- moved the texture file format handlers to a subdirectory for clarity.
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21 changed files with 21 additions and 20 deletions
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/*
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** automaptexture.cpp
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** Texture class for Raven's automap parchment
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2006 Randy Heit
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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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** This texture type is only used as a last resort when everything else has failed for creating
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** the AUTOPAGE texture. That's because Raven used a raw lump of non-standard proportions to define it.
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**
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*/
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#include "doomtype.h"
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#include "files.h"
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#include "w_wad.h"
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#include "v_palette.h"
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#include "textures/textures.h"
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//==========================================================================
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//
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// A raw 320x? graphic used by Heretic and Hexen for the automap parchment
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//
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//==========================================================================
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class FAutomapTexture : public FWorldTexture
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{
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public:
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FAutomapTexture(int lumpnum);
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uint8_t *MakeTexture (FRenderStyle style);
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};
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//==========================================================================
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//
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// This texture type will only be used for the AUTOPAGE lump if no other
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// format matches.
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//
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//==========================================================================
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FTexture *AutomapTexture_TryCreate(FileReader &data, int lumpnum)
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{
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if (data.GetLength() < 320) return NULL;
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if (!Wads.CheckLumpName(lumpnum, "AUTOPAGE")) return NULL;
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return new FAutomapTexture(lumpnum);
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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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FAutomapTexture::FAutomapTexture (int lumpnum)
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: FWorldTexture(NULL, lumpnum)
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{
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Width = 320;
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Height = uint16_t(Wads.LumpLength(lumpnum) / 320);
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CalcBitSize ();
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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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uint8_t *FAutomapTexture::MakeTexture (FRenderStyle style)
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{
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int x, y;
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FMemLump data = Wads.ReadLump (SourceLump);
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const uint8_t *indata = (const uint8_t *)data.GetMem();
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auto Pixels = new uint8_t[Width * Height];
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const uint8_t *remap = GetRemap(style);
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for (x = 0; x < Width; ++x)
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{
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for (y = 0; y < Height; ++y)
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{
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auto p = indata[x + 320 * y];
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Pixels[x*Height + y] = remap[p];
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}
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}
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return Pixels;
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}
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