SRB2/src/r_textures.h
Sal 08c6e76d1c Merge branch 'texnamefornum' into 'next'
Add R_TextureNameForNum and R_CheckTextureNameForNum

See merge request STJr/SRB2!1880
2023-07-24 10:43:52 +00:00

113 lines
3.2 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2023 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"
#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 texture_t describes a rectangular texture,
// which is composed of one or more texpatch_t structures
// that arrange graphic patches.
typedef struct
{
// Keep name for switch changing, etc.
char name[8];
UINT32 hash;
UINT8 type; // TEXTURETYPE_
INT16 width, height;
boolean holes;
UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
void *flat; // The texture, as a flat.
// 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;
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_LoadTexturesPwad(UINT16 wadnum);
void R_FlushTextureCache(void);
// Texture generation
UINT8 *R_GenerateTexture(size_t texnum);
UINT8 *R_GenerateTextureAsFlat(size_t texnum);
INT32 R_GetTextureNum(INT32 texnum);
void R_CheckTextureCache(INT32 tex);
void R_ClearTextureNumCache(boolean btell);
// Retrieve texture data.
void *R_GetLevelFlat(levelflat_t *levelflat);
UINT8 *R_GetColumn(fixed_t tex, INT32 col);
void *R_GetFlat(lumpnum_t flatnum);
boolean R_CheckPowersOfTwo(void);
boolean R_CheckSolidColorFlat(void);
UINT16 R_GetFlatSize(size_t length);
UINT8 R_GetFlatBits(INT32 size);
void R_SetFlatVars(size_t length);
// 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);
// Returns the texture name for the texture number (in case you ever needed it)
const char *R_CheckTextureNameForNum(INT32 num);
const char *R_TextureNameForNum(INT32 num);
extern INT32 numtextures;
#endif