raze/source/common/textures/multipatchtexturebuilder.cpp
2023-12-05 22:39:26 +01:00

938 lines
26 KiB
C++

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