qzdoom/src/textures/flattexture.cpp

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/*
** 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 uint8_t *GetColumn (unsigned int column, const Span **spans_out);
const uint8_t *GetPixels ();
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void Unload ();
protected:
uint8_t *Pixels;
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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;
}
FTexture::Unload();
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}
//==========================================================================
//
//
//
//==========================================================================
const uint8_t *FFlatTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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 uint8_t *FFlatTexture::GetPixels ()
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{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
//==========================================================================
//
//
//
//==========================================================================
void FFlatTexture::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
Pixels = new uint8_t[Width*Height];
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long numread = lump.Read (Pixels, Width*Height);
if (numread < Width*Height)
{
memset (Pixels + numread, 0xBB, Width*Height - numread);
}
FlipSquareBlockRemap (Pixels, Width, Height, GPalette.Remap);
}