raze/source/common/textures/image.h

141 lines
3.1 KiB
C
Raw Normal View History

#pragma once
#include <stdint.h>
#include "zstring.h"
#include "tarray.h"
#include "textures.h"
#include "bitmap.h"
#include "memarena.h"
class FImageSource;
using PrecacheInfo = TMap<int, std::pair<int, int>>;
struct PalettedPixels
{
friend class FImageSource;
TArrayView<uint8_t> Pixels;
private:
TArray<uint8_t> PixelStore;
bool ownsPixels() const
{
return Pixels.Data() == PixelStore.Data();
}
};
// This represents a naked image. It has no high level logic attached to it.
// All it can do is provide raw image data to its users.
class FImageSource
{
protected:
static int NextID;
int SourceLump;
int Width = 0, Height = 0;
int LeftOffset = 0, TopOffset = 0; // Offsets stored in the image.
bool bUseGamePalette = false; // true if this is an image without its own color set.
int ImageID = -1;
FString Name;
// Internal image creation functions. All external access should go through the cache interface,
// so that all code can benefit from future improvements to that.
public:
virtual ~FImageSource() = default;
void CopySize(FImageSource &other)
{
Width = other.Width;
Height = other.Height;
LeftOffset = other.LeftOffset;
TopOffset = other.TopOffset;
SourceLump = other.SourceLump;
}
bool bMasked = true; // Image (might) have holes (Assume true unless proven otherwise!)
int8_t bTranslucent = -1; // Image has pixels with a non-0/1 value. (-1 means the user needs to do a real check)
int GetId() const { return ImageID; }
// 'noremap0' will only be looked at by FPatchTexture and forwarded by FMultipatchTexture.
static FImageSource * GetImage(const char *name);
virtual void CreatePalettedPixels(uint8_t *destbuffer);
virtual const uint8_t* GetPalettedPixels();
virtual int CopyPixels(FBitmap* bmp, int conversion); // This will always ignore 'luminance'.
int CopyTranslatedPixels(FBitmap* bmp, PalEntry* remap);
// Conversion option
enum EType
{
normal = 0,
luminance = 1,
noremap0 = 2
};
FImageSource(int sourcelump = -1) : SourceLump(sourcelump) { ImageID = ++NextID; }
int GetWidth() const
{
return Width;
}
int GetHeight() const
{
return Height;
}
std::pair<int, int> GetSize() const
{
return std::make_pair(Width, Height);
}
std::pair<int, int> GetOffsets() const
{
return std::make_pair(LeftOffset, TopOffset);
}
void SetOffsets(int x, int y)
{
LeftOffset = x;
TopOffset = y;
}
int LumpNum() const
{
return SourceLump;
}
bool UseGamePalette() const
{
return bUseGamePalette;
}
};
//==========================================================================
//
// a TGA texture
//
//==========================================================================
class FImageTexture : public FTexture
{
FImageSource *mImage;
public:
FImageTexture (FImageSource *image, const char *name = nullptr);
void Create8BitPixels(uint8_t* buffer) override;
const uint8_t* Get8BitPixels() override;
void SetImage(FImageSource *img) // This is only for the multipatch texture builder!
{
mImage = img;
}
FImageSource *GetImage() const override { return mImage; }
FBitmap GetBgraBitmap(PalEntry *p, int *trans) override;
};