gzdoom/src/textures/imgztexture.cpp

283 lines
6.4 KiB
C++
Raw Normal View History

2016-03-01 15:47:10 +00:00
/*
** imgztexture.cpp
** Texture class for IMGZ style images
**
**---------------------------------------------------------------------------
** 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 "w_wad.h"
#include "textures/textures.h"
//==========================================================================
//
// An IMGZ image (mostly just crosshairs)
// [RH] Just a format I invented to avoid WinTex's palette remapping
// when I wanted to insert some alpha maps.
//
//==========================================================================
class FIMGZTexture : public FTexture
{
struct ImageHeader
{
BYTE Magic[4];
WORD Width;
WORD Height;
SWORD LeftOffset;
SWORD TopOffset;
BYTE Compression;
BYTE Reserved[11];
};
public:
FIMGZTexture (int lumpnum, WORD w, WORD h, SWORD l, SWORD t);
~FIMGZTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
BYTE *Pixels;
Span **Spans;
void MakeTexture ();
};
//==========================================================================
//
//
//
//==========================================================================
FTexture *IMGZTexture_TryCreate(FileReader & file, int lumpnum)
{
DWORD magic = 0;
WORD w, h;
SWORD l, t;
file.Seek(0, SEEK_SET);
if (file.Read(&magic, 4) != 4) return NULL;
if (magic != MAKE_ID('I','M','G','Z')) return NULL;
file >> w >> h >> l >> t;
return new FIMGZTexture(lumpnum, w, h, l, t);
}
//==========================================================================
//
//
//
//==========================================================================
FIMGZTexture::FIMGZTexture (int lumpnum, WORD w, WORD h, SWORD l, SWORD t)
: FTexture(NULL, lumpnum), Pixels(0), Spans(0)
{
Wads.GetLumpName (Name, lumpnum);
Width = w;
Height = h;
LeftOffset = l;
TopOffset = t;
CalcBitSize ();
}
//==========================================================================
//
//
//
//==========================================================================
FIMGZTexture::~FIMGZTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FIMGZTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FIMGZTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
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;
}
//==========================================================================
//
//
//
//==========================================================================
const BYTE *FIMGZTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
void FIMGZTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const ImageHeader *imgz = (const ImageHeader *)lump.GetMem();
const BYTE *data = (const BYTE *)&imgz[1];
if (Width != 0xFFFF)
{
Width = LittleShort(imgz->Width);
Height = LittleShort(imgz->Height);
LeftOffset = LittleShort(imgz->LeftOffset);
TopOffset = LittleShort(imgz->TopOffset);
}
BYTE *dest_p;
int dest_adv = Height;
int dest_rew = Width * Height - 1;
CalcBitSize ();
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
if (!imgz->Compression)
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; --x)
{
*dest_p = *data;
dest_p += dest_adv;
data++;
}
dest_p -= dest_rew;
}
}
else
{
// IMGZ compression is the same RLE used by IFF ILBM files
int runlen = 0, setlen = 0;
BYTE setval = 0; // Shut up, GCC
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; )
{
if (runlen != 0)
{
BYTE color = *data;
*dest_p = color;
dest_p += dest_adv;
data++;
x--;
runlen--;
}
else if (setlen != 0)
{
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
else
{
SBYTE code = *data++;
if (code >= 0)
{
runlen = code + 1;
}
else if (code != -128)
{
setlen = (-code) + 1;
setval = *data++;
}
}
}
dest_p -= dest_rew;
}
}
}