/* ** buildtexture.cpp ** Handling Build textures (now as a usable editing feature!) ** **--------------------------------------------------------------------------- ** Copyright 2004-2006 Randy Heit ** Copyright 2018 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 "bitmap.h" #include "image.h" #include "palettecontainer.h" //========================================================================== // // // //========================================================================== FBuildTexture::FBuildTexture(const FString &pathprefix, int tilenum, const uint8_t *pixels, FRemapTable *translation, int width, int height, int left, int top) : RawPixels (pixels), Translation(translation) { Width = width; Height = height; LeftOffset = left; TopOffset = top; } PalettedPixels FBuildTexture::CreatePalettedPixels(int conversion, int frame) { PalettedPixels Pixels(Width * Height); FRemapTable *Remap = Translation; for (int i = 0; i < Width*Height; i++) { auto c = RawPixels[i]; Pixels[i] = conversion == luminance ? Remap->Palette[c].Luminance() : Remap->Remap[c]; } return Pixels; } int FBuildTexture::CopyPixels(FBitmap *bmp, int conversion, int frame) { PalEntry *Remap = Translation->Palette; bmp->CopyPixelData(0, 0, RawPixels, Width, Height, Height, 1, 0, Remap); return -1; }