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0869497ecb
This allows using the related checking features with other textures as well.
813 lines
24 KiB
C++
813 lines
24 KiB
C++
/*
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** buildtexture.cpp
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** Handling Build textures
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 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 "gamefuncs.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_voxels.h"
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#include "models/modeldata.h"
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#include "hw_renderstate.h"
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enum
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{
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MAXARTFILES_BASE = 200,
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MAXARTFILES_TOTAL = 220
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};
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BuildTiles TileFiles;
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int tileSetHightileReplacement(int picnum, int palnum, const char* filename, float alphacut, float xscale, float yscale, float specpower, float specfactor, bool indexed = false);
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//==========================================================================
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//
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//
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//
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//==========================================================================
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picanm_t tileConvertAnimFormat(int32_t const picanimraw, int* lo, int* to)
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{
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// Unpack a 4 byte packed anim descriptor into something more accessible
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picanm_t anm;
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anm.num = picanimraw & 63;
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*lo = (int8_t)((picanimraw >> 8) & 255);
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*to = (int8_t)((picanimraw >> 16) & 255);
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anm.sf = ((picanimraw >> 24) & 15) | (picanimraw & 192);
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anm.extra = (picanimraw >> 28) & 15;
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return anm;
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}
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//==========================================================================
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//
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// Base class for Build tile textures
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// This needs a few subclasses for different use cases.
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//
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//==========================================================================
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int FTileTexture::CopyPixels(FBitmap* bmp, int conversion)
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{
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TArray<uint8_t> buffer;
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auto ppix = GetRawData();
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if (ppix)
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{
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bmp->CopyPixelData(0, 0, ppix, Width, Height, Height, 1, 0, GPalette.BaseColors);
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}
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return 0;
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}
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TArray<uint8_t> FTileTexture::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> buffer(Width * Height, true);
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auto p = GetRawData();
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if (p) memcpy(buffer.Data(), p, buffer.Size());
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else memset(buffer.Data(), 0, buffer.Size());
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return buffer;
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}
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//==========================================================================
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//
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// raw pixel cache. This is for accessing pixel data in the game code,
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// not for rendering.
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//
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//==========================================================================
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struct RawCacheNode
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{
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TArray<uint8_t> data;
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uint64_t lastUseTime;
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RawCacheNode() = default;
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RawCacheNode(RawCacheNode& other) = default;
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RawCacheNode& operator=(RawCacheNode& other) = default;
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RawCacheNode(RawCacheNode&& other) noexcept
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{
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data = std::move(other.data);
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lastUseTime = other.lastUseTime;
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}
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RawCacheNode& operator=(RawCacheNode&& other) noexcept
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{
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data = std::move(other.data);
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lastUseTime = other.lastUseTime;
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return *this;
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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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static TMap<int, RawCacheNode> CacheNodes;
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const uint8_t* GetRawPixels(FTextureID texid)
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{
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if (!texid.isValid()) return nullptr;
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auto gtex = TexMan.GetGameTexture(texid);
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auto tex = dynamic_cast<FImageTexture*>(gtex->GetTexture());
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if (!tex || !tex->GetImage()) return nullptr;
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auto img = tex->GetImage();
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auto timg = dynamic_cast<FTileTexture*>(img);
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if (!timg || !timg->GetRawData())
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{
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auto cache = CacheNodes.CheckKey(texid.GetIndex());
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if (cache)
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{
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cache->lastUseTime = I_nsTime();
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return cache->data.Data();
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}
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RawCacheNode newnode;
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newnode.data = img->GetPalettedPixels(0);
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newnode.lastUseTime = I_nsTime();
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auto retval =newnode.data.Data();
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CacheNodes.Insert(texid.GetIndex(), std::move(newnode));
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return retval;
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}
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else
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{
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return timg->GetRawData();
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}
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}
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//==========================================================================
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//
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//To use this the texture must have been made writable during texture init.
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//
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//==========================================================================
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uint8_t* GetWritablePixels(FTextureID texid)
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{
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if (!texid.isValid()) return nullptr;
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auto gtex = TexMan.GetGameTexture(texid);
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auto tex = dynamic_cast<FImageTexture*>(gtex->GetTexture());
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if (!tex || !tex->GetImage()) return nullptr;
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auto timg = dynamic_cast<FWritableTile*>(tex->GetImage());
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if (!timg) return nullptr;
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gtex->CleanHardwareData(); // we can safely assume that this only gets called when the texture is about to be changed.
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return timg->GetRawData();
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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 FGameTexture* GetTileTexture(const char* name, const TArray<uint8_t>& backingstore, uint32_t offset, int width, int height)
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{
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auto tex = new FArtTile(backingstore, offset, width, height);
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auto p = &backingstore[offset];
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auto siz = width * height;
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for (int i = 0; i < siz; i++, p++)
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{
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// move transparent color to index 0 to get in line with the rest of the texture management.
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if (*p == 0) *p = 255;
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else if (*p == 255) *p = 0;
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}
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if (tex)
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{
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return MakeGameTexture(new FImageTexture(tex), name, ETextureType::Any);
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}
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return nullptr;
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}
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void BuildTiles::Init()
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{
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Placeholder = TexMan.GameByIndex(0);
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for (auto& tile : tiledata)
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{
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tile.texture = Placeholder;
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tile.picanm = {};
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tile.replacement = ReplacementType::Art;
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tile.alphaThreshold = 0.5;
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tile.hiofs = {};
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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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void BuildTiles::AddTile(int tilenum, FGameTexture* tex)
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{
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if (!tex->GetID().isValid())
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TexMan.AddGameTexture(tex);
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tiledata[tilenum].texture = tex;
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}
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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 BuildTiles::AddTiles (int firsttile, TArray<uint8_t>& RawData, const char *mapname)
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{
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const uint8_t *tiles = RawData.Data();
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// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((int *)tiles)[2]);
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int tileend = LittleLong(((int *)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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if (firsttile != -1)
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{
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tileend = tileend - tilestart + firsttile;
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tilestart = firsttile;
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}
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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 size = width*height;
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if (width <= 0 || height <= 0) continue;
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FString texname;
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if (mapname) texname.Format("maptile_%s_%05d", mapname, i);
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else texname.Format("#%05d", i);
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auto tex = GetTileTexture(texname, RawData, uint32_t(tiledata - tiles), width, height);
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AddTile(i, tex);
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int leftoffset, topoffset;
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this->tiledata[i].picanm = tileConvertAnimFormat(anm, &leftoffset, &topoffset);
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tex->SetOffsets(leftoffset, topoffset);
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tiledata += size;
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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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int CountTiles (const char *fn, const uint8_t *RawData)
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{
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int version = LittleLong(*(uint32_t *)RawData);
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if (version != 1)
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{
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Printf("%s: Invalid art file version. Must be 1, got %d\n", fn, version);
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return 0;
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}
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int tilestart = LittleLong(((uint32_t *)RawData)[2]);
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int tileend = LittleLong(((uint32_t *)RawData)[3]);
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if ((unsigned)tilestart >= MAXUSERTILES || (unsigned)tileend >= MAXUSERTILES)
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{
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Printf("%s: Invalid tilestart or tileend\n", fn);
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return 0;
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}
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if (tileend < tilestart)
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{
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Printf("%s: tileend < tilestart\n", fn);
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return 0;
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}
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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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// MakeCanvas
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//
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// Turns texture into a canvas (i.e. camera texture)
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//
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//===========================================================================
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void BuildTiles::MakeCanvas(int tilenum, int width, int height)
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{
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auto canvas = ValidateCustomTile(tilenum, ReplacementType::Canvas);
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canvas->SetSize(width*4, height*4);
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canvas->SetDisplaySize((float)width, (float)height);
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canvas->GetTexture()->SetSize(width * 4, height * 4);
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static_cast<FCanvasTexture*>(canvas->GetTexture())->aspectRatio = (float)width / height;
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}
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//===========================================================================
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//
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// LoadArtFile
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//
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// Returns the number of tiles found.
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//
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// let's load everything into memory on startup.
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//
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//===========================================================================
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int BuildTiles::LoadArtFile(const char *fn, const char *mapname, int firsttile)
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{
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unsigned old = FindFile(fn);
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if (old >= ArtFiles.Size()) // Do not process if already loaded.
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{
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FileReader fr = fileSystem.OpenFileReader(fn);
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if (fr.isOpen())
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{
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auto artdata = fr.Read();
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const uint8_t *artptr = artdata.Data();
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if (artdata.Size() > 16)
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{
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if (memcmp(artptr, "BUILDART", 8) == 0)
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{
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artdata.Delete(0, 8);
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}
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// Only load the data if the header is present
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if (CountTiles(fn, artptr) > 0)
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{
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auto file = new BuildArtFile;
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ArtFiles.Push(file);
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file->filename = fn;
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file->RawData = std::move(artdata);
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AddTiles(firsttile, file->RawData, mapname);
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}
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}
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}
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else
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{
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//Printf("%s: file not found\n", fn);
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return -1;
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}
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}
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return 0;
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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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void BuildTiles::LoadArtSet(const char* filename)
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{
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for (int index = 0; index < MAXARTFILES_BASE; index++)
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{
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FStringf fn(filename, index);
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LoadArtFile(fn, nullptr);
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}
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for (auto& addart : addedArt)
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{
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LoadArtFile(addart, nullptr);
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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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void BuildTiles::SetAliases()
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{
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TMap<FName, int>::Iterator it(nametoindex);
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TMap<FName, int>::Pair* pair;
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while (it.NextPair(pair))
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TexMan.AddAlias(pair->Key.GetChars(), tileGetTexture(pair->Value));
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}
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//==========================================================================
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//
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// Checks if a custom tile has alredy been added to the list.
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// For each tile index there may only be one replacement and its
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// type may never change!
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//
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// All these uses will need some review further down the line so that the texture manager's content is immutable.
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//
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//==========================================================================
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FGameTexture* BuildTiles::ValidateCustomTile(int tilenum, ReplacementType type)
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{
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if (locked) I_FatalError("Modifying tiles after startup is not allowed.");
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if (tilenum < 0 || tilenum >= MAXTILES) return nullptr;
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auto &td = tiledata[tilenum];
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auto tile = td.texture;
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auto reptype = td.replacement;
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if (reptype == type) return tile; // already created
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if (reptype > ReplacementType::Art) return nullptr; // different custom type - cannot replace again.
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FTexture* replacement = nullptr;
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td.replacement = type;
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if (type == ReplacementType::Writable)
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{
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// Creates an empty writable tile.
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// Current use cases are:
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// Blood's 'lens' effect (apparently MP only) - combination of a camera texture with a distortion map - should be made a shader effect to be applied to the camera texture.
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replacement = new FImageTexture(new FWritableTile);
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}
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else if (type == ReplacementType::Restorable)
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{
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// This is for modifying an existing tile.
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// It only gets used for a few specific effects:
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// A) the fire in Blood.
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// B) the pin display in Redneck Rampage's bowling lanes.
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// C) Exhumed's menu plus one special effect tile.
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if (tile->GetTexelWidth() == 0 || tile->GetTexelHeight() == 0) return nullptr; // The base must have a size for this to work.
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replacement = new FImageTexture(new FRestorableTile(tile->GetTexture()->GetImage()));
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}
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else if (type == ReplacementType::Canvas)
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{
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replacement = new FCanvasTexture(1, 1);
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}
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else return nullptr;
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auto rep = MakeGameTexture(replacement, tile->GetName(), ETextureType::Override);
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AddTile(tilenum, rep);
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return rep;
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}
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//==========================================================================
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//
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// Creates a tile for displaying custom content
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//
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//==========================================================================
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uint8_t* BuildTiles::tileCreate(int tilenum, int width, int height)
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{
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if (width <= 0 || height <= 0) return nullptr;
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auto tex = ValidateCustomTile(tilenum, ReplacementType::Writable);
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if (tex == nullptr) return nullptr;
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auto wtex = static_cast<FWritableTile*>(tex->GetTexture()->GetImage());
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if (!wtex->ResizeImage(width, height)) return nullptr;
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tex->SetSize(width, height);
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return wtex->GetRawData();
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}
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//==========================================================================
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//
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// Makes a tile writable - only used for a handful of special cases
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// (todo: Investigate how to get rid of this)
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//
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//==========================================================================
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uint8_t* BuildTiles::tileMakeWritable(int num)
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{
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auto tex = ValidateCustomTile(num, ReplacementType::Restorable);
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auto wtex = static_cast<FWritableTile*>(tex->GetTexture()->GetImage());
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return wtex ? wtex->GetRawData() : nullptr;
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}
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//==========================================================================
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//
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// Returns checksum for a given tile
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//
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//==========================================================================
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int32_t tileGetCRC32(int tileNum)
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{
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if ((unsigned)tileNum >= (unsigned)MAXTILES) return 0;
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auto tile = dynamic_cast<FArtTile*>(TileFiles.tiledata[tileNum].texture->GetTexture()->GetImage()); // only consider original ART tiles.
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if (!tile) return 0;
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auto pixels = tile->GetRawData();
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if (!pixels) return 0;
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auto size = tile->GetWidth() * tile->GetHeight();
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if (size == 0) return 0;
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// Temporarily revert the data to its original form with 255 being transparent. Otherwise the CRC won't match.
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auto p = pixels;
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for (int i = 0; i < size; i++, p++)
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{
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// move transparent color to index 0 to get in line with the rest of the texture management.
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if (*p == 0) *p = 255;
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else if (*p == 255) *p = 0;
|
|
}
|
|
|
|
auto crc = crc32(0, (const Bytef*)pixels, size);
|
|
|
|
// ... and back again.
|
|
p = pixels;
|
|
for (int i = 0; i < size; 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 crc;
|
|
}
|
|
|
|
CCMD(tilecrc)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
int tile = atoi(argv[1]);
|
|
Printf("%d\n", tileGetCRC32(tile));
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Import a tile from an external image.
|
|
// This has been signifcantly altered so it may not cover everything yet.
|
|
//
|
|
//==========================================================================
|
|
|
|
int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istexture)
|
|
{
|
|
FTextureID texid = TexMan.CheckForTexture(fn, ETextureType::Any, FTextureManager::TEXMAN_ForceLookup);
|
|
if (!texid.isValid()) return -1;
|
|
auto tex = TexMan.GetGameTexture(texid);
|
|
|
|
int32_t xsiz = tex->GetTexelWidth(), ysiz = tex->GetTexelHeight();
|
|
|
|
if (xsiz <= 0 || ysiz <= 0)
|
|
return -2;
|
|
|
|
// create a new game texture here - we want to give it a different name!
|
|
tex = MakeGameTexture(tex->GetTexture(), FStringf("#%05d", tilenum), ETextureType::Override);
|
|
TileFiles.AddTile(tilenum, tex);
|
|
if (istexture)
|
|
tileSetHightileReplacement(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0);
|
|
return 0;
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Copies a tile into another and optionally translates its palette.
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileCopy(int tile, int source, int pal, int xoffset, int yoffset, int flags)
|
|
{
|
|
picanm_t* picanm = nullptr;
|
|
picanm_t* sourceanm = nullptr;
|
|
int srcxo, srcyo;
|
|
FGameTexture* tex;
|
|
|
|
if (pal == -1 && tile == source)
|
|
{
|
|
// Only modify the picanm info.
|
|
tex = tileGetTexture(tile);
|
|
if (!tex) return;
|
|
picanm = &TileFiles.tiledata[tile].picanm;
|
|
sourceanm = picanm;
|
|
srcxo = tex->GetTexelLeftOffset(0);
|
|
srcyo = tex->GetTexelTopOffset(0);
|
|
}
|
|
else
|
|
{
|
|
if (source == -1) source = tile;
|
|
tex = tileGetTexture(source);
|
|
if (!tex) return;
|
|
sourceanm = &TileFiles.tiledata[source].picanm;
|
|
srcxo = tex->GetTexelLeftOffset(0);
|
|
srcyo = tex->GetTexelTopOffset(0);
|
|
|
|
TArray<uint8_t> buffer = tex->GetTexture()->Get8BitPixels(false);
|
|
|
|
if (pal != -1)
|
|
{
|
|
auto remap = lookups.getTable(pal);
|
|
for (auto& pixel : buffer)
|
|
{
|
|
pixel = remap[pixel];
|
|
}
|
|
}
|
|
tex = MakeGameTexture(new FImageTexture(new FLooseTile(buffer, tex->GetTexelWidth(), tex->GetTexelHeight())), FStringf("#%05d", tile), ETextureType::Any);
|
|
picanm = &TileFiles.tiledata[tile].picanm;
|
|
TileFiles.AddTile(tile, tex);
|
|
}
|
|
|
|
if (xoffset != -1024) srcxo = clamp(xoffset, -128, 127);
|
|
if (yoffset != -1024) srcyo = clamp(yoffset, -128, 127);
|
|
tex->SetOffsets(srcxo, srcyo);
|
|
picanm->sf = (picanm->sf & ~PICANM_MISC_MASK) | (sourceanm->sf & PICANM_MISC_MASK) | flags;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
FImageSource* CreateEmptyTexture();
|
|
|
|
void tileDelete(int tile)
|
|
{
|
|
if (TileFiles.locked)
|
|
I_FatalError("Modifying tiles after startup is not allowed.");
|
|
|
|
// explicitly deleted textures must be unique null textures
|
|
auto nulltex = MakeGameTexture(new FImageTexture(CreateEmptyTexture()), FStringf("#%05d", tile), ETextureType::Null);
|
|
TileFiles.AddTile(tile, nulltex);
|
|
TileFiles.tiledata[tile].replacement = ReplacementType::Art; // whatever this was, now it isn't anymore.
|
|
tiletovox[tile] = -1; // clear the link but don't clear the voxel. It may be in use for another tile.
|
|
modelManager.UndefineTile(tile);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void tileSetDummy(int tile, int width, int height)
|
|
{
|
|
if (width == 0 || height == 0)
|
|
{
|
|
tileDelete(tile);
|
|
}
|
|
else if (width > 0 && height > 0)
|
|
{
|
|
FStringf texname("#%05d", tile);
|
|
auto dtile = MakeGameTexture(new FImageTexture(new FDummyTile(width, height)), texname, ETextureType::Any);
|
|
TileFiles.AddTile(tile, dtile);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void BuildTiles::CloseAll()
|
|
{
|
|
ArtFiles.DeleteAndClear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Retrieve animation offset
|
|
//
|
|
//==========================================================================
|
|
|
|
int tileAnimateOfs(int tilenum, int randomize)
|
|
{
|
|
int framecount = picanm[tilenum].num;
|
|
if (framecount > 0)
|
|
{
|
|
int frametime = !isBlood() ? I_GetBuildTime() : PlayClock;
|
|
|
|
if (isBlood() && randomize)
|
|
{
|
|
frametime += Bcrc32(&randomize, 2, 0);
|
|
}
|
|
|
|
int curframe = (frametime & 0x7fffffff) >> (picanm[tilenum].speed());
|
|
|
|
switch (picanm[tilenum].type())
|
|
{
|
|
case PICANM_ANIMTYPE_FWD:
|
|
return curframe % (framecount + 1);
|
|
case PICANM_ANIMTYPE_BACK:
|
|
return -(curframe % (framecount + 1));
|
|
case PICANM_ANIMTYPE_OSC:
|
|
curframe = curframe % (framecount << 1);
|
|
if (curframe >= framecount) return (framecount << 1) - curframe;
|
|
else return curframe;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Picks a texture for rendering for a given tilenum/palette combination
|
|
//
|
|
//===========================================================================
|
|
|
|
void tileUpdateAnimations()
|
|
{
|
|
for (int i = 0; i < MAXTILES; i++)
|
|
{
|
|
if (TileFiles.tiledata[i].picanm.type())
|
|
{
|
|
int j = i + tileAnimateOfs(i);
|
|
|
|
auto id1 = TileFiles.tiledata[i].texture->GetID();
|
|
auto id2 = TileFiles.tiledata[j].texture->GetID();
|
|
TexMan.SetTranslation(id1, id2);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// validates the texture for rendering to a given tilenum
|
|
//
|
|
//===========================================================================
|
|
|
|
FCanvasTexture* tileGetCanvas(int tilenum)
|
|
{
|
|
auto tex = tileGetTexture(tilenum);
|
|
if (!tex || !tex->isHardwareCanvas()) return nullptr;
|
|
auto canvas = static_cast<FCanvasTexture*>(tex->GetTexture());
|
|
if (!canvas) return nullptr;
|
|
int xsiz = tex->GetTexelWidth(), ysiz = tex->GetTexelHeight();
|
|
if (xsiz <= 0 || ysiz <= 0)
|
|
return nullptr;
|
|
return canvas;
|
|
}
|
|
|
|
PicAnm picanm;
|
|
|
|
|
|
// wrappers that allow partial migration to a textureID-based setup.
|
|
const FTextureID walltype::walltexture() const
|
|
{
|
|
return tileGetTextureID(wallpicnum);
|
|
}
|
|
const FTextureID walltype::overtexture() const
|
|
{
|
|
return tileGetTextureID(overpicnum);
|
|
}
|
|
|
|
const FTextureID sectortype::ceilingtexture() const
|
|
{
|
|
return tileGetTextureID(ceilingpicnum);
|
|
}
|
|
|
|
const FTextureID sectortype::floortexture() const
|
|
{
|
|
return tileGetTextureID(floorpicnum);
|
|
}
|
|
|
|
const FTextureID spritetypebase::spritetexture() const
|
|
{
|
|
return tileGetTextureID(picnum);
|
|
}
|
|
|
|
void sectortype::setfloortexture(FTextureID tex)
|
|
{
|
|
auto p = TileFiles.textotile.CheckKey(tex.GetIndex());
|
|
if (p) floorpicnum = *p;
|
|
}
|
|
|
|
void sectortype::setceilingtexture(FTextureID tex)
|
|
{
|
|
auto p = TileFiles.textotile.CheckKey(tex.GetIndex());
|
|
if (p) ceilingpicnum = *p;
|
|
}
|
|
|
|
void walltype::setwalltexture(FTextureID tex)
|
|
{
|
|
auto p = TileFiles.textotile.CheckKey(tex.GetIndex());
|
|
if (p) wallpicnum = *p;
|
|
}
|
|
|
|
void walltype::setovertexture(FTextureID tex)
|
|
{
|
|
auto p = TileFiles.textotile.CheckKey(tex.GetIndex());
|
|
if (p) overpicnum = *p;
|
|
else overpicnum = -1; // unlike the others this one can be invalid.
|
|
}
|