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textures: Rewrite Freedoom's texture build system.
Stop using deutex's built-in texture builder and generate our own texture lumps. This is essential for compatibility reasons: the entries in the texture/pnames lumps must match the order of those in the original IWADs. Failure to match ordering means that some well-known WADs (eg. DTWID) would not work with Freedoom. This fixes #1, and also means that Freedoom can now be built in parallel using make's '-j' option.
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22 changed files with 2006 additions and 81 deletions
352
lumps/textures/build-textures
Executable file
352
lumps/textures/build-textures
Executable file
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#!/usr/bin/env python
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#
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# Copyright (c) 2014
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# Contributors to the Freedoom project. 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 are
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# met:
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#
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# * 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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# * 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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# * Neither the name of the freedoom project nor the names of its
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# contributors may be used to endorse or promote products derived from
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# this software without specific prior written permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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# IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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# TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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# PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
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# OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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# EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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# PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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# PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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# LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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# NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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# SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#
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#
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# Texture lump builder for Freedoom
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#
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# This script builds the TEXTURE1, TEXTURE2 and PNAMES lumps for
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# Freedoom - the lumps containing the texture definitions.
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#
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# Freedoom does not use deutex's built-in texture builder for several
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# reasons:
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#
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# Firstly, Freedoom's texture lumps need to be compatible with those
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# of the original Doom WADs. There are several examples of PWADs that
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# replace only PNAMES, or only TEXTURE1. Because the TEXTURE1 format
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# is tightly coupled to the ordering of the PNAMES lump, this means
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# that these WADs will fail in Freedoom unless the ordering is
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# strictly maintained. For example, if entry #3 in PNAMES is DOOR2_4,
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# it must also be the same in Freedoom's version of PNAMES.
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#
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# Freedoom has a single configuration file where all its textures are
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# defined, but doom.wad contains two separate lumps: TEXTURE1/TEXTURE2.
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# Similarly to the first problem, it's important that the compatible
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# lumps are built with the same textures in each: some WADs replace
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# TEXTURE1 but not TEXTURE2, with the result that many textures end
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# up missing.
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#
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# Finally, deutex does not allow a filename to be specified for
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# TEXTURE entries. That is to say, you can't do this:
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#
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# [textures]
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# TEXTURE1 = fdtxtr1.txt
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#
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# This is an annoying limitation that means that the different
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# Freedoom IWADs cannot be built in parallel by make.
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import collections
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import re
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import sys
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import struct
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COMMENT_RE = re.compile(r"\s*;.*")
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TEXTURE_NAME_RE = re.compile(r"\s*([\w-]+)\s+(-?\d+)\s+(-?\d+)")
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PATCH_NAME_RE = re.compile(r"\s*\*\s+([\w-]+)\s+(-?\d+)\s+(-?\d+)")
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Texture = collections.namedtuple("Texture", ["w", "h", "patches"])
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TexturePatch = collections.namedtuple("TexturePatch", ["pname", "x", "y"])
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class TextureSet(collections.OrderedDict):
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def __init__(self, pnames):
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"""Initialize a new set of textures.
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Args:
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pnames: List of PNAMES to use for the textures. New
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patches will be added to this list as the texture
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set is extended.
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"""
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super(TextureSet, self).__init__()
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self.pnames = pnames
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def pname_index(self, pname):
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"""Get the index into the PNAMES list for the given patch.
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If the patch is not in the list, it will be added to the
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list.
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Args:
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pname: Name of the patch to look up.
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Returns:
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Index into the PNAMES list where this patch can be found.
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"""
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try:
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return self.pnames.index(pname)
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except ValueError:
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self.pnames.append(pname.upper())
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return len(self.pnames) - 1
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def add_texture(self, name, width=0, height=0):
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"""Add a new texture to the set.
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If a texture is already defined with the given name, the
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current definition is erased (though the ordering of
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textures is maintained).
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Args:
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name: Name of the texture.
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width: Width of the texture in pixels.
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height: Height of the texture in pixels.
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"""
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self[name] = Texture(width, height, [])
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def add_texture_patch(self, txname, patch, x, y):
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"""Add a patch to the given texture.
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Args:
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txname: Name of the texture.
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patch: Name of the patch to add.
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x: X offset for the patch in pixels.
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y: Y offset for the patch in pixels.
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"""
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texture = self[txname]
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tp = TexturePatch(self.pname_index(patch), x, y)
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texture.patches.append(tp)
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def write_texture_lump(self, filename):
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"""Build the texture lump and output to a file.
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Args:
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filename: Path to file in which to store the resulting
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lump.
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"""
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with open(filename, "w") as out:
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# Header indicating number of textures:
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out.write(struct.pack("<l", len(self)))
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# Offsets:
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offset = 4 + 4 * len(self)
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for _, texture in self.items():
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out.write(struct.pack("<l", offset))
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offset += 22 + 10 * len(texture.patches)
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# Write actual texture data:
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for name, texture in self.items():
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maptexture = struct.pack("<8slhhlh",
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name, 0, texture.w, texture.h,
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0, len(texture.patches))
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out.write(maptexture)
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# Patches:
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for patch in texture.patches:
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mappatch = struct.pack("<hhhhh",
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patch.x, patch.y, patch.pname,
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0, 0)
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out.write(mappatch)
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class NamesFileError(Exception):
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pass
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def read_names_file(filename):
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"""Read a list of names from a text file.
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The names are a maximum of 8 characters long.
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Args:
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filename: Name of the file from which to read names.
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Returns:
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List of name strings, all in upper case.
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"""
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with open(filename) as f:
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result = []
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for line in f:
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line = COMMENT_RE.sub('', line).strip()
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if len(line) > 8:
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raise NamesFileError(
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'Invalid name in %s: %s' % (filename, line))
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if line != '':
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result.append(line.upper())
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return result
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def load_compat_textures(textures, compat_file):
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"""Pre-populate a texture set from a compatibility file.
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Args:
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textures: TextureSet to populate.
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compat_file: Path to text file containing list of textures. If
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None, do not do anything.
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"""
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if compat_file is None:
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return
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for texture in read_names_file(compat_file):
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textures.add_texture(texture)
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class TextureConfigError(Exception):
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pass
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def parse_textures(stream):
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"""Parse texture config from the given input stream.
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Args:
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stream: Input stream from which to read lines of input.
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Yields:
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A tuple for each parsed texture, containing:
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Texture name
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Width
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Height
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List of tuples representing each patch, where each contains:
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Patch name
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X offset
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Y offset
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"""
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current_texture = None
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current_patches = []
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linenum = 0
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for line in sys.stdin:
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line = COMMENT_RE.sub('', line).strip()
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linenum += 1
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match = TEXTURE_NAME_RE.match(line)
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if match:
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if current_texture is not None:
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yield current_texture
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current_patches = []
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current_texture = (
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match.group(1), # Texture name
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int(match.group(2)), # Width
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int(match.group(3)), # Height
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current_patches, # List of patches
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)
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continue
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match = PATCH_NAME_RE.match(line)
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if match and current_texture:
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current_patches.append((
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match.group(1), # Patch name
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int(match.group(2)), # X offset
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int(match.group(3)), # Y offset
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))
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continue
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if line != '':
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raise TextureConfigError(
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'input:%i:Invalid config line: %s' %
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(linenum, line))
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# Last texture:
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if current_texture is not None:
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yield current_texture
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def write_pnames_lump(pnames, filename):
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"""Write a PNAMES list to a file.
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Args:
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pnames: List of strings containing patch names.
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filename: Output filename.
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"""
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with open(filename, "w") as out:
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out.write(struct.pack("<l", len(pnames)))
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for pname in pnames:
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out.write(struct.pack("8s", pname))
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def usage():
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print """
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Usage: %s -output_texture1=texture1.lmp -output_pnames=pnames.lmp < config.txt
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Full list of arguments:
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-output_texture1: Path to the TEXTURE1 lump to generate (required).
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-output_texture2: Path to the TEXTURE2 lump to generate.
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-output_pnames: Path to the PNAMES lump to generate (required).
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-compat_texture1: File containing compatibility list of TEXTURE1 textures
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-compat_texture2: File containing compatibility list of TEXTURE2 textures
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-compat_pnames: File containing compatibility list of PNAMES
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"""
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sys.exit(1)
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def parse_command_line(args):
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"""Parse command line arguments.
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Args:
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args: List of command line arguments to parse.
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Returns:
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Dictionary mapping from arg name to value.
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"""
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# Parse command line:
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valid_args = ("compat_texture1", "compat_texture2", "compat_pnames",
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"output_texture1", "output_texture2", "output_pnames")
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result = {arg: None for arg in valid_args}
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for arg in args:
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if not arg.startswith("-") or "=" not in arg:
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usage()
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name, value = arg[1:].split("=", 2)
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if name not in valid_args:
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usage()
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result[name] = value
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# Required args:
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if not result["output_texture1"] or not result["output_pnames"]:
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usage()
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return result
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args = parse_command_line(sys.argv[1:])
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# If we have a compatibility PNAMES list, populate it. Otherwise PNAMES
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# just starts from an empty list.
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if args["compat_pnames"]:
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pnames = read_names_file(args["compat_pnames"])
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else:
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pnames = []
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# Generate basic data structures. The two texture lumps share a list
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# of PNAMES.
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texture1 = TextureSet(pnames)
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texture2 = TextureSet(pnames)
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# If we have compatibility lists for TEXTURE1/TEXTURE2, we need to
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# populate the texture sets with them before we start parsing any real
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# configuration.
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load_compat_textures(texture1, args["compat_texture1"])
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load_compat_textures(texture2, args["compat_texture2"])
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# Parse the config file and store the texture data.
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for texture, width, height, patches in parse_textures(sys.stdin):
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# If this texture was predefined for TEXTURE2, put it in that lump;
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# otherwise, one way or another it's going in TEXTURE1:
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if texture in texture2:
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textures = texture2
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else:
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textures = texture1
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textures.add_texture(texture, width, height)
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for patch, x, y in patches:
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textures.add_texture_patch(texture, patch, x, y)
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# Write lumps to output files:
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texture1.write_texture_lump(args["output_texture1"])
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if args["output_texture2"]:
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texture2.write_texture_lump(args["output_texture2"])
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write_pnames_lump(pnames, args["output_pnames"])
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