mirror of
https://github.com/ZDoom/raze-gles.git
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403 lines
12 KiB
C++
403 lines
12 KiB
C++
/*
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** buildtexture.cpp
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** Handling Build textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 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 "files.h"
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#include "zstring.h"
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#include "textures.h"
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#include "image.h"
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#include "cache1d.h"
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#include "baselayer.h"
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#include "palette.h"
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#include "m_crc32.h"
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#include "build.h"
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enum
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{
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MAXARTFILES_BASE = 200,
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MAXARTFILES_TOTAL = 220
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};
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extern char* palookup[];
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BuildFiles TileFiles;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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picanm_t tileConvertAnimFormat(int32_t const picanmdisk)
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{
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// Unpack a 4 byte packed anim descriptor into the internal 5 byte format.
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picanm_t anm;
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anm.num = picanmdisk & 63;
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anm.xofs = (picanmdisk >> 8) & 255;
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anm.yofs = (picanmdisk >> 16) & 255;
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anm.sf = ((picanmdisk >> 24) & 15) | (picanmdisk & 192);
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anm.extra = (picanmdisk >> 28) & 15;
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return anm;
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}
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//==========================================================================
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//
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// Base class for Build tile textures
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// This needs a few subclasses for different use cases.
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//
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//==========================================================================
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FBitmap FTileTexture::GetBgraBitmap(PalEntry* remap, int* ptrans)
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{
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FBitmap bmp;
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TArray<uint8_t> buffer;
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bmp.Create(Size.x, Size.y);
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const uint8_t* ppix = Get8BitPixels();
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if (!ppix)
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{
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// This is needed for tiles with a palette remap.
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buffer.Resize(Size.x * Size.y);
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Create8BitPixels(buffer.Data());
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ppix = buffer.Data();
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}
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if (ppix) bmp.CopyPixelData(0, 0, ppix, Size.x, Size.y, Size.y, 1, 0, remap);
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return bmp;
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}
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void FTileTexture::Create8BitPixels(uint8_t* buffer)
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{
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auto pix = Get8BitPixels();
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if (pix) memcpy(buffer, pix, Size.x * Size.y);
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}
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//==========================================================================
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//
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// Tile textures are owned by their containing file object.
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//
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//==========================================================================
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FArtTile* GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, int picanm)
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{
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auto tex = new FArtTile(backingstore, offset, width, height, picanm);
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if (tex)
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{
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tex->SetName(name);
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}
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return tex;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void BuildFiles::AddTile(int tilenum, FTexture* tex, bool permap)
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{
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auto& array = permap ? AllMapTiles : AllTiles;
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array.Push(tex);
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tiles[tilenum] = tex;
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if (!permap) tilesbak[tilenum] = tex;
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}
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//===========================================================================
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//
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// AddTiles
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//
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// Adds all the tiles in an artfile to the texture manager.
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//
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//===========================================================================
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void BuildFiles::AddTiles (int firsttile, TArray<uint8_t>& RawData, bool permap)
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{
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const uint8_t *tiles = RawData.Data();
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// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((int *)tiles)[2]);
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int tileend = LittleLong(((int *)tiles)[3]);
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const uint16_t *tilesizx = &((const uint16_t *)tiles)[8];
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const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1];
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const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1];
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const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1];
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if (firsttile != -1)
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{
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tileend = tileend - tilestart + firsttile;
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tilestart = firsttile;
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}
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for (int i = tilestart; i <= tileend; ++i)
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{
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int pic = i - tilestart;
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int width = LittleShort(tilesizx[pic]);
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int height = LittleShort(tilesizy[pic]);
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uint32_t anm = LittleLong(picanm[pic]);
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int size = width*height;
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if (width <= 0 || height <= 0) continue;
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auto tex = GetTileTexture("", RawData, uint32_t(tiledata - tiles), width, height, anm);
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AddTile(i, tex);
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tiledata += size;
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}
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}
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//===========================================================================
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//
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// CountTiles
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//
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// Returns the number of tiles provided by an artfile
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//
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//===========================================================================
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int CountTiles (const char *fn, const uint8_t *RawData)
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{
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int version = LittleLong(*(uint32_t *)RawData);
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if (version != 1)
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{
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initprintf("%s: Invalid art file version. Must be 1, got %d\n", fn, version);
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return 0;
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}
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int tilestart = LittleLong(((uint32_t *)RawData)[2]);
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int tileend = LittleLong(((uint32_t *)RawData)[3]);
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if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES)
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{
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initprintf("%s: Invalid tilestart or tileend\n", fn);
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return 0;
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}
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if (tileend < tilestart)
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{
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initprintf("%s: tileend < tilestart\n", fn);
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return 0;
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}
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return tileend >= tilestart ? tileend - tilestart + 1 : 0;
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}
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//===========================================================================
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//
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// CloseAllMapArt
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//
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// Closes all per-map ART files
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//
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//===========================================================================
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void BuildFiles::CloseAllMapArt()
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{
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AllMapTiles.DeleteAndClear();
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PerMapArtFiles.DeleteAndClear();
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}
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//===========================================================================
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//
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// LoadArtFile
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//
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// Returns the number of tiles found. Also loads all the data for
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// R_InitBuildTiles() to process later.
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//
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// let's load everything into memory on startup.
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// Even for Ion Fury this will merely add 60 MB, because the engine already needs to cache the data, albeit in a compressed-per-lump form,
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// so its 100MB art file will only have a partial impact on memory.
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//
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//===========================================================================
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int BuildFiles::LoadArtFile(const char *fn, bool mapart, int firsttile)
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{
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auto old = FindFile(fn);
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if (old >= ArtFiles.Size()) // Do not process if already loaded.
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{
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FileReader fr = kopenFileReader(fn, 0);
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if (fr.isOpen())
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{
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auto artdata = fr.Read();
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const uint8_t *artptr = artdata.Data();
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if (artdata.Size() > 16)
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{
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if (memcmp(artptr, "BUILDART", 8) == 0) artptr += 8;
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// Only load the data if the header is present
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if (CountTiles(fn, artptr) > 0)
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{
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auto& descs = mapart ? PerMapArtFiles : ArtFiles;
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auto file = new BuildArtFile;
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descs.Push(file);
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file->filename = fn;
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file->RawData = std::move(artdata);
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AddTiles(firsttile, file->RawData, mapart);
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}
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}
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}
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else
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{
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//initprintf("%s: file not found\n", fn);
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return -1;
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}
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}
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else
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{
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// Reuse the old one but move it to the top. (better not.)
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//auto fd = std::move(ArtFiles[old]);
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//ArtFiles.Delete(old);
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//ArtFiles.Push(std::move(fd));
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}
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void BuildFiles::LoadArtSet(const char* filename)
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{
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for (int index = 0; index < MAXARTFILES_BASE; index++)
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{
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FStringf fn(filename, index);
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LoadArtFile(fn, false);
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}
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}
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//==========================================================================
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//
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// Checks if a custom tile has alredy been added to the list.
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// For each tile index there may only be one replacement and its
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// type may never change!
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//
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//==========================================================================
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FTexture* BuildFiles::ValidateCustomTile(int tilenum, int type)
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{
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if (tilenum < 0 || tilenum >= MAXTILES) return nullptr;
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if (tiles[tilenum] != tilesbak[tilenum]) return nullptr; // no mucking around with map tiles.
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auto tile = tiles[tilenum];
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if (tile && tile->GetUseType() == type) return tile; // already created
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if (tile->GetUseType() > FTexture::Art) return nullptr; // different custom type - cannot replace again.
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FTexture* replacement = nullptr;
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if (type == FTexture::Writable)
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{
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replacement = new FWritableTile;
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}
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else if (type == FTexture::Restorable)
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{
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// This is for modifying an existing tile.
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// It only gets used for the crosshair and two specific effects:
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// A) the fire in Blood.
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// B) the pin display in Redneck Rampage's bowling lanes.
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if (tile->GetWidth() == 0 || tile->GetHeight() == 0) return nullptr; // The base must have a size for this to work.
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// todo: invalidate hardware textures for tile.
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replacement = new FRestorableTile(tile);
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}
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else return nullptr;
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AddTile(tilenum, replacement);
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return replacement;
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}
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//==========================================================================
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//
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// global interface
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//
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//==========================================================================
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extern vec2_16_t tilesizearray[MAXTILES];
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extern uint8_t picsizearray[MAXTILES];
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int32_t BuildFiles::artLoadFiles(const char* filename)
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{
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TileFiles.LoadArtSet(filename);
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memset(gotpic, 0, MAXTILES);
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cacheInitBuffer(MAXCACHE1DSIZE);
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for (unsigned i = 0; i < MAXTILES; i++)
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{
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auto tex = TileFiles.tiles[i];
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assert(tex);
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picanm[i] = tex->PicAnim;
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tilesizearray[i] = tex->GetSize();
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picsizearray[i] = tex->PicSize;
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rottile[i] = { -1, -1 };
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}
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return 0;
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}
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//==========================================================================
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//
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// Creates a tile for displaying custom content
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//
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//==========================================================================
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uint8_t* BuildFiles::tileCreate(int tilenum, int width, int height)
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{
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if (width <= 0 || height <= 0) return nullptr;
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auto tex = ValidateCustomTile(tilenum, FTexture::Writable);
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if (tex == nullptr) return nullptr;
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auto wtex = static_cast<FWritableTile*>(tex);
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if (!wtex->Resize(width, height)) return nullptr;
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return tex->GetWritableBuffer();
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}
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//==========================================================================
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//
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// Makes a tile writable - only used for a handful of special cases
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// (todo: Investigate how to get rid of this)
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//
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//==========================================================================
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uint8_t * BuildFiles::tileMakeWritable(int num)
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{
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auto tex = ValidateCustomTile(num, FTexture::Restorable);
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return tex ? tex->GetWritableBuffer() : nullptr;
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}
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//==========================================================================
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//
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// Sets user content for a tile.
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// This must copy the buffer to make sure that the renderer has the data,
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// even if processing is deferred.
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//
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// Only used by the movie players.
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//
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//==========================================================================
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void BuildFiles::tileSetExternal(int tilenum, int width, int height, uint8_t* data)
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{
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uint8_t* buffer = tileCreate(tilenum, width, height);
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if (buffer) memcpy(buffer, data, width * height);
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}
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