/* ** multipatchtexturebuilder.cpp ** Texture class for standard Doom multipatch textures ** **--------------------------------------------------------------------------- ** Copyright 2004-2006 Randy Heit ** Copyright 2006-2018 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 #include "files.h" #include "printf.h" #include "filesystem.h" #include "engineerrors.h" #include "bitmap.h" #include "textures.h" #include "image.h" #include "formats/multipatchtexture.h" #include "texturemanager.h" // On the Alpha, accessing the shorts directly if they aren't aligned on a // 4-byte boundary causes unaligned access warnings. Why it does this at // all and only while initing the textures is beyond me. #ifdef ALPHA #define SAFESHORT(s) ((short)(((uint8_t *)&(s))[0] + ((uint8_t *)&(s))[1] * 256)) #else #define SAFESHORT(s) LittleShort(s) #endif //-------------------------------------------------------------------------- // // Data structures for the TEXTUREx lumps // //-------------------------------------------------------------------------- // // Each texture is composed of one or more patches, with patches being lumps // stored in the WAD. The lumps are referenced by number, and patched into // the rectangular texture space using origin and possibly other attributes. // struct mappatch_t { int16_t originx; int16_t originy; int16_t patch; int16_t stepdir; int16_t colormap; }; // // A wall texture is a list of patches which are to be combined in a // predefined order. // struct maptexture_t { uint8_t name[8]; uint16_t Flags; // [RH] Was unused uint8_t ScaleX; // [RH] Scaling (8 is normal) uint8_t ScaleY; // [RH] Same as above int16_t width; int16_t height; uint8_t columndirectory[4]; // OBSOLETE int16_t patchcount; mappatch_t patches[1]; }; #define MAPTEXF_WORLDPANNING 0x8000 // Strife uses versions of the above structures that remove all unused fields struct strifemappatch_t { int16_t originx; int16_t originy; int16_t patch; }; // // A wall texture is a list of patches which are to be combined in a // predefined order. // struct strifemaptexture_t { uint8_t name[8]; uint16_t Flags; // [RH] Was unused uint8_t ScaleX; // [RH] Scaling (8 is normal) uint8_t ScaleY; // [RH] Same as above int16_t width; int16_t height; int16_t patchcount; strifemappatch_t patches[1]; }; //========================================================================== // // In-memory representation of a single PNAMES lump entry // //========================================================================== struct FPatchLookup { FString Name; }; void FMultipatchTextureBuilder::MakeTexture(BuildInfo &buildinfo, ETextureType usetype) { buildinfo.texture = new FGameTexture(nullptr, buildinfo.Name); buildinfo.texture->SetUseType(usetype); buildinfo.texture->SetSize(buildinfo.Width, buildinfo.Height); buildinfo.texture->SetOffsets(0, buildinfo.LeftOffset[0], buildinfo.TopOffset[0]); // These are needed for construction of other multipatch textures. buildinfo.texture->SetOffsets(1, buildinfo.LeftOffset[1], buildinfo.TopOffset[1]); buildinfo.texture->SetScale((float)buildinfo.Scale.X, (float)buildinfo.Scale.Y); buildinfo.texture->SetWorldPanning(buildinfo.bWorldPanning); buildinfo.texture->SetNoDecals(buildinfo.bNoDecals); TexMan.AddGameTexture(buildinfo.texture); } void FMultipatchTextureBuilder::AddImageToTexture(FImageTexture *tex, BuildInfo& buildinfo) { buildinfo.texture->SetBase(tex); calcShouldUpscale(buildinfo.texture); // calculate this once at insertion } //========================================================================== // // The reader for TEXTUREx // //========================================================================== //========================================================================== // // FMultiPatchTexture :: FMultiPatchTexture // //========================================================================== void FMultipatchTextureBuilder::BuildTexture(const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum, ETextureType usetype) { BuildInfo &buildinfo = BuiltTextures[BuiltTextures.Reserve(1)]; union { const maptexture_t *d; const strifemaptexture_t *s; } mtexture; union { const mappatch_t *d; const strifemappatch_t *s; } mpatch; int i; mtexture.d = (const maptexture_t *)texdef; int NumParts; if (strife) { NumParts = SAFESHORT(mtexture.s->patchcount); } else { NumParts = SAFESHORT(mtexture.d->patchcount); } if (NumParts < 0) { I_Error("Bad texture directory"); } buildinfo.Parts.Resize(NumParts); buildinfo.Inits.Resize(NumParts); buildinfo.Width = SAFESHORT(mtexture.d->width); buildinfo.Height = SAFESHORT(mtexture.d->height); buildinfo.Name = (char *)mtexture.d->name; buildinfo.Scale.X = mtexture.d->ScaleX ? mtexture.d->ScaleX / 8. : 1.; buildinfo.Scale.Y = mtexture.d->ScaleY ? mtexture.d->ScaleY / 8. : 1.; if (mtexture.d->Flags & MAPTEXF_WORLDPANNING) { buildinfo.bWorldPanning = true; } if (strife) { mpatch.s = &mtexture.s->patches[0]; } else { mpatch.d = &mtexture.d->patches[0]; } for (i = 0; i < NumParts; ++i) { if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum)) { I_Error("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.", maxpatchnum, buildinfo.Name.GetChars(), LittleShort(mpatch.d->patch) + 1); } buildinfo.Parts[i].OriginX = LittleShort(mpatch.d->originx); buildinfo.Parts[i].OriginY = LittleShort(mpatch.d->originy); buildinfo.Parts[i].TexImage = nullptr; buildinfo.Inits[i].TexName = patchlookup[LittleShort(mpatch.d->patch)].Name; buildinfo.Inits[i].UseType = ETextureType::WallPatch; if (strife) mpatch.s++; else mpatch.d++; } if (NumParts == 0) { Printf("Texture %s is left without any patches\n", buildinfo.Name.GetChars()); } // Insert the incomplete texture right here so that it's in the correct place. buildinfo.DefinitionLump = deflumpnum; MakeTexture(buildinfo, usetype); } //========================================================================== // // FTextureManager :: AddTexturesLump // //========================================================================== void FMultipatchTextureBuilder::AddTexturesLump(const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1) { TArray patchlookup; int i; uint32_t numpatches; if (firstdup == 0) { firstdup = (int)TexMan.NumTextures(); } { auto pnames = fileSystem.OpenFileReader(patcheslump); numpatches = pnames.ReadUInt32(); // Check whether the amount of names reported is correct. if ((signed)numpatches < 0) { Printf("Corrupt PNAMES lump found (negative amount of entries reported)\n"); return; } // Check whether the amount of names reported is correct. int lumplength = fileSystem.FileLength(patcheslump); if (numpatches > uint32_t((lumplength - 4) / 8)) { Printf("PNAMES lump is shorter than required (%u entries reported but only %d bytes (%d entries) long\n", numpatches, lumplength, (lumplength - 4) / 8); // Truncate but continue reading. Who knows how many such lumps exist? numpatches = (lumplength - 4) / 8; } // Catalog the patches these textures use so we know which // textures they represent. patchlookup.Resize(numpatches); for (uint32_t ii = 0; ii < numpatches; ++ii) { char pname[9]; pnames.Read(pname, 8); pname[8] = '\0'; patchlookup[ii].Name = pname; } } bool isStrife = false; const uint32_t *maptex, *directory; uint32_t maxoff; int numtextures; uint32_t offset = 0; // Shut up, GCC! maptex = (const uint32_t *)lumpdata; numtextures = LittleLong(*maptex); maxoff = lumpsize; if (maxoff < uint32_t(numtextures + 1) * 4) { Printf("Texture directory is too short\n"); return; } // Scan the texture lump to decide if it contains Doom or Strife textures for (i = 0, directory = maptex + 1; i < numtextures; ++i) { offset = LittleLong(directory[i]); if (offset > maxoff) { Printf("Bad texture directory\n"); return; } maptexture_t *tex = (maptexture_t *)((uint8_t *)maptex + offset); // There is bizzarely a Doom editing tool that writes to the // first two elements of columndirectory, so I can't check those. if (SAFESHORT(tex->patchcount) < 0 || tex->columndirectory[2] != 0 || tex->columndirectory[3] != 0) { isStrife = true; break; } } // Textures defined earlier in the lump take precedence over those defined later, // but later TEXTUREx lumps take precedence over earlier ones. for (i = 1, directory = maptex; i <= numtextures; ++i) { if (i == 1 && texture1) { // The very first texture is just a dummy. Copy its dimensions to texture 0. // It still needs to be created in case someone uses it by name. offset = LittleLong(directory[1]); const maptexture_t *tex = (const maptexture_t *)((const uint8_t *)maptex + offset); auto tex0 = TexMan.GameByIndex(0); tex0->SetSize(SAFESHORT(tex->width), SAFESHORT(tex->height)); } offset = LittleLong(directory[i]); if (offset > maxoff) { Printf("Bad texture directory\n"); return; } // If this texture was defined already in this lump, skip it // This could cause problems with animations that use the same name for intermediate // textures. Should I be worried? int j; for (j = (int)TexMan.NumTextures() - 1; j >= firstdup; --j) { if (strnicmp(TexMan.GameByIndex(j)->GetName(), (const char *)maptex + offset, 8) == 0) break; } if (j + 1 == firstdup) { BuildTexture((const uint8_t *)maptex + offset, patchlookup.Data(), numpatches, isStrife, deflumpnum, (i == 1 && texture1) ? ETextureType::FirstDefined : ETextureType::Wall); progressFunc(); } } } //========================================================================== // // FTextureManager :: AddTexturesLumps // //========================================================================== void FMultipatchTextureBuilder::AddTexturesLumps(int lump1, int lump2, int patcheslump) { int firstdup = (int)TexMan.NumTextures(); if (lump1 >= 0) { FileData texdir = fileSystem.ReadFile(lump1); AddTexturesLump(texdir.GetMem(), fileSystem.FileLength(lump1), lump1, patcheslump, firstdup, true); } if (lump2 >= 0) { FileData texdir = fileSystem.ReadFile(lump2); AddTexturesLump(texdir.GetMem(), fileSystem.FileLength(lump2), lump2, patcheslump, firstdup, false); } } //========================================================================== // // THe reader for the textual format // //========================================================================== //========================================================================== // // // //========================================================================== void FMultipatchTextureBuilder::ParsePatch(FScanner &sc, BuildInfo &info, TexPartBuild & part, TexInit &init) { FString patchname; int Mirror = 0; sc.MustGetString(); init.TexName = sc.String; sc.MustGetStringName(","); sc.MustGetNumber(); part.OriginX = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); part.OriginY = sc.Number; if (sc.CheckString("{")) { while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("flipx")) { Mirror |= 1; } else if (sc.Compare("flipy")) { Mirror |= 2; } else if (sc.Compare("rotate")) { sc.MustGetNumber(); sc.Number = (((sc.Number + 90) % 360) - 90); if (sc.Number != 0 && sc.Number != 90 && sc.Number != 180 && sc.Number != -90) { sc.ScriptError("Rotation must be a multiple of 90 degrees."); } part.Rotate = (sc.Number / 90) & 3; } else if (sc.Compare("Translation")) { int match; info.bComplex = true; if (part.Translation != NULL) delete part.Translation; part.Translation = NULL; part.Blend = 0; static const char *maps[] = { "gold", "red", "green", "blue", "inverse", NULL }; sc.MustGetString(); match = sc.MatchString(maps); if (match >= 0) { part.Blend = BLEND_SPECIALCOLORMAP1 + match + 1; } else if (sc.Compare("ICE")) { part.Blend = BLEND_ICEMAP; } else if (sc.Compare("DESATURATE")) { sc.MustGetStringName(","); sc.MustGetNumber(); part.Blend = BLEND_DESATURATE1 + clamp(sc.Number - 1, 0, 30); } else { sc.UnGet(); part.Translation = new FRemapTable; part.Translation->MakeIdentity(); do { sc.MustGetString(); try { part.Translation->AddToTranslation(sc.String); } catch (CRecoverableError &err) { sc.ScriptMessage("Error in translation '%s':\n" TEXTCOLOR_YELLOW "%s\n", sc.String, err.GetMessage()); } } while (sc.CheckString(",")); } } else if (sc.Compare("Colormap")) { float r1, g1, b1; float r2, g2, b2; sc.MustGetFloat(); r1 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); g1 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); b1 = (float)sc.Float; if (!sc.CheckString(",")) { part.Blend = AddSpecialColormap(GPalette.BaseColors, 0, 0, 0, r1, g1, b1); } else { sc.MustGetFloat(); r2 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); g2 = (float)sc.Float; sc.MustGetStringName(","); sc.MustGetFloat(); b2 = (float)sc.Float; part.Blend = AddSpecialColormap(GPalette.BaseColors, r1, g1, b1, r2, g2, b2); } } else if (sc.Compare("Blend")) { info.bComplex = true; if (part.Translation != NULL) delete part.Translation; part.Translation = NULL; part.Blend = 0; if (!sc.CheckNumber()) { sc.MustGetString(); part.Blend = V_GetColor(sc); } else { int r, g, b; r = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); g = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); b = sc.Number; //sc.MustGetStringName(","); This was never supposed to be here. part.Blend = MAKERGB(r, g, b); } // Blend.a may never be 0 here. if (sc.CheckString(",")) { sc.MustGetFloat(); if (sc.Float > 0.f) part.Blend.a = clamp(int(sc.Float * 255), 1, 254); else part.Blend = 0; } else part.Blend.a = 255; } else if (sc.Compare("alpha")) { sc.MustGetFloat(); part.Alpha = clamp(int(sc.Float * +BLENDUNIT), 0, BLENDUNIT); // bComplex is not set because it is only needed when the style is not OP_COPY. } else if (sc.Compare("style")) { static const char *styles[] = { "copy", "translucent", "add", "subtract", "reversesubtract", "modulate", "copyalpha", "copynewalpha", "overlay", NULL }; sc.MustGetString(); part.op = sc.MustMatchString(styles); info.bComplex |= (part.op != OP_COPY); } else if (sc.Compare("useoffsets")) { init.UseOffsets = true; } } } if (Mirror & 2) { part.Rotate = (part.Rotate + 2) & 3; Mirror ^= 1; } if (Mirror & 1) { part.Rotate |= 4; } } //========================================================================== // // Constructor for text based multipatch definitions // //========================================================================== void FMultipatchTextureBuilder::ParseTexture(FScanner &sc, ETextureType UseType, int deflump) { BuildInfo &buildinfo = BuiltTextures[BuiltTextures.Reserve(1)]; bool bSilent = false; buildinfo.textual = true; sc.SetCMode(true); sc.MustGetString(); const char *textureName = nullptr; if (sc.Compare("optional")) { bSilent = true; sc.MustGetString(); if (sc.Compare(",")) { // this is not right. Apparently a texture named 'optional' is being defined right now... sc.UnGet(); textureName = "optional"; bSilent = false; } } buildinfo.Name = !textureName ? sc.String : textureName; buildinfo.Name.ToUpper(); sc.MustGetStringName(","); sc.MustGetNumber(); buildinfo.Width = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); buildinfo.Height = sc.Number; buildinfo.DefinitionLump = deflump; bool offset2set = false; if (sc.CheckString("{")) { while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("XScale")) { sc.MustGetFloat(); buildinfo.Scale.X = sc.Float; if (buildinfo.Scale.X == 0) sc.ScriptError("Texture %s is defined with null x-scale\n", buildinfo.Name.GetChars()); } else if (sc.Compare("YScale")) { sc.MustGetFloat(); buildinfo.Scale.Y = sc.Float; if (buildinfo.Scale.Y == 0) sc.ScriptError("Texture %s is defined with null y-scale\n", buildinfo.Name.GetChars()); } else if (sc.Compare("WorldPanning")) { buildinfo.bWorldPanning = true; } else if (sc.Compare("NullTexture")) { UseType = ETextureType::Null; } else if (sc.Compare("NoDecals")) { buildinfo.bNoDecals = true; } else if (sc.Compare("Patch")) { TexPartBuild part; TexInit init; ParsePatch(sc, buildinfo, part, init); if (init.TexName.IsNotEmpty()) { buildinfo.Parts.Push(part); init.UseType = ETextureType::WallPatch; init.Silent = bSilent; init.HasLine = true; init.sc = sc; buildinfo.Inits.Push(init); } part.TexImage = nullptr; part.Translation = nullptr; } else if (sc.Compare("Sprite")) { TexPartBuild part; TexInit init; ParsePatch(sc, buildinfo, part, init); if (init.TexName.IsNotEmpty()) { buildinfo.Parts.Push(part); init.UseType = ETextureType::Sprite; init.Silent = bSilent; init.HasLine = true; init.sc = sc; buildinfo.Inits.Push(init); } part.TexImage = nullptr; part.Translation = nullptr; } else if (sc.Compare("Graphic")) { TexPartBuild part; TexInit init; ParsePatch(sc, buildinfo, part, init); if (init.TexName.IsNotEmpty()) { buildinfo.Parts.Push(part); init.UseType = ETextureType::MiscPatch; init.Silent = bSilent; init.HasLine = true; init.sc = sc; buildinfo.Inits.Push(init); } part.TexImage = nullptr; part.Translation = nullptr; } else if (sc.Compare("Offset")) { sc.MustGetNumber(); buildinfo.LeftOffset[0] = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); buildinfo.TopOffset[0] = sc.Number; if (!offset2set) { buildinfo.LeftOffset[1] = buildinfo.LeftOffset[0]; buildinfo.TopOffset[1] = buildinfo.TopOffset[0]; } } else if (sc.Compare("Offset2")) { sc.MustGetNumber(); buildinfo.LeftOffset[1] = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); buildinfo.TopOffset[1] = sc.Number; offset2set = true; } else { sc.ScriptError("Unknown texture property '%s'", sc.String); } } } if (buildinfo.Width <= 0 || buildinfo.Height <= 0) { UseType = ETextureType::Null; Printf("Texture %s has invalid dimensions (%d, %d)\n", buildinfo.Name.GetChars(), buildinfo.Width, buildinfo.Height); buildinfo.Width = buildinfo.Height = 1; } MakeTexture(buildinfo, UseType); sc.SetCMode(false); } //========================================================================== // // // //========================================================================== void FMultipatchTextureBuilder::ResolvePatches(BuildInfo &buildinfo) { for (unsigned i = 0; i < buildinfo.Inits.Size(); i++) { FTextureID texno = TexMan.CheckForTexture(buildinfo.Inits[i].TexName, buildinfo.Inits[i].UseType); if (texno == buildinfo.texture->GetID()) // we found ourselves. Try looking for another one with the same name which is not a multipatch texture itself. { TArray list; TexMan.ListTextures(buildinfo.Inits[i].TexName, list, true); for (int ii = list.Size() - 1; ii >= 0; ii--) { auto gtex = TexMan.GetGameTexture(list[ii]); if (gtex && gtex != buildinfo.texture && gtex->GetTexture() && gtex->GetTexture()->GetImage() && !dynamic_cast(gtex->GetTexture()->GetImage())) { texno = list[ii]; break; } } if (texno == buildinfo.texture->GetID()) { if (buildinfo.Inits[i].HasLine) buildinfo.Inits[i].sc.Message(MSG_WARNING, "Texture '%s' references itself as patch\n", buildinfo.Inits[i].TexName.GetChars()); else Printf(TEXTCOLOR_YELLOW "Texture '%s' references itself as patch\n", buildinfo.Inits[i].TexName.GetChars()); continue; } else { // If it could be resolved, just print a developer warning. DPrintf(DMSG_WARNING, "Resolved self-referencing texture by picking an older entry for %s\n", buildinfo.Inits[i].TexName.GetChars()); } } if (!texno.isValid()) { if (!buildinfo.Inits[i].Silent) { if (buildinfo.Inits[i].HasLine) buildinfo.Inits[i].sc.Message(MSG_WARNING, "Unknown patch '%s' in texture '%s'\n", buildinfo.Inits[i].TexName.GetChars(), buildinfo.Name.GetChars()); else Printf(TEXTCOLOR_YELLOW "Unknown patch '%s' in texture '%s'\n", buildinfo.Inits[i].TexName.GetChars(), buildinfo.Name.GetChars()); } } else { FGameTexture *tex = TexMan.GetGameTexture(texno); if (tex != nullptr && tex->isValid() && (tex->GetTexture() == nullptr || dynamic_cast(tex->GetTexture()))) { //We cannot set the image texture yet. First all textures need to be resolved. buildinfo.Inits[i].GameTexture = tex; bool iscomplex = !!complex.CheckKey(tex); if (iscomplex) complex.Insert(buildinfo.texture, true); buildinfo.bComplex |= iscomplex; if (buildinfo.Inits[i].UseOffsets) { buildinfo.Parts[i].OriginX -= tex->GetTexelLeftOffset(0); buildinfo.Parts[i].OriginY -= tex->GetTexelTopOffset(0); } } else { // The patch is bogus. Remove it. if (buildinfo.Inits[i].HasLine) buildinfo.Inits[i].sc.Message(MSG_WARNING, "Invalid patch '%s' in texture '%s'\n", buildinfo.Inits[i].TexName.GetChars(), buildinfo.Name.GetChars()); else Printf(TEXTCOLOR_YELLOW "Invalid patch '%s' in texture '%s'\n", buildinfo.Inits[i].TexName.GetChars(), buildinfo.Name.GetChars()); buildinfo.Inits.Delete(i); buildinfo.Parts.Delete(i); i--; } } } for (unsigned i = 0; i < buildinfo.Inits.Size(); i++) { if (buildinfo.Inits[i].GameTexture == nullptr) { buildinfo.Inits.Delete(i); buildinfo.Parts.Delete(i); i--; } } } void FMultipatchTextureBuilder::ResolveAllPatches() { for (auto &bi : BuiltTextures) { ResolvePatches(bi); } // Now try to resolve the images. We only can do this at the end when all multipatch textures are set up. // reverse the list so that the Delete operation in the loop below deletes at the end. // For normal sized lists this is of no real concern, but Total Chaos has over 250000 textures where this becomes a performance issue. for (unsigned i = 0; i < BuiltTextures.Size() / 2; i++) { // std::swap is VERY inefficient here... BuiltTextures[i].swap(BuiltTextures[BuiltTextures.Size() - 1 - i]); } while (BuiltTextures.Size() > 0) { bool donesomething = false; for (int i = BuiltTextures.Size()-1; i>= 0; i--) { auto &buildinfo = BuiltTextures[i]; bool hasEmpty = false; for (unsigned j = 0; j < buildinfo.Inits.Size(); j++) { if (buildinfo.Parts[j].TexImage == nullptr) { auto image = buildinfo.Inits[j].GameTexture->GetTexture(); if (image && image->GetImage() != nullptr) { buildinfo.Parts[j].TexImage = static_cast(image); donesomething = true; } else hasEmpty = true; } } if (!hasEmpty) { // If this texture is just a wrapper around a single patch, we can simply // use that patch's image directly here. checkForHacks(buildinfo); bool done = false; if (buildinfo.Parts.Size() == 1) { if (buildinfo.Parts[0].OriginX == 0 && buildinfo.Parts[0].OriginY == 0 && buildinfo.Parts[0].TexImage->GetWidth() == buildinfo.Width && buildinfo.Parts[0].TexImage->GetHeight() == buildinfo.Height && buildinfo.Parts[0].Rotate == 0 && !buildinfo.bComplex) { AddImageToTexture(buildinfo.Parts[0].TexImage, buildinfo); done = true; } } if (!done) { auto img = new FMultiPatchTexture(buildinfo.Width, buildinfo.Height, buildinfo.Parts, buildinfo.bComplex, buildinfo.textual); auto itex = new FImageTexture(img); itex->SetSourceLump(buildinfo.DefinitionLump); AddImageToTexture(itex, buildinfo); } BuiltTextures.Delete(i); donesomething = true; } } if (!donesomething) { Printf("%d Unresolved textures remain\n", BuiltTextures.Size()); for (auto &b : BuiltTextures) { Printf("%s\n", b.Name.GetChars()); // make it hard to find but also ensure that it references valid backing data. b.texture->SetUseType(ETextureType::Null); b.texture->SetBase(TexMan.GameByIndex(0)->GetTexture()); b.texture->SetName(""); } break; } } }