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https://github.com/ZDoom/raze-gles.git
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77 lines
2.8 KiB
C++
77 lines
2.8 KiB
C++
/*
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** buildtexture.cpp
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** Handling Build textures (now as a usable editing feature!)
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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** Copyright 2018 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 "bitmap.h"
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#include "image.h"
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#include "palettecontainer.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, FRemapTable *translation, int width, int height, int left, int top)
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: RawPixels (pixels), Translation(translation)
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{
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Width = width;
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Height = height;
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LeftOffset = left;
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TopOffset = top;
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}
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TArray<uint8_t> FBuildTexture::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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FRemapTable *Remap = Translation;
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for (int i = 0; i < Width*Height; i++)
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{
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auto c = RawPixels[i];
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Pixels[i] = conversion == luminance ? Remap->Palette[c].Luminance() : Remap->Remap[c];
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}
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return Pixels;
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}
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int FBuildTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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PalEntry *Remap = Translation->Palette;
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bmp->CopyPixelData(0, 0, RawPixels, Width, Height, Height, 1, 0, Remap);
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return -1;
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}
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