354 lines
11 KiB
C++
354 lines
11 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 2004-2006 Randy Heit
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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 "doomtype.h"
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#include "files.h"
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#include "w_wad.h"
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#include "templates.h"
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#include "cmdlib.h"
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#include "st_start.h"
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#include "colormatcher.h"
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#include "bitmap.h"
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#include "textures/textures.h"
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#include "r_data/sprites.h"
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#include "r_data/r_translate.h"
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#include "resourcefiles/resourcefile.h"
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//==========================================================================
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//
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// A texture defined in a Build TILESxxx.ART file
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//
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//==========================================================================
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class FBuildTexture : public FWorldTexture
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{
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public:
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FBuildTexture (const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top);
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uint8_t *MakeTexture(FRenderStyle style) override;
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int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL) override;
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bool UseBasePalette() override { return false; }
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FTextureFormat GetFormat() override { return TEX_RGB; }
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protected:
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const uint8_t *RawPixels;
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int Translation;
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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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FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, int translation, int width, int height, int left, int top)
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: RawPixels (pixels), Translation(translation)
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{
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PixelsAreStatic = 3;
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Width = width;
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Height = height;
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LeftOffset = left;
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TopOffset = top;
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CalcBitSize ();
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Name.Format("%sBTIL%04d", pathprefix.GetChars(), tilenum);
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UseType = TEX_Override;
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PixelsAreStatic = 3; // test
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}
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uint8_t *FBuildTexture::MakeTexture(FRenderStyle style)
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{
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auto Pixels = new uint8_t[Width * Height];
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auto Remap = translationtables[TRANSLATION_Standard][Translation];
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for (int i = 0; i < Width*Height; i++)
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{
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auto c = RawPixels[i];
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Pixels[i] = c;// (style.Flags & STYLEF_RedIsAlpha) ? Remap->Palette[c].r : Remap->Remap[c];
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}
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return (uint8_t*)RawPixels;
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}
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int FBuildTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
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{
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auto Remap = translationtables[TRANSLATION_Standard][Translation]->Palette;
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bmp->CopyPixelData(x, y, RawPixels, Width, Height, Height, 1, rotate, Remap, inf);
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return 0;
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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 FTextureManager::AddTiles (const FString &pathprefix, const void *tiles, int translation)
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{
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// int numtiles = LittleLong(((uint32_t *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((uint32_t *)tiles)[2]);
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int tileend = LittleLong(((uint32_t *)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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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 xoffs = (int8_t)((anm >> 8) & 255) + width/2;
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int yoffs = (int8_t)((anm >> 16) & 255) + height/2;
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int size = width*height;
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FTextureID texnum;
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FTexture *tex;
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if (width <= 0 || height <= 0) continue;
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tex = new FBuildTexture (pathprefix, i, tiledata, translation, width, height, xoffs, yoffs);
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texnum = AddTexture (tex);
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// reactivate only if the texture counter works here.
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//StartScreen->Progress();
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if ((picanm[pic] & 63) && (picanm[pic] & 192))
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{
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int type, speed;
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switch (picanm[pic] & 192)
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{
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case 64: type = 2; break;
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case 128: type = 0; break;
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case 192: type = 1; break;
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default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
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}
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speed = (anm >> 24) & 15;
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speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
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AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
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}
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// Blood's rotation types:
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// 0 - Single
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// 1 - 5 Full
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// 2 - 8 Full
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// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
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// 4 - 5 Half (not used in game)
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// 5 - 3 Flat (not used in game)
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// 6 - Voxel
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// 7 - Spin Voxel
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int rotType = (anm >> 28) & 7;
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if (rotType == 1)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 4; ++j)
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{
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rot.Texture[j*2] =
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rot.Texture[j*2+1] =
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Texture[8] =
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rot.Texture[9] = texnum.GetIndex() + 4;
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rot.Flip = 0x00FC;
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rot.Voxel = NULL;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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else if (rotType == 2)
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{
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spriteframe_t rot;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 8; ++j)
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{
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Flip = 0;
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rot.Voxel = NULL;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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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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static int CountTiles (const void *tiles)
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{
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int version = LittleLong(*(uint32_t *)tiles);
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if (version != 1)
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{
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return 0;
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}
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int tilestart = LittleLong(((uint32_t *)tiles)[2]);
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int tileend = LittleLong(((uint32_t *)tiles)[3]);
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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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// Create palette data and remap table for the tile set's palette
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//
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//===========================================================================
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static int BuildPaletteTranslation(int lump)
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{
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if (Wads.LumpLength(lump) < 768)
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{
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return false;
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}
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FMemLump data = Wads.ReadLump(lump);
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const uint8_t *ipal = (const uint8_t *)data.GetMem();
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FRemapTable opal;
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bool blood = false;
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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...
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{
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if (ipal[c] >= 64)
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{
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blood = true;
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break;
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}
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}
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for (int c = 0; c < 255; c++)
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{
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int r, g, b;
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if (!blood)
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{
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r = (ipal[3*c ] << 2) | (ipal[3 * c ] >> 4);
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g = (ipal[3*c + 1] << 2) | (ipal[3 * c + 1] >> 4);
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b = (ipal[3*c + 2] << 2) | (ipal[3 * c + 2] >> 4);
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}
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else
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{
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r = ipal[3 * c] << 2;
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g = ipal[3 * c + 1] << 2;
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b = ipal[3 * c + 2] << 2;
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}
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opal.Palette[c] = PalEntry(r, g, b, 255);
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opal.Remap[c] = ColorMatcher.Pick(r, g, b);
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}
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// The last entry is transparent.
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opal.Palette[255] = 0;
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opal.Remap[255] = 0;
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// Store the remap table in the translation manager so that we do not need to keep track of it ourselves.
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// Slot 0 for internal translations is a convenient location because normally it only contains a small number of translations.
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return GetTranslationType(opal.StoreTranslation(TRANSLATION_Standard));
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}
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//===========================================================================
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//
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// R_CountBuildTiles
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//
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// Returns the number of tiles found. Also loads all the data for
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// R_InitBuildTiles() to process later.
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//
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//===========================================================================
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void FTextureManager::InitBuildTiles()
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{
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int lumpnum;
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int numtiles;
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int totaltiles = 0;
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// The search rules are as follows:
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// - scan the entire lump directory for palette.dat files.
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// - if one is found, process the directory for .ART files and add textures for them.
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// - once all have been found, process all directories that may contain Build data.
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// - the root is not excluded which allows to read this from .GRP files as well.
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// - Blood support has been removed because it is not useful for modding to have loose .ART files.
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//
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// Unfortunately neither the palettes nor the .ART files contain any usable identifying marker
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// so this can only go by the file names.
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int numlumps = Wads.GetNumLumps();
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for (int i = 0; i < numlumps; i++)
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{
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const char *name = Wads.GetLumpFullName(i);
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if (Wads.CheckNumForFullName(name) != i) continue; // This palette is hidden by a later one. Do not process
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FString base = ExtractFileBase(name, true);
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base.ToLower();
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if (base.Compare("palette.dat") == 0 && Wads.LumpLength(i) >= 768) // must be a valid palette, i.e. at least 256 colors.
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{
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FString path = ExtractFilePath(name);
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if (path.IsNotEmpty() && path.Back() != '/') path += '/';
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int translation = BuildPaletteTranslation(i);
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for (int numartfiles = 0; numartfiles < 1000; numartfiles++)
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{
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FStringf artpath("%stiles%03d.art", path.GetChars(), numartfiles);
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// only read from the same source as the palette.
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// The entire format here is just too volatile to allow liberal mixing.
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// An .ART set must be treated as one unit.
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lumpnum = Wads.CheckNumForFullName(artpath, Wads.GetLumpFile(i));
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if (lumpnum < 0)
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{
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break;
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}
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BuildTileData.Reserve(1);
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auto &artdata = BuildTileData.Last();
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artdata.Resize(Wads.LumpLength(lumpnum));
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Wads.ReadLump(lumpnum, &artdata[0]);
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if ((numtiles = CountTiles(&artdata[0])) > 0)
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{
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AddTiles(path, &artdata[0], translation);
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totaltiles += numtiles;
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}
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}
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}
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}
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}
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