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b473838627
* Instead of using the red channel it now uses the grayscale value. While slower in a few situations, it is also more precise and makes the feature more useful. * For paletted textures do not use the index as alpha anymore but the actual grayscaled color. This is again to make the feature more consistent and useful. * To compensate for the above there is now a list of hashes for known alpha textures in patch format, so that they don't get broken. * IMGZ is now considered a grayscale format. There's only two known textures that use IMGZ for something else than crosshairs and those are explicitly handled. * several smaller fixes. * the actual color conversion functions for paletted output are now consolidated in a small number of inlines so that future changes are easier to do. Note: This hasn't been tested yet and will need further changes in the hardware rendering code. As it is it is not production-ready.
118 lines
3.6 KiB
C++
118 lines
3.6 KiB
C++
/*
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** flattexture.cpp
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** Texture class for standard Doom flats
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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 texture defined between F_START and F_END markers
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//
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//==========================================================================
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class FFlatTexture : public FWorldTexture
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{
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public:
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FFlatTexture (int lumpnum);
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uint8_t *MakeTexture (FRenderStyle style) override;
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};
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//==========================================================================
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//
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// Since there is no way to detect the validity of a flat
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// they can't be used anywhere else but between F_START and F_END
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//
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//==========================================================================
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FTexture *FlatTexture_TryCreate(FileReader & file, int lumpnum)
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{
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return new FFlatTexture(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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FFlatTexture::FFlatTexture (int lumpnum)
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: FWorldTexture(NULL, lumpnum)
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{
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int area;
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int bits;
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area = Wads.LumpLength (lumpnum);
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switch (area)
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{
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default:
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case 64*64: bits = 6; break;
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case 8*8: bits = 3; break;
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case 16*16: bits = 4; break;
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case 32*32: bits = 5; break;
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case 128*128: bits = 7; break;
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case 256*256: bits = 8; break;
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}
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bMasked = false;
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WidthBits = HeightBits = bits;
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Width = Height = 1 << bits;
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WidthMask = (1 << bits) - 1;
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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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uint8_t *FFlatTexture::MakeTexture (FRenderStyle style)
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{
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auto lump = Wads.OpenLumpReader (SourceLump);
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auto Pixels = new uint8_t[Width*Height];
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auto numread = lump.Read (Pixels, Width*Height);
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if (numread < Width*Height)
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{
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memset (Pixels + numread, 0xBB, Width*Height - numread);
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}
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FTexture::FlipSquareBlockRemap(Pixels, Width, Height, GetRemap(style));
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return Pixels;
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}
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