/* ** gl_bitmap.cpp ** Bitmap class for texture composition ** **--------------------------------------------------------------------------- ** Copyright 2004-2009 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. ** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be ** covered by the terms of the GNU Lesser General Public License as published ** by the Free Software Foundation; either version 2.1 of the License, or (at ** your option) any later version. ** ** 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 "v_palette.h" #include "templates.h" #include "gl/renderer/gl_lightdata.h" #include "gl/textures/gl_translate.h" #include "gl/textures/gl_bitmap.h" //=========================================================================== // // multi-format pixel copy with colormap application // requires one of the previously defined conversion classes to work // //=========================================================================== template void iCopyColors(unsigned char * pout, const unsigned char * pin, int cm, int count, int step) { int i; int fac; if (cm == CM_DEFAULT) { for(i=0;i= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size())) { for(i=0;i, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors, iCopyColors }; //=========================================================================== // // True Color texture copy function // This excludes all the cases that force downconversion to the // base palette because they wouldn't be used anyway. // //=========================================================================== void FGLBitmap::CopyPixelDataRGB(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y, int rotate, int ct, FCopyInfo *inf) { if (ClipCopyPixelRect(&ClipRect, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate)) { BYTE *buffer = GetPixels() + 4*originx + Pitch*originy; for (int y=0;y= CM_FIRSTSPECIALCOLORMAP && cm < CM_FIRSTSPECIALCOLORMAP + int(SpecialColormaps.Size())) { for(i=0;i> 8; // This can be done in place so we cannot copy the color directly. PalEntry pe = SpecialColormaps[cm - CM_FIRSTSPECIALCOLORMAP].GrayscaleToColor[gray]; pout[i].r = pe.r; pout[i].g = pe.g; pout[i].b = pe.b; pout[i].a = pin[i].a; } } else if (cm<=CM_DESAT31) { // Desaturated light settings. fac=cm-CM_DESAT0; for(i=0;i>8; gl_Desaturate(gray, pin[i].r, pin[i].g, pin[i].b, pout[i].r, pout[i].g, pout[i].b, fac); pout[i].a = pin[i].a; } } else if (pin!=pout) { memcpy(pout, pin, count * sizeof(PalEntry)); } } //=========================================================================== // // Paletted to True Color texture copy function // //=========================================================================== void FGLBitmap::CopyPixelData(int originx, int originy, const BYTE * patch, int srcwidth, int srcheight, int step_x, int step_y, int rotate, PalEntry * palette, FCopyInfo *inf) { PalEntry penew[256]; int x,y,pos,i; if (ClipCopyPixelRect(&ClipRect, originx, originy, patch, srcwidth, srcheight, step_x, step_y, rotate)) { BYTE *buffer = GetPixels() + 4*originx + Pitch*originy; // CM_SHADE is an alpha map with 0==transparent and 1==opaque if (cm == CM_SHADE) { for(int i=0;i<256;i++) { if (palette[i].a != 0) penew[i]=PalEntry(i, 255,255,255); else penew[i]=PalEntry(0,255,255,255); // If the palette contains transparent colors keep them. } } else { // apply any translation. // The ice and blood color translations are done directly // because that yields better results. switch(translation) { default: { PalEntry *ptrans = GLTranslationPalette::GetPalette(translation); if (ptrans) { for(i = 0; i < 256; i++) { penew[i] = (ptrans[i]&0xffffff) | (palette[i]&0xff000000); } break; } } case 0: memcpy(penew, palette, 256*sizeof(PalEntry)); break; } if (cm!=0) { // Apply color modifications like invulnerability, desaturation and Boom colormaps ModifyPalette(penew, penew, cm, 256); } } // Now penew contains the actual palette that is to be used for creating the image. // convert the image according to the translated palette. for (y=0;y(buffer[pos+3] + (( 255-buffer[pos+3]) * (255-penew[v].a))/255, 0, 255); } */ } } } }