// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_textures.h /// \brief Texture generation. #ifndef __R_TEXTURES__ #define __R_TEXTURES__ #include "r_defs.h" #include "r_state.h" #include "p_setup.h" // levelflats #include "r_data.h" #include "r_textures.h" #ifdef __GNUG__ #pragma interface #endif // A single patch from a texture definition, // basically a rectangular area within // the texture rectangle. typedef struct { // Block origin (always UL), which has already accounted for the internal origin of the patch. INT16 originx, originy; UINT16 wad, lump; UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both UINT8 alpha; // Translucency value enum patchalphastyle style; } texpatch_t; // texture type enum { TEXTURETYPE_UNKNOWN, TEXTURETYPE_SINGLEPATCH, TEXTURETYPE_COMPOSITE, #ifdef WALLFLATS TEXTURETYPE_FLAT, #endif }; // A maptexturedef_t describes a rectangular texture, // which is composed of one or more mappatch_t structures // that arrange graphic patches. typedef struct { // Keep name for switch changing, etc. char name[8]; UINT8 type; // TEXTURETYPE_ INT16 width, height; boolean holes; UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both // All the patches[patchcount] are drawn back to front into the cached texture. INT16 patchcount; texpatch_t patches[0]; } texture_t; typedef struct { UINT8 *flat; INT16 width, height; } textureflat_t; // all loaded and prepared textures from the start of the game extern texture_t **textures; extern textureflat_t *texflats; extern INT32 *texturewidth; extern fixed_t *textureheight; // needed for texture pegging extern UINT32 **texturecolumnofs; // column offset lookup table for each texture extern UINT8 **texturecache; // graphics data for each generated full-size texture // Load TEXTURES definitions, create lookup tables void R_LoadTextures(void); void R_FlushTextureCache(void); // Texture generation UINT8 *R_GenerateTexture(size_t texnum); INT32 R_GetTextureNum(INT32 texnum); void R_CheckTextureCache(INT32 tex); void R_ClearTextureNumCache(boolean btell); // Retrieve texture data. UINT8 *R_GetColumn(fixed_t tex, INT32 col); UINT8 *R_GetFlat(lumpnum_t flatnum); UINT8 *R_GetTextureFlat(levelflat_t *levelflat, boolean leveltexture, boolean ispng); // Returns the texture number for the texture name. INT32 R_TextureNumForName(const char *name); INT32 R_CheckTextureNumForName(const char *name); lumpnum_t R_GetFlatNumForName(const char *name); extern INT32 numtextures; #endif