mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
6bffdf80a1
Game compiles and runs but transparency doesn't work yet. # Conflicts: # source/CMakeLists.txt # source/core/menu/menu.cpp # source/core/textures/buildtiles.cpp
116 lines
3.4 KiB
C++
116 lines
3.4 KiB
C++
/*
|
|
** 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);
|
|
SystemTextures.Clean(true, true);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// 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] = new AnimTexture;
|
|
tex[1] = new AnimTexture;
|
|
}
|
|
|
|
AnimTextures::~AnimTextures()
|
|
{
|
|
delete tex[0];
|
|
delete tex[1];
|
|
}
|
|
|
|
void AnimTextures::SetSize(int width, int height)
|
|
{
|
|
tex[0]->SetFrameSize(width, height);
|
|
tex[1]->SetFrameSize(width, height);
|
|
}
|
|
|
|
void AnimTextures::SetFrame(const uint8_t *palette, const void* data)
|
|
{
|
|
active ^= 1;
|
|
tex[active]->SetFrame(palette, data);
|
|
}
|
|
|
|
FTexture * AnimTextures::GetFrame()
|
|
{
|
|
return tex[active];
|
|
}
|