mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 08:30:58 +00:00
1549 lines
47 KiB
C++
1549 lines
47 KiB
C++
/*
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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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// This 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 can also use the texture scalers 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 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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Textures[i].Texture->CleanHardwareData();
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delete Textures[i].Texture->GetSoftwareTexture();
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Textures[i].Texture->SetSoftwareTexture(nullptr);
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calcShouldUpscale(Textures[i].Texture);
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}
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}
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}
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//==========================================================================
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//
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// Examines the lump contents to decide what type of texture to create,
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// and creates the texture.
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//
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//==========================================================================
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static FTexture* CreateTextureFromLump(int lumpnum, bool allowflats = false)
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{
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if (lumpnum == -1) return nullptr;
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auto image = FImageSource::GetImage(lumpnum, allowflats);
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if (image != nullptr)
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{
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return new FImageTexture(image);
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}
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return nullptr;
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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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auto tex = Textures[i].Texture;
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if (stricmp (tex->GetName(), 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->isFullNameTexture())
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{
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continue;
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}
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auto texUseType = tex->GetUseType();
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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 (texUseType == ETextureType::FirstDefined && !(flags & TEXMAN_ReturnFirst)) return 0;
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if (texUseType == ETextureType::SkinGraphic && !(flags & TEXMAN_AllowSkins)) return 0;
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return FTextureID(texUseType==ETextureType::Null ? 0 : i);
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}
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else if ((flags & TEXMAN_Overridable) && texUseType == ETextureType::Override)
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{
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return FTextureID(i);
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}
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else if (texUseType == usetype)
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{
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return FTextureID(i);
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}
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else if (texUseType == 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 (texUseType == 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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texUseType != firsttype &&
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texUseType != ETextureType::Null)
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)
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{
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firstfound = i;
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firsttype = texUseType;
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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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FGameTexture *const NO_TEXTURE = (FGameTexture*)-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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FGameTexture *tex = fileSystem.GetLinkedTexture(lump);
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if (tex == NO_TEXTURE) return FTextureID(-1);
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if (tex != NULL) return tex->GetID();
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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 = MakeGameTexture(CreateTextureFromLump(lump), nullptr, 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 AddGameTexture(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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auto tex = Textures[i].Texture;
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if (stricmp (tex->GetName(), name) == 0)
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{
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auto texUseType = tex->GetUseType();
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// NULL textures must be ignored.
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if (texUseType!=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->GetUseType() == texUseType) 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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FGameTexture *FTextureManager::FindGameTexture(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 GetGameTexture(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->GetSourceLump());
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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::AddGameTexture (FGameTexture *texture, bool addtohash)
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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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if (texture->GetTexture())
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{
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// Later textures take precedence over earlier ones
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calcShouldUpscale(texture); // calculate this once at insertion
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}
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// Textures without name can't be looked for
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if (addtohash && texture->GetName().IsNotEmpty())
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{
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bucket = int(MakeKey (texture->GetName()) % HASH_SIZE);
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hash = HashFirst[bucket];
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}
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else
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{
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bucket = -1;
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hash = -1;
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}
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TextureHash hasher = { texture, -1, -1, -1, hash };
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int trans = Textures.Push (hasher);
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Translation.Push (trans);
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if (bucket >= 0) HashFirst[bucket] = trans;
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auto id = FTextureID(trans);
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texture->SetID(id);
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return id;
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}
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//==========================================================================
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//
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// FTextureManager :: CreateTexture
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//
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// Calls FTexture::CreateTexture and adds the texture to the manager.
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//
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//==========================================================================
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FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
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{
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if (lumpnum != -1)
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{
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FString str;
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fileSystem.GetFileShortName(str, lumpnum);
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auto out = MakeGameTexture(CreateTextureFromLump(lumpnum, usetype == ETextureType::Flat), str, usetype);
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if (out != NULL)
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{
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if (usetype == ETextureType::Flat)
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{
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int w = out->GetTexelWidth();
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int h = out->GetTexelHeight();
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// Auto-scale flats with dimensions 128x128 and 256x256.
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// In hindsight, a bad idea, but RandomLag made it sound better than it really is.
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// Now we're stuck with this stupid behaviour.
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if (w == 128 && h == 128)
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{
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out->SetScale(2, 2);
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out->SetWorldPanning(true);
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}
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else if (w == 256 && h == 256)
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{
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out->SetScale(4, 4);
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out->SetWorldPanning(true);
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}
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}
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return AddGameTexture(out);
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}
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else
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{
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Printf (TEXTCOLOR_ORANGE "Invalid data encountered for texture %s\n", fileSystem.GetFileFullPath(lumpnum).GetChars());
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return FTextureID(-1);
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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 :: ReplaceTexture
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//
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//==========================================================================
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void FTextureManager::ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free)
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{
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int index = picnum.GetIndex();
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if (unsigned(index) >= Textures.Size())
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return;
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auto oldtexture = Textures[index].Texture;
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newtexture->SetName(oldtexture->GetName());
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newtexture->SetUseType(oldtexture->GetUseType());
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Textures[index].Texture = newtexture;
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newtexture->SetID(oldtexture->GetID());
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oldtexture->SetName("");
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AddGameTexture(oldtexture);
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}
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//==========================================================================
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//
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// FTextureManager :: AreTexturesCompatible
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//
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// Checks if 2 textures are compatible for a ranged animation
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//
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//==========================================================================
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bool FTextureManager::AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2)
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{
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int index1 = picnum1.GetIndex();
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int index2 = picnum2.GetIndex();
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if (unsigned(index1) >= Textures.Size() || unsigned(index2) >= Textures.Size())
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return false;
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auto texture1 = Textures[index1].Texture;
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auto texture2 = Textures[index2].Texture;
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// both textures must be the same type.
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if (texture1 == NULL || texture2 == NULL || texture1->GetUseType() != texture2->GetUseType())
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return false;
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// both textures must be from the same file
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for(unsigned i = 0; i < FirstTextureForFile.Size() - 1; i++)
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{
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if (index1 >= FirstTextureForFile[i] && index1 < FirstTextureForFile[i+1])
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{
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return (index2 >= FirstTextureForFile[i] && index2 < FirstTextureForFile[i+1]);
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}
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}
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return false;
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}
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//==========================================================================
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//
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// FTextureManager :: AddGroup
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//
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//==========================================================================
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void FTextureManager::AddGroup(int wadnum, int ns, ETextureType usetype)
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{
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int firsttx = fileSystem.GetFirstEntry(wadnum);
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int lasttx = fileSystem.GetLastEntry(wadnum);
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FString Name;
|
|
|
|
// Go from first to last so that ANIMDEFS work as expected. However,
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// to avoid duplicates (and to keep earlier entries from overriding
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// later ones), the texture is only inserted if it is the one returned
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|
// 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());
|
|
gtex->SetOffsets(0, oldtex->GetTexelLeftOffset(0), oldtex->GetTexelTopOffset(0));
|
|
gtex->SetOffsets(1, oldtex->GetTexelLeftOffset(1), oldtex->GetTexelTopOffset(1));
|
|
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());
|
|
gtex->SetOffsets(0, xs_RoundToInt(oldtex->GetDisplayLeftOffset(0) * gtex->GetScaleX()), xs_RoundToInt(oldtex->GetDisplayTopOffset(0) * gtex->GetScaleY()));
|
|
gtex->SetOffsets(1, xs_RoundToInt(oldtex->GetDisplayLeftOffset(1) * gtex->GetScaleX()), xs_RoundToInt(oldtex->GetDisplayTopOffset(1) * gtex->GetScaleY()));
|
|
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);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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));
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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();
|
|
}
|
|
|