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# Conflicts: # source/common/textures/animtexture.cpp # Conflicts: # source/common/2d/v_2ddrawer.cpp # source/common/textures/multipatchtexturebuilder.cpp
118 lines
3.7 KiB
C++
118 lines
3.7 KiB
C++
/*
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** animtexture.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 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 "animtexture.h"
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#include "bitmap.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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void AnimTexture::SetFrameSize(int width, int height)
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{
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FTexture::SetSize(width, height);
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Image.Resize(width * height);
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}
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void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
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{
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memcpy(Palette, palette, 768);
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memcpy(Image.Data(), data_, Width * Height);
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CleanHardwareTextures();
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}
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//===========================================================================
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//
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// FPNGTexture::CopyPixels
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//
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//===========================================================================
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FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
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{
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FBitmap bmp;
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bmp.Create(Width, Height);
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auto spix = Image.Data();
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auto dpix = bmp.GetPixels();
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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int index = spix[i];
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dpix[p + 0] = Palette[index*3+2];
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dpix[p + 1] = Palette[index * 3 + 1];
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dpix[p + 2] = Palette[index * 3];
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dpix[p + 3] = 255;
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}
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return bmp;
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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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AnimTextures::AnimTextures()
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{
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active = 1;
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tex[0] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
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tex[1] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
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}
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AnimTextures::~AnimTextures()
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{
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delete tex[0];
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delete tex[1];
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}
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void AnimTextures::SetSize(int width, int height)
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{
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static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
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static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(width, height);
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tex[0]->SetSize(width, height);
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tex[1]->SetSize(width, height);
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}
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void AnimTextures::SetFrame(const uint8_t* palette, const void* data)
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{
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active ^= 1;
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static_cast<AnimTexture*>(tex[active]->GetTexture())->SetFrame(palette, data);
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}
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FGameTexture* AnimTextures::GetFrame()
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{
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return tex[active];
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}
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