/* ** imgztexture.cpp ** Texture class for IMGZ style images ** **--------------------------------------------------------------------------- ** 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. **--------------------------------------------------------------------------- ** ** */ #include "files.h" #include "filesystem.h" #include "bitmap.h" #include "imagehelpers.h" #include "image.h" bool checkIMGZPalette(FileReader &file); //========================================================================== // // An IMGZ image (mostly just crosshairs) // [RH] Just a format I invented to avoid WinTex's palette remapping // when I wanted to insert some alpha maps. // //========================================================================== class FIMGZTexture : public FImageSource { struct ImageHeader { uint8_t Magic[4]; uint16_t Width; uint16_t Height; int16_t LeftOffset; int16_t TopOffset; uint8_t Compression; uint8_t Reserved[11]; }; bool isalpha = true; public: FIMGZTexture (int lumpnum, uint16_t w, uint16_t h, int16_t l, int16_t t, bool isalpha); TArray CreatePalettedPixels(int conversion) override; int CopyPixels(FBitmap *bmp, int conversion) override; }; //========================================================================== // // // //========================================================================== FImageSource *IMGZImage_TryCreate(FileReader & file, int lumpnum) { uint32_t magic = 0; uint16_t w, h; int16_t l, t; bool ispalette; file.Seek(0, FileReader::SeekSet); if (file.Read(&magic, 4) != 4) return NULL; if (magic != MAKE_ID('I','M','G','Z')) return NULL; w = file.ReadUInt16(); h = file.ReadUInt16(); l = file.ReadInt16(); t = file.ReadInt16(); ispalette = checkIMGZPalette(file); return new FIMGZTexture(lumpnum, w, h, l, t, !ispalette); } //========================================================================== // // // //========================================================================== FIMGZTexture::FIMGZTexture (int lumpnum, uint16_t w, uint16_t h, int16_t l, int16_t t, bool _isalpha) : FImageSource(lumpnum) { Width = w; Height = h; LeftOffset = l; TopOffset = t; isalpha = _isalpha; bUseGamePalette = !isalpha; } //========================================================================== // // // //========================================================================== TArray FIMGZTexture::CreatePalettedPixels(int conversion) { FileData lump = fileSystem.ReadFile (SourceLump); const ImageHeader *imgz = (const ImageHeader *)lump.GetMem(); const uint8_t *data = (const uint8_t *)&imgz[1]; uint8_t *dest_p; int dest_adv = Height; int dest_rew = Width * Height - 1; TArray Pixels(Width*Height, true); dest_p = Pixels.Data(); const uint8_t *remap = ImageHelpers::GetRemap(conversion == luminance, isalpha); // Convert the source image from row-major to column-major format and remap it if (!imgz->Compression) { for (int y = Height; y != 0; --y) { for (int x = Width; x != 0; --x) { *dest_p = remap[*data]; dest_p += dest_adv; data++; } dest_p -= dest_rew; } } else { // IMGZ compression is the same RLE used by IFF ILBM files int runlen = 0, setlen = 0; uint8_t setval = 0; // Shut up, GCC for (int y = Height; y != 0; --y) { for (int x = Width; x != 0; ) { if (runlen != 0) { *dest_p = remap[*data]; dest_p += dest_adv; data++; x--; runlen--; } else if (setlen != 0) { *dest_p = setval; dest_p += dest_adv; x--; setlen--; } else { int8_t code = *data++; if (code >= 0) { runlen = code + 1; } else if (code != -128) { setlen = (-code) + 1; setval = remap[*data++]; } } } dest_p -= dest_rew; } } return Pixels; } //========================================================================== // // // //========================================================================== int FIMGZTexture::CopyPixels(FBitmap *bmp, int conversion) { if (!isalpha) return FImageSource::CopyPixels(bmp, conversion); else return CopyTranslatedPixels(bmp, GPalette.GrayscaleMap.Palette); }