mirror of
https://github.com/ZDoom/gzdoom.git
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278 lines
6.7 KiB
C++
278 lines
6.7 KiB
C++
/*
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** rawpagetexture.cpp
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** Texture class for Raven's raw fullscreen pages
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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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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**
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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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*/
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#include "doomtype.h"
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#include "files.h"
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#include "w_wad.h"
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#include "v_palette.h"
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#include "textures/textures.h"
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//==========================================================================
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//
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// A raw 320x200 graphic used by Heretic and Hexen fullscreen images
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//
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//==========================================================================
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class FRawPageTexture : public FTexture
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{
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public:
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FRawPageTexture (int lumpnum);
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~FRawPageTexture ();
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const BYTE *GetColumn (unsigned int column, const Span **spans_out);
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const BYTE *GetPixels ();
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void Unload ();
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protected:
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BYTE *Pixels;
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static const Span DummySpans[2];
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void MakeTexture ();
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};
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//==========================================================================
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//
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// RAW textures must be exactly 64000 bytes long and not be identifiable
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// as Doom patch
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//
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//==========================================================================
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static bool CheckIfRaw(FileReader & data)
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{
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if (data.GetLength() != 64000) return false;
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// This is probably a raw page graphic, but do some checking to be sure
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patch_t *foo;
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int height;
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int width;
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foo = (patch_t *)M_Malloc (data.GetLength());
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data.Seek (0, SEEK_SET);
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data.Read (foo, data.GetLength());
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height = LittleShort(foo->height);
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width = LittleShort(foo->width);
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if (height > 0 && height < 510 && width > 0 && width < 15997)
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{
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// The dimensions seem like they might be valid for a patch, so
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// check the column directory for extra security. At least one
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// column must begin exactly at the end of the column directory,
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// and none of them must point past the end of the patch.
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bool gapAtStart = true;
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int x;
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for (x = 0; x < width; ++x)
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{
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DWORD ofs = LittleLong(foo->columnofs[x]);
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if (ofs == (DWORD)width * 4 + 8)
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{
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gapAtStart = false;
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}
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else if (ofs >= 64000-1) // Need one byte for an empty column
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{
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free (foo);
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return true;
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}
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else
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{
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// Ensure this column does not extend beyond the end of the patch
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const BYTE *foo2 = (const BYTE *)foo;
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while (ofs < 64000)
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{
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if (foo2[ofs] == 255)
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{
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free (foo);
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return true;
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}
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ofs += foo2[ofs+1] + 4;
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}
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if (ofs >= 64000)
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{
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free (foo);
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return true;
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}
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}
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}
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if (gapAtStart || (x != width))
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{
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M_Free (foo);
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return true;
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}
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M_Free(foo);
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return false;
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}
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else
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{
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M_Free (foo);
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return true;
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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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//==========================================================================
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FTexture *RawPageTexture_TryCreate(FileReader & file, int lumpnum)
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{
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if (!CheckIfRaw(file)) return NULL;
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return new FRawPageTexture(lumpnum);
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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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const FTexture::Span FRawPageTexture::DummySpans[2] =
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{
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{ 0, 200 }, { 0, 0 }
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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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FRawPageTexture::FRawPageTexture (int lumpnum)
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: FTexture(NULL, lumpnum), Pixels(0)
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{
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Width = 320;
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Height = 200;
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WidthBits = 8;
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HeightBits = 8;
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WidthMask = 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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FRawPageTexture::~FRawPageTexture ()
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{
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Unload ();
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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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void FRawPageTexture::Unload ()
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{
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if (Pixels != NULL)
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{
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delete[] Pixels;
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Pixels = NULL;
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}
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FTexture::Unload();
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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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const BYTE *FRawPageTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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if ((unsigned)column >= (unsigned)Width)
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{
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column %= 320;
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}
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if (spans_out != NULL)
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{
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*spans_out = DummySpans;
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}
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return Pixels + column*Height;
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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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const BYTE *FRawPageTexture::GetPixels ()
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{
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if (Pixels == NULL)
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{
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MakeTexture ();
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}
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return Pixels;
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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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void FRawPageTexture::MakeTexture ()
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{
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FMemLump lump = Wads.ReadLump (SourceLump);
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const BYTE *source = (const BYTE *)lump.GetMem();
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const BYTE *source_p = source;
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BYTE *dest_p;
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Pixels = new BYTE[Width*Height];
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dest_p = Pixels;
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// Convert the source image from row-major to column-major format
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for (int y = 200; y != 0; --y)
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{
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for (int x = 320; x != 0; --x)
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{
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*dest_p = GPalette.Remap[*source_p];
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dest_p += 200;
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source_p++;
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}
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dest_p -= 200*320-1;
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}
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}
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