raze/source/core/textures/tiletexture.cpp
2023-12-05 22:39:27 +01:00

540 lines
14 KiB
C++

/*
** tiletexture.cpp
** Image sources and file management for Build tile textures
**
**---------------------------------------------------------------------------
** Copyright 2019-2022 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 "files.h"
#include "i_time.h"
#include "zstring.h"
#include "tiletexture.h"
#include "texturemanager.h"
#include "filesystem.h"
#include "printf.h"
#include "m_swap.h"
class FTileTexture : public FImageSource
{
public:
FTileTexture() noexcept
{
bUseGamePalette = true;
bTranslucent = false;
}
virtual uint8_t* GetRawData() = 0;
virtual PalettedPixels CreatePalettedPixels(int conversion, int frame) override;
virtual int CopyPixels(FBitmap* bmp, int conversion, int frame) override; // 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) noexcept
: RawPixels(backingstore), Offset(offset)
{
Width = width;
Height = height;
}
uint8_t* GetRawData() override final
{
return &RawPixels[Offset];
}
};
//==========================================================================
//
// 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;
}
}
virtual void Reload() {}
};
//==========================================================================
//
// 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() override
{
buffer = Base->GetPalettedPixels(0);
}
};
//==========================================================================
//
// Base class for Build tile textures
// This needs a few subclasses for different use cases.
//
//==========================================================================
int FTileTexture::CopyPixels(FBitmap* bmp, int conversion, int)
{
TArray<uint8_t> buffer;
auto ppix = GetRawData();
if (ppix)
{
bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, GPalette.BaseColors);
}
return 0;
}
// 'conversion' is meaningless here becazse we do not have to bother with a software renderer.
PalettedPixels FTileTexture::CreatePalettedPixels(int conversion, int)
{
if (GetRawData())
{
return PalettedPixels(GetRawData(), Width * Height);
}
else
{
PalettedPixels buffer(Width * Height);
memset(buffer.Data(), 0, buffer.Size());
return buffer;
}
}
//==========================================================================
//
// raw pixel cache. This is for accessing pixel data in the game code,
// not for rendering.
//
//==========================================================================
struct RawCacheNode
{
TArray<uint8_t> data;
uint64_t lastUseTime;
RawCacheNode() = default;
RawCacheNode(const RawCacheNode& other) = default;
RawCacheNode& operator=(const RawCacheNode& other) = default;
RawCacheNode(RawCacheNode&& other) noexcept
{
data = std::move(other.data);
lastUseTime = other.lastUseTime;
}
RawCacheNode& operator=(RawCacheNode&& other) noexcept
{
data = std::move(other.data);
lastUseTime = other.lastUseTime;
return *this;
}
};
//==========================================================================
//
// access raw pixel data for in-game checking. Works for all texture types.
//
//==========================================================================
static TMap<int, RawCacheNode> CacheNodes;
const uint8_t* GetRawPixels(FTextureID texid)
{
if (!texid.isValid()) return nullptr;
auto gtex = TexMan.GetGameTexture(texid);
auto tex = dynamic_cast<FImageTexture*>(gtex->GetTexture());
if (!tex || !tex->GetImage()) return nullptr;
auto img = tex->GetImage();
auto timg = dynamic_cast<FTileTexture*>(img);
if (!timg || !timg->GetRawData())
{
auto cache = CacheNodes.CheckKey(texid.GetIndex());
if (cache)
{
cache->lastUseTime = I_nsTime();
return cache->data.Data();
}
RawCacheNode newnode;
newnode.data = img->GetPalettedPixels(0);
newnode.lastUseTime = I_nsTime();
auto retval =newnode.data.Data();
CacheNodes.Insert(texid.GetIndex(), std::move(newnode));
return retval;
}
else
{
return timg->GetRawData();
}
}
//==========================================================================
//
//To use this the texture must have been made writable during texture init.
//
//==========================================================================
uint8_t* GetWritablePixels(FTextureID texid, bool reload)
{
if (!texid.isValid()) return nullptr;
auto gtex = TexMan.GetGameTexture(texid);
auto tex = dynamic_cast<FImageTexture*>(gtex->GetTexture());
if (!tex || !tex->GetImage()) return nullptr;
auto timg = dynamic_cast<FWritableTile*>(tex->GetImage());
if (!timg) return nullptr;
if (reload)
timg->Reload();
gtex->CleanHardwareData(); // we can safely assume that this only gets called when the texture is about to be changed.
return timg->GetRawData();
}
//==========================================================================
//
//
//
//==========================================================================
static FImageSource* GetTileImage(const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height, TArray<void*> freelist)
{
FImageSource* tex;
void* mem = nullptr;
if (freelist.Size() > 0) freelist.Pop(mem);
// recycle discarded image sources if available. They are all the same type so this is safe.
if (mem)
{
memset(mem, 0, sizeof(FArtTile));
tex = new(mem) FArtTile(backingstore, offset, width, height);
}
else tex = new FArtTile(backingstore, offset, width, height);
auto p = &backingstore[offset];
auto siz = width * height;
for (int i = 0; i < siz; 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 tex;
}
//===========================================================================
//
// Creates image sources for all valid tiles in one ART file.
// In case this overwrites older tiles, these get added to a freelist
// and reused later
//
//===========================================================================
static void GetImagesFromFile(TArray<FImageSource*>& array, TArray<unsigned>& picanmarray, TArray<void*> freelist, TArray<uint8_t>& RawData)
{
const uint8_t* tiles = RawData.Data();
// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
unsigned tilestart = LittleLong(((unsigned*)tiles)[2]);
unsigned tileend = LittleLong(((unsigned*)tiles)[3]);
const uint16_t* tilesizx = &((const uint16_t*)tiles)[8];
const uint16_t* tilesizy = &tilesizx[tileend - tilestart + 1];
const uint32_t* picanmraw = (const uint32_t*)&tilesizy[tileend - tilestart + 1];
const uint8_t* tiledata = (const uint8_t*)&picanmraw[tileend - tilestart + 1];
unsigned oldsize = array.Size();
if (array.Size() < tileend + 1)
array.Resize(tileend + 1);
// picanm info needs to be stashed aside for later use, except for the offsets which are written into the image object
if (picanmarray.Size() < tileend + 1)
picanmarray.Resize(tileend + 1);
// If there's a gap, initialize it.
for (unsigned i = oldsize; i < tilestart; i++)
{
array[i] = nullptr;
picanmarray[i] = {};
}
for (unsigned i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
uint32_t anm = LittleLong(picanmraw[pic]);
int size = width * height;
picanmarray[i] = picanmraw[pic]; // this must also be retained for invalid tiles.
if (width <= 0 || height <= 0)
{
// If an existing tile is discarded, add it to the free list
if (array[i] && i < oldsize)
{
array[i]->~FImageSource(); // really a no-op but let's stay on the safe side.
#if 0
// recycling items causes corruption so disable for now and revisit later.
freelist.Push(array[i]);
#endif
}
array[i] = nullptr;
continue;
}
FString texname;
auto tex = GetTileImage(RawData, uint32_t(tiledata - tiles), width, height, freelist);
int leftoffset = (int8_t)((anm >> 8) & 255);
int topoffset = (int8_t)((anm >> 16) & 255);
tex->SetOffsets(leftoffset, topoffset);
tiledata += size;
array[i] = tex;
}
}
//===========================================================================
//
// CountTiles
//
// Returns the number of tiles provided by an artfile
//
//===========================================================================
int CountTiles(const char* fn, const uint8_t* RawData)
{
int version = LittleLong(*(uint32_t*)RawData);
if (version != 1)
{
Printf("%s: Invalid art file version. Must be 1, got %d\n", fn, version);
return 0;
}
int tilestart = LittleLong(((uint32_t*)RawData)[2]);
int tileend = LittleLong(((uint32_t*)RawData)[3]);
if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES)
{
Printf("%s: Invalid tilestart or tileend\n", fn);
return 0;
}
if (tileend < tilestart)
{
Printf("%s: tileend < tilestart\n", fn);
return 0;
}
return tileend >= tilestart ? tileend - tilestart + 1 : 0;
}
//===========================================================================
//
// LoadArtFile
//
// Returns the number of tiles found.
//
// let's load everything into memory on startup.
//
//===========================================================================
static void AddArtFile(const FString& filename)
{
FileReader fr = fileSystem.OpenFileReader(filename.GetChars());
if (fr.isOpen())
{
TArray<uint8_t> artdata(fr.GetLength(), true);
fr.Read(artdata.Data(), artdata.Size());
if (artdata.Size() > 16)
{
if (memcmp(artdata.Data(), "BUILDART", 8) == 0)
{
artdata.Delete(0, 8);
}
// Only load the data if the header is present
if (CountTiles(filename.GetChars(), artdata.Data()) > 0)
{
// The texture manager already has a store for Build ART files, so let's use it. :)
auto& store = TexMan.GetNewBuildTileData();
store = std::move(artdata);
}
}
}
}
//===========================================================================
//
// Loads an art set but does not do anything with the tiles yet.
//
//===========================================================================
void InitArtFiles(TArray<FString>& addedArt)
{
const int MAXARTFILES_BASE = 200;
for (int index = 0; index < MAXARTFILES_BASE; index++)
{
FStringf fn("tiles%03d.art", index);
AddArtFile(fn);
}
for (auto& addart : addedArt)
{
AddArtFile(addart);
}
}
//===========================================================================
//
// Creates image sources for all valid tiles in the ART set.
//
//===========================================================================
void GetArtImages(TArray<FImageSource*>& array, TArray<unsigned>& picanm)
{
TArray<void*> freelist;
for (auto& f : TexMan.GetBuildTileDataStore())
{
GetImagesFromFile(array, picanm, freelist, f);
}
}
//==========================================================================
//
//
//
//==========================================================================
FImageSource* createDummyTile(int width, int height)
{
if (width > 0 && height > 0)
return new FDummyTile(width, height);
else
return nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
FImageSource* createWritableTile(int width, int height)
{
if (width > 0 && height > 0)
{
auto tile = new FWritableTile;
tile->ResizeImage(width, height);
return tile;
}
else
return nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
FImageSource* makeTileWritable(FImageSource* img)
{
return new FRestorableTile(img);
}