == '\0')
{
return FTextureID(-1);
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return FTextureID(0);
}
for(i = HashFirst[MakeKey(name) % HASH_SIZE]; i != HASH_END; i = Textures[i].HashNext)
{
auto tex = Textures[i].Texture;
if (stricmp (tex->GetName(), name) == 0 )
{
// If we look for short names, we must ignore any long name texture.
if ((flags & TEXMAN_ShortNameOnly) && tex->isFullNameTexture())
{
continue;
}
auto texUseType = tex->GetUseType();
// The name matches, so check the texture type
if (usetype == ETextureType::Any)
{
// All NULL textures should actually return 0
if (texUseType == ETextureType::FirstDefined && !(flags & TEXMAN_ReturnFirst)) return 0;
if (texUseType == ETextureType::SkinGraphic && !(flags & TEXMAN_AllowSkins)) return 0;
return FTextureID(texUseType==ETextureType::Null ? 0 : i);
}
else if ((flags & TEXMAN_Overridable) && texUseType == ETextureType::Override)
{
return FTextureID(i);
}
else if (texUseType == usetype)
{
return FTextureID(i);
}
else if (texUseType == ETextureType::FirstDefined && usetype == ETextureType::Wall)
{
if (!(flags & TEXMAN_ReturnFirst)) return FTextureID(0);
else return FTextureID(i);
}
else if (texUseType == ETextureType::Null && usetype == ETextureType::Wall)
{
// We found a NULL texture on a wall -> return 0
return FTextureID(0);
}
else
{
if (firsttype == ETextureType::Null ||
(firsttype == ETextureType::MiscPatch &&
texUseType != firsttype &&
texUseType != ETextureType::Null)
)
{
firstfound = i;
firsttype = texUseType;
}
}
}
}
if ((flags & TEXMAN_TryAny) && usetype != ETextureType::Any)
{
// Never return the index of NULL textures.
if (firstfound != -1)
{
if (firsttype == ETextureType::Null) return FTextureID(0);
if (firsttype == ETextureType::FirstDefined && !(flags & TEXMAN_ReturnFirst)) return FTextureID(0);
return FTextureID(firstfound);
}
}
if (!(flags & TEXMAN_ShortNameOnly))
{
// We intentionally only look for textures in subdirectories.
// Any graphic being placed in the zip's root directory can not be found by this.
if (strchr(name, '/') || (flags & TEXMAN_ForceLookup))
{
FGameTexture *const NO_TEXTURE = (FGameTexture*)-1;
int lump = fileSystem.CheckNumForFullName(name);
if (lump >= 0)
{
FGameTexture *tex = fileSystem.GetLinkedTexture(lump);
if (tex == NO_TEXTURE) return FTextureID(-1);
if (tex != NULL) return tex->GetID();
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.
tex = MakeGameTexture(CreateTextureFromLump(lump), nullptr, ETextureType::Override);
if (tex != NULL)
{
tex->AddAutoMaterials();
fileSystem.SetLinkedTexture(lump, tex);
return AddGameTexture(tex);
}
else
{
// mark this lump as having no valid texture so that we don't have to retry creating one later.
fileSystem.SetLinkedTexture(lump, NO_TEXTURE);
}
}
}
}
if (!(flags & TEXMAN_NoAlias))
{
int* alias = aliases.CheckKey(name);
if (alias) return FTextureID(*alias);
}
return FTextureID(-1);
}
//==========================================================================
//
// FTextureManager :: ListTextures
//
//==========================================================================
int FTextureManager::ListTextures (const char *name, TArray<FTextureID> &list, bool listall)
{
int i;
if (name == NULL || name[0] == '\0')
{
return 0;
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return 0;
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
{
auto tex = Textures[i].Texture;
if (stricmp (tex->GetName(), name) == 0)
{
auto texUseType = tex->GetUseType();
// NULL textures must be ignored.
if (texUseType!=ETextureType::Null)
{
unsigned int j = list.Size();
if (!listall)
{
for (j = 0; j < list.Size(); j++)
{
// Check for overriding definitions from newer WADs
if (Textures[list[j].GetIndex()].Texture->GetUseType() == texUseType) break;
}
}
if (j==list.Size()) list.Push(FTextureID(i));
}
}
i = Textures[i].HashNext;
}
return list.Size();
}
//==========================================================================
//
// FTextureManager :: GetTextures
//
//==========================================================================
FTextureID FTextureManager::GetTextureID (const char *name, ETextureType usetype, BITFIELD flags)
{
FTextureID i;
if (name == NULL || name[0] == 0)
{
return FTextureID(0);
}
else
{
i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
}
if (!i.Exists())
{
// Use a default texture instead of aborting like Doom did
Printf ("Unknown texture: \"%s\"\n", name);
i = DefaultTexture;
}
return FTextureID(i);
}
//==========================================================================
//
// FTextureManager :: FindTexture
//
//==========================================================================
FGameTexture *FTextureManager::FindGameTexture(const char *texname, ETextureType usetype, BITFIELD flags)
{
FTextureID texnum = CheckForTexture (texname, usetype, flags);
return GetGameTexture(texnum.GetIndex());
}
//==========================================================================
//
// FTextureManager :: OkForLocalization
//
//==========================================================================
bool FTextureManager::OkForLocalization(FTextureID texnum, const char *substitute, int locmode)
{
uint32_t langtable = 0;
if (*substitute == '$') substitute = GStrings.GetString(substitute+1, &langtable);
else return true; // String literals from the source data should never override graphics from the same definition.
if (substitute == nullptr) return true; // The text does not exist.
// Modes 2, 3 and 4 must not replace localized textures.
int localizedTex = ResolveLocalizedTexture(texnum.GetIndex());
if (localizedTex != texnum.GetIndex()) return true; // Do not substitute a localized variant of the graphics patch.
// For mode 4 we are done now.
if (locmode == 4) return false;
// Mode 2 and 3 must reject any text replacement from the default language tables.
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.
if (locmode == 2) return false;
// Mode 3 must also reject substitutions for non-IWAD content.
int file = fileSystem.GetFileContainer(Textures[texnum.GetIndex()].Texture->GetSourceLump());
if (file > fileSystem.GetMaxIwadNum()) return true;
return false;
}
//==========================================================================
//
// FTextureManager :: AddTexture
//
//==========================================================================
FTextureID FTextureManager::AddGameTexture (FGameTexture *texture, bool addtohash)
{
int bucket;
int hash;
if (texture == NULL) return FTextureID(-1);
if (texture->GetTexture())
{
// Later textures take precedence over earlier ones
calcShouldUpscale(texture); // calculate this once at insertion
}
// Textures without name can't be looked for
if (addtohash && texture->GetName().IsNotEmpty())
{
bucket = int(MakeKey (texture->GetName()) % HASH_SIZE);
hash = HashFirst[bucket];
}
else
{
bucket = -1;
hash = -1;
}
TextureHash hasher = { texture, -1, -1, -1, hash };
int trans = Textures.Push (hasher);
Translation.Push (trans);
if (bucket >= 0) HashFirst[bucket] = trans;
auto id = FTextureID(trans);
texture->SetID(id);
return id;
}
//==========================================================================
//
// 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);
auto out = MakeGameTexture(CreateTextureFromLump(lumpnum, usetype == ETextureType::Flat), str, usetype);
if (out != NULL)
{
if (usetype == ETextureType::Flat)
{
int w = out->GetTexelWidth();
int h = out->GetTexelHeight();
// Auto-scale flats with dimensions 128x128 and 256x256.
// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
// Now we're stuck with this stupid behaviour.
if (w == 128 && h == 128)
{
out->SetScale(2, 2);
out->SetWorldPanning(true);
}
else if (w == 256 && h == 256)
{
out->SetScale(4, 4);
out->SetWorldPanning(true);
}
}
return AddGameTexture(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, FGameTexture *newtexture, bool free)
{
int index = picnum.GetIndex();
if (unsigned(index) >= Textures.Size())
return;
auto oldtexture = Textures[index].Texture;
newtexture->SetName(oldtexture->GetName());
newtexture->SetUseType(oldtexture->GetUseType());
Textures[index].Texture = newtexture;
newtexture->SetID(oldtexture->GetID());
oldtexture->SetName("");
AddGameTexture(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;
auto texture1 = Textures[index1].Texture;
auto texture2 = Textures[index2].Texture;
// both textures must be the same type.
if (texture1 == NULL || texture2 == NULL || texture1->GetUseType() != texture2->GetUseType())
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
auto newtex = MakeGameTexture(CreateTextureFromLump(firsttx), Name, ETextureType::Override);
if (newtex != NULL)
{
AddGameTexture(newtex);
}
}
else
{
for(unsigned int i = 0; i < tlist.Size(); i++)
{
FTexture * newtex = CreateTextureFromLump(firsttx);
if (newtex != NULL)
{
auto oldtex = Textures[tlist[i].GetIndex()].Texture;
// Replace the entire texture and adjust the scaling and offset factors.
auto gtex = MakeGameTexture(newtex, nullptr, ETextureType::Override);
gtex->SetWorldPanning(true);
gtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
double xscale1 = oldtex->GetTexelLeftOffset(0) * gtex->GetScaleX() / oldtex->GetScaleX();
double xscale2 = oldtex->GetTexelLeftOffset(1) * gtex->GetScaleX() / oldtex->GetScaleX();
double yscale1 = oldtex->GetTexelTopOffset(0) * gtex->GetScaleY() / oldtex->GetScaleY();
double yscale2 = oldtex->GetTexelTopOffset(1) * gtex->GetScaleY() / oldtex->GetScaleY();
gtex->SetOffsets(0, xs_RoundToInt(xscale1), xs_RoundToInt(yscale1));
gtex->SetOffsets(1, xs_RoundToInt(xscale2), xs_RoundToInt(yscale2));
ReplaceTexture(tlist[i], gtex, true);
}
}
}
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)
{
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++)
{
auto 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->GetUseType() == type || type == ETextureType::Any ||
(mode == TEXMAN_Overridable && oldtex->GetUseType() == ETextureType::Override) ||
(type == ETextureType::Sprite && oldtex->GetUseType() == ETextureType::MiscPatch &&
(sl=oldtex->GetSourceLump()) >= 0 && fileSystem.GetFileNamespace(sl) == ns_sprites)
)
{
FTexture * newtex = CreateTextureFromLump(lumpnum);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
auto gtex = MakeGameTexture(newtex, nullptr, ETextureType::Override);
gtex->SetWorldPanning(true);
gtex->SetDisplaySize(oldtex->GetDisplayWidth(), oldtex->GetDisplayHeight());
double xscale1 = oldtex->GetTexelLeftOffset(0) * gtex->GetScaleX() / oldtex->GetScaleX();
double xscale2 = oldtex->GetTexelLeftOffset(1) * gtex->GetScaleX() / oldtex->GetScaleX();
double yscale1 = oldtex->GetTexelTopOffset(0) * gtex->GetScaleY() / oldtex->GetScaleY();
double yscale2 = oldtex->GetTexelTopOffset(1) * gtex->GetScaleY() / oldtex->GetScaleY();
gtex->SetOffsets(0, xs_RoundToInt(xscale1), xs_RoundToInt(yscale1));
gtex->SetOffsets(1, xs_RoundToInt(xscale2), xs_RoundToInt(yscale2));
ReplaceTexture(tlist[i], gtex, 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)
{
auto newtex = MakeGameTexture(CreateTextureFromLump(lumpnum), src, ETextureType::Override);
if (newtex != NULL)
{
// Replace the entire texture and adjust the scaling and offset factors.
newtex->SetWorldPanning(true);
newtex->SetDisplaySize((float)width, (float)height);
FTextureID oldtex = TexMan.CheckForTexture(src, ETextureType::MiscPatch);
if (oldtex.isValid())
{
ReplaceTexture(oldtex, newtex, true);
newtex->SetUseType(ETextureType::Override);
}
else AddGameTexture(newtex);
}
}
}
//else Printf("Unable to define hires texture '%s'\n", tex->Name);
}
else if (sc.Compare("texture"))
{
build.ParseTexture(sc, ETextureType::Override, lump);
}
else if (sc.Compare("sprite"))
{
build.ParseTexture(sc, ETextureType::Sprite, lump);
}
else if (sc.Compare("walltexture"))
{
build.ParseTexture(sc, ETextureType::Wall, lump);
}
else if (sc.Compare("flat"))
{
build.ParseTexture(sc, ETextureType::Flat, lump);
}
else if (sc.Compare("graphic"))
{
build.ParseTexture(sc, ETextureType::MiscPatch, lump);
}
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);
}
}
}
//==========================================================================
//
// FTextureManager :: AddPatches
//
//==========================================================================
void FTextureManager::AddPatches (int lumpnum)
{
auto file = fileSystem.ReopenFileReader (lumpnum, true);
uint32_t numpatches, i;
char name[9];
numpatches = file.ReadUInt32();
name[8] = '\0';
for (i = 0; i < numpatches; ++i)
{
file.Read (name, 8);
if (CheckForTexture (name, ETextureType::WallPatch, 0) == -1)
{
CreateTexture (fileSystem.CheckNumForName (name, ns_patches), ETextureType::WallPatch);
}
progressFunc();
}
}
//==========================================================================
//
// FTextureManager :: LoadTexturesX
//
// Initializes the texture list with the textures from the world map.
//
//==========================================================================
void FTextureManager::LoadTextureX(int wadnum, FMultipatchTextureBuilder &build)
{
// Use the most recent PNAMES for this WAD.
// Multiple PNAMES in a WAD will be ignored.
int pnames = fileSystem.CheckNumForName("PNAMES", ns_global, wadnum, false);
if (pnames < 0)
{
// should never happen except for zdoom.pk3
return;
}
// Only add the patches if the PNAMES come from the current file
// Otherwise they have already been processed.
if (fileSystem.GetFileContainer(pnames) == wadnum) TexMan.AddPatches (pnames);
int texlump1 = fileSystem.CheckNumForName ("TEXTURE1", ns_global, wadnum);
int texlump2 = fileSystem.CheckNumForName ("TEXTURE2", ns_global, wadnum);
build.AddTexturesLumps (texlump1, texlump2, pnames);
}
//==========================================================================
//
// FTextureManager :: AddTexturesForWad
//
//==========================================================================
void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build)
{
int firsttexture = Textures.Size();
int lumpcount = fileSystem.GetNumEntries();
bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum();
FirstTextureForFile.Push(firsttexture);
// First step: Load sprites
AddGroup(wadnum, ns_sprites, ETextureType::Sprite);
// When loading a Zip, all graphics in the patches/ directory should be
// added as well.
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...
auto out = MakeGameTexture(CreateTextureFromLump(i), Name, skin ? ETextureType::SkinGraphic : ETextureType::MiscPatch);
if (out != NULL)
{
AddGameTexture (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<FGameTexture *> 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]->GetUseType() == texturetypes[i])
{
AddGameTexture(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]->GetName().GetChars());
AddGameTexture(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())
{
auto otex = GetGameTexture(origTex);
auto ntex = GetGameTexture(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
//
//==========================================================================
FGameTexture *CreateShaderTexture(bool, bool);
void InitBuildTiles();
FImageSource* CreateEmptyTexture();
void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
{
progressFunc = progressFunc_;
DeleteAll();
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
auto nulltex = MakeGameTexture(new FImageTexture(CreateEmptyTexture()), nullptr, ETextureType::Null);
AddGameTexture(nulltex);
// This is for binding to unused texture units, because accessing an unbound texture unit is undefined. It's a one pixel empty texture.
auto emptytex = MakeGameTexture(new FImageTexture(CreateEmptyTexture()), nullptr, ETextureType::Override);
emptytex->SetSize(1, 1);
AddGameTexture(emptytex);
// some special textures used in the game.
AddGameTexture(CreateShaderTexture(false, false));
AddGameTexture(CreateShaderTexture(false, true));
AddGameTexture(CreateShaderTexture(true, false));
AddGameTexture(CreateShaderTexture(true, true));
// Add two animtexture entries so that movie playback can call functions using texture IDs.
AddGameTexture(MakeGameTexture(new AnimTexture(), "AnimTextureFrame1", ETextureType::Override));
AddGameTexture(MakeGameTexture(new AnimTexture(), "AnimTextureFrame2", ETextureType::Override));
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();
// Make sure all ID's are correct by resetting them here to the proper index.
for (unsigned int i = 0, count = Textures.Size(); i < count; ++i)
{
Textures[i].Texture->SetID(i);
}
}
//==========================================================================
//
// FTextureManager :: InitPalettedVersions
//
//==========================================================================
void FTextureManager::InitPalettedVersions()
{
int lump, lastlump = 0;
while ((lump = fileSystem.FindLump("PALVERS", &lastlump)) != -1)
{
FScanner sc(lump);
while (sc.GetString())
{
FTextureID pic1 = CheckForTexture(sc.String, ETextureType::Any);
if (!pic1.isValid())
{
sc.ScriptMessage("Unknown texture %s to replace", sc.String);
}
sc.MustGetString();
FTextureID pic2 = CheckForTexture(sc.String, ETextureType::Any);
if (!pic2.isValid())
{
sc.ScriptMessage("Unknown texture %s to use as paletted replacement", sc.String);
}
if (pic1.isValid() && pic2.isValid())
{
Textures[pic1.GetIndex()].Paletted = pic2.GetIndex();
}
}
}
}
//==========================================================================
//
//
//
//==========================================================================
FTextureID FTextureManager::GetRawTexture(FTextureID texid)
{
int texidx = texid.GetIndex();
if ((unsigned)texidx >= Textures.Size()) return texid;
if (Textures[texidx].FrontSkyLayer != -1) return FSetTextureID(Textures[texidx].FrontSkyLayer);
// Reject anything that cannot have been a front layer for the sky in original Hexen, i.e. it needs to be an unscaled wall texture only using Doom patches.
auto tex = Textures[texidx].Texture;
auto ttex = tex->GetTexture();
auto image = ttex->GetImage();
// Reject anything that cannot have been a single-patch multipatch texture in vanilla.
if (image == nullptr || image->IsRawCompatible() || tex->GetUseType() != ETextureType::Wall || ttex->GetWidth() != tex->GetDisplayWidth() ||
ttex->GetHeight() != tex->GetDisplayHeight())
{
Textures[texidx].RawTexture = texidx;
return texid;
}
// Let the hackery begin
auto mptimage = static_cast<FMultiPatchTexture*>(image);
auto source = mptimage->GetImageForPart(0);
// Size must match for this to work as intended
if (source->GetWidth() != ttex->GetWidth() || source->GetHeight() != ttex->GetHeight())
{
Textures[texidx].RawTexture = texidx;
return texid;
}
// Todo: later this can just link to the already existing texture for this source graphic, once it can be retrieved through the image's SourceLump index
auto RawTexture = MakeGameTexture(new FImageTexture(source), nullptr, ETextureType::Wall);
texid = TexMan.AddGameTexture(RawTexture);
Textures[texidx].RawTexture = texid.GetIndex();
Textures[texid.GetIndex()].RawTexture = texid.GetIndex();
return texid;
}
//==========================================================================
//
// Same shit for a different hack, this time Hexen's front sky layers.
//
//==========================================================================
FTextureID FTextureManager::GetFrontSkyLayer(FTextureID texid)
{
int texidx = texid.GetIndex();
if ((unsigned)texidx >= Textures.Size()) return texid;
if (Textures[texidx].FrontSkyLayer != -1) return FSetTextureID(Textures[texidx].FrontSkyLayer);
// Reject anything that cannot have been a front layer for the sky in original Hexen, i.e. it needs to be an unscaled wall texture only using Doom patches.
auto tex = Textures[texidx].Texture;
auto ttex = tex->GetTexture();
auto image = ttex->GetImage();
if (image == nullptr || !image->SupportRemap0() || tex->GetUseType() != ETextureType::Wall || tex->useWorldPanning() || tex->GetTexelTopOffset() != 0 ||
ttex->GetWidth() != tex->GetDisplayWidth() || ttex->GetHeight() != tex->GetDisplayHeight())
{
Textures[texidx].FrontSkyLayer = texidx;
return texid;
}
// Set this up so that it serializes to the same info as the base texture - this is needed to restore it on load.
// But do not link the new texture into the hash chain!
auto itex = new FImageTexture(image);
itex->SetNoRemap0();
auto FrontSkyLayer = MakeGameTexture(itex, tex->GetName(), ETextureType::Wall);
FrontSkyLayer->SetUseType(tex->GetUseType());
texid = TexMan.AddGameTexture(FrontSkyLayer, false);
Textures[texidx].FrontSkyLayer = texid.GetIndex();
Textures[texid.GetIndex()].FrontSkyLayer = texid.GetIndex(); // also let it refer to itself as its front sky layer, in case for repeated InitSkyMap calls.
return texid;
}
//==========================================================================
//
//
//
//==========================================================================
EXTERN_CVAR(String, language)
int FTextureManager::ResolveLocalizedTexture(int tex)
{
size_t langlen = strlen(language);
int lang = (langlen < 2 || langlen > 3) ?
MAKE_ID('e', 'n', 'u', '\0') :
MAKE_ID(language[0], language[1], language[2], '\0');
uint64_t index = (uint64_t(lang) << 32) + tex;
if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
index = (uint64_t(lang & MAKE_ID(255, 255, 0, 0)) << 32) + tex;
if (auto pTex = LocalizedTextures.CheckKey(index)) return *pTex;
return tex;
}
//===========================================================================
//
// R_GuesstimateNumTextures
//
// Returns an estimate of the number of textures R_InitData will have to
// process. Used by D_DoomMain() when it calls ST_Init().
//
//===========================================================================
int FTextureManager::GuesstimateNumTextures ()
{
int numtex = 0;
for(int i = fileSystem.GetNumEntries()-1; i>=0; i--)
{
int space = fileSystem.GetFileNamespace(i);
switch(space)
{
case ns_flats:
case ns_sprites:
case ns_newtextures:
case ns_hires:
case ns_patches:
case ns_graphics:
numtex++;
break;
default:
if (fileSystem.GetFileFlags(i) & LUMPF_MAYBEFLAT) numtex++;
break;
}
}
//numtex += CountBuildTiles (); // this cannot be done with a lot of overhead so just leave it out.
numtex += CountTexturesX ();
return numtex;
}
//===========================================================================
//
// R_CountTexturesX
//
// See R_InitTextures() for the logic in deciding what lumps to check.
//
//===========================================================================
int FTextureManager::CountTexturesX ()
{
int count = 0;
int wadcount = fileSystem.GetNumWads();
for (int wadnum = 0; wadnum < wadcount; wadnum++)
{
// Use the most recent PNAMES for this WAD.
// Multiple PNAMES in a WAD will be ignored.
int pnames = fileSystem.CheckNumForName("PNAMES", ns_global, wadnum, false);
// should never happen except for zdoom.pk3
if (pnames < 0) continue;
// Only count the patches if the PNAMES come from the current file
// Otherwise they have already been counted.
if (fileSystem.GetFileContainer(pnames) == wadnum)
{
count += CountLumpTextures (pnames);
}
int texlump1 = fileSystem.CheckNumForName ("TEXTURE1", ns_global, wadnum);
int texlump2 = fileSystem.CheckNumForName ("TEXTURE2", ns_global, wadnum);
count += CountLumpTextures (texlump1) - 1;
count += CountLumpTextures (texlump2) - 1;
}
return count;
}
//===========================================================================
//
// R_CountLumpTextures
//
// Returns the number of patches in a PNAMES/TEXTURE1/TEXTURE2 lump.
//
//===========================================================================
int FTextureManager::CountLumpTextures (int lumpnum)
{
if (lumpnum >= 0)
{
auto file = fileSystem.OpenFileReader (lumpnum);
uint32_t numtex = file.ReadUInt32();;
return int(numtex) >= 0 ? numtex : 0;
}
return 0;
}
//-----------------------------------------------------------------------------
//
// Adjust sprite offsets for GL rendering (IWAD resources only)
//
//-----------------------------------------------------------------------------
void FTextureManager::AdjustSpriteOffsets()
{
int lump, lastlump = 0;
int sprid;
TMap<int, bool> donotprocess;
int numtex = fileSystem.GetNumEntries();
for (int i = 0; i < numtex; i++)
{
if (fileSystem.GetFileContainer(i) > fileSystem.GetMaxIwadNum()) break; // we are past the IWAD
if (fileSystem.GetFileNamespace(i) == ns_sprites && fileSystem.GetFileContainer(i) >= fileSystem.GetIwadNum() && fileSystem.GetFileContainer(i) <= fileSystem.GetMaxIwadNum())
{
char str[9];
fileSystem.GetFileShortName(str, i);
str[8] = 0;
FTextureID texid = TexMan.CheckForTexture(str, ETextureType::Sprite, 0);
if (texid.isValid() && fileSystem.GetFileContainer(GetGameTexture(texid)->GetSourceLump()) > fileSystem.GetMaxIwadNum())
{
// This texture has been replaced by some PWAD.
memcpy(&sprid, str, 4);
donotprocess[sprid] = true;
}
}
}
while ((lump = fileSystem.FindLump("SPROFS", &lastlump, false)) != -1)
{
FScanner sc;
sc.OpenLumpNum(lump);
sc.SetCMode(true);
int ofslumpno = fileSystem.GetFileContainer(lump);
while (sc.GetString())
{
int x, y;
bool iwadonly = false;
bool forced = false;
FTextureID texno = TexMan.CheckForTexture(sc.String, ETextureType::Sprite);
sc.MustGetStringName(",");
sc.MustGetNumber();
x = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
y = sc.Number;
if (sc.CheckString(","))
{
sc.MustGetString();
if (sc.Compare("iwad")) iwadonly = true;
if (sc.Compare("iwadforced")) forced = iwadonly = true;
}
if (texno.isValid())
{
auto tex = GetGameTexture(texno);
int lumpnum = tex->GetSourceLump();
// We only want to change texture offsets for sprites in the IWAD or the file this lump originated from.
if (lumpnum >= 0 && lumpnum < fileSystem.GetNumEntries())
{
int wadno = fileSystem.GetFileContainer(lumpnum);
if ((iwadonly && wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum()) || (!iwadonly && wadno == ofslumpno))
{
if (wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum() && !forced && iwadonly)
{
memcpy(&sprid, tex->GetName().GetChars(), 4);
if (donotprocess.CheckKey(sprid)) continue; // do not alter sprites that only get partially replaced.
}
tex->SetOffsets(1, x, y);
}
}
}
}
}
}
//==========================================================================
//
// FTextureAnimator :: SetTranslation
//
// Sets animation translation for a texture
//
//==========================================================================
void FTextureManager::SetTranslation(FTextureID fromtexnum, FTextureID totexnum)
{
if ((size_t)fromtexnum.texnum < Translation.Size())
{
if ((size_t)totexnum.texnum >= Textures.Size())
{
totexnum.texnum = fromtexnum.texnum;
}
Translation[fromtexnum.texnum] = totexnum.texnum;
}
}
//-----------------------------------------------------------------------------
//
// Adds an alias name to the texture manager.
// Aliases are only checked if no real texture with the given name exists.
//
//-----------------------------------------------------------------------------
void FTextureManager::AddAlias(const char* name, FGameTexture* tex)
{
FTextureID id = tex->GetID();
if (tex != Textures[id.GetIndex()].Texture || !tex->isValid()) return; // Whatever got passed in here was not valid, so ignore the alias.
aliases.Insert(name, id.GetIndex());
}
//==========================================================================
//
// FTextureID::operator+
// Does not return invalid texture IDs
//
//==========================================================================
FTextureID FTextureID::operator +(int offset) throw()
{
if (!isValid()) return *this;
if (texnum + offset >= TexMan.NumTextures()) return FTextureID(-1);
return FTextureID(texnum + offset);
}
CCMD(flushtextures)
{
TexMan.FlushAll();
}