// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 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_data.h /// \brief Refresh module, data I/O, caching, retrieval of graphics by name #ifndef __R_DATA__ #define __R_DATA__ #include "r_defs.h" #include "r_state.h" #ifdef __GNUG__ #pragma interface #endif // moved here for r_sky.c (texpatch_t is used) // 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 } texpatch_t; // 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]; 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; // all loaded and prepared textures from the start of the game extern texture_t **textures; // texture width is a power of 2, so it can easily repeat along sidedefs using a simple mask extern INT32 *texturewidthmask; extern fixed_t *textureheight; // needed for texture pegging extern INT16 color8to16[256]; // remap color index to highcolor extern INT16 *hicolormaps; // remap high colors to high colors.. extern CV_PossibleValue_t Color_cons_t[]; // Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables void R_LoadTextures(void); void R_FlushTextureCache(void); INT32 R_GetTextureNum(INT32 texnum); void R_CheckTextureCache(INT32 tex); // Retrieve column data for span blitting. UINT8 *R_GetColumn(fixed_t tex, INT32 col); UINT8 *R_GetFlat(lumpnum_t flatnum); // I/O, setting up the stuff. void R_InitData(void); void R_PrecacheLevel(void); // Retrieval. // Floor/ceiling opaque texture tiles, // lookup by name. For animation? lumpnum_t R_GetFlatNumForName(const char *name); #define R_FlatNumForName(x) R_GetFlatNumForName(x) // Called by P_Ticker for switches and animations, // returns the texture number for the texture name. void R_ClearTextureNumCache(boolean btell); INT32 R_TextureNumForName(const char *name); INT32 R_CheckTextureNumForName(const char *name); void R_ReInitColormaps(UINT16 num); void R_ClearColormaps(void); INT32 R_ColormapNumForName(char *name); INT32 R_CreateColormap(char *p1, char *p2, char *p3); void R_CreateColormap2(char *p1, char *p2, char *p3); void R_MakeColormaps(void); const char *R_ColormapNameForNum(INT32 num); extern INT32 numtextures; #endif