mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-13 16:08:01 +00:00
fdbb27a796
... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
250 lines
No EOL
7.2 KiB
C++
250 lines
No EOL
7.2 KiB
C++
/*
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** buildtexture.cpp
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** Handling Build textures (now as a usable editing feature!)
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** Copyright 2018 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 <stdint.h>
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#include "zstring.h"
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#include "files.h"
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#include "templates.h"
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#include "bitmap.h"
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#include "textures/textures.h"
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#include "image.h"
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//==========================================================================
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//
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// A texture defined in a Build TILESxxx.ART file
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//
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//==========================================================================
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class FBuildTexture : public FImageSource
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{
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public:
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FBuildTexture (const FString &pathprefix, int tilenum, const uint8_t *pixels, int width, int height, int left, int top);
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//void CreatePalettedPixels(uint8_t *destbuffer) override;
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protected:
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const uint8_t *RawPixels;
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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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FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, int width, int height, int left, int top)
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: RawPixels (pixels)
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{
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Width = width;
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Height = height;
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LeftOffset = left;
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TopOffset = top;
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}
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#if 0
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TArray<uint8_t> FBuildTexture::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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memcpy(Pixels.Data(), RawPixels, Width * Height);
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return Pixels;
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}
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#endif
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#if 0
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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 FTextureManager::AddTiles (const FString &pathprefix, const void *tiles)
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{
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// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((uint32_t *)tiles)[2]);
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int tileend = LittleLong(((uint32_t *)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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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 xoffs = (int8_t)((anm >> 8) & 255) + width/2;
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int yoffs = (int8_t)((anm >> 16) & 255) + height/2;
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int size = width*height;
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//FTextureID texnum;
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FTexture *tex;
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if (width <= 0 || height <= 0) continue;
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tex = new FImageTexture(new FBuildTexture (pathprefix, i, tiledata, width, height, xoffs, yoffs));
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//texnum = AddTexture (tex);
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tiledata += size;
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tex->Name.Format("%sTILE%04d", pathprefix.GetChars(), i);
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// I have no idea if this makes sense or if we better leave animation control to the game code.
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// To be decided later.
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#if 0
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if ((picanm[pic] & 63) && (picanm[pic] & 192))
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{
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int type, speed;
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switch (picanm[pic] & 192)
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{
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case 64: type = 2; break;
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case 128: type = 0; break;
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case 192: type = 1; break;
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default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
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}
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speed = (anm >> 24) & 15;
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speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
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AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
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}
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#endif
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// Blood's rotation types:
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// 0 - Single
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// 1 - 5 Full
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// 2 - 8 Full
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// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
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// 4 - 5 Half (not used in game)
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// 5 - 3 Flat (not used in game)
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// 6 - Voxel
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// 7 - Spin Voxel
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#if 0
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int rotType = (anm >> 28) & 7;
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if (rotType == 1)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 4; ++j)
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{
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rot.Texture[j*2] =
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rot.Texture[j*2+1] =
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Texture[8] =
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rot.Texture[9] = texnum.GetIndex() + 4;
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rot.Flip = 0x00FC;
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rot.Voxel = NULL;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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else if (rotType == 2)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 8; ++j)
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{
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Flip = 0;
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rot.Voxel = NULL;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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#endif
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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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static int CountTiles (const void *tiles)
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{
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int version = LittleLong(*(uint32_t *)tiles);
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if (version != 1)
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{
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return 0;
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}
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int tilestart = LittleLong(((uint32_t *)tiles)[2]);
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int tileend = LittleLong(((uint32_t *)tiles)[3]);
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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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// R_CountBuildTiles
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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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//===========================================================================
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void FTextureManager::InitBuildTiles(TArray<FString> &tileFiles)
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{
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int numtiles;
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int totaltiles = 0;
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for (auto &artpath : tileFiles)
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{
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int lumpnum = fileSystem.FindFile(artpath);
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if (lumpnum >= 0)
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{
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BuildTileData.Reserve(1);
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auto &artdata = BuildTileData.Last();
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artdata = fileSystem.GetFileData(lumpnum);
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if ((numtiles = CountTiles(artdata.Data())) > 0)
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{
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AddTiles("", &artdata[0]);
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totaltiles += numtiles;
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}
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}
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}
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}
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#endif
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