/* ** warptexture.cpp ** Texture class for warped textures ** **--------------------------------------------------------------------------- ** 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 "templates.h" #include "r_utility.h" #include "textures/textures.h" FWarpTexture::FWarpTexture (FTexture *source) : GenTime (0), SourcePic (source), Pixels (0), Spans (0), Speed (1.f) { CopyInfo(source); SetupMultipliers(128, 128); // [mxd] bWarped = 1; } FWarpTexture::~FWarpTexture () { Unload (); if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } delete SourcePic; } void FWarpTexture::Unload () { if (Pixels != NULL) { delete[] Pixels; Pixels = NULL; } if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } SourcePic->Unload (); } bool FWarpTexture::CheckModified () { return r_FrameTime != GenTime; } const BYTE *FWarpTexture::GetPixels () { DWORD time = r_FrameTime; if (Pixels == NULL || time != GenTime) { MakeTexture (time); } return Pixels; } const BYTE *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out) { DWORD time = r_FrameTime; if (Pixels == NULL || time != GenTime) { MakeTexture (time); } 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; } void FWarpTexture::MakeTexture(DWORD time) { const BYTE *otherpix = SourcePic->GetPixels(); if (Pixels == NULL) { Pixels = new BYTE[Width * Height]; } if (Spans != NULL) { FreeSpans(Spans); Spans = NULL; } GenTime = time; BYTE *buffer = (BYTE *)alloca(MAX(Width, Height)); int xsize = Width; int ysize = Height; int xmul = WidthOffsetMultiplier; // [mxd] int ymul = HeightOffsetMultiplier; // [mxd] int xmask = WidthMask; int ymask = Height - 1; int ybits = HeightBits; int x, y; if ((1 << ybits) > Height) { ybits--; } DWORD timebase = DWORD(time * Speed * 32 / 28); // [mxd] Rewrote to fix animation for NPo2 textures for (y = ysize - 1; y >= 0; y--) { int xf = (TexMan.sintable[((timebase + y*ymul) >> 2)&TexMan.SINMASK] >> 11) % xsize; if (xf < 0) xf += xsize; int xt = xf; const BYTE *source = otherpix + y; BYTE *dest = Pixels + y; for (xt = xsize; xt; xt--, xf = (xf + 1) % xsize, dest += ysize) *dest = source[xf + ymask * xf]; } timebase = DWORD(time * Speed * 23 / 28); for (x = xsize - 1; x >= 0; x--) { int yf = (TexMan.sintable[((time + (x + 17)*xmul) >> 2)&TexMan.SINMASK] >> 11) % ysize; if (yf < 0) yf += ysize; int yt = yf; const BYTE *source = Pixels + (x + ymask * x); BYTE *dest = buffer; for (yt = ysize; yt; yt--, yf = (yf + 1) % ysize) *dest++ = source[yf]; memcpy(Pixels + (x + ymask*x), buffer, ysize); } } // [mxd] Non power of 2 textures need different offset multipliers, otherwise warp animation won't sync across texture void FWarpTexture::SetupMultipliers (int width, int height) { WidthOffsetMultiplier = width; HeightOffsetMultiplier = height; int widthpo2 = NextPo2(Width); int heightpo2 = NextPo2(Height); if(widthpo2 != Width) WidthOffsetMultiplier = (int)(WidthOffsetMultiplier * ((float)widthpo2 / Width)); if(heightpo2 != Height) HeightOffsetMultiplier = (int)(HeightOffsetMultiplier * ((float)heightpo2 / Height)); } int FWarpTexture::NextPo2 (int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; return ++v; } // [GRB] Eternity-like warping FWarp2Texture::FWarp2Texture (FTexture *source) : FWarpTexture (source) { SetupMultipliers(256, 128); // [mxd] bWarped = 2; } void FWarp2Texture::MakeTexture (DWORD time) { const BYTE *otherpix = SourcePic->GetPixels (); if (Pixels == NULL) { Pixels = new BYTE[Width * Height]; } if (Spans != NULL) { FreeSpans (Spans); Spans = NULL; } GenTime = time; int xsize = Width; int ysize = Height; int xmul = WidthOffsetMultiplier; // [mxd] int ymul = HeightOffsetMultiplier; // [mxd] int xmask = WidthMask; int ymask = Height - 1; int ybits = HeightBits; int x, y; if ((1 << ybits) > Height) { ybits--; } DWORD timebase = DWORD(time * Speed * 40 / 28); // [mxd] Rewrote to fix animation for NPo2 textures for (x = 0; x < xsize; x++) { BYTE *dest = Pixels + (x + ymask * x); for (y = 0; y < ysize; y++) { int xt = (x + 128 + ((TexMan.sintable[((y*ymul + timebase*5 + 900) >> 2) & TexMan.SINMASK])>>13) + ((TexMan.sintable[((x*xmul + timebase*4 + 300) >> 2) & TexMan.SINMASK])>>13)) % xsize; int yt = (y + 128 + ((TexMan.sintable[((y*ymul + timebase*3 + 700) >> 2) & TexMan.SINMASK])>>13) + ((TexMan.sintable[((x*xmul + timebase*4 + 1200) >> 2) & TexMan.SINMASK])>>13)) % ysize; *dest++ = otherpix[(xt + ymask * xt) + yt]; } } } //========================================================================== // // FMultiPatchTexture :: TexPart :: TexPart // //========================================================================== FTexture *FWarpTexture::GetRedirect(bool wantwarped) { if (!wantwarped) return SourcePic->GetRedirect(false); else return this; } //========================================================================== // // FMultiPatchTexture :: CopyTrueColorPixels // // This doesn't warp. It's just here in case someone tries to use a warp // texture for compositing a multipatch texture // //========================================================================== int FWarpTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf) { return SourcePic->CopyTrueColorPixels(bmp, x, y, rotate, inf); }