/* ** animtexture.cpp ** **--------------------------------------------------------------------------- ** 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 "animtexture.h" #include "bitmap.h" //========================================================================== // // // //========================================================================== void AnimTexture::SetFrameSize(int width, int height) { FTexture::SetSize(width, height); Image.Resize(width * height); } void AnimTexture::SetFrame(const uint8_t* palette, const void* data_) { memcpy(Palette, palette, 768); memcpy(Image.Data(), data_, Width * Height); CleanHardwareTextures(); } //=========================================================================== // // FPNGTexture::CopyPixels // //=========================================================================== FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans) { FBitmap bmp; bmp.Create(Width, Height); auto spix = Image.Data(); auto dpix = bmp.GetPixels(); for (int i = 0; i < Width * Height; i++) { int p = i * 4; int index = spix[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 bmp; } //========================================================================== // // // //========================================================================== AnimTextures::AnimTextures() { active = 1; tex[0] = MakeGameTexture(new AnimTexture, "", ETextureType::Special); tex[1] = MakeGameTexture(new AnimTexture, "", ETextureType::Special); } AnimTextures::~AnimTextures() { delete tex[0]; delete tex[1]; } void AnimTextures::SetSize(int width, int height) { static_cast(tex[0]->GetTexture())->SetFrameSize(width, height); static_cast(tex[1]->GetTexture())->SetFrameSize(width, height); tex[0]->SetSize(width, height); tex[1]->SetSize(width, height); } void AnimTextures::SetFrame(const uint8_t* palette, const void* data) { active ^= 1; static_cast(tex[active]->GetTexture())->SetFrame(palette, data); } FGameTexture* AnimTextures::GetFrame() { return tex[active]; }