mirror of
https://github.com/ZDoom/gzdoom-gles.git
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f4d9ad1123
Now it is no longer necessary to provide specially set up textures for rendering shaded decals, they can use any PNG texture now that contains a proper red channel. Handling of the alPh chunk has been removed as a result as it in no longer needed.
150 lines
3.9 KiB
C++
150 lines
3.9 KiB
C++
/*
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** worldtexture.cpp
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** Intermediate class for some common code for several classes
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**
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**---------------------------------------------------------------------------
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** Copyright 2018 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 "textures.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FWorldTexture::FWorldTexture(const char *name, int lumpnum)
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: FTexture(name, lumpnum)
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{
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FWorldTexture::~FWorldTexture()
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{
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Unload();
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FreeAllSpans();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FWorldTexture::FreeAllSpans()
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{
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for(int i = 0; i < 2; i++)
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{
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if (Spandata[i] != nullptr)
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{
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FreeSpans (Spandata[i]);
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Spandata[i] = nullptr;
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FWorldTexture::Unload ()
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{
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for(int i = 0; i < 2; i++)
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{
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if (!(PixelsAreStatic & (1 << i)))
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{
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delete[] Pixeldata[i];
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}
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Pixeldata[i] = nullptr;
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}
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FTexture::Unload();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const uint8_t *FWorldTexture::GetColumn(FRenderStyle style, unsigned int column, const Span **spans_out)
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{
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int index = !!(style.Flags & STYLEF_RedIsAlpha);
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GetPixels(style);
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if ((unsigned)column >= (unsigned)Width)
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{
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if (WidthMask + 1 == Width)
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{
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column &= WidthMask;
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}
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else
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{
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column %= Width;
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}
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}
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if (spans_out != nullptr)
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{
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if (Spandata[index] == nullptr)
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{
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Spandata[index] = CreateSpans (Pixeldata[index]);
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}
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*spans_out = Spandata[index][column];
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}
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return Pixeldata[index] + column*Height;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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const uint8_t *FWorldTexture::GetPixels (FRenderStyle style)
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{
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if (CheckModified(style))
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{
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Unload();
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}
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int index = !!(style.Flags & STYLEF_RedIsAlpha);
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if (Pixeldata[index] == nullptr)
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{
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Pixeldata[index] = MakeTexture (style);
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}
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return Pixeldata[index];
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}
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