raze-gles/source/common/textures/animtexture.cpp
Christoph Oelckers fda4293013 - draw the movie franes outside of the tile system to reduce the palette maintenance.
The movie code has always been the part causing the most issues because it alters the palettes - the rest treats them as static data.
2020-04-13 23:58:45 +02:00

117 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::SetSize(int width, int height)
{
Size.x = width;
Size.y = height;
Image.Resize(width*height);
}
void AnimTexture::SetFrame(const uint8_t *palette, const void *data_)
{
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Size.x * Size.y);
DeleteHardwareTextures();
}
//===========================================================================
//
// FPNGTexture::CopyPixels
//
//===========================================================================
FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
{
FBitmap bmp;
bmp.Create(Size.x, Size.y);
auto spix = Image.Data();
auto dpix = bmp.GetPixels();
for (int i = 0; i < Size.x * Size.y; 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]->SetSize(width, height);
tex[1]->SetSize(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];
}