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

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/*
** automaptexture.cpp
** Texture class for Raven's automap parchment
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
** This texture type is only used as a last resort when everything else has failed for creating
** the AUTOPAGE texture. That's because Raven used a raw lump of non-standard proportions to define it.
**
*/
#include "files.h"
#include "filesystem.h"
#include "imagehelpers.h"
#include "image.h"
//==========================================================================
//
// A raw 320x? graphic used by Heretic and Hexen for the automap parchment
//
//==========================================================================
class FAutomapTexture : public FImageSource
{
public:
FAutomapTexture(int lumpnum);
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
};
//==========================================================================
//
// This texture type will only be used for the AUTOPAGE lump if no other
// format matches.
//
//==========================================================================
FImageSource *AutomapImage_TryCreate(FileReader &data, int lumpnum)
{
if (data.GetLength() < 320) return nullptr;
if (!fileSystem.CheckFileName(lumpnum, "AUTOPAGE")) return nullptr;
return new FAutomapTexture(lumpnum);
}
//==========================================================================
//
//
//
//==========================================================================
FAutomapTexture::FAutomapTexture (int lumpnum)
: FImageSource(lumpnum)
{
Width = 320;
Height = uint16_t(fileSystem.FileLength(lumpnum) / 320);
bUseGamePalette = true;
}
//==========================================================================
//
//
//
//==========================================================================
TArray<uint8_t> FAutomapTexture::CreatePalettedPixels(int conversion)
{
int x, y;
FileData data = fileSystem.ReadFile (SourceLump);
const uint8_t *indata = (const uint8_t *)data.GetMem();
TArray<uint8_t> Pixels(Width * Height, true);
const uint8_t *remap = ImageHelpers::GetRemap(conversion == luminance);
for (x = 0; x < Width; ++x)
{
for (y = 0; y < Height; ++y)
{
auto p = indata[x + 320 * y];
Pixels[x*Height + y] = remap[p];
}
}
return Pixels;
}