raze-gles/source/core/textures/formats/arttexture.cpp

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/*
** arttexture.cpp
** Texture class for ART-based hightiles
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** 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 "files.h"
#include "templates.h"
#include "bitmap.h"
#include "image.h"
#include "build.h"
//==========================================================================
//
// an AET texture
//
//==========================================================================
class FArtTexture : public FImageSource
{
public:
FArtTexture (int width, int height, int p);
void CreatePalettedPixels(uint8_t* buffer) override;
int CopyPixels(FBitmap *bmp, int conversion) override;
int32_t picanmdisk; // Todo: Get this out again on the other side.
};
//==========================================================================
//
//
//
//==========================================================================
FImageSource *ArtImage_TryCreate(FileReader & file)
{
auto buffer = file.Read();
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// Cannot load if smaller than the header.
if (buffer.Size() < ARTv1_UNITOFFSET) return nullptr;
uint32_t* header = (uint32_t *) buffer.Data();
int ver = LittleLong(header[0]);
if (ver != 1) return nullptr;
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// Only allow files with one tile.
int firsttile = LittleLong(header[1]);
int lasttile = LittleLong(header[2]);
if (firsttile != lasttile) return nullptr;
int32_t picanmdisk = LittleLong(header[5]);
int Width = LittleShort(B_UNBUF16(&buffer[16]));
int Height = LittleShort(B_UNBUF16(&buffer[18]));
if (Width <= 0 || Height <= 0)
{
return nullptr;
}
int32_t NumPixels = Width * Height;
if (ARTv1_UNITOFFSET + NumPixels > (int)buffer.Size())
{
return nullptr;
}
return new FArtTexture(Width, Height, picanmdisk);
}
//==========================================================================
//
//
//
//==========================================================================
FArtTexture::FArtTexture(int width, int height, int p)
{
Width = width;
Height = height;
picanmdisk = p;
}
//==========================================================================
//
// This will never be called by the software renderer but let's be safe.
//
//==========================================================================
void FArtTexture::CreatePalettedPixels(uint8_t* buffer)
{
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FileReader fr = fileSystem.OpenFileReader(Name);
if (!fr.isOpen()) return;
int numpixels = Width * Height;
fr.Read(buffer, numpixels);
}
//===========================================================================
//
// FArtTexture::CopyPixels
//
// This format is special because it ignores the game palettes and
// only outputs a true color image with the primary palette.
//
//===========================================================================
int FArtTexture::CopyPixels(FBitmap *bmp, int conversion)
{
// Treat both buffer as linear contiguous blocks.
// Both Src and Dst are ordered the same with no padding.
int numpixels = Width * Height;
bool hasalpha = false;
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FileReader fr = fileSystem.OpenFileReader(Name);
if (!fr.isOpen()) return 0;
TArray<uint8_t> source(numpixels, true);
fr.Read(source.Data(), numpixels);
auto dest = bmp->GetPixels();
for (int y = 0; y < numpixels; ++y)
{
int index = source[y];
if (index == 255)
{
hasalpha = true;
continue;
}
dest[0] = palette[index];
dest[1] = palette[index+1];
dest[2] = palette[index+2];
dest[3] = 255;
dest += 4;
}
bMasked = hasalpha;
return 0;
}