mirror of
https://github.com/ZDoom/gzdoom.git
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760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
210 lines
5.4 KiB
C++
210 lines
5.4 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 "r_data.h"
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#include "w_wad.h"
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#include "v_palette.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 FTexture
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{
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public:
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FFlatTexture (int lumpnum);
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~FFlatTexture ();
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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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int GetSourceLump() { return SourceLump; }
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protected:
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int SourceLump;
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BYTE *Pixels;
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Span DummySpans[2];
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void MakeTexture ();
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friend class FTexture;
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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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: SourceLump(lumpnum), Pixels(0)
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{
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int area;
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int bits;
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Wads.GetLumpName (Name, lumpnum);
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Name[8] = 0;
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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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DummySpans[0].TopOffset = 0;
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DummySpans[0].Length = Height;
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DummySpans[1].TopOffset = 0;
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DummySpans[1].Length = 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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FFlatTexture::~FFlatTexture ()
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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 FFlatTexture::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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}
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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 *FFlatTexture::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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if (WidthMask + 1 == Width)
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{
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column &= WidthMask;
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}
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else
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{
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column %= Width;
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}
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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 *FFlatTexture::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 FFlatTexture::MakeTexture ()
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{
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FWadLump lump = Wads.OpenLumpNum (SourceLump);
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Pixels = new BYTE[Width*Height];
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long 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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FlipSquareBlockRemap (Pixels, Width, Height, GPalette.Remap);
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}
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