/* ** 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" #include "texturemanager.h" #include "templates.h" //========================================================================== // // // //========================================================================== void AnimTexture::SetFrameSize(int format, int width, int height) { pixelformat = format; FTexture::SetSize(width, height); Image.Resize(width * height * (format == Paletted ? 1 : 3)); memset(Image.Data(), 0, Image.Size()); CleanHardwareTextures(); } void AnimTexture::SetFrame(const uint8_t* palette, const void* data_) { if (palette) memcpy(Palette, palette, 768); if (data_) { if (pixelformat == YUV) { auto spix = (const uint8_t*)data_; auto dpix = Image.Data(); for (int i = 0; i < Width * Height; i++) { int p = i * 4; int q = i * 3; float y = spix[p] * (1 / 255.f); float u = spix[p + 1] * (1 / 255.f) - 0.5f; float v = spix[p + 2] * (1 / 255.f) - 0.5f; y = 1.1643f * (y - 0.0625f); float r = y + 1.5958f * v; float g = y - 0.39173f * u - 0.81290f * v; float b = y + 2.017f * u; dpix[q + 0] = (uint8_t)(clamp(r, 0.f, 1.f) * 255); dpix[q + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255); dpix[q + 2] = (uint8_t)(clamp(b, 0.f, 1.f) * 255); } } else memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3)); } 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(); if (pixelformat == Paletted) { 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; } } else if (pixelformat == RGB || pixelformat == YUV) { for (int i = 0; i < Width * Height; i++) { int p = i * 4; int q = i * 3; dpix[p + 0] = spix[q + 2]; dpix[p + 1] = spix[q + 1]; dpix[p + 2] = spix[q]; dpix[p + 3] = 255; } } return bmp; } //========================================================================== // // // //========================================================================== AnimTextures::AnimTextures() { active = 1; tex[0] = TexMan.FindGameTexture("AnimTextureFrame1", ETextureType::Override); tex[1] = TexMan.FindGameTexture("AnimTextureFrame2", ETextureType::Override); } AnimTextures::~AnimTextures() { Clean(); } void AnimTextures::Clean() { if (tex[0]) tex[0]->CleanHardwareData(true); if (tex[1]) tex[1]->CleanHardwareData(true); tex[0] = tex[1] = nullptr; } void AnimTextures::SetSize(int format, int width, int height) { static_cast(tex[0]->GetTexture())->SetFrameSize(format, width, height); static_cast(tex[1]->GetTexture())->SetFrameSize(format, 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); }