- added worldtexture.cpp

This commit is contained in:
Christoph Oelckers 2018-03-18 12:54:14 +01:00
parent 7e169eb76f
commit 1d59a53cd4

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@ -0,0 +1,133 @@
/*
** worldtexture.cpp
** Intermediate class for some common code for several classes
**
**---------------------------------------------------------------------------
** Copyright 2018 Christoph Oelckers
** 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 "textures.h"
//==========================================================================
//
//
//
//==========================================================================
FWorldTexture::FWorldTexture(const char *name, int lumpnum)
: FTexture(name, lumpnum)
{
}
//==========================================================================
//
//
//
//==========================================================================
FWorldTexture::~FWorldTexture()
{
Unload();
for(int i = 0; i < 2; i++)
{
if (Spandata[i] != nullptr)
{
FreeSpans (Spandata[i]);
Spandata[i] = nullptr;
}
}
}
//==========================================================================
//
//
//
//==========================================================================
void FWorldTexture::Unload ()
{
for(int i = 0; i < 2; i++)
{
if (!(PixelsAreStatic & (1 << i)))
{
delete[] Pixeldata[i];
}
Pixeldata[i] = nullptr;
}
FTexture::Unload();
}
//==========================================================================
//
//
//
//==========================================================================
const uint8_t *FWorldTexture::GetColumn (unsigned int column, const Span **spans_out)
{
GetPixels();
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != nullptr)
{
if (Spandata[0] == nullptr)
{
Spandata[0] = CreateSpans (Pixeldata[0]);
}
*spans_out = Spandata[0][column];
}
return Pixeldata[0] + column*Height;
}
//==========================================================================
//
//
//
//==========================================================================
const uint8_t *FWorldTexture::GetPixels ()
{
if (Pixeldata[0] == nullptr)
{
Pixeldata[0] = MakeTexture (LegacyRenderStyles[STYLE_Normal]);
}
return Pixeldata[0];
}