mirror of
https://github.com/ZDoom/gzdoom-gles.git
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7e169eb76f
Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures. This does not work if a texture can have more than one pixel buffer as is needed for alpha textures. Even though it means that some classes will allocate more data now, it's the only way to do it properly. In addition this removes a significant amount of mostly redundant code from the texture classes. - added alpha texture processing to all converted classes As of now this is not active and not tested. Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
112 lines
3.7 KiB
C++
112 lines
3.7 KiB
C++
/*
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** automaptexture.cpp
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** Texture class for Raven's automap parchment
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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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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** This texture type is only used as a last resort when everything else has failed for creating
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** the AUTOPAGE texture. That's because Raven used a raw lump of non-standard proportions to define it.
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**
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*/
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#include "doomtype.h"
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#include "files.h"
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#include "w_wad.h"
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#include "v_palette.h"
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#include "textures/textures.h"
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//==========================================================================
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//
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// A raw 320x? graphic used by Heretic and Hexen for the automap parchment
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//
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//==========================================================================
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class FAutomapTexture : public FWorldTexture
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{
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public:
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FAutomapTexture(int lumpnum);
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~FAutomapTexture ();
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uint8_t *MakeTexture (FRenderStyle style);
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};
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//==========================================================================
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//
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// This texture type will only be used for the AUTOPAGE lump if no other
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// format matches.
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//
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//==========================================================================
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FTexture *AutomapTexture_TryCreate(FileReader &data, int lumpnum)
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{
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if (data.GetLength() < 320) return NULL;
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if (!Wads.CheckLumpName(lumpnum, "AUTOPAGE")) return NULL;
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return new FAutomapTexture(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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FAutomapTexture::FAutomapTexture (int lumpnum)
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: FWorldTexture(NULL, lumpnum)
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{
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Width = 320;
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Height = uint16_t(Wads.LumpLength(lumpnum) / 320);
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CalcBitSize ();
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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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uint8_t *FAutomapTexture::MakeTexture (FRenderStyle style)
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{
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int x, y;
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FMemLump data = Wads.ReadLump (SourceLump);
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const uint8_t *indata = (const uint8_t *)data.GetMem();
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auto Pixels = new uint8_t[Width * Height];
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for (x = 0; x < Width; ++x)
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{
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for (y = 0; y < Height; ++y)
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{
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auto p = indata[x + 320 * y];
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Pixels[x*Height + y] = (style.Flags & STYLEF_RedIsAlpha) ? p : GPalette.Remap[p];
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}
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}
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return Pixels;
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}
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