/* ** warptexture.cpp ** Texture class for warped textures ** **--------------------------------------------------------------------------- ** Copyright 2004-2006 Randy Heit ** 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 "doomtype.h" #include "files.h" #include "templates.h" #include "r_utility.h" #include "textures/textures.h" #include "warpbuffer.h" #include "v_palette.h" #include "v_video.h" FWarpTexture::FWarpTexture (FTexture *source, int warptype) : SourcePic (source) { CopyInfo(source); if (warptype == 2) SetupMultipliers(256, 128); SetupMultipliers(128, 128); // [mxd] bWarped = warptype; } FWarpTexture::~FWarpTexture () { Unload (); delete SourcePic; } void FWarpTexture::Unload () { SourcePic->Unload (); FWorldTexture::Unload(); FreeAllSpans(); } bool FWarpTexture::CheckModified (FRenderStyle style) { return screen->FrameTime != GenTime[!!(style.Flags & STYLEF_RedIsAlpha)]; } const uint32_t *FWarpTexture::GetPixelsBgra() { auto Pixels = GetPixels(DefaultRenderStyle()); if (PixelsBgra.empty() || GenTime[0] != GenTimeBgra) { CreatePixelsBgraWithMipmaps(); for (int i = 0; i < Width * Height; i++) { if (Pixels[i] != 0) PixelsBgra[i] = 0xff000000 | GPalette.BaseColors[Pixels[i]].d; else PixelsBgra[i] = 0; } GenerateBgraMipmapsFast(); GenTimeBgra = GenTime[0]; } return PixelsBgra.data(); } uint8_t *FWarpTexture::MakeTexture(FRenderStyle style) { uint64_t time = screen->FrameTime; const uint8_t *otherpix = SourcePic->GetPixels(style); auto Pixels = new uint8_t[Width * Height]; WarpBuffer(Pixels, otherpix, Width, Height, WidthOffsetMultiplier, HeightOffsetMultiplier, time, Speed, bWarped); FreeAllSpans(); GenTime[!!(style.Flags & STYLEF_RedIsAlpha)] = time; return Pixels; } // [mxd] Non power of 2 textures need different offset multipliers, otherwise warp animation won't sync across texture void FWarpTexture::SetupMultipliers (int width, int height) { WidthOffsetMultiplier = width; HeightOffsetMultiplier = height; int widthpo2 = NextPo2(Width); int heightpo2 = NextPo2(Height); if(widthpo2 != Width) WidthOffsetMultiplier = (int)(WidthOffsetMultiplier * ((float)widthpo2 / Width)); if(heightpo2 != Height) HeightOffsetMultiplier = (int)(HeightOffsetMultiplier * ((float)heightpo2 / Height)); } int FWarpTexture::NextPo2 (int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; return ++v; } //========================================================================== // // FMultiPatchTexture :: TexPart :: TexPart // //========================================================================== FTexture *FWarpTexture::GetRedirect(bool wantwarped) { if (!wantwarped) return SourcePic->GetRedirect(false); else return this; } //========================================================================== // // FMultiPatchTexture :: CopyTrueColorPixels // // This doesn't warp. It's just here in case someone tries to use a warp // texture for compositing a multipatch texture // //========================================================================== int FWarpTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) { return SourcePic->CopyTrueColorPixels(bmp, x, y, rotate, inf); }