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https://github.com/ZDoom/Raze.git
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869433ee2e
This is only relevant for Vulkan because it stores the descriptor sets with the material, not the hardware texture.
166 lines
5.4 KiB
C++
166 lines
5.4 KiB
C++
/*
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** animtexture.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "animtexture.h"
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#include "bitmap.h"
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#include "texturemanager.h"
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#include "templates.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void AnimTexture::SetFrameSize(int format, int width, int height)
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{
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pixelformat = format;
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FTexture::SetSize(width, height);
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Image.Resize(width * height * (format == Paletted ? 1 : 3));
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memset(Image.Data(), 0, Image.Size());
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}
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void AnimTexture::SetFrame(const uint8_t* palette, const void* data_)
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{
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if (palette) memcpy(Palette, palette, 768);
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if (data_)
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{
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if (pixelformat == YUV)
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{
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auto spix = (const uint8_t*)data_;
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auto dpix = Image.Data();
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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int q = i * 3;
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float y = spix[p] * (1 / 255.f);
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float u = spix[p + 1] * (1 / 255.f) - 0.5f;
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float v = spix[p + 2] * (1 / 255.f) - 0.5f;
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y = 1.1643f * (y - 0.0625f);
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float r = y + 1.5958f * v;
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float g = y - 0.39173f * u - 0.81290f * v;
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float b = y + 2.017f * u;
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dpix[q + 0] = (uint8_t)(clamp(r, 0.f, 1.f) * 255);
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dpix[q + 1] = (uint8_t)(clamp(g, 0.f, 1.f) * 255);
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dpix[q + 2] = (uint8_t)(clamp(b, 0.f, 1.f) * 255);
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}
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}
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else memcpy(Image.Data(), data_, Width * Height * (pixelformat == Paletted ? 1 : 3));
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}
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}
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//===========================================================================
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//
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// FPNGTexture::CopyPixels
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//
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//===========================================================================
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FBitmap AnimTexture::GetBgraBitmap(const PalEntry* remap, int* trans)
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{
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FBitmap bmp;
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bmp.Create(Width, Height);
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auto spix = Image.Data();
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auto dpix = bmp.GetPixels();
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if (pixelformat == Paletted)
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{
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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int index = spix[i];
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dpix[p + 0] = Palette[index * 3 + 2];
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dpix[p + 1] = Palette[index * 3 + 1];
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dpix[p + 2] = Palette[index * 3];
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dpix[p + 3] = 255;
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}
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}
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else if (pixelformat == RGB || pixelformat == YUV)
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{
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for (int i = 0; i < Width * Height; i++)
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{
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int p = i * 4;
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int q = i * 3;
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dpix[p + 0] = spix[q + 2];
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dpix[p + 1] = spix[q + 1];
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dpix[p + 2] = spix[q];
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dpix[p + 3] = 255;
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}
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}
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return bmp;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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AnimTextures::AnimTextures()
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{
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active = 1;
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tex[0] = TexMan.FindGameTexture("AnimTextureFrame1", ETextureType::Override);
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tex[1] = TexMan.FindGameTexture("AnimTextureFrame2", ETextureType::Override);
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}
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AnimTextures::~AnimTextures()
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{
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Clean();
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}
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void AnimTextures::Clean()
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{
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if (tex[0]) tex[0]->CleanHardwareData(true);
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if (tex[1]) tex[1]->CleanHardwareData(true);
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tex[0] = tex[1] = nullptr;
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}
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void AnimTextures::SetSize(int format, int width, int height)
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{
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static_cast<AnimTexture*>(tex[0]->GetTexture())->SetFrameSize(format, width, height);
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static_cast<AnimTexture*>(tex[1]->GetTexture())->SetFrameSize(format, width, height);
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tex[0]->SetSize(width, height);
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tex[1]->SetSize(width, height);
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tex[0]->CleanHardwareData();
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tex[1]->CleanHardwareData();
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}
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void AnimTextures::SetFrame(const uint8_t* palette, const void* data)
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{
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active ^= 1;
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static_cast<AnimTexture*>(tex[active]->GetTexture())->SetFrame(palette, data);
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tex[active]->CleanHardwareData();
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}
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