/* ** 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 "r_data.h" #include "w_wad.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); Name[8] = 0; 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; } } }