/* ** flattexture.cpp ** Texture class for standard Doom flats ** **--------------------------------------------------------------------------- ** 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 "v_palette.h" #include "textures/textures.h" //========================================================================== // // A texture defined between F_START and F_END markers // //========================================================================== class FFlatTexture : public FTexture { public: FFlatTexture (int lumpnum); ~FFlatTexture (); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); protected: BYTE *Pixels; Span DummySpans[2]; void MakeTexture (); friend class FTexture; }; //========================================================================== // // Since there is no way to detect the validity of a flat // they can't be used anywhere else but between F_START and F_END // //========================================================================== FTexture *FlatTexture_TryCreate(FileReader & file, int lumpnum) { return new FFlatTexture(lumpnum); } //========================================================================== // // // //========================================================================== FFlatTexture::FFlatTexture (int lumpnum) : FTexture(NULL, lumpnum), Pixels(0) { int area; int bits; area = Wads.LumpLength (lumpnum); switch (area) { default: case 64*64: bits = 6; break; case 8*8: bits = 3; break; case 16*16: bits = 4; break; case 32*32: bits = 5; break; case 128*128: bits = 7; break; case 256*256: bits = 8; break; } bMasked = false; WidthBits = HeightBits = bits; Width = Height = 1 << bits; WidthMask = (1 << bits) - 1; DummySpans[0].TopOffset = 0; DummySpans[0].Length = Height; DummySpans[1].TopOffset = 0; DummySpans[1].Length = 0; } //========================================================================== // // // //========================================================================== FFlatTexture::~FFlatTexture () { Unload (); } //========================================================================== // // // //========================================================================== void FFlatTexture::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } } //========================================================================== // // // //========================================================================== const BYTE *FFlatTexture::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) { *spans_out = DummySpans; } return Pixels + column*Height; } //========================================================================== // // // //========================================================================== const BYTE *FFlatTexture::GetPixels () { if (Pixels == NULL) { MakeTexture (); } return Pixels; } //========================================================================== // // // //========================================================================== void FFlatTexture::MakeTexture () { FWadLump lump = Wads.OpenLumpNum (SourceLump); Pixels = new BYTE[Width*Height]; long numread = lump.Read (Pixels, Width*Height); if (numread < Width*Height) { memset (Pixels + numread, 0xBB, Width*Height - numread); } FlipSquareBlockRemap (Pixels, Width, Height, GPalette.Remap); }