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449 lines
14 KiB
C++
449 lines
14 KiB
C++
/*
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** hightile.cpp
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** Handling hires replacement definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 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 "files.h"
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#include "zstring.h"
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#include "buildtiles.h"
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#include "image.h"
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#include "palette.h"
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#include "m_crc32.h"
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#include "build.h"
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#include "gamecontrol.h"
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#include "palettecontainer.h"
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#include "texturemanager.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "gamestruct.h"
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#include "hw_renderstate.h"
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#include "skyboxtexture.h"
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#include "gamefuncs.h"
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enum ETexType
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{
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TT_INDEXED,
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TT_TRUECOLOR,
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};
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CVARD(Bool, hw_shadeinterpolate, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable shade interpolation")
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struct HightileReplacement
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{
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FGameTexture* image;
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FVector2 scale;
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float alphacut, specpower, specfactor;
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uint16_t palnum;
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bool issky;
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bool indexed;
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};
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static TMap<int, TArray<HightileReplacement>> tileReplacements;
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static TMap<int, TArray<HightileReplacement>> textureReplacements;
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static TMap<FGameTexture*, FGameTexture*> deferredChars;
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FGameTexture* GetBaseForChar(FGameTexture* t)
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{
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auto c = deferredChars.CheckKey(t);
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if (c) return *c;
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return t;
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}
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void FontCharCreated(FGameTexture* base, FGameTexture* glyph)
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{
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if (base->GetName().IsNotEmpty())
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deferredChars.Insert(glyph, base);
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}
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//===========================================================================
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//
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// Replacement textures
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//
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//===========================================================================
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static void AddReplacement(int tilenum, const HightileReplacement& replace)
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{
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auto& Hightiles = tileReplacements[tilenum];
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for (auto& ht : Hightiles)
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{
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if (replace.palnum == ht.palnum && replace.issky == ht.issky)
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{
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ht = replace;
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return;
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}
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}
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Hightiles.Push(replace);
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}
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//==========================================================================
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//
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// Remove a replacement
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//
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//==========================================================================
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void tileRemoveReplacement(int tilenum)
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{
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tileReplacements.Remove(tilenum);
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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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static HightileReplacement* FindReplacement(FTextureID texid, int palnum, bool skybox)
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{
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auto Hightiles = textureReplacements.CheckKey(texid.GetIndex());
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if (!Hightiles) return nullptr;
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for (;;)
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{
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for (auto& rep : *Hightiles)
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{
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if (rep.palnum == palnum && rep.issky == skybox) return &rep;
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}
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if (!palnum || palnum >= MAXPALOOKUPS - RESERVEDPALS) break;
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palnum = 0;
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}
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return nullptr; // no replacement found
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}
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int checkTranslucentReplacement(FTextureID texid, int pal)
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{
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FGameTexture* tex = nullptr;
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auto si = FindReplacement(texid, pal, 0);
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if (si && hw_hightile) tex = si->image;
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if (!tex || tex->GetTexelWidth() == 0 || tex->GetTexelHeight() == 0) return false;
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return tex && tex->GetTranslucency();
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}
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FGameTexture* SkyboxReplacement(FTextureID texid, int palnum)
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{
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auto hr = FindReplacement(texid, palnum, true);
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if (!hr) return nullptr;
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return hr->image;
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}
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//==========================================================================
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//
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// Processes data from .def files into the textures
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//
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//==========================================================================
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void highTileSetup()
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{
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for(int i=0;i<MAXTILES;i++)
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{
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auto tex = tileGetTexture(i);
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if (!tex->isValid()) continue;
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auto Hightile = tileReplacements.CheckKey(i);
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if (!Hightile) continue;
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textureReplacements.Insert(tex->GetID().GetIndex(), std::move(*Hightile));
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}
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tileReplacements.Clear();
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decltype(deferredChars)::Iterator it(deferredChars);
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decltype(deferredChars)::Pair* pair;
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while (it.NextPair(pair))
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{
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auto rep = textureReplacements.CheckKey(pair->Value->GetID().GetIndex());
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if (rep)
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{
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auto myrep = *rep; // don't create copies directly from the map we're inserting in!
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auto chk = textureReplacements.CheckKey(pair->Key->GetID().GetIndex());
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if (!chk) textureReplacements.Insert(pair->Key->GetID().GetIndex(), std::move(myrep));
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}
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}
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deferredChars.Clear();
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decltype(textureReplacements)::Iterator it2(textureReplacements);
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decltype(textureReplacements)::Pair* pair2;
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while (it2.NextPair(pair2))
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{
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auto tex = TexMan.GameByIndex(pair2->Key);
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if (!tex->isValid()) continue;
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auto Hightile = &pair2->Value;
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if (!Hightile) continue;
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FGameTexture* detailTex = nullptr, * glowTex = nullptr, * normalTex = nullptr, * specTex = nullptr;
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float scalex = 1.f, scaley = 1.f;
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for (auto& rep : *Hightile)
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{
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if (rep.palnum == GLOWPAL)
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{
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glowTex = rep.image;
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}
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if (rep.palnum == NORMALPAL)
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{
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normalTex = rep.image;
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}
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if (rep.palnum == SPECULARPAL)
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{
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specTex = rep.image;
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}
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if (rep.palnum == DETAILPAL)
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{
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detailTex = rep.image;
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scalex = rep.scale.X;
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scaley = rep.scale.Y;
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}
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}
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if (detailTex || glowTex || normalTex || specTex)
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{
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for (auto& rep : *Hightile)
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{
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if (rep.issky) continue; // do not muck around with skyboxes (yet)
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if (rep.palnum < NORMALPAL)
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{
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auto imgtex = rep.image;
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// Make a copy so that multiple appearances of the same texture with different layers can be handled. They will all refer to the same internal texture anyway.
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imgtex = MakeGameTexture(imgtex->GetTexture(), "", ETextureType::Any);
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if (glowTex) imgtex->SetGlowmap(glowTex->GetTexture());
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if (detailTex) imgtex->SetDetailmap(detailTex->GetTexture());
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if (normalTex) imgtex->SetNormalmap(normalTex->GetTexture());
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if (specTex) imgtex->SetSpecularmap(specTex->GetTexture());
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imgtex->SetDetailScale(scalex, scaley);
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rep.image = imgtex;
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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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//
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// Specifies a replacement texture for an ART tile.
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//
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//==========================================================================
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int tileSetHightileReplacement(int tilenum, int palnum, FTextureID texid, float alphacut, float xscale, float yscale, float specpower, float specfactor, bool indexed)
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{
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// assumes the texture was already validated.
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HightileReplacement replace = {};
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replace.image = TexMan.GetGameTexture(texid);
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replace.alphacut = min(alphacut,1.f);
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replace.scale = { xscale, yscale };
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replace.specpower = specpower; // currently unused
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replace.specfactor = specfactor; // currently unused
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replace.issky = 0;
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replace.indexed = indexed;
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replace.palnum = (uint16_t)palnum;
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AddReplacement(tilenum, replace);
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return 0;
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}
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//==========================================================================
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//
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// Define the faces of a skybox
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//
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//==========================================================================
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int tileSetSkybox(int tilenum, int palnum, FString* facenames, bool indexed)
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{
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if ((uint32_t)tilenum >= (uint32_t)MAXTILES) return -1;
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if ((uint32_t)palnum >= (uint32_t)MAXPALOOKUPS) return -1;
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auto tex = tileGetTexture(tilenum);
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if (tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0)
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{
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Printf("Warning: defined skybox replacement for empty tile %d.", tilenum);
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return -1; // cannot add replacements to empty tiles, must create one beforehand
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}
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HightileReplacement replace = {};
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FGameTexture *faces[6];
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for (int i = 0; i < 6; i++)
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{
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FTextureID texid = TexMan.CheckForTexture(facenames[i], ETextureType::Any, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ForceLookup);
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if (!texid.isValid())
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{
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Printf("%s: Skybox image for tile %d does not exist or is invalid\n", facenames[i].GetChars(), tilenum);
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return -1;
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}
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faces[i] = TexMan.GetGameTexture(texid);
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}
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FSkyBox* sbtex = new FSkyBox("");
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memcpy(sbtex->faces, faces, sizeof(faces));
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sbtex->previous = faces[0]; // won't ever be used, just to be safe.
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sbtex->fliptop = true;
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replace.image = MakeGameTexture(sbtex, "", ETextureType::Override);
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TexMan.AddGameTexture(replace.image, false);
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replace.issky = 1;
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replace.indexed = indexed;
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replace.palnum = (uint16_t)palnum;
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AddReplacement(tilenum, replace);
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return 0;
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}
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//===========================================================================
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//
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// Picks a texture for rendering for a given tilenum/palette combination
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//
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//===========================================================================
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bool PickTexture(FGameTexture* tex, int paletteid, TexturePick& pick, bool wantindexed)
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{
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if (!tex->isValid() || tex->GetTexelWidth() <= 0 || tex->GetTexelHeight() <= 0) return false;
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int usepalette = 0, useremap = 0;
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if (!IsLuminosityTranslation(paletteid))
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{
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usepalette = paletteid == 0 ? 0 : GetTranslationType(paletteid) - Translation_Remap;
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useremap = GetTranslationIndex(paletteid);
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}
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int TextureType = wantindexed? TT_INDEXED : TT_TRUECOLOR;
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pick.translation = paletteid;
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pick.basepalTint = 0xffffff;
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auto& h = lookups.tables[useremap];
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bool applytint = false;
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// Canvas textures must be treated like hightile replacements in the following code.
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int hipalswap = usepalette >= 0 ? useremap : 0;
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auto rep = (hw_hightile && !(h.tintFlags & TINTF_ALWAYSUSEART)) ? FindReplacement(tex->GetID(), hipalswap, false) : nullptr;
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if (rep || tex->GetTexture()->isHardwareCanvas())
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{
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if (rep)
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{
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tex = rep->image;
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}
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if (rep && rep->indexed && TextureType == TT_INDEXED)
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{
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pick.translation |= 0x80000000;
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}
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else if (!rep || !rep->indexed)
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{
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if (usepalette > 0)
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{
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// This is a global setting for the entire scene, so let's do it here, right at the start. (Fixme: Store this in a static table instead of reusing the same entry for all palettes.)
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auto& hh = lookups.tables[MAXPALOOKUPS - 1];
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// This sets a tinting color for global palettes, e.g. water or slime - only used for hires replacements (also an option for low-resource hardware where duplicating the textures may be problematic.)
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pick.basepalTint = hh.tintColor;
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}
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if (!rep || rep->palnum != hipalswap || (h.tintFlags & TINTF_APPLYOVERALTPAL))
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applytint = true;
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if (!IsLuminosityTranslation(paletteid)) pick.translation = 0;
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}
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}
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else
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{
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// Only look up the palette if we really want to use it (i.e. when creating a true color texture of an ART tile.)
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if (TextureType == TT_TRUECOLOR)
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{
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if (h.tintFlags & (TINTF_ALWAYSUSEART | TINTF_USEONART))
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{
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applytint = true;
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if (!(h.tintFlags & TINTF_APPLYOVERPALSWAP)) useremap = 0;
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}
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pick.translation = IsLuminosityTranslation(paletteid)? paletteid : paletteid == 0? 0 : TRANSLATION(usepalette + Translation_Remap, useremap);
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}
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else pick.translation |= 0x80000000;
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}
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if (applytint && h.tintFlags)
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{
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pick.tintFlags = h.tintFlags;
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pick.tintColor = h.tintColor;
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}
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else
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{
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pick.tintFlags = -1;
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pick.tintColor = 0xffffff;
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}
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pick.texture = tex;
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return true;
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}
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bool PreBindTexture(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flags, int& scaleflags, int& clampmode, int& translation, int& overrideshader)
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{
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TexturePick pick;
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auto t = tex;
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if (tex->GetUseType() == ETextureType::Special) return true;
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bool foggy = state && (state->GetFogColor() & 0xffffff);
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if (PickTexture(tex, translation, pick, hw_int_useindexedcolortextures && !foggy))
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{
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int lookuppal = pick.translation & 0x7fffffff;
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if (pick.translation & 0x80000000)
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{
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scaleflags |= CTF_Indexed;
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if (state) state->EnableFog(0);
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}
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tex = pick.texture;
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translation = lookuppal;
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FVector4 addcol(0, 0, 0, 0);
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FVector4 modcol(pick.basepalTint.r * (1.f / 255.f), pick.basepalTint.g * (1.f / 255.f), pick.basepalTint.b * (1.f / 255.f), 0);
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FVector4 blendcol(0, 0, 0, 0);
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int tmflags = 0;
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if (pick.basepalTint != 0xffffff) tmflags |= TextureManipulation::ActiveBit;
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if (pick.tintFlags != -1)
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{
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tmflags |= TextureManipulation::ActiveBit;
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if (pick.tintFlags & TINTF_COLORIZE)
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{
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modcol.X *= pick.tintColor.r * (1.f / 64.f);
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modcol.Y *= pick.tintColor.g * (1.f / 64.f);
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modcol.Z *= pick.tintColor.b * (1.f / 64.f);
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}
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if (pick.tintFlags & TINTF_GRAYSCALE)
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modcol.W = 1.f;
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if (pick.tintFlags & TINTF_INVERT)
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tmflags |= TextureManipulation::InvertBit;
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if (pick.tintFlags & TINTF_BLENDMASK)
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{
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blendcol = modcol; // WTF???, but the tinting code really uses the same color for both!
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tmflags |= (((pick.tintFlags & TINTF_BLENDMASK) >> 6) + 1) & TextureManipulation::BlendMask;
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}
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}
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addcol.W = (float)tmflags;
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if ((pick.translation & 0x80000000) && hw_shadeinterpolate) addcol.W += 16384; // hijack a free bit in here.
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state->SetTextureColors(&modcol.X, &addcol.X, &blendcol.X);
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}
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return tex->GetTexelWidth() > t->GetTexelWidth() && tex->GetTexelHeight() > t->GetTexelHeight(); // returning 'true' means to disable programmatic upscaling.
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}
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