raze/source/core/textures/skytexture.cpp

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/*
** skytexture.cpp
** Composite sky textures for Build.
**
**---------------------------------------------------------------------------
** Copyright 2019 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 "files.h"
#include "filesystem.h"
#include "image.h"
#include "multipatchtexture.h"
#include "printf.h"
#include "texturemanager.h"
#include "buildtiles.h"
#include "texinfo.h"
FGameTexture* GetSkyTexture(FTextureID baseid, int lognumtiles, const int16_t *tilemap, int remap)
{
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FString synthname;
if ((lognumtiles == 0 && remap == 0) || lognumtiles > 4 || lognumtiles < 0)
{
// no special handling - let the old code do its job as-is
return nullptr;
}
int numtiles = 1 << lognumtiles;
synthname.Format("Sky%04x%02x", baseid.GetIndex(), remap);
for(int i = 0; i < numtiles; i++)
{
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synthname += 'A' + tilemap[i];
};
auto tex = TexMan.FindGameTexture(synthname.GetChars());
if (tex) return tex;
auto basetex = TexMan.GetGameTexture(baseid);
auto scalex = basetex->GetScaleX();
auto scaley = basetex->GetScaleY();
TArray<TexPartBuild> build(numtiles, true);
int tilewidth = basetex->GetTexelWidth();
for(int i = 0; i < numtiles; i++)
{
// Todo - allow named textures for the single patches
auto texture = TexMan.GameByIndex(baseid.GetIndex() + tilemap[i]);
if (!texture || !texture->isValid() || texture->GetTexture() == 0) return nullptr;
build[i].TexImage = static_cast<FImageTexture*>(texture->GetTexture());
build[i].OriginX = tilewidth * i;
build[i].Translation = GPalette.GetTranslation(GetTranslationType(remap), GetTranslationIndex(remap));
}
auto tt = MakeGameTexture(new FImageTexture(new FMultiPatchTexture(tilewidth*numtiles, basetex->GetTexelHeight(), build, false, false)), synthname.GetChars(), ETextureType::Override);
tt->SetScale(scalex, scaley);
tt->SetUpscaleFlag(basetex->GetUpscaleFlag(), true);
TexMan.AddGameTexture(tt, true);
return tt;
}