/* ** buildtexture.cpp ** Handling Build textures ** **--------------------------------------------------------------------------- ** Copyright 2004-2006 Randy Heit ** 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 "doomtype.h" #include "files.h" #include "w_wad.h" #include "templates.h" #include "cmdlib.h" #include "st_start.h" #include "colormatcher.h" #include "bitmap.h" #include "textures/textures.h" #include "r_data/sprites.h" #include "r_data/r_translate.h" #include "resourcefiles/resourcefile.h" //========================================================================== // // A texture defined in a Build TILESxxx.ART file // //========================================================================== class FBuildTexture : public FWorldTexture { public: FBuildTexture (const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top); uint8_t *MakeTexture(FRenderStyle style) override; int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL) override; bool UseBasePalette() override { return false; } FTextureFormat GetFormat() override { return TEX_RGB; } protected: const uint8_t *RawPixels; int Translation; }; //========================================================================== // // // //========================================================================== FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top) : RawPixels (pixels), Translation(translation) { PixelsAreStatic = 3; Width = width; Height = height; LeftOffset = left; TopOffset = top; CalcBitSize (); Name.Format("%sBTIL%04d", pathprefix.GetChars(), tilenum); UseType = TEX_Override; PixelsAreStatic = 3; // test } uint8_t *FBuildTexture::MakeTexture(FRenderStyle style) { auto Pixels = new uint8_t[Width * Height]; auto Remap = translationtables[TRANSLATION_Standard][Translation]; for (int i = 0; i < Width*Height; i++) { auto c = RawPixels[i]; Pixels[i] = c;// (style.Flags & STYLEF_RedIsAlpha) ? Remap->Palette[c].r : Remap->Remap[c]; } return (uint8_t*)RawPixels; } int FBuildTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) { auto Remap = translationtables[TRANSLATION_Standard][Translation]->Palette; bmp->CopyPixelData(x, y, RawPixels, Width, Height, Height, 1, rotate, Remap, inf); return 0; } //=========================================================================== // // AddTiles // // Adds all the tiles in an artfile to the texture manager. // //=========================================================================== void FTextureManager::AddTiles (const FString &pathprefix, const void *tiles, int translation) { // int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable int tilestart = LittleLong(((uint32_t *)tiles)[2]); int tileend = LittleLong(((uint32_t *)tiles)[3]); const uint16_t *tilesizx = &((const uint16_t *)tiles)[8]; const uint16_t *tilesizy = &tilesizx[tileend - tilestart + 1]; const uint32_t *picanm = (const uint32_t *)&tilesizy[tileend - tilestart + 1]; const uint8_t *tiledata = (const uint8_t *)&picanm[tileend - tilestart + 1]; for (int i = tilestart; i <= tileend; ++i) { int pic = i - tilestart; int width = LittleShort(tilesizx[pic]); int height = LittleShort(tilesizy[pic]); uint32_t anm = LittleLong(picanm[pic]); int xoffs = (int8_t)((anm >> 8) & 255) + width/2; int yoffs = (int8_t)((anm >> 16) & 255) + height/2; int size = width*height; FTextureID texnum; FTexture *tex; if (width <= 0 || height <= 0) continue; tex = new FBuildTexture (pathprefix, i, tiledata, translation, width, height, xoffs, yoffs); texnum = AddTexture (tex); // reactivate only if the texture counter works here. //StartScreen->Progress(); if ((picanm[pic] & 63) && (picanm[pic] & 192)) { int type, speed; switch (picanm[pic] & 192) { case 64: type = 2; break; case 128: type = 0; break; case 192: type = 1; break; default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here. } speed = (anm >> 24) & 15; speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz. AddSimpleAnim (texnum, picanm[pic] & 63, type, speed); } // Blood's rotation types: // 0 - Single // 1 - 5 Full // 2 - 8 Full // 3 - Bounce (looks no different from Single; seems to signal bouncy sprites) // 4 - 5 Half (not used in game) // 5 - 3 Flat (not used in game) // 6 - Voxel // 7 - Spin Voxel int rotType = (anm >> 28) & 7; if (rotType == 1) { spriteframe_t rot; rot.Texture[0] = rot.Texture[1] = texnum; for (int j = 1; j < 4; ++j) { rot.Texture[j*2] = rot.Texture[j*2+1] = rot.Texture[16-j*2] = rot.Texture[17-j*2] = texnum.GetIndex() + j; } rot.Texture[8] = rot.Texture[9] = texnum.GetIndex() + 4; rot.Flip = 0x00FC; rot.Voxel = NULL; tex->Rotations = SpriteFrames.Push (rot); } else if (rotType == 2) { spriteframe_t rot; rot.Texture[0] = rot.Texture[1] = texnum; for (int j = 1; j < 8; ++j) { rot.Texture[16-j*2] = rot.Texture[17-j*2] = texnum.GetIndex() + j; } rot.Flip = 0; rot.Voxel = NULL; tex->Rotations = SpriteFrames.Push (rot); } } } //=========================================================================== // // CountTiles // // Returns the number of tiles provided by an artfile // //=========================================================================== static int CountTiles (const void *tiles) { int version = LittleLong(*(uint32_t *)tiles); if (version != 1) { return 0; } int tilestart = LittleLong(((uint32_t *)tiles)[2]); int tileend = LittleLong(((uint32_t *)tiles)[3]); return tileend >= tilestart ? tileend - tilestart + 1 : 0; } //=========================================================================== // // Create palette data and remap table for the tile set's palette // //=========================================================================== static int BuildPaletteTranslation(int lump) { if (Wads.LumpLength(lump) < 768) { return false; } FMemLump data = Wads.ReadLump(lump); const uint8_t *ipal = (const uint8_t *)data.GetMem(); FRemapTable opal; bool blood = false; for (int c = 0; c < 765; c++) // Build used VGA palettes (color values 0..63), Blood used full palettes (0..255) Let's hope this doesn't screw up... { if (ipal[c] >= 64) { blood = true; break; } } for (int c = 0; c < 255; c++) { int r, g, b; if (!blood) { r = (ipal[3*c ] << 2) | (ipal[3 * c ] >> 4); g = (ipal[3*c + 1] << 2) | (ipal[3 * c + 1] >> 4); b = (ipal[3*c + 2] << 2) | (ipal[3 * c + 2] >> 4); } else { r = ipal[3 * c] << 2; g = ipal[3 * c + 1] << 2; b = ipal[3 * c + 2] << 2; } opal.Palette[c] = PalEntry(r, g, b, 255); opal.Remap[c] = ColorMatcher.Pick(r, g, b); } // The last entry is transparent. opal.Palette[255] = 0; opal.Remap[255] = 0; // Store the remap table in the translation manager so that we do not need to keep track of it ourselves. // Slot 0 for internal translations is a convenient location because normally it only contains a small number of translations. return GetTranslationType(opal.StoreTranslation(TRANSLATION_Standard)); } //=========================================================================== // // R_CountBuildTiles // // Returns the number of tiles found. Also loads all the data for // R_InitBuildTiles() to process later. // //=========================================================================== void FTextureManager::InitBuildTiles() { int lumpnum; int numtiles; int totaltiles = 0; // The search rules are as follows: // - scan the entire lump directory for palette.dat files. // - if one is found, process the directory for .ART files and add textures for them. // - once all have been found, process all directories that may contain Build data. // - the root is not excluded which allows to read this from .GRP files as well. // - Blood support has been removed because it is not useful for modding to have loose .ART files. // // Unfortunately neither the palettes nor the .ART files contain any usable identifying marker // so this can only go by the file names. int numlumps = Wads.GetNumLumps(); for (int i = 0; i < numlumps; i++) { const char *name = Wads.GetLumpFullName(i); if (Wads.CheckNumForFullName(name) != i) continue; // This palette is hidden by a later one. Do not process FString base = ExtractFileBase(name, true); base.ToLower(); if (base.Compare("palette.dat") == 0 && Wads.LumpLength(i) >= 768) // must be a valid palette, i.e. at least 256 colors. { FString path = ExtractFilePath(name); if (path.IsNotEmpty() && path.Back() != '/') path += '/'; int translation = BuildPaletteTranslation(i); for (int numartfiles = 0; numartfiles < 1000; numartfiles++) { FStringf artpath("%stiles%03d.art", path.GetChars(), numartfiles); // only read from the same source as the palette. // The entire format here is just too volatile to allow liberal mixing. // An .ART set must be treated as one unit. lumpnum = Wads.CheckNumForFullName(artpath, Wads.GetLumpFile(i)); if (lumpnum < 0) { break; } BuildTileData.Reserve(1); auto &artdata = BuildTileData.Last(); artdata.Resize(Wads.LumpLength(lumpnum)); Wads.ReadLump(lumpnum, &artdata[0]); if ((numtiles = CountTiles(&artdata[0])) > 0) { AddTiles(path, &artdata[0], translation); totaltiles += numtiles; } } } } }