- moved the textures used for the animations into the texture manager.

This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
This commit is contained in:
Christoph Oelckers 2020-06-14 20:27:13 +02:00
parent edd9f1773b
commit 946da7d622
9 changed files with 94 additions and 104 deletions

View file

@ -33,6 +33,8 @@
*/
#include "animtexture.h"
#include "bitmap.h"
#include "texturemanager.h"
#include "templates.h"
//==========================================================================
//
@ -40,17 +42,19 @@
//
//==========================================================================
void AnimTexture::SetFrameSize(int width, int height)
void AnimTexture::SetFrameSize(int format, int width, int height)
{
FTexture::SetSize(width, height);
Image.Resize(width * height);
Image.Resize(width * height * (format == Paletted ? 1 : 3));
pixelformat = format;
}
void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
{
memcpy(Palette, palette, 768);
memcpy(Image.Data(), data_, Width * Height);
memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
CleanHardwareTextures();
pixelformat = Paletted;
}
//===========================================================================
@ -67,14 +71,51 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
auto spix = Image.Data();
auto dpix = bmp.GetPixels();
for (int i = 0; i < Width * Height; i++)
if (pixelformat == Paletted)
{
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;
for (int i = 0; i < Width * Height; 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;
}
}
else if (pixelformat == RGB)
{
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
dpix[p + 0] = spix[p + 2];
dpix[p + 1] = spix[p + 1];
dpix[p + 2] = spix[p];
dpix[p + 3] = 255;
}
}
else if (pixelformat == YUV)
{
for (int i = 0; i < Width * Height; i++)
{
int p = i * 4;
float y = spix[p] * (1 / 255.f);
float u = spix[p + 1] * (1 / 255.f) - 0.5f;
float v = spix[p + 2] * (1 / 255.f) - 0.5f;
y = 1.1643f * (y - 0.0625f);
float r = y + 1.5958f * v;
float g = y - 0.39173f * u - 0.81290f * v;
float b = y + 2.017f * u;
dpix[p + 0] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
dpix[p + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
dpix[p + 2] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
dpix[p + 3] = 255;
}
return bmp;
}
return bmp;
}
@ -88,20 +129,20 @@ FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
AnimTextures::AnimTextures()
{
active = 1;
tex[0] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
tex[1] = MakeGameTexture(new AnimTexture, "", ETextureType::Special);
tex[0] = TexMan.FindGameTexture("AnimTextureFrame1", ETextureType::Override);
tex[1] = TexMan.FindGameTexture("AnimTextureFrame2", ETextureType::Override);
}
AnimTextures::~AnimTextures()
{
delete tex[0];
delete tex[1];
tex[0]->CleanHardwareData(true);
tex[1]->CleanHardwareData(true);
}
void AnimTextures::SetSize(int width, int height)
void AnimTextures::SetSize(int format, int width, int height)
{
static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(width, height);
static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(width, height);
static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(format, width, height);
static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(format, width, height);
tex[0]->SetSize(width, height);
tex[1]->SetSize(width, height);
}
@ -111,8 +152,3 @@ void AnimTextures::SetFrame(const uint8_t* palette, const void* data)
active ^= 1;
static_cast<AnimTexture*>(tex[active]->GetTexture())->SetFrame(palette, data);
}
FGameTexture* AnimTextures::GetFrame()
{
return tex[active];
}