raze-gles/source/common/textures/formats/imgztexture.cpp

207 lines
5.5 KiB
C++

/*
** 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<uint8_t> 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<uint8_t> 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<uint8_t> 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);
}