mirror of
https://github.com/ZDoom/raze-gles.git
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e5612b82c7
This could let such textures disappear with the new main loop.
1066 lines
32 KiB
C++
1066 lines
32 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 "buildtiles.h"
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#include "image.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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#include "gamecontrol.h"
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#include "palettecontainer.h"
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#include "texturemanager.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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BuildTiles 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 picanimraw, int* lo, int* to)
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{
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// Unpack a 4 byte packed anim descriptor into something more accessible
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picanm_t anm;
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anm.num = picanimraw & 63;
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*lo = (int8_t)((picanimraw >> 8) & 255);
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*to = (int8_t)((picanimraw >> 16) & 255);
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anm.sf = ((picanimraw >> 24) & 15) | (picanimraw & 192);
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anm.extra = (picanimraw >> 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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int FTileTexture::CopyPixels(FBitmap* bmp, int conversion)
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{
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TArray<uint8_t> buffer;
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auto ppix = GetRawData();
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if (ppix)
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{
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bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, GPalette.BaseColors);
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}
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return 0;
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}
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TArray<uint8_t> FTileTexture::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> buffer(Width * Height, true);
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auto p = GetRawData();
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if (p) memcpy(buffer.Data(), p, buffer.Size());
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else memset(buffer.Data(), 0, buffer.Size());
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return buffer;
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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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static FGameTexture* GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height)
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{
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auto tex = new FArtTile(backingstore, offset, width, height);
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auto p = &backingstore[offset];
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auto siz = width * height;
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for (int i = 0; i < siz; i++, p++)
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{
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// move transparent color to index 0 to get in line with the rest of the texture management.
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if (*p == 0) *p = 255;
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else if (*p == 255) *p = 0;
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}
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if (tex)
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{
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return MakeGameTexture(new FImageTexture(tex), name, ETextureType::Any);
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}
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return nullptr;
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}
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void BuildTiles::Init()
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{
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Placeholder = TexMan.GameByIndex(0);
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for (auto& tile : tiledata)
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{
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tile.texture = Placeholder;
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tile.backup = Placeholder;
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tile.picanm = {};
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tile.RotTile = { -1,-1 };
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tile.replacement = ReplacementType::Art;
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tile.alphaThreshold = 0.5;
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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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//==========================================================================
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void BuildTiles::AddTile(int tilenum, FGameTexture* tex, bool permap)
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{
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assert(!tex->GetID().isValid()); // must not be added yet.
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TexMan.AddGameTexture(tex);
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tiledata[tilenum].texture = tex;
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if (!permap) tiledata[tilenum].backup = 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 BuildTiles::AddTiles (int firsttile, TArray<uint8_t>& RawData, const char *mapname)
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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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FString texname;
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if (mapname) texname.Format("maptile_%s_%05d", mapname, i);
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else texname.Format("#%05d", i);
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auto tex = GetTileTexture(texname, RawData, uint32_t(tiledata - tiles), width, height);
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AddTile(i, tex);
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int leftoffset, topoffset;
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this->tiledata[i].picanmbackup = this->tiledata[i].picanm = tileConvertAnimFormat(anm, &leftoffset, &topoffset);
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tex->SetOffsets(leftoffset, topoffset);
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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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// Replacement textures
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//
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//===========================================================================
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void BuildTiles::AddReplacement(int picnum, const HightileReplacement& replace)
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{
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auto& Hightiles = tiledata[picnum].Hightiles;
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for (auto& ht : Hightiles)
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{
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if (replace.palnum == ht.palnum && (replace.faces[1] == nullptr) == (ht.faces[1] == nullptr))
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{
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ht = replace;
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return;
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}
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}
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Hightiles.Push(replace);
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}
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void BuildTiles::DeleteReplacement(int picnum, int palnum)
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{
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auto& Hightiles = tiledata[picnum].Hightiles;
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for (int i = Hightiles.Size() - 1; i >= 0; i--)
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{
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if (Hightiles[i].palnum == palnum) Hightiles.Delete(i);
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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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//===========================================================================
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HightileReplacement* BuildTiles::FindReplacement(int picnum, int palnum, bool skybox)
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{
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auto& Hightiles = tiledata[picnum].Hightiles;
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for (;;)
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{
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for (auto& rep : Hightiles)
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{
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if (rep.palnum == palnum && (rep.faces[1] != nullptr) == skybox) return &rep;
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}
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if (!palnum || palnum >= MAXPALOOKUPS - RESERVEDPALS) break;
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palnum = 0;
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}
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return nullptr; // no replacement found
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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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Printf("%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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Printf("%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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Printf("%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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// InvalidateTile
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//
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//===========================================================================
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void BuildTiles::InvalidateTile(int num)
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{
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if ((unsigned) num < MAXTILES)
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{
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auto tex = tiledata[num].texture;
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tex->GetTexture()->SystemTextures.Clean();
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for (auto &rep : tiledata[num].Hightiles)
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{
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for (auto &reptex : rep.faces)
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{
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if (reptex) reptex->GetTexture()->SystemTextures.Clean();
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}
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}
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tiledata[num].rawCache.data.Clear();
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}
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}
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//===========================================================================
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//
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// MakeCanvas
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//
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// Turns texture into a canvas (i.e. camera texture)
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//
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//===========================================================================
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void BuildTiles::MakeCanvas(int tilenum, int width, int height)
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{
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auto canvas = ValidateCustomTile(tilenum, ReplacementType::Canvas);
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canvas->SetSize(width*4, height*4);
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canvas->SetDisplaySize(width, height);
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canvas->GetTexture()->SetSize(width * 4, height * 4);
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static_cast<FCanvasTexture*>(canvas->GetTexture())->aspectRatio = (float)width / height;
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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.
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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 80 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 BuildTiles::LoadArtFile(const char *fn, const char *mapname, 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 = fileSystem.OpenFileReader(fn);
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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)
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{
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artdata.Delete(0, 8);
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}
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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 file = new BuildArtFile;
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ArtFiles.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, mapname);
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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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//Printf("%s: file not found\n", fn);
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return -1;
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}
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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 BuildTiles::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, nullptr);
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}
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for (auto& addart : addedArt)
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{
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LoadArtFile(addart, nullptr);
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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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// All these uses will need some review further down the line so that the texture manager's content is immutable.
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//
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//==========================================================================
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FGameTexture* BuildTiles::ValidateCustomTile(int tilenum, ReplacementType type)
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{
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if (tilenum < 0 || tilenum >= MAXTILES) return nullptr;
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auto &td = tiledata[tilenum];
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if (td.texture != td.backup) return nullptr; // no mucking around with map tiles.
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auto tile = td.texture;
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auto reptype = td.replacement;
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if (reptype == type) return tile; // already created
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if (reptype > ReplacementType::Art) return nullptr; // different custom type - cannot replace again.
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FTexture* replacement = nullptr;
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td.replacement = type;
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if (type == ReplacementType::Writable)
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{
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// Creates an empty writable tile.
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// Current use cases are:
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// Camera textures (should be made to be creatable by the hardware renderer instead of falling back on the software renderer.)
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// thumbnails for savegame and loadgame (should bypass the texture manager entirely.)
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// view tilting in the software renderer (this should just use a local buffer instead of relying on the texture manager.)
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// Movie playback (like thumbnails this should bypass the texture manager entirely.)
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// Blood's 'lens' effect (apparently MP only) - combination of a camera texture with a distortion map - should be made a shader effect to be applied to the camera texture.
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replacement = new FImageTexture(new FWritableTile);
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}
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else if (type == ReplacementType::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 a few 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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// C) Exhumed's menu plus one special effect tile.
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// All of these effects should probably be redone without actual texture hacking...
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if (tile->GetTexelWidth() == 0 || tile->GetTexelHeight() == 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 FImageTexture(new FRestorableTile(tile->GetTexture()->GetImage()));
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}
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else if (type == ReplacementType::Canvas)
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{
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replacement = new FCanvasTexture(1, 1);
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}
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else return nullptr;
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auto rep = MakeGameTexture(replacement, tile->GetName(), ETextureType::Override);
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AddTile(tilenum, rep);
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return rep;
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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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int32_t BuildTiles::artLoadFiles(const char* filename)
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{
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TileFiles.LoadArtSet(filename);
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memset(gotpic, 0, sizeof(gotpic));
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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* BuildTiles::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, ReplacementType::Writable);
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if (tex == nullptr) return nullptr;
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auto wtex = static_cast<FWritableTile*>(tex->GetTexture()->GetImage());
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if (!wtex->ResizeImage(width, height)) return nullptr;
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tex->SetSize(width, height);
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return wtex->GetRawData();
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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* BuildTiles::tileMakeWritable(int num)
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{
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auto tex = ValidateCustomTile(num, ReplacementType::Restorable);
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auto wtex = static_cast<FWritableTile*>(tex->GetTexture()->GetImage());
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return wtex ? wtex->GetRawData() : nullptr;
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}
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//==========================================================================
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//
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// Processes data from .def files into the textures
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//
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//==========================================================================
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void BuildTiles::PostLoadSetup()
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{
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for (auto& tile : tiledata)
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{
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FGameTexture* detailTex = nullptr, * glowTex = nullptr, * normalTex = nullptr, *specTex = nullptr;
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float scalex = 1.f, scaley = 1.f;
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for (auto& rep : tile.Hightiles)
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{
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if (rep.palnum == GLOWPAL)
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{
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glowTex = rep.faces[0];
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}
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if (rep.palnum == NORMALPAL)
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{
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normalTex = rep.faces[0];
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}
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if (rep.palnum == SPECULARPAL)
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{
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specTex = rep.faces[0];
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}
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if (rep.palnum == DETAILPAL)
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{
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detailTex = rep.faces[0];
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scalex = rep.scale.X;
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scaley = rep.scale.Y;
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}
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}
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if (!detailTex && !glowTex && !normalTex && !specTex) continue; // if there's no layers there's nothing to do.
|
|
for (auto& rep : tile.Hightiles)
|
|
{
|
|
if (rep.faces[1]) continue; // do not muck around with skyboxes (yet)
|
|
if (rep.palnum < NORMALPAL)
|
|
{
|
|
auto tex = rep.faces[0];
|
|
// Make a copy so that multiple appearances of the same texture can be handled. They will all refer to the same internal texture anyway.
|
|
tex = MakeGameTexture(tex->GetTexture(), "", ETextureType::Any);
|
|
tex->SetGlowmap(glowTex->GetTexture());
|
|
tex->SetDetailmap(detailTex->GetTexture());
|
|
tex->SetNormalmap(normalTex->GetTexture());
|
|
tex->SetSpecularmap(specTex->GetTexture());
|
|
tex->SetDetailScale(scalex, scaley);
|
|
rep.faces[0] = tex;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Returns checksum for a given tile
|
|
//
|
|
//==========================================================================
|
|
|
|
int32_t tileGetCRC32(int tileNum)
|
|
{
|
|
if ((unsigned)tileNum >= (unsigned)MAXTILES) return 0;
|
|
auto tile = dynamic_cast<FArtTile*>(TileFiles.tiledata[tileNum].texture->GetTexture()->GetImage()); // only consider original ART tiles.
|
|
if (!tile) return 0;
|
|
auto pixels = tile->GetRawData();
|
|
if (!pixels) return 0;
|
|
|
|
auto size = tile->GetWidth() * tile->GetHeight();
|
|
if (size == 0) return 0;
|
|
|
|
// Temporarily revert the data to its original form with 255 being transparent. Otherwise the CRC won't match.
|
|
auto p = pixels;
|
|
for (int i = 0; i < size; i++, p++)
|
|
{
|
|
// move transparent color to index 0 to get in line with the rest of the texture management.
|
|
if (*p == 0) *p = 255;
|
|
else if (*p == 255) *p = 0;
|
|
}
|
|
|
|
auto crc = crc32(0, (const Bytef*)pixels, size);
|
|
|
|
// ... and back again.
|
|
p = pixels;
|
|
for (int i = 0; i < size; i++, p++)
|
|
{
|
|
// move transparent color to index 0 to get in line with the rest of the texture management.
|
|
if (*p == 0) *p = 255;
|
|
else if (*p == 255) *p = 0;
|
|
}
|
|
return crc;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Import a tile from an external image.
|
|
// This has been signifcantly altered so it may not cover everything yet.
|
|
//
|
|
//==========================================================================
|
|
|
|
int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istexture)
|
|
{
|
|
FTextureID texid = TexMan.CheckForTexture(fn, ETextureType::Any);
|
|
if (!texid.isValid()) return -1;
|
|
auto tex = TexMan.GetGameTexture(texid);
|
|
|
|
int32_t xsiz = tex->GetTexelWidth(), ysiz = tex->GetTexelHeight();
|
|
|
|
if (xsiz <= 0 || ysiz <= 0)
|
|
return -2;
|
|
|
|
TileFiles.tiledata[tilenum].texture = tex;
|
|
#pragma message("tileImportFromTexture needs rework!") // Reminder so that this place isn't forgotten.
|
|
//#if 0
|
|
// Does this make any difference when the texture gets *properly* inserted into the tile array? Answer: Yes, it affects how translations affect it.
|
|
//if (istexture)
|
|
tileSetHightileReplacement(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0, 0); // At the moment this is the only way to load the texture. The texture creation code is not ready yet for downconverting an image.
|
|
//#endif
|
|
return 0;
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Copies a tile into another and optionally translates its palette.
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileCopy(int tile, int source, int pal, int xoffset, int yoffset, int flags)
|
|
{
|
|
// Todo. Since I do not know if some mod needs this it's of low priority now.
|
|
// Let's get things working first.
|
|
picanm_t* picanm = nullptr;
|
|
picanm_t* sourceanm = nullptr;
|
|
int srcxo, srcyo;
|
|
FGameTexture* tex;
|
|
|
|
if (pal == -1 && tile == source)
|
|
{
|
|
// Only modify the picanm info.
|
|
tex = tileGetTexture(tile);
|
|
if (!tex) return;
|
|
picanm = &TileFiles.tiledata[tile].picanm;
|
|
sourceanm = picanm;
|
|
srcxo = tex->GetTexelLeftOffset(0);
|
|
srcyo = tex->GetTexelTopOffset(0);
|
|
}
|
|
else
|
|
{
|
|
if (source == -1) source = tile;
|
|
tex = tileGetTexture(source);
|
|
if (!tex) return;
|
|
sourceanm = &TileFiles.tiledata[source].picanm;
|
|
srcxo = tex->GetTexelLeftOffset(0);
|
|
srcyo = tex->GetTexelTopOffset(0);
|
|
|
|
TArray<uint8_t> buffer = tex->GetTexture()->Get8BitPixels(false);
|
|
|
|
if (pal != -1)
|
|
{
|
|
auto remap = lookups.getTable(pal);
|
|
for (auto& pixel : buffer)
|
|
{
|
|
pixel = remap[pixel];
|
|
}
|
|
}
|
|
tex = MakeGameTexture(new FImageTexture(new FLooseTile(buffer, tex->GetTexelWidth(), tex->GetTexelHeight())), "", ETextureType::Any);
|
|
picanm = &TileFiles.tiledata[tile].picanm;
|
|
TileFiles.AddTile(tile, tex);
|
|
}
|
|
|
|
if (xoffset != -1024) srcxo = clamp(xoffset, -128, 127);
|
|
if (yoffset != -1024) srcyo = clamp(yoffset, -128, 127);
|
|
tex->SetOffsets(srcxo, srcyo);
|
|
picanm->sf = (picanm->sf & ~PICANM_MISC_MASK) | (sourceanm->sf & PICANM_MISC_MASK) | flags;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Clear map specific ART
|
|
//
|
|
//==========================================================================
|
|
static FString currentMapArt;
|
|
|
|
void artClearMapArt(void)
|
|
{
|
|
for (auto& td : TileFiles.tiledata)
|
|
{
|
|
td.texture = td.backup;
|
|
td.picanm = td.picanmbackup;
|
|
}
|
|
TileFiles.SetupReverseTileMap();
|
|
currentMapArt = "";
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Load map specficied ART
|
|
//
|
|
//==========================================================================
|
|
|
|
void artSetupMapArt(const char* filename)
|
|
{
|
|
if (currentMapArt.CompareNoCase(filename)) return;
|
|
currentMapArt = filename;
|
|
artClearMapArt();
|
|
|
|
FString lcfilename = filename;
|
|
lcfilename.MakeLower();
|
|
|
|
// Re-get from the texture manager if this map's tiles have already been created.
|
|
if (TileFiles.maptilesadded.Find(lcfilename) < TileFiles.maptilesadded.Size())
|
|
{
|
|
for (int i = 0; i < MAXTILES; i++)
|
|
{
|
|
FStringf name("maptile_%s_%05d", lcfilename.GetChars(), i);
|
|
auto texid = TexMan.CheckForTexture(name, ETextureType::Any);
|
|
if (texid.isValid())
|
|
{
|
|
TileFiles.tiledata[i].texture = TexMan.GetGameTexture(texid);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
TileFiles.maptilesadded.Push(lcfilename);
|
|
|
|
|
|
FStringf firstname("%s_00.art", lcfilename.GetChars());
|
|
auto fr = fileSystem.OpenFileReader(firstname);
|
|
if (!fr.isOpen()) return;
|
|
for (auto& td : TileFiles.tiledata)
|
|
{
|
|
td.picanmbackup = td.picanm;
|
|
}
|
|
|
|
|
|
for (bssize_t i = 0; i < MAXARTFILES_TOTAL - MAXARTFILES_BASE; i++)
|
|
{
|
|
FStringf fullname("%s_%02d.art", filename, i);
|
|
TileFiles.LoadArtFile(fullname, filename);
|
|
}
|
|
TileFiles.SetupReverseTileMap();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileDelete(int tile)
|
|
{
|
|
TileFiles.TextureToTile.Remove(tileGetTexture(tile));
|
|
TileFiles.tiledata[tile].texture = TileFiles.tiledata[tile].backup = TexMan.GameByIndex(0);
|
|
vox_undefine(tile);
|
|
md_undefinetile(tile);
|
|
tileRemoveReplacement(tile);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileRemoveReplacement(int tile)
|
|
{
|
|
if ((unsigned)tile >= MAXTILES) return;
|
|
TileFiles.DeleteReplacements(tile);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileSetDummy(int tile, int width, int height)
|
|
{
|
|
if (width == 0 || height == 0)
|
|
{
|
|
tileDelete(tile);
|
|
}
|
|
else if (width > 0 && height > 0)
|
|
{
|
|
FStringf texname("#%05d", tile);
|
|
auto dtile = MakeGameTexture(new FImageTexture(new FDummyTile(width, height)), texname, ETextureType::Any);
|
|
TileFiles.AddTile(tile, dtile);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int BuildTiles::findUnusedTile(void)
|
|
{
|
|
static int lastUnusedTile = MAXUSERTILES - 1;
|
|
|
|
for (; lastUnusedTile >= 0; --lastUnusedTile)
|
|
{
|
|
auto tex = tileGetTexture(lastUnusedTile);
|
|
if (!tex || !tex->isValid()) return lastUnusedTile;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// fixme: This *really* needs to be done by rotating the texture coordinates,
|
|
// not by creating an entirely new texture.
|
|
// Unfortunately it's in all the wrong place in the rendering code so it
|
|
// has to wait for later.
|
|
//
|
|
//==========================================================================
|
|
|
|
int BuildTiles::tileCreateRotated(int tileNum)
|
|
{
|
|
if ((unsigned)tileNum >= MAXTILES) return tileNum;
|
|
auto tex = tileGetTexture(tileNum);
|
|
if (!tex || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return tileNum;
|
|
TArray<uint8_t> buffer = tex->GetTexture()->Get8BitPixels(false);
|
|
TArray<uint8_t> dbuffer(tex->GetTexelWidth() * tex->GetTexelHeight(), true);
|
|
|
|
auto src = buffer.Data();
|
|
auto dst = dbuffer.Data();
|
|
|
|
auto width = tex->GetTexelWidth();
|
|
auto height = tex->GetTexelHeight();
|
|
for (int x = 0; x < width; ++x)
|
|
{
|
|
int xofs = width - x - 1;
|
|
int yofs = height * x;
|
|
|
|
for (int y = 0; y < height; ++y)
|
|
*(dst + y * width + xofs) = *(src + y + yofs);
|
|
}
|
|
|
|
auto dtex = MakeGameTexture(new FImageTexture(new FLooseTile(dbuffer, tex->GetTexelHeight(), tex->GetTexelWidth())), "", ETextureType::Override);
|
|
int index = findUnusedTile();
|
|
bool mapart = TileFiles.tiledata[tileNum].texture != TileFiles.tiledata[tileNum].backup;
|
|
TileFiles.AddTile(index, dtex, mapart);
|
|
return index;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void BuildTiles::CloseAll()
|
|
{
|
|
ArtFiles.DeleteAndClear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Specifies a replacement texture for an ART tile.
|
|
//
|
|
//==========================================================================
|
|
|
|
int tileSetHightileReplacement(int picnum, int palnum, const char* filename, float alphacut, float xscale, float yscale, float specpower, float specfactor, uint8_t flags)
|
|
{
|
|
if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1;
|
|
if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1;
|
|
|
|
auto tex = tileGetTexture(picnum);
|
|
if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0)
|
|
{
|
|
Printf("Warning: defined hightile replacement for empty tile %d.", picnum);
|
|
return -1; // cannot add replacements to empty tiles, must create one beforehand
|
|
}
|
|
HightileReplacement replace = {};
|
|
|
|
FTextureID texid = TexMan.CheckForTexture(filename, ETextureType::Any);
|
|
if (!texid.isValid())
|
|
{
|
|
Printf("%s: Replacement for tile %d does not exist or is invalid\n", filename, picnum);
|
|
return -1;
|
|
}
|
|
|
|
replace.faces[0] = TexMan.GetGameTexture(texid);
|
|
if (replace.faces[0] == nullptr)
|
|
replace.alphacut = min(alphacut,1.f);
|
|
replace.scale = { xscale, yscale };
|
|
replace.specpower = specpower; // currently unused
|
|
replace.specfactor = specfactor; // currently unused
|
|
replace.flags = flags;
|
|
replace.palnum = (uint16_t)palnum;
|
|
TileFiles.AddReplacement(picnum, replace);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Define the faces of a skybox
|
|
//
|
|
//==========================================================================
|
|
|
|
int tileSetSkybox(int picnum, int palnum, const char **facenames, int flags )
|
|
{
|
|
if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1;
|
|
if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1;
|
|
|
|
auto tex = tileGetTexture(picnum);
|
|
if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0)
|
|
{
|
|
Printf("Warning: defined skybox replacement for empty tile %d.", picnum);
|
|
return -1; // cannot add replacements to empty tiles, must create one beforehand
|
|
}
|
|
HightileReplacement replace = {};
|
|
|
|
for (auto &face : replace.faces)
|
|
{
|
|
FTextureID texid = TexMan.CheckForTexture(*facenames, ETextureType::Any);
|
|
if (!texid.isValid())
|
|
{
|
|
Printf("%s: Skybox image for tile %d does not exist or is invalid\n", *facenames, picnum);
|
|
return -1;
|
|
}
|
|
face = TexMan.GetGameTexture(texid);
|
|
}
|
|
replace.flags = flags;
|
|
replace.palnum = (uint16_t)palnum;
|
|
TileFiles.AddReplacement(picnum, replace);
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Remove a replacement
|
|
//
|
|
//==========================================================================
|
|
|
|
int tileDeleteReplacement(int picnum, int palnum)
|
|
{
|
|
if ((uint32_t)picnum >= (uint32_t)MAXTILES) return -1;
|
|
if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1;
|
|
TileFiles.DeleteReplacement(picnum, palnum);
|
|
return 0;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Copy a block of a tile.
|
|
// Only used by RR's bowling lane.
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileCopySection(int tilenum1, int sx1, int sy1, int xsiz, int ysiz, int tilenum2, int sx2, int sy2)
|
|
{
|
|
int xsiz1 = tileWidth(tilenum1);
|
|
int ysiz1 = tileHeight(tilenum1);
|
|
int xsiz2 = tileWidth(tilenum2);
|
|
int ysiz2 = tileHeight(tilenum2);
|
|
if (xsiz1 > 0 && ysiz1 > 0 && xsiz2 > 0 && ysiz2 > 0)
|
|
{
|
|
auto p1 = tilePtr(tilenum1);
|
|
auto p2 = tileData(tilenum2);
|
|
if (p2 == nullptr) return; // Error: Destination is not writable.
|
|
|
|
int x1 = sx1;
|
|
int x2 = sx2;
|
|
for (int i=0; i<xsiz; i++)
|
|
{
|
|
int y1 = sy1;
|
|
int y2 = sy2;
|
|
for (int j=0; j<ysiz; j++)
|
|
{
|
|
if (x2 >= 0 && y2 >= 0 && x2 < xsiz2 && y2 < ysiz2)
|
|
{
|
|
auto src = p1[x1 * ysiz1 + y1];
|
|
if (src != TRANSPARENT_INDEX)
|
|
p2[x2 * ysiz2 + y2] = src;
|
|
}
|
|
|
|
y1++;
|
|
y2++;
|
|
if (y1 >= ysiz1) y1 = 0;
|
|
}
|
|
x1++;
|
|
x2++;
|
|
if (x1 >= xsiz1) x1 = 0;
|
|
}
|
|
}
|
|
TileFiles.InvalidateTile(tilenum2);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Picks a texture for rendering for a given tilenum/palette combination
|
|
//
|
|
//===========================================================================
|
|
|
|
|
|
bool PickTexture(int picnum, FGameTexture* tex, int paletteid, TexturePick& pick)
|
|
{
|
|
if (!tex) tex = tileGetTexture(picnum);
|
|
if (picnum == -1) picnum = TileFiles.GetTileIndex(tex); // Allow getting replacements also when the texture is not passed by its tile number.
|
|
|
|
if (!tex->isValid() || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return false;
|
|
pick.texture = tex;
|
|
int usepalette = GetTranslationType(paletteid) - Translation_Remap;
|
|
int usepalswap = GetTranslationIndex(paletteid);
|
|
int TextureType = hw_int_useindexedcolortextures && picnum >= 0 ? TT_INDEXED : TT_TRUECOLOR;
|
|
|
|
pick.translation = paletteid;
|
|
pick.basepalTint = 0xffffff;
|
|
|
|
auto& h = lookups.tables[usepalswap];
|
|
bool applytint = false;
|
|
// Canvas textures must be treated like hightile replacements in the following code.
|
|
if (picnum < 0) picnum = TileFiles.GetTileIndex(tex); // Allow getting replacements also when the texture is not passed by its tile number.
|
|
auto rep = (picnum >= 0 && hw_hightile && !(h.tintFlags & TINTF_ALWAYSUSEART)) ? TileFiles.FindReplacement(picnum, usepalswap) : nullptr;
|
|
if (rep || tex->GetTexture()->isHardwareCanvas())
|
|
{
|
|
if (usepalette != 0)
|
|
{
|
|
// This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.)
|
|
auto& hh = lookups.tables[MAXPALOOKUPS - 1];
|
|
// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
|
|
pick.basepalTint = hh.tintColor;
|
|
}
|
|
|
|
if (rep)
|
|
{
|
|
tex = rep->faces[0];
|
|
}
|
|
if (!rep || rep->palnum != usepalswap || (h.tintFlags & TINTF_APPLYOVERALTPAL)) applytint = true;
|
|
pick.translation = 0;
|
|
}
|
|
else
|
|
{
|
|
// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
|
|
if (TextureType == TT_TRUECOLOR)
|
|
{
|
|
if (h.tintFlags & (TINTF_ALWAYSUSEART | TINTF_USEONART))
|
|
{
|
|
applytint = true;
|
|
if (!(h.tintFlags & TINTF_APPLYOVERPALSWAP)) usepalswap = 0;
|
|
}
|
|
pick.translation = TRANSLATION(usepalette + Translation_Remap, usepalswap);
|
|
}
|
|
else pick.translation |= 0x80000000;
|
|
}
|
|
|
|
if (applytint && h.tintFlags)
|
|
{
|
|
pick.tintFlags = h.tintFlags;
|
|
pick.tintColor = h.tintColor;
|
|
}
|
|
else
|
|
{
|
|
pick.tintFlags = -1;
|
|
pick.tintColor = 0xffffff;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
TileSiz tilesiz;
|
|
PicAnm picanm;
|