- moved the resourcefiles and textures folders into gamedata.
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69 changed files with 66 additions and 66 deletions
208
src/gamedata/textures/formats/imgztexture.cpp
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src/gamedata/textures/formats/imgztexture.cpp
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/*
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** imgztexture.cpp
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** Texture class for IMGZ style images
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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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**
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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_video.h"
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#include "bitmap.h"
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#include "imagehelpers.h"
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#include "image.h"
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bool checkIMGZPalette(FileReader &file);
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//==========================================================================
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//
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// An IMGZ image (mostly just crosshairs)
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// [RH] Just a format I invented to avoid WinTex's palette remapping
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// when I wanted to insert some alpha maps.
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//
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//==========================================================================
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class FIMGZTexture : public FImageSource
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{
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struct ImageHeader
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{
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uint8_t Magic[4];
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uint16_t Width;
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uint16_t Height;
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int16_t LeftOffset;
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int16_t TopOffset;
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uint8_t Compression;
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uint8_t Reserved[11];
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};
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bool isalpha = true;
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public:
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FIMGZTexture (int lumpnum, uint16_t w, uint16_t h, int16_t l, int16_t t, bool isalpha);
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TArray<uint8_t> CreatePalettedPixels(int conversion) override;
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int CopyPixels(FBitmap *bmp, int conversion) override;
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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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FImageSource *IMGZImage_TryCreate(FileReader & file, int lumpnum)
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{
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uint32_t magic = 0;
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uint16_t w, h;
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int16_t l, t;
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bool ispalette;
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file.Seek(0, FileReader::SeekSet);
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if (file.Read(&magic, 4) != 4) return NULL;
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if (magic != MAKE_ID('I','M','G','Z')) return NULL;
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w = file.ReadUInt16();
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h = file.ReadUInt16();
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l = file.ReadInt16();
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t = file.ReadInt16();
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ispalette = checkIMGZPalette(file);
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return new FIMGZTexture(lumpnum, w, h, l, t, !ispalette);
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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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FIMGZTexture::FIMGZTexture (int lumpnum, uint16_t w, uint16_t h, int16_t l, int16_t t, bool _isalpha)
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: FImageSource(lumpnum)
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{
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Width = w;
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Height = h;
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LeftOffset = l;
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TopOffset = t;
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isalpha = _isalpha;
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bUseGamePalette = !isalpha;
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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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TArray<uint8_t> FIMGZTexture::CreatePalettedPixels(int conversion)
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{
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FMemLump lump = Wads.ReadLump (SourceLump);
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const ImageHeader *imgz = (const ImageHeader *)lump.GetMem();
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const uint8_t *data = (const uint8_t *)&imgz[1];
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uint8_t *dest_p;
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int dest_adv = Height;
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int dest_rew = Width * Height - 1;
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TArray<uint8_t> Pixels(Width*Height, true);
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dest_p = Pixels.Data();
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const uint8_t *remap = ImageHelpers::GetRemap(conversion == luminance, isalpha);
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// Convert the source image from row-major to column-major format and remap it
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if (!imgz->Compression)
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{
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for (int y = Height; y != 0; --y)
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{
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for (int x = Width; x != 0; --x)
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{
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*dest_p = remap[*data];
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dest_p += dest_adv;
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data++;
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}
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dest_p -= dest_rew;
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}
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}
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else
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{
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// IMGZ compression is the same RLE used by IFF ILBM files
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int runlen = 0, setlen = 0;
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uint8_t setval = 0; // Shut up, GCC
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for (int y = Height; y != 0; --y)
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{
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for (int x = Width; x != 0; )
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{
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if (runlen != 0)
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{
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*dest_p = remap[*data];
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dest_p += dest_adv;
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data++;
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x--;
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runlen--;
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}
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else if (setlen != 0)
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{
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*dest_p = setval;
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dest_p += dest_adv;
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x--;
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setlen--;
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}
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else
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{
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int8_t code = *data++;
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if (code >= 0)
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{
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runlen = code + 1;
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}
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else if (code != -128)
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{
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setlen = (-code) + 1;
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setval = remap[*data++];
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}
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}
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}
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dest_p -= dest_rew;
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}
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}
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return Pixels;
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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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int FIMGZTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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if (!isalpha) return FImageSource::CopyPixels(bmp, conversion);
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else return CopyTranslatedPixels(bmp, translationtables[TRANSLATION_Standard][STD_Grayscale]->Palette);
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}
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