gzdoom-gles/src/textures/rawpagetexture.cpp
Christoph Oelckers 3f2d5db348 - Changed: Textures without a name no longer get added to the texture manager's
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
  of texture name didn't work. To do this properly the texture manager needs
  an option to look for a texture by lump number so that such textures can
  be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
  of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
  gets reset for each MAPINFO. A global section is needed to define a game's
  default setting in zdoom.pk3. The gamedefaults should normally not be changed 
  by PWADs but it can be done if some mod intends to change gameplay settings 
  but wants to allow custom add-ons on its own.


SVN r1300 (trunk)
2008-11-30 12:49:27 +00:00

277 lines
7 KiB
C++

/*
** rawpagetexture.cpp
** Texture class for Raven's raw fullscreen pages
**
**---------------------------------------------------------------------------
** 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 "r_data.h"
#include "w_wad.h"
#include "v_palette.h"
//==========================================================================
//
// A raw 320x200 graphic used by Heretic and Hexen fullscreen images
//
//==========================================================================
class FRawPageTexture : public FTexture
{
public:
FRawPageTexture (int lumpnum);
~FRawPageTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
BYTE *Pixels;
static const Span DummySpans[2];
void MakeTexture ();
};
//==========================================================================
//
// RAW textures must be exactly 64000 bytes long and not be identifiable
// as Doom patch
//
//==========================================================================
static bool CheckIfRaw(FileReader & data)
{
if (data.GetLength() != 64000) return false;
// This is probably a raw page graphic, but do some checking to be sure
patch_t *foo;
int height;
int width;
foo = (patch_t *)M_Malloc (data.GetLength());
data.Seek (0, SEEK_SET);
data.Read (foo, data.GetLength());
height = LittleShort(foo->height);
width = LittleShort(foo->width);
if (height > 0 && height < 510 && width > 0 && width < 15997)
{
// The dimensions seem like they might be valid for a patch, so
// check the column directory for extra security. At least one
// column must begin exactly at the end of the column directory,
// and none of them must point past the end of the patch.
bool gapAtStart = true;
int x;
for (x = 0; x < width; ++x)
{
DWORD ofs = LittleLong(foo->columnofs[x]);
if (ofs == (DWORD)width * 4 + 8)
{
gapAtStart = false;
}
else if (ofs >= 64000-1) // Need one byte for an empty column
{
free (foo);
return true;
}
else
{
// Ensure this column does not extend beyond the end of the patch
const BYTE *foo2 = (const BYTE *)foo;
while (ofs < 64000)
{
if (foo2[ofs] == 255)
{
free (foo);
return true;
}
ofs += foo2[ofs+1] + 4;
}
if (ofs >= 64000)
{
free (foo);
return true;
}
}
}
if (gapAtStart || (x != width))
{
M_Free (foo);
return true;
}
M_Free(foo);
return false;
}
else
{
M_Free (foo);
return true;
}
}
//==========================================================================
//
//
//
//==========================================================================
FTexture *RawPageTexture_TryCreate(FileReader & file, int lumpnum)
{
if (!CheckIfRaw(file)) return NULL;
return new FRawPageTexture(lumpnum);
}
//==========================================================================
//
//
//
//==========================================================================
const FTexture::Span FRawPageTexture::DummySpans[2] =
{
{ 0, 200 }, { 0, 0 }
};
//==========================================================================
//
//
//
//==========================================================================
FRawPageTexture::FRawPageTexture (int lumpnum)
: FTexture(NULL, lumpnum), Pixels(0)
{
Width = 320;
Height = 200;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
}
//==========================================================================
//
//
//
//==========================================================================
FRawPageTexture::~FRawPageTexture ()
{
Unload ();
}
//==========================================================================
//
//
//
//==========================================================================
void FRawPageTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FRawPageTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
column %= 320;
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FRawPageTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
void FRawPageTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const BYTE *source = (const BYTE *)lump.GetMem();
const BYTE *source_p = source;
BYTE *dest_p;
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
for (int y = 200; y != 0; --y)
{
for (int x = 320; x != 0; --x)
{
*dest_p = GPalette.Remap[*source_p];
dest_p += 200;
source_p++;
}
dest_p -= 200*320-1;
}
}