raze-gles/source/common/textures/formats/buildtexture.cpp
Christoph Oelckers fdbb27a796 - added back the paletted texture readers.
... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
2019-10-11 19:21:36 +02:00

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7.2 KiB
C++

/*
** buildtexture.cpp
** Handling Build textures (now as a usable editing feature!)
**
**---------------------------------------------------------------------------
** Copyright 2004-2006 Randy Heit
** Copyright 2018 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include <stdint.h>
#include "zstring.h"
#include "files.h"
#include "templates.h"
#include "bitmap.h"
#include "textures/textures.h"
#include "image.h"
//==========================================================================
//
// A texture defined in a Build TILESxxx.ART file
//
//==========================================================================
class FBuildTexture : public FImageSource
{
public:
FBuildTexture (const FString &pathprefix, int tilenum, const uint8_t *pixels, int width, int height, int left, int top);
//void CreatePalettedPixels(uint8_t *destbuffer) override;
protected:
const uint8_t *RawPixels;
};
//==========================================================================
//
//
//
//==========================================================================
FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, int width, int height, int left, int top)
: RawPixels (pixels)
{
Width = width;
Height = height;
LeftOffset = left;
TopOffset = top;
}
#if 0
TArray<uint8_t> FBuildTexture::CreatePalettedPixels(int conversion)
{
TArray<uint8_t> Pixels(Width * Height, true);
memcpy(Pixels.Data(), RawPixels, Width * Height);
return Pixels;
}
#endif
#if 0
//===========================================================================
//
// AddTiles
//
// Adds all the tiles in an artfile to the texture manager.
//
//===========================================================================
void FTextureManager::AddTiles (const FString &pathprefix, const void *tiles)
{
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
int tileend = LittleLong(((uint32_t *)tiles)[3]);
const uint16_t *tilesizx = &((const uint16_t *)tiles)[8];
const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1];
const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1];
const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
uint32_t anm = LittleLong(picanm[pic]);
int xoffs = (int8_t)((anm >> 8) & 255) + width/2;
int yoffs = (int8_t)((anm >> 16) & 255) + height/2;
int size = width*height;
//FTextureID texnum;
FTexture *tex;
if (width <= 0 || height <= 0) continue;
tex = new FImageTexture(new FBuildTexture (pathprefix, i, tiledata, width, height, xoffs, yoffs));
//texnum = AddTexture (tex);
tiledata += size;
tex->Name.Format("%sTILE%04d", pathprefix.GetChars(), i);
// I have no idea if this makes sense or if we better leave animation control to the game code.
// To be decided later.
#if 0
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
}
#endif
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
#if 0
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j*2] =
rot.Texture[j*2+1] =
rot.Texture[16-j*2] =
rot.Texture[17-j*2] = texnum.GetIndex() + j;
}
rot.Texture[8] =
rot.Texture[9] = texnum.GetIndex() + 4;
rot.Flip = 0x00FC;
rot.Voxel = NULL;
tex->Rotations = SpriteFrames.Push (rot);
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] =
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16-j*2] =
rot.Texture[17-j*2] = texnum.GetIndex() + j;
}
rot.Flip = 0;
rot.Voxel = NULL;
tex->Rotations = SpriteFrames.Push (rot);
}
#endif
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
static int CountTiles (const void *tiles)
{
int version = LittleLong(*(uint32_t *)tiles);
if (version != 1)
{
return 0;
}
int tilestart = LittleLong(((uint32_t *)tiles)[2]);
int tileend = LittleLong(((uint32_t *)tiles)[3]);
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// R_CountBuildTiles
//
// Returns the number of tiles found. Also loads all the data for
// R_InitBuildTiles() to process later.
//
//===========================================================================
void FTextureManager::InitBuildTiles(TArray<FString> &tileFiles)
{
int numtiles;
int totaltiles = 0;
for (auto &artpath : tileFiles)
{
int lumpnum = fileSystem.FindFile(artpath);
if (lumpnum >= 0)
{
BuildTileData.Reserve(1);
auto &artdata = BuildTileData.Last();
artdata = fileSystem.GetFileData(lumpnum);
if ((numtiles = CountTiles(artdata.Data())) > 0)
{
AddTiles("", &artdata[0]);
totaltiles += numtiles;
}
}
}
}
#endif