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4647a0b2bc
Case in Point: DukeDC uses a 64x64 texture with palette remap for the sky.
78 lines
3 KiB
C++
78 lines
3 KiB
C++
/*
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** skytexture.cpp
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** Composite sky textures for Build.
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 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 "files.h"
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#include "filesystem.h"
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#include "image.h"
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#include "multipatchtexture.h"
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#include "printf.h"
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#include "texturemanager.h"
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#include "buildtiles.h"
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FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t *tilemap, int remap)
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{
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char synthname[60];
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if (lognumtiles == 0 || lognumtiles > 4)
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{
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// no special handling - let the old code do its job as-is
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return nullptr;
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}
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int numtiles = 1 << lognumtiles;
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mysnprintf(synthname, 60, "%04x", basetile);
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for(int i = 0; i < numtiles; i++)
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{
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synthname[4+i] = 'A' + tilemap[i];
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};
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synthname[4+numtiles] = 0;
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auto tex = TexMan.FindGameTexture(synthname);
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if (tex) return tex;
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TArray<TexPartBuild> build(numtiles, true);
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int tilewidth = tileWidth(basetile);
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for(int i = 0; i < numtiles; i++)
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{
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auto tex = tileGetTexture(basetile + tilemap[i]);
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if (!tex || !tex->isValid() || tex->GetTexture() == 0) return nullptr;
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build[i].TexImage = static_cast<FImageTexture*>(tex->GetTexture());
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build[i].OriginX = tilewidth * i;
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build[i].Translation = GPalette.GetTranslation(GetTranslationType(remap), GetTranslationIndex(remap));
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}
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auto tt = MakeGameTexture(new FImageTexture(new FMultiPatchTexture(tilewidth*numtiles, tileHeight(basetile), build, false, false)), synthname, ETextureType::Override);
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TexMan.AddGameTexture(tt, true);
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return tt;
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}
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