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08c6e76d1c
Add R_TextureNameForNum and R_CheckTextureNameForNum See merge request STJr/SRB2!1880
113 lines
3.2 KiB
C
113 lines
3.2 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2023 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_textures.h
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/// \brief Texture generation.
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#ifndef __R_TEXTURES__
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#define __R_TEXTURES__
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#include "r_defs.h"
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#include "r_state.h"
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#include "p_setup.h" // levelflats
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#include "r_data.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// A single patch from a texture definition,
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// basically a rectangular area within
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// the texture rectangle.
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typedef struct
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{
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// Block origin (always UL), which has already accounted for the internal origin of the patch.
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INT16 originx, originy;
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UINT16 wad, lump;
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UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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UINT8 alpha; // Translucency value
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enum patchalphastyle style;
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} texpatch_t;
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// texture type
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enum
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{
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TEXTURETYPE_UNKNOWN,
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TEXTURETYPE_SINGLEPATCH,
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TEXTURETYPE_COMPOSITE,
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#ifdef WALLFLATS
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TEXTURETYPE_FLAT,
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#endif
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};
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// A texture_t describes a rectangular texture,
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// which is composed of one or more texpatch_t structures
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// that arrange graphic patches.
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typedef struct
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{
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// Keep name for switch changing, etc.
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char name[8];
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UINT32 hash;
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UINT8 type; // TEXTURETYPE_
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INT16 width, height;
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boolean holes;
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UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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void *flat; // The texture, as a flat.
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// All the patches[patchcount] are drawn back to front into the cached texture.
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INT16 patchcount;
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texpatch_t patches[0];
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} texture_t;
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// all loaded and prepared textures from the start of the game
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extern texture_t **textures;
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extern INT32 *texturewidth;
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extern fixed_t *textureheight; // needed for texture pegging
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extern UINT32 **texturecolumnofs; // column offset lookup table for each texture
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extern UINT8 **texturecache; // graphics data for each generated full-size texture
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// Load TEXTURES definitions, create lookup tables
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void R_LoadTextures(void);
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void R_LoadTexturesPwad(UINT16 wadnum);
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void R_FlushTextureCache(void);
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// Texture generation
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UINT8 *R_GenerateTexture(size_t texnum);
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UINT8 *R_GenerateTextureAsFlat(size_t texnum);
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INT32 R_GetTextureNum(INT32 texnum);
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void R_CheckTextureCache(INT32 tex);
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void R_ClearTextureNumCache(boolean btell);
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// Retrieve texture data.
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void *R_GetLevelFlat(levelflat_t *levelflat);
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UINT8 *R_GetColumn(fixed_t tex, INT32 col);
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void *R_GetFlat(lumpnum_t flatnum);
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boolean R_CheckPowersOfTwo(void);
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boolean R_CheckSolidColorFlat(void);
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UINT16 R_GetFlatSize(size_t length);
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UINT8 R_GetFlatBits(INT32 size);
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void R_SetFlatVars(size_t length);
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// Returns the texture number for the texture name.
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INT32 R_TextureNumForName(const char *name);
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INT32 R_CheckTextureNumForName(const char *name);
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lumpnum_t R_GetFlatNumForName(const char *name);
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// Returns the texture name for the texture number (in case you ever needed it)
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const char *R_CheckTextureNameForNum(INT32 num);
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const char *R_TextureNameForNum(INT32 num);
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extern INT32 numtextures;
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#endif
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