qzdoom/src/textures/warptexture.cpp
2016-04-28 15:59:37 +02:00

285 lines
7.1 KiB
C++

/*
** 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);
}