This will mostly ensure that each patch used for composition is only loaded once and automatically unloaded once no longer needed. So far only for paletted rendering, but the same logic can be used for true color as well.
100 lines
3.3 KiB
C++
100 lines
3.3 KiB
C++
/*
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** emptytexture.cpp
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** Texture class for empty placeholder textures
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** (essentially patches with dimensions and offsets of (0,0) )
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** These need special treatment because a texture size of 0 is illegal
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**
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**---------------------------------------------------------------------------
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** Copyright 2009 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 "doomtype.h"
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#include "files.h"
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#include "w_wad.h"
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#include "textures/textures.h"
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#include "image.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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class FEmptyTexture : public FImageSource
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{
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public:
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FEmptyTexture (int lumpnum);
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TArray<uint8_t> CreatePalettedPixels(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 *EmptyImage_TryCreate(FileReader & file, int lumpnum)
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{
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char check[8];
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if (file.GetLength() != 8) return NULL;
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file.Seek(0, FileReader::SeekSet);
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if (file.Read(check, 8) != 8) return NULL;
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if (memcmp(check, "\0\0\0\0\0\0\0\0", 8)) return NULL;
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return new FEmptyTexture(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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FEmptyTexture::FEmptyTexture (int lumpnum)
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: FImageSource(lumpnum)
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{
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bMasked = true;
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Width = Height = 1;
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bUseGamePalette = true;
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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> FEmptyTexture::CreatePalettedPixels(int conversion)
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{
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TArray<uint8_t> Pixel(1, true);
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Pixel[0] = 0;
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return Pixel;
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}
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