/* ** 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 "r_main.h" #include "templates.h" #include "textures/textures.h" FWarpTexture::FWarpTexture (FTexture *source) : GenTime (0), SourcePic (source), Pixels (0), Spans (0), Speed (1.f) { CopyInfo(source); bWarped = 1; } 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 (); } 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 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) { const BYTE *otherpix = SourcePic->GetPixels (); if (Pixels == NULL) { Pixels = new BYTE[Width * Height]; } if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } GenTime = time; BYTE *buffer = (BYTE *)alloca (MAX (Width, Height)); int xsize = Width; int ysize = Height; int xmask = WidthMask; int ymask = Height - 1; int ybits = HeightBits; int x, y; if ((1 << ybits) > Height) { ybits--; } DWORD timebase = DWORD(time * Speed * 32 / 28); for (y = ysize-1; y >= 0; y--) { int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask; const BYTE *source = otherpix + y; BYTE *dest = Pixels + y; for (xt = xsize; xt; xt--, xf = (xf+1)&xmask, dest += ysize) *dest = source[xf << ybits]; } timebase = DWORD(time * Speed * 23 / 28); for (x = xsize-1; x >= 0; x--) { int yt, yf = (finesine[(time+(x+17)*128)&FINEMASK]>>13) & ymask; const BYTE *source = Pixels + (x << ybits); BYTE *dest = buffer; for (yt = ysize; yt; yt--, yf = (yf+1)&ymask) *dest++ = source[yf]; memcpy (Pixels+(x<GetPixels (); if (Pixels == NULL) { Pixels = new BYTE[Width * Height]; } if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } GenTime = time; int xsize = Width; int ysize = Height; int xmask = WidthMask; int ymask = Height - 1; int ybits = HeightBits; int x, y; if ((1 << ybits) > Height) { ybits--; } DWORD timebase = DWORD(time * Speed * 40 / 28); for (x = 0; x < xsize; ++x) { BYTE *dest = Pixels + (x << ybits); for (y = 0; y < ysize; ++y) { int xt = (x + 128 + ((finesine[(y*128 + timebase*5 + 900) & FINEMASK]*2)>>FRACBITS) + ((finesine[(x*256 + timebase*4 + 300) & FINEMASK]*2)>>FRACBITS)) & xmask; int yt = (y + 128 + ((finesine[(y*128 + timebase*3 + 700) & FINEMASK]*2)>>FRACBITS) + ((finesine[(x*256 + timebase*4 + 1200) & FINEMASK]*2)>>FRACBITS)) & ymask; *dest++ = otherpix[(xt << ybits) + yt]; } } } //========================================================================== // // 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); }