gzdoom/src/textures/warptexture.cpp

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/*
** 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"
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FWarpTexture::FWarpTexture (FTexture *source, int warptype)
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: GenTime (0), SourcePic (source), Pixels (0), Spans (0), Speed (1.f)
{
CopyInfo(source);
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if (warptype == 2) SetupMultipliers(256, 128);
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SetupMultipliers(128, 128); // [mxd]
bWarped = warptype;
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}
FWarpTexture::~FWarpTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
delete SourcePic;
}
void FWarpTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
SourcePic->Unload ();
FTexture::Unload();
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}
bool FWarpTexture::CheckModified ()
{
return r_FrameTime != GenTime;
}
const BYTE *FWarpTexture::GetPixels ()
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture (time);
}
return Pixels;
}
const uint32_t *FWarpTexture::GetPixelsBgra()
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture(time);
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();
}
return PixelsBgra.data();
}
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const BYTE *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture (time);
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FWarpTexture::MakeTexture(DWORD time)
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{
const BYTE *otherpix = SourcePic->GetPixels();
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if (Pixels == NULL)
{
Pixels = new BYTE[Width * Height];
}
if (Spans != NULL)
{
FreeSpans(Spans);
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Spans = NULL;
}
GenTime = time;
WarpBuffer(Pixels, otherpix, Width, Height, WidthOffsetMultiplier, HeightOffsetMultiplier, time, Speed, bWarped);
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}
// [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;
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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));
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}
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);
}