raze-gles/source/common/textures/formats/anmtexture.cpp

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/*
** anmtexture.cpp
** Texture class for reading the first frame of Build ANM files
**
**---------------------------------------------------------------------------
** Copyright 2020 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 "filesystem.h"
#include "bitmap.h"
#include "imagehelpers.h"
#include "image.h"
#include "animlib.h"
//==========================================================================
//
//
//==========================================================================
class FAnmTexture : public FImageSource
{
public:
FAnmTexture (int lumpnum, int w, int h);
void ReadFrame(uint8_t *buffer, uint8_t *palette);
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
int CopyPixels(FBitmap *bmp, int conversion) override;
};
//==========================================================================
//
//
//
//==========================================================================
FImageSource *AnmImage_TryCreate(FileReader & file, int lumpnum)
{
file.Seek(0, FileReader::SeekSet);
char check[4];
file.Read(check, 4);
if (memcmp(check, "LPF ", 4)) return nullptr;
file.Seek(0, FileReader::SeekSet);
auto buffer = file.ReadPadded(1);
anim_t anim;
if (ANIM_LoadAnim(&anim, buffer.Data(), buffer.Size() - 1) < 0)
{
return nullptr;
}
int numframes = ANIM_NumFrames(&anim);
if (numframes >= 1)
{
return new FAnmTexture(lumpnum, 320, 200);
}
return nullptr;
}
//==========================================================================
//
//
//
//==========================================================================
FAnmTexture::FAnmTexture (int lumpnum, int w, int h)
: FImageSource(lumpnum)
{
Width = w;
Height = h;
LeftOffset = 0;
TopOffset = 0;
}
void FAnmTexture::ReadFrame(uint8_t *pixels, uint8_t *palette)
{
FileData lump = fileSystem.ReadFile (SourceLump);
uint8_t *source = (uint8_t *)lump.GetMem();
anim_t anim;
if (ANIM_LoadAnim(&anim, source, (int)lump.GetSize()) >= 0)
{
int numframes = ANIM_NumFrames(&anim);
if (numframes >= 1)
{
memcpy(palette, ANIM_GetPalette(&anim), 768);
memcpy(pixels, ANIM_DrawFrame(&anim, 1), Width*Height);
return;
}
}
memset(pixels, 0, Width*Height);
memset(palette, 0, 768);
}
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> FAnmTexture::CreatePalettedPixels(int conversion)
{
TArray<uint8_t> pixels(Width*Height, true);
uint8_t buffer[64000];
uint8_t palette[768];
uint8_t remap[256];
ReadFrame(buffer, palette);
for(int i=0;i<256;i++)
{
remap[i] = ColorMatcher.Pick(palette[i*3], palette[i*3+1], palette[i*3+2]);
}
ImageHelpers::FlipNonSquareBlockRemap (pixels.Data(), buffer, Width, Height, Width, remap);
return pixels;
}
//==========================================================================
//
//
//
//==========================================================================
int FAnmTexture::CopyPixels(FBitmap *bmp, int conversion)
{
uint8_t buffer[64000];
uint8_t palette[768];
ReadFrame(buffer, palette);
auto dpix = bmp->GetPixels();
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
int index = buffer[i];
dpix[p + 0] = palette[index * 3 + 2];
dpix[p + 1] = palette[index * 3 + 1];
dpix[p + 2] = palette[index * 3];
dpix[p + 3] = 255;
}
return -1;
}