mirror of
https://github.com/ZDoom/qzdoom.git
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191 lines
4.9 KiB
C++
191 lines
4.9 KiB
C++
/*
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** warptexture.cpp
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** Texture class for warped textures
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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 "templates.h"
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#include "r_utility.h"
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#include "textures/textures.h"
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#include "warpbuffer.h"
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FWarpTexture::FWarpTexture (FTexture *source, int warptype)
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: GenTime (0), SourcePic (source), Pixels (0), Spans (0), Speed (1.f)
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{
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CopyInfo(source);
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if (warptype == 2) SetupMultipliers(256, 128);
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SetupMultipliers(128, 128); // [mxd]
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bWarped = warptype;
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}
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FWarpTexture::~FWarpTexture ()
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{
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Unload ();
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if (Spans != NULL)
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{
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FreeSpans (Spans);
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Spans = NULL;
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}
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delete SourcePic;
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}
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void FWarpTexture::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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if (Spans != NULL)
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{
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FreeSpans (Spans);
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Spans = NULL;
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}
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SourcePic->Unload ();
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}
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bool FWarpTexture::CheckModified ()
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{
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return r_FrameTime != GenTime;
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}
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const BYTE *FWarpTexture::GetPixels ()
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{
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DWORD time = r_FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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MakeTexture (time);
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}
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return Pixels;
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}
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const BYTE *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
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{
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DWORD time = r_FrameTime;
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if (Pixels == NULL || time != GenTime)
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{
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MakeTexture (time);
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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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if (Spans == NULL)
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{
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Spans = CreateSpans (Pixels);
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}
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*spans_out = Spans[column];
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}
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return Pixels + column*Height;
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}
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void FWarpTexture::MakeTexture(DWORD time)
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{
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const BYTE *otherpix = SourcePic->GetPixels();
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if (Pixels == NULL)
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{
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Pixels = new BYTE[Width * Height];
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}
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if (Spans != NULL)
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{
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FreeSpans(Spans);
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Spans = NULL;
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}
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GenTime = time;
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WarpBuffer(Pixels, otherpix, Width, Height, WidthOffsetMultiplier, HeightOffsetMultiplier, time, Speed, bWarped);
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}
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// [mxd] Non power of 2 textures need different offset multipliers, otherwise warp animation won't sync across texture
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void FWarpTexture::SetupMultipliers (int width, int height)
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{
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WidthOffsetMultiplier = width;
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HeightOffsetMultiplier = height;
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int widthpo2 = NextPo2(Width);
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int heightpo2 = NextPo2(Height);
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if(widthpo2 != Width) WidthOffsetMultiplier = (int)(WidthOffsetMultiplier * ((float)widthpo2 / Width));
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if(heightpo2 != Height) HeightOffsetMultiplier = (int)(HeightOffsetMultiplier * ((float)heightpo2 / Height));
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}
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int FWarpTexture::NextPo2 (int v)
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{
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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return ++v;
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: TexPart :: TexPart
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//
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//==========================================================================
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FTexture *FWarpTexture::GetRedirect(bool wantwarped)
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{
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if (!wantwarped) return SourcePic->GetRedirect(false);
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else return this;
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}
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//==========================================================================
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//
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// FMultiPatchTexture :: CopyTrueColorPixels
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//
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// This doesn't warp. It's just here in case someone tries to use a warp
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// texture for compositing a multipatch texture
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//
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//==========================================================================
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int FWarpTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf)
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{
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return SourcePic->CopyTrueColorPixels(bmp, x, y, rotate, inf);
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}
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