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287 lines
8.3 KiB
C++
287 lines
8.3 KiB
C++
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/*
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** gl_bitmap.cpp
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** Bitmap class for texture composition
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2009 Christoph Oelckers
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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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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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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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*/
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#include "v_palette.h"
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#include "templates.h"
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#include "gl/renderer/gl_lightdata.h"
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#include "gl/textures/gl_translate.h"
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#include "gl/textures/gl_bitmap.h"
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//===========================================================================
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//
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// multi-format pixel copy with colormap application
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// requires one of the previously defined conversion classes to work
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//
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//===========================================================================
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template<class T>
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void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step)
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{
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int i;
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int fac;
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if (cm == CM_DEFAULT)
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{
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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{
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pout[0]=T::R(pin);
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pout[1]=T::G(pin);
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pout[2]=T::B(pin);
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pout[3]=T::A(pin);
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}
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pout+=4;
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pin+=step;
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}
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}
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else if (cm == CM_SHADE)
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{
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// Alpha shade uses the red channel for true color pics
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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{
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pout[0] = pout[1] = pout[2] = 255;
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pout[3] = T::R(pin);
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}
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pout+=4;
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pin+=step;
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}
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
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{
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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{
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[T::Gray(pin)];
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pout[0] = pe.r;
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pout[1] = pe.g;
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pout[2] = pe.b;
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pout[3] = T::A(pin);
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}
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pout+=4;
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pin+=step;
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}
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}
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else if (cm<=CM_DESAT31)
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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if (T::A(pin) != 0)
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{
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gl_Desaturate(T::Gray(pin), T::R(pin), T::G(pin), T::B(pin), pout[0], pout[1], pout[2], fac);
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pout[3] = T::A(pin);
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}
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pout+=4;
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pin+=step;
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}
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}
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}
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typedef void (*CopyFunc)(unsigned char * pout, const unsigned char * pin, int cm, int count, int step);
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static CopyFunc copyfuncs[]={
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iCopyColors<cRGB>,
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iCopyColors<cRGBA>,
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iCopyColors<cIA>,
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iCopyColors<cCMYK>,
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iCopyColors<cBGR>,
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iCopyColors<cBGRA>,
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iCopyColors<cI16>,
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iCopyColors<cRGB555>,
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iCopyColors<cPalEntry>
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};
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//===========================================================================
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//
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// True Color texture copy function
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// This excludes all the cases that force downconversion to the
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// base palette because they wouldn't be used anyway.
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//
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//===========================================================================
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void FGLBitmap::CopyPixelDataRGB(int originx, int originy,
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const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y,
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int rotate, int ct, FCopyInfo *inf)
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{
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if (ClipCopyPixelRect(&ClipRect, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
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{
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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for (int y=0;y<srcheight;y++)
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{
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copyfuncs[ct](&buffer[y*Pitch], &patch[y*step_y], cm, srcwidth, step_x);
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}
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}
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}
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//===========================================================================
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//
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// Creates one of the special palette translations for the given palette
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//
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//===========================================================================
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void ModifyPalette(PalEntry * pout, PalEntry * pin, int cm, int count)
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{
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int i;
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int fac;
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if (cm == CM_DEFAULT)
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{
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if (pin != pout)
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memcpy(pout, pin, count * sizeof(PalEntry));
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}
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else if (cm >= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size()))
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{
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for(i=0;i<count;i++)
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{
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int gray = (pin[i].r*77 + pin[i].g*143 + pin[i].b*37) >> 8;
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// This can be done in place so we cannot copy the color directly.
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PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray];
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pout[i].r = pe.r;
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pout[i].g = pe.g;
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pout[i].b = pe.b;
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pout[i].a = pin[i].a;
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}
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}
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else if (cm<=CM_DESAT31)
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{
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// Desaturated light settings.
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fac=cm-CM_DESAT0;
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for(i=0;i<count;i++)
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{
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int gray=(pin[i].r*77 + pin[i].g*143 + pin[i].b*36)>>8;
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gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac);
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pout[i].a = pin[i].a;
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}
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}
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else if (pin!=pout)
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{
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memcpy(pout, pin, count * sizeof(PalEntry));
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}
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}
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//===========================================================================
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//
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// Paletted to True Color texture copy function
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//
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//===========================================================================
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void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight,
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int step_x, int step_y, int rotate, PalEntry * palette, FCopyInfo *inf)
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{
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PalEntry penew[256];
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int x,y,pos,i;
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if (ClipCopyPixelRect(&ClipRect, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate))
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{
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BYTE *buffer = GetPixels() + 4*originx + Pitch*originy;
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// CM_SHADE is an alpha map with 0==transparent and 1==opaque
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if (cm == CM_SHADE)
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{
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for(int i=0;i<256;i++)
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{
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if (palette[i].a != 0)
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penew[i]=PalEntry(i, 255,255,255);
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else
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penew[i]=PalEntry(0,255,255,255); // If the palette contains transparent colors keep them.
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}
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}
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else
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{
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// apply any translation.
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// The ice and blood color translations are done directly
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// because that yields better results.
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switch(translation)
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{
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default:
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{
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PalEntry *ptrans = GLTranslationPalette::GetPalette(translation);
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if (ptrans)
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{
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for(i = 0; i < 256; i++)
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{
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penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000);
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}
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break;
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}
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}
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case 0:
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memcpy(penew, palette, 256*sizeof(PalEntry));
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break;
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}
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if (cm!=0)
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{
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// Apply color modifications like invulnerability, desaturation and Boom colormaps
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ModifyPalette(penew, penew, cm, 256);
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}
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}
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// Now penew contains the actual palette that is to be used for creating the image.
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// convert the image according to the translated palette.
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for (y=0;y<srcheight;y++)
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{
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pos=(y*Pitch);
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for (x=0;x<srcwidth;x++,pos+=4)
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{
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int v=(unsigned char)patch[y*step_y+x*step_x];
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if (penew[v].a!=0)
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{
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buffer[pos] = penew[v].r;
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buffer[pos+1] = penew[v].g;
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buffer[pos+2] = penew[v].b;
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buffer[pos+3] = penew[v].a;
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}
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/*
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else if (penew[v].a!=255)
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{
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buffer[pos ] = (buffer[pos ] * penew[v].a + penew[v].r * (1-penew[v].a)) / 255;
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buffer[pos+1] = (buffer[pos+1] * penew[v].a + penew[v].g * (1-penew[v].a)) / 255;
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buffer[pos+2] = (buffer[pos+2] * penew[v].a + penew[v].b * (1-penew[v].a)) / 255;
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buffer[pos+3] = clamp<int>(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255);
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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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