raze-gles/source/core/textures/buildtiles.h
Christoph Oelckers e5612b82c7 - fixed: The tile manager created its backup arrays before loading .def files.
This could let such textures disappear with the new main loop.
2020-09-02 00:36:49 +02:00

502 lines
11 KiB
C++

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