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https://github.com/ZDoom/gzdoom-gles.git
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187 lines
5 KiB
C++
187 lines
5 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 "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 FTexture
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{
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public:
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~FAutomapTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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void MakeTexture ();
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FAutomapTexture (int lumpnum);
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private:
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BYTE *Pixels;
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Span DummySpan[2];
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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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: FTexture(NULL, lumpnum), Pixels(NULL)
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{
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Width = 320;
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Height = WORD(Wads.LumpLength(lumpnum) / 320);
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CalcBitSize ();
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DummySpan[0].TopOffset = 0;
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DummySpan[0].Length = Height;
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DummySpan[1].TopOffset = 0;
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DummySpan[1].Length = 0;
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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 ()
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{
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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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void FAutomapTexture::Unload ()
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{
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if (Pixels != NULL)
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{
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delete[] Pixels;
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Pixels = NULL;
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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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void FAutomapTexture::MakeTexture ()
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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 BYTE *indata = (const BYTE *)data.GetMem();
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Pixels = new BYTE[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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Pixels[x*Height+y] = indata[x+320*y];
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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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const BYTE *FAutomapTexture::GetPixels ()
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{
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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return Pixels;
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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 BYTE *FAutomapTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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if ((unsigned)column >= (unsigned)Width)
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{
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column %= Width;
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}
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if (spans_out != NULL)
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{
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*spans_out = DummySpan;
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}
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return Pixels + column*Height;
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}
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