/* ** 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" FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t *tilemap, int remap) { 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", basetile, remap); for(int i = 0; i < numtiles; i++) { synthname += 'A' + tilemap[i]; }; auto tex = TexMan.FindGameTexture(synthname); if (tex) return tex; TArray build(numtiles, true); int tilewidth = tileWidth(basetile); for(int i = 0; i < numtiles; i++) { auto texture = tileGetTexture(basetile + tilemap[i]); if (!texture || !texture->isValid() || texture->GetTexture() == 0) return nullptr; build[i].TexImage = static_cast(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, tileHeight(basetile), build, false, false)), synthname, ETextureType::Override); tt->SetUpscaleFlag(tileGetTexture(basetile)->GetUpscaleFlag(), true); TexMan.AddGameTexture(tt, true); return tt; }