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Error handling in GL2D::makeShaderProgram,
Gfx::PlettedBitmap class correction
This commit is contained in:
@ -232,13 +232,14 @@ void CBitmap32::putWithPlrColor(Point p, ColorRGBA c, float scale)
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CPalettedBitmap::CPalettedBitmap(ui32 w, ui32 h, CPaletteRGBA& pal, const ui8 pixBuff[]) :
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CImage(w, h),
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palette(pal)
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palette(pal),
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realWidth((w + 3) & ~3),
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realHeight(h)
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{
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const ui32 rowStride = (w + 3) & ~3;
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const ui32 size = rowStride * h;
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const ui32 size = realWidth * h;
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buffer = new ui8[size];
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if (rowStride == w)
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if (realWidth == w)
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{
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memcpy(buffer, pixBuff, size);
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return;
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@ -246,19 +247,19 @@ CPalettedBitmap::CPalettedBitmap(ui32 w, ui32 h, CPaletteRGBA& pal, const ui8 pi
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for (ui32 y=0; y<h; ++y)
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{
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memset(&buffer[rowStride*(y+1)-4], 0, 4);
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memcpy(&buffer[rowStride*y], &pixBuff[w*y], w);
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memcpy(&buffer[realWidth*y], &pixBuff[w*y], w);
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}
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width = rowStride;
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realWidth = w;
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}
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CPalettedBitmap::CPalettedBitmap(ui32 w, ui32 h, CPaletteRGBA& pal, const ui8 pixBuff[], ui32 format) :
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CImage(w, h),
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palette(pal)
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palette(pal),
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realWidth((w + 3) & ~3),
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realHeight(h)
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{
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const ui32 rowStride = (w + 3) & ~3;
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buffer = new ui8[rowStride * h];
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buffer = new ui8[realWidth * h];
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switch (format)
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{
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@ -269,7 +270,7 @@ CPalettedBitmap::CPalettedBitmap(ui32 w, ui32 h, CPaletteRGBA& pal, const ui8 pi
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for (ui32 y=0; y<h; ++y)
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{
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const ui8* srcRowPtr = pixBuff + SDL_SwapLE32(rowsOffsets[y]);
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ui8* dstRowPtr = buffer + (y * rowStride);
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ui8* dstRowPtr = buffer + (y * realWidth);
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ui32 rowLength = 0;
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do {
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@ -290,6 +291,8 @@ CPalettedBitmap::CPalettedBitmap(ui32 w, ui32 h, CPaletteRGBA& pal, const ui8 pi
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}
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while (rowLength < w);
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}
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realWidth = w;
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return;
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}
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default:
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@ -307,7 +310,7 @@ CPalettedBitmap::~CPalettedBitmap()
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void CPalettedBitmap::textureTransfer()
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{
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_R8UI, width, height, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, buffer);
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_R8UI, realWidth, realHeight, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, buffer);
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palette.loadToVideoRAM();
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}
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@ -318,7 +321,7 @@ void CPalettedBitmap::putAt(Point p)
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GL2D::assignTexture(GL_TEXTURE1, GL_TEXTURE_1D, palette.getTexHandle());
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GL2D::assignTexture(GL_TEXTURE0, GL_TEXTURE_RECTANGLE, texHandle);
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GL2D::usePaletteBitmapShader(p.x, p.y);
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glRecti(p.x, p.y, p.x + width, p.y + height);
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glRecti(p.x, p.y, p.x + realWidth, p.y + realHeight);
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}
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@ -334,7 +337,7 @@ void CPalettedBitmap::putAt(Point p, TransformFlags flags, float scale)
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GL2D::assignTexture(GL_TEXTURE1, GL_TEXTURE_1D, palette.getTexHandle());
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GL2D::assignTexture(GL_TEXTURE0, GL_TEXTURE_RECTANGLE, texHandle);
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GL2D::usePaletteBitmapShader(p.x, p.y);
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glRecti(p.x, p.y, p.x + (ui32)(width*scale), p.y + (ui32)(height*scale));
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glRecti(p.x, p.y, p.x + (ui32)(realWidth*scale), p.y + (ui32)(realHeight*scale));
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}
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@ -371,26 +374,17 @@ void CPalettedBitmap::putWithPlrColor(Point p, ColorRGBA c, float scale)
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CPalBitmapWithMargin::CPalBitmapWithMargin(ui32 fw, ui32 fh, ui32 lm, ui32 tm, ui32 iw, ui32 ih,
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CPaletteRGBA& pal, const ui8 pixBuff[]) :
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CPalettedBitmap(iw, ih, pal, pixBuff),
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leftMargin(lm), topMargin(tm),
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intWidth(iw), intHeight(ih)
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leftMargin(lm), topMargin(tm)
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{
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width = fw;
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height = fh;
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}
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void CPalBitmapWithMargin::textureTransfer()
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{
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glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_R8UI, intWidth, intHeight, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, buffer);
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palette.loadToVideoRAM();
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}
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CPalBitmapWithMargin::CPalBitmapWithMargin(ui32 fw, ui32 fh, ui32 lm, ui32 tm, ui32 iw, ui32 ih,
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CPaletteRGBA& pal, const ui8 pixBuff[], ui32 format) :
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CPalettedBitmap(iw, ih, pal, pixBuff, format),
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leftMargin(lm), topMargin(tm),
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intWidth(iw), intHeight(ih)
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leftMargin(lm), topMargin(tm)
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{
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width = fw;
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height = fh;
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@ -402,8 +396,8 @@ void CPalBitmapWithMargin::putAt(Point p)
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loadToVideoRAM();
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GL2D::assignTexture(GL_TEXTURE1, GL_TEXTURE_1D, palette.getTexHandle());
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GL2D::assignTexture(GL_TEXTURE0, GL_TEXTURE_RECTANGLE, texHandle);
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GL2D::usePaletteBitmapShader(p.x, p.y);
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glRecti(p.x, p.y, p.x + intWidth, p.y + intHeight);
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GL2D::usePaletteBitmapShader(p.x + leftMargin, p.y + topMargin);
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glRecti(p.x + leftMargin, p.y + topMargin, p.x + realWidth, p.y + realHeight);
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}
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@ -430,8 +424,8 @@ void CPalBitmapWithMargin::putAt(Point p, TransformFlags flags, const ColorMatri
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loadToVideoRAM();
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GL2D::assignTexture(GL_TEXTURE1, GL_TEXTURE_1D, palette.getTexHandle());
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GL2D::assignTexture(GL_TEXTURE0, GL_TEXTURE_RECTANGLE, texHandle);
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GL2D::usePaletteBitmapShader(p.x, p.y, cm);
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glRecti(p.x, p.y, p.x + width, p.y + height);
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GL2D::usePaletteBitmapShader(p.x + leftMargin, p.y + topMargin);
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glRecti(p.x + leftMargin, p.y + topMargin, p.x + realWidth, p.y + realHeight);
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}
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