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Texture atlasing tool now directly exports images in .TIM format for use on PS1

master
Nico de Poel 3 years ago
parent
commit
0a19ca70f5
  1. 104
      texture.cpp

104
texture.cpp

@ -5,9 +5,18 @@
#include "texture.h"
#include "rectpack/finders_interface.h"
#include "tim.h"
#define PALETTE_SIZE 256
static char path[_MAX_PATH];
/**
tp specifies the color depth for the texture page in the range of 0 to 2 (0:4-bit, 1:8-bit, 2:16-bit).
abr specifies the blend operator for both non-textured and textured semi-transparent primitives which can be ignored for now and lastly,
x,y specifies the X,Y coordinates of the VRAM in 16-bit pixel units.
Keep in mind that the coordinates will be rounded down to the next lowest texture page.
*/
#define getTPage(tp, abr, x, y) ( \
(((x) / 64) & 15) | \
((((y) / 256) & 1) << 4) | \
@ -16,6 +25,40 @@ static char path[_MAX_PATH];
((((y) / 512) & 1) << 11) \
)
static bool generate_clut(const char* paletteFile, tim::PARAM* outTim)
{
unsigned char palette[PALETTE_SIZE * 3];
FILE* fp;
fopen_s(&fp, paletteFile, "rb");
if (fp == NULL)
return false;
fread(palette, sizeof(unsigned char) * 3, PALETTE_SIZE, fp);
fclose(fp);
tim::PIX_RGB5* clut = (tim::PIX_RGB5*)malloc(PALETTE_SIZE * sizeof(tim::PIX_RGB5));
if (clut == NULL)
return false;
for (int c = 0; c < PALETTE_SIZE; ++c)
{
clut[c].r = palette[3 * c + 0] >> 3;
clut[c].g = palette[3 * c + 1] >> 3;
clut[c].b = palette[3 * c + 2] >> 3;
clut[c].i = 0;
// Completely black pixels are regarded as transparent by the PS1, so prevent that from happening by making those palette entries *nearly* black
if (clut[c].r == 0 && clut[c].g == 0 && clut[c].b == 0)
clut[c].r = clut[c].g = clut[c].b = 1;
}
outTim->clutData = clut;
outTim->clutWidth = PALETTE_SIZE;
outTim->clutHeight = 1;
return true;
}
bool process_textures(const world_t* world, std::vector<ps1bsp_texture_t>& outTextures)
{
using spaces_type = rectpack2D::empty_spaces<false>;
@ -47,7 +90,7 @@ bool process_textures(const world_t* world, std::vector<ps1bsp_texture_t>& outTe
int ps1mip = miptex->width > 64 || miptex->height > 64 ? 1 : 0;
// Make an exception for the difficulty selection teleporters
if (!strncmp(miptex->name, "skill", 5) || !strcmp(miptex->name, "quake"))
if (!strncmp(miptex->name, "skill", 5))// || !strcmp(miptex->name, "quake"))
ps1mip = 0;
if (strcmp(miptex->name, "clip") && strcmp(miptex->name, "trigger"))
@ -75,6 +118,14 @@ bool process_textures(const world_t* world, std::vector<ps1bsp_texture_t>& outTe
memset(atlas, 0, result_size.w * result_size.h * sizeof(unsigned char));
tim::PARAM outTim = { 0 };
outTim.format = 1; // 8-bit per pixel, all Quake textures use this
outTim.imgXoffs = 512;
outTim.imgYoffs = 256;
outTim.clutXoffs = 512;
outTim.clutYoffs = 0;
generate_clut("palette.lmp", &outTim);
// Try to construct the texture atlas, see what we get
for (int texNum = 0; texNum < world->mipheader.numtex; ++texNum)
{
@ -93,21 +144,9 @@ bool process_textures(const world_t* world, std::vector<ps1bsp_texture_t>& outTe
{
unsigned char* texBytes = world->textures[texNum * 4 + mipLevel];
// Dump each individual texture
//FILE* fraw;
//sprintf_s(path, _MAX_PATH, "textures/%s-%s-mip%d-%dx%d.raw", world->name, outName, mipLevel, miptex->width >> mipLevel, miptex->height >> mipLevel);
//fopen_s(&fraw, path, "wb");
//if (fraw != NULL)
//{
// size_t numBytes = (miptex->width * miptex->height) >> mipLevel;
// fwrite(texBytes, sizeof(unsigned char), numBytes, fraw);
// fclose(fraw);
//}
const auto& rectangle = rectangles[texNum];
if (miptex->width >> mipLevel == rectangle.w) // This is the mip level we've previously decided we want for our PS1 atlas
{
//printf("Writing texture %s mip %d to position: (%d, %d) w = %d, h = %d\n", miptex->name, mipLevel, rectangle.x, rectangle.y, rectangle.w, rectangle.h);
for (int y = 0; y < rectangle.h; ++y)
{
memcpy_s(atlas + ((rectangle.y + y) * result_size.w + rectangle.x), rectangle.w * sizeof(unsigned char), texBytes + (y * rectangle.w), rectangle.w * sizeof(unsigned char));
@ -117,23 +156,11 @@ bool process_textures(const world_t* world, std::vector<ps1bsp_texture_t>& outTe
ps1tex.w = (u_char)rectangle.w;
ps1tex.h = (u_char)rectangle.h;
// prect is derived from the texture's position inside the atlas (rectangle.x/y) and the planned position of the atlas in VRAM (512, 256)
// mode is always 1 (8-bit palletized)
//texture->uoffs = (texture->prect.x % 64) << (2 - (texture->mode & 0x3));
//texture->voffs = (texture->prect.y & 0xFF);
u_short x = (rectangle.x / 2) + 512; // Divide by 2 to get the coordinate in 16-bit pixel units
u_short y = rectangle.y + 256;
/*
tp specifies the color depth for the texture page in the range of 0 to 2 (0:4-bit, 1:8-bit, 2:16-bit).
abr specifies the blend operator for both non-textured and textured semi-transparent primitives which can be ignored for now and lastly,
x,y specifies the X,Y coordinates of the VRAM in 16-bit pixel units.
Keep in mind that the coordinates will be rounded down to the next lowest texture page. */
const int mode = 1; // 8-bit per pixel, all Quake textures use this
ps1tex.tpage = getTPage(mode, 0, x, y);
ps1tex.uoffs = (u_char)((x % 64) << (2 - mode));
u_short x = (rectangle.x / 2) + outTim.imgXoffs; // Divide by 2 to get the coordinate in 16-bit pixel units
u_short y = rectangle.y + outTim.imgYoffs;
ps1tex.tpage = getTPage(outTim.format, 0, x, y);
ps1tex.uoffs = (u_char)((x % 64) << (2 - outTim.format));
ps1tex.voffs = (u_char)(y & 0xFF);
// TODO: animated textures
@ -142,15 +169,14 @@ bool process_textures(const world_t* world, std::vector<ps1bsp_texture_t>& outTe
}
}
FILE* fatlas;
sprintf_s(path, _MAX_PATH, "%s-atlas-%dx%d.raw", world->name, result_size.w, result_size.h);
fopen_s(&fatlas, path, "wb");
if (fatlas != NULL)
{
fwrite(atlas, sizeof(unsigned char), result_size.w * result_size.h, fatlas);
fclose(fatlas);
}
outTim.imgData = atlas;
outTim.imgWidth = result_size.w;
outTim.imgHeight = result_size.h;
sprintf_s(path, _MAX_PATH, "atlas-%s.tim", world->name);
tim::ExportFile(path, &outTim);
free(atlas);
free(outTim.imgData);
free(outTim.clutData);
return true;
}
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