- made some changes to the FImageSource interface that allows forwarding the bRemap0 flag, but do it so that it doesn't permanently alter how the image looks.
In ZDoom this would affect everything using a patch that got used in a front sky layer, even if the texture was totally unrelated. It is only owed to the low usability of such patches for other purposes that this hasn't caused problems.
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583a740441
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18 changed files with 90 additions and 105 deletions
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@ -45,7 +45,7 @@
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//
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//===========================================================================
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TArray<uint8_t> FImageSource::Get8BitPixels(bool alphatex)
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TArray<uint8_t> FImageSource::GetPalettedPixels(int conversion)
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{
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TArray<uint8_t> Pixels(Width * Height, true);
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memset(Pixels.Data(), 0, Width * Height);
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@ -65,11 +65,12 @@ TArray<uint8_t> FImageSource::Get8BitPixels(bool alphatex)
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//
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//===========================================================================
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int FImageSource::CopyPixels(FBitmap *bmp)
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int FImageSource::CopyPixels(FBitmap *bmp, int conversion)
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{
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if (conversion == luminance) conversion = normal; // luminance images have no use as an RGB source.
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PalEntry *palette = screen->GetPalette();
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for(int i=1;i<256;i++) palette[i].a = 255; // set proper alpha values
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auto ppix = Get8BitPixels(false); // should use composition cache
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auto ppix = GetPalettedPixels(conversion); // should use composition cache
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, palette, nullptr);
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for(int i=1;i<256;i++) palette[i].a = 0;
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return 0;
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@ -77,8 +78,7 @@ int FImageSource::CopyPixels(FBitmap *bmp)
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int FImageSource::CopyTranslatedPixels(FBitmap *bmp, PalEntry *remap)
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{
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auto ppix = Get8BitPixels(false); // should use composition cache
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auto ppix = GetPalettedPixels(false); // should use composition cache
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bmp->CopyPixelData(0, 0, ppix.Data(), Width, Height, Height, 1, 0, remap, nullptr);
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return 0;
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}
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