mirror of
https://github.com/ZDoom/raze-gles.git
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a7075bc1b0
* removed old sound loading code, which was the last bit to use cacheAllocateBlock which is also gone now. * cleanup of player sound code. All game side tracking of the sound resources has been removed. does not compile yet.
166 lines
4.9 KiB
C++
166 lines
4.9 KiB
C++
/*
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** arttexture.cpp
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** Texture class for ART-based hightiles
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "files.h"
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#include "templates.h"
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#include "bitmap.h"
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#include "image.h"
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#include "build.h"
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//==========================================================================
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//
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// an AET texture
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//
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//==========================================================================
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class FArtTexture : public FImageSource
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{
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public:
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FArtTexture (int width, int height, int p);
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void CreatePalettedPixels(uint8_t* buffer);
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int CopyPixels(FBitmap *bmp, int conversion) override;
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int32_t picanmdisk; // Todo: Get this out again on the other side.
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FImageSource *ArtImage_TryCreate(FileReader & file)
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{
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auto buffer = file.Read();
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// Cannot load if smaller than the header.
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if (buffer.Size() < ARTv1_UNITOFFSET) return nullptr;
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uint32_t* header = (uint32_t *) buffer.Data();
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int ver = LittleLong(header[0]);
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if (ver != 1) return nullptr;
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// Only allow files with one tile.
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int firsttile = LittleLong(header[1]);
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int lasttile = LittleLong(header[2]);
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if (firsttile != lasttile) return nullptr;
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int32_t picanmdisk = LittleLong(header[5]);
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int Width = LittleShort(B_UNBUF16(&buffer[16]));
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int Height = LittleShort(B_UNBUF16(&buffer[18]));
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if (Width <= 0 || Height <= 0)
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{
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return nullptr;
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}
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int32_t NumPixels = Width * Height;
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if (ARTv1_UNITOFFSET + NumPixels > (int)buffer.Size())
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{
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return nullptr;
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}
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return new FArtTexture(Width, Height, picanmdisk);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FArtTexture::FArtTexture(int width, int height, int p)
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{
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Width = width;
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Height = height;
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picanmdisk = p;
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}
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//==========================================================================
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//
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// This will never be called by the software renderer but let's be safe.
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//
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//==========================================================================
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void FArtTexture::CreatePalettedPixels(uint8_t* buffer)
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{
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FileReader fr = fileSystem.OpenFileReader(Name, 0);
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if (!fr.isOpen()) return;
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int numpixels = Width * Height;
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fr.Read(buffer, numpixels);
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}
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//===========================================================================
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//
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// FArtTexture::CopyPixels
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//
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// This format is special because it ignores the game palettes and
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// only outputs a true color image with the primary palette.
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//
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//===========================================================================
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int FArtTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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// Treat both buffer as linear contiguous blocks.
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// Both Src and Dst are ordered the same with no padding.
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int numpixels = Width * Height;
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bool hasalpha = false;
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FileReader fr = fileSystem.OpenFileReader(Name, 0);
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if (!fr.isOpen()) return 0;
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TArray<uint8_t> source(numpixels, true);
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fr.Read(source.Data(), numpixels);
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auto dest = bmp->GetPixels();
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for (int y = 0; y < numpixels; ++y)
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{
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int index = source[y];
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if (index == 255)
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{
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hasalpha = true;
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continue;
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}
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dest[0] = palette[index];
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dest[1] = palette[index+1];
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dest[2] = palette[index+2];
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dest[3] = 255;
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dest += 4;
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}
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bMasked = hasalpha;
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return 0;
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}
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