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https://github.com/ZDoom/Raze.git
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20edd800f9
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
315 lines
10 KiB
C++
315 lines
10 KiB
C++
/*
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** tilesetbuilder.cpp
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** Constructs the full tile set and adds it to the texture manager.
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**
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**---------------------------------------------------------------------------
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** Copyright 2019-2022 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 "image.h"
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#include "texturemanager.h"
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#include "m_crc32.h"
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#include "c_dispatch.h"
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#include "tiletexture.h"
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#include "tilesetbuilder.h"
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#include "gamecontrol.h"
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#include "startupinfo.h"
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#include "printf.h"
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#include "m_argv.h"
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#include "gamestruct.h"
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const char* G_DefFile(void);
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void loaddefinitionsfile(TilesetBuildInfo& info, const char* fn, bool cumulative = false, bool maingrp = false);
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//==========================================================================
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//
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// Returns checksum for a given tile or texture
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//
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//==========================================================================
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int32_t tileGetCRC32(FImageSource* image)
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{
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if (image == nullptr) return 0;
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auto pixels = image->GetPalettedPixels(0);
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if (pixels.Size() == 0) return 0;
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// To get proper CRCs as the calling code expects we need to put the translucent index back to 255.
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for (auto& p : pixels)
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{
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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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return crc32(0, (const Bytef*)pixels.Data(), pixels.Size());
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}
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CCMD(tilecrc)
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{
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if (argv.argc() > 1)
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{
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char* p;
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int tile = strtol(argv[1], &p, 10);
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FGameTexture* tex;
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if (tile >= 0 && tile < MAXTILES && !*p)
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{
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// tex = tileGetTexture(tile);
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}
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else
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{
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tex = TexMan.FindGameTexture(argv[1], ETextureType::Any);
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}
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auto img = tex? tex->GetTexture()->GetImage() : nullptr;
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if (!img) Printf("%s: not a valid texture", argv[1]);
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else Printf("%d\n", tileGetCRC32(img));
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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 void LoadDefinitions(TilesetBuildInfo& info)
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{
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const char* defsfile = G_DefFile();
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FString razedefsfile = defsfile;
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razedefsfile.Substitute(".def", "-raze.def");
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loaddefinitionsfile(info, "engine/engine.def", true, true); // Internal stuff that is required.
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// check what we have.
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// user .defs override the default ones and are not cumulative.
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// if we fine even one Raze-specific file, all of those will be loaded cumulatively.
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// otherwise the default rules inherited from older ports apply.
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if (userConfig.UserDef.IsNotEmpty())
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{
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loaddefinitionsfile(info, userConfig.UserDef, false);
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}
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else
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{
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if (fileSystem.FileExists(razedefsfile))
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{
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loaddefinitionsfile(info, razedefsfile, true);
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}
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else if (fileSystem.FileExists(defsfile))
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{
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loaddefinitionsfile(info, defsfile, false);
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}
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}
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if (userConfig.AddDefs)
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{
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for (auto& m : *userConfig.AddDefs)
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{
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loaddefinitionsfile(info, m, false);
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}
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userConfig.AddDefs.reset();
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}
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if (GameStartupInfo.def.IsNotEmpty())
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{
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loaddefinitionsfile(info, GameStartupInfo.def); // Stuff from gameinfo.
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}
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// load the widescreen replacements last. This ensures that mods still get the correct CRCs for their own tile replacements.
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if (fileSystem.FindFile("engine/widescreen.def") >= 0 && !Args->CheckParm("-nowidescreen"))
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{
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loaddefinitionsfile(info, "engine/widescreen.def");
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}
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fileSystem.InitHashChains(); // make sure that any resources that got added can be found again.
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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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picanm_t tileConvertAnimFormat(int32_t const picanimraw)
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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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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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//
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//
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//==========================================================================
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FImageSource* createWritableTile(int width, int height);
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FImageSource* makeTileWritable(FImageSource* img);
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void TilesetBuildInfo::MakeWritable(int tileno)
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{
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if (tile[tileno].tileimage != nullptr)
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{
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auto newtex = makeTileWritable(tile[tileno].tileimage);
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tile[tileno].tileimage = newtex;
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tile[tileno].imported = nullptr;
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}
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}
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void TilesetBuildInfo::CreateWritable(int tileno, int w, int h)
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{
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auto newtex = createWritableTile(w, h);
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tile[tileno].tileimage = newtex;
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tile[tileno].imported = nullptr;
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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 TilesetBuildInfo::MakeCanvas(int tilenum, int width, int height)
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{
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auto ftex = new FCanvasTexture(width * 4, height * 4);
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ftex->aspectRatio = (float)width / height;
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auto canvas = MakeGameTexture(ftex, FStringf("#%05d", tilenum), ETextureType::Any);
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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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tile[tilenum].imported = canvas;
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tile[tilenum].tileimage = 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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void ConstructTileset()
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{
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TilesetBuildInfo info;
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TArray<FImageSource*> images;
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TArray<unsigned> rawpicanm;
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GetArtImages(images, rawpicanm);
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info.tile.Resize(MAXTILES);
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memset(info.tile.Data(), 0, info.tile.Size() * sizeof(info.tile[0]));
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// fill up the arrays to the maximum allowed but remember the highest original number.
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for (unsigned i = 0; i < images.Size(); i++)
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{
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info.tile[i].orgimage = info.tile[i].tileimage = images[i];
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if (images[i])
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{
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auto s = images[i]->GetOffsets();
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info.tile[i].leftOffset = s.first;
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info.tile[i].topOffset = s.second;
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}
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info.tile[i].extinfo.picanm = tileConvertAnimFormat(rawpicanm[i]);
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}
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images.Reset();
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rawpicanm.Reset();
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for (auto& a : info.tile) a.alphathreshold = 0.5f;
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gi->LoadTextureInfo(info); // initialize game data that must be done before loading .DEF
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LoadDefinitions(info);
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gi->SetupSpecialTextures(info); // initialize game data that needs .DEF being processed.
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// now that everything has been set up, we can add the textures to the texture manager.
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// To keep things simple everything from .ART files and its replacements will remain in order and
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// converting between a Build tilenum and a texture ID can done with a single addition.
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// Even though this requires adding quite a few empty textures to the texture manager, it makes things a lot easier,
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// because it ensures an unambiguous mapping and allows communicating with features that only work with tile numbers.
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// as long as no named textures are used.
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auto nulltex = TexMan.GameByIndex(0); // Use the null texture's backing data for all empty placeholders.
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// Only the outward facing FGameTexture needs to be different
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firstarttile = TexMan.NumTextures();
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maxarttile = MAXTILES - 1;
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while (maxarttile >= 0 && info.tile[maxarttile].tileimage == nullptr) maxarttile--;
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if (maxarttile < 0) return; // should never happen, but who knows - maybe someone will make a game without ART files later... :D
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maxarttile++; // create a placeholder in the first unused spot. This will later get used for all out of range tile numbers.
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int lastid = firstarttile - 1;
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for (int i = 0; i <= maxarttile; i++)
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{
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FTexture* ftex = nullptr;
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FGameTexture* gtex;
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FStringf tname("#%05d", i);
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if (info.tile[i].tileimage == nullptr)
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{
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if (info.tile[i].imported == nullptr)
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{
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ftex = nulltex->GetTexture();
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gtex = MakeGameTexture(ftex, tname, ETextureType::Null);
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}
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else
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{
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// Canvas textures can be used directly without wrapping them again.
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gtex = info.tile[i].imported;
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}
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}
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else
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{
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if (info.tile[i].imported) ftex = info.tile[i].imported->GetTexture();
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else ftex = new FImageTexture(info.tile[i].tileimage);
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gtex = MakeGameTexture(ftex, tname, ETextureType::Any);
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gtex->SetOffsets(info.tile[i].leftOffset, info.tile[i].topOffset);
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}
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if (info.tile[i].extinfo.picanm.sf & PICANM_NOFULLBRIGHT_BIT)
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{
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gtex->SetDisableFullbright(true);
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}
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auto id = TexMan.AddGameTexture(gtex, true);
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if (id.GetIndex() != lastid + 1)
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{
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// this should never happen unless the texture manager gets redone in an incompatible fashion.
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I_FatalError("Unable to assign consecutive texture IDs to tile set.");
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}
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lastid = id.GetIndex();
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}
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// Now create the extended info. This will leave room for all regular textures as well so that later code can assign info to these, too.
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// Textures being added afterward will always see the default extinfo, even if they are not covered by this array.
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texExtInfo.Resize(TexMan.NumTextures());
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memset(texExtInfo.Data(), 0, sizeof(texExtInfo[0]) * texExtInfo.Size());
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for (auto& x : texExtInfo) x.voxindex = -1;
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// now copy all extinfo stuff that got parsed by .DEF or some game specific setup.
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for (int i = 0; i <= maxarttile; i++)
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{
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texExtInfo[i + firstarttile] = info.tile[i].extinfo;
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}
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for (auto& a : info.aliases)
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{
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TexMan.AddAlias(a.first.GetChars(), a.second + firstarttile);
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}
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}
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