SRB2/src/r_data.h
2019-10-13 18:37:41 -03:00

178 lines
6.4 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 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"
#include "p_setup.h" // levelflats
#ifdef __GNUG__
#pragma interface
#endif
// Possible alpha types for a patch.
enum patchalphastyle {AST_COPY, AST_TRANSLUCENT, AST_ADD, AST_SUBTRACT, AST_REVERSESUBTRACT, AST_MODULATE, AST_OVERLAY};
UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha);
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
// 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
UINT8 alpha; // Translucency value
enum patchalphastyle style;
} 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;
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 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 TEXTURES 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);
// 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);
// Extra Colormap lumps (C_START/C_END) are not used anywhere
// Uncomment to enable
//#define EXTRACOLORMAPLUMPS
// Uncomment to make extra_colormaps order Newest -> Oldest
//#define COLORMAPREVERSELIST
void R_ReInitColormaps(UINT16 num);
void R_ClearColormaps(void);
extracolormap_t *R_CreateDefaultColormap(boolean lighttable);
extracolormap_t *R_GetDefaultColormap(void);
extracolormap_t *R_CopyColormap(extracolormap_t *extra_colormap, boolean lighttable);
void R_AddColormapToList(extracolormap_t *extra_colormap);
#ifdef EXTRACOLORMAPLUMPS
boolean R_CheckDefaultColormapByValues(boolean checkrgba, boolean checkfadergba, boolean checkparams,
INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog, lumpnum_t lump);
extracolormap_t *R_GetColormapFromListByValues(INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog, lumpnum_t lump);
#else
boolean R_CheckDefaultColormapByValues(boolean checkrgba, boolean checkfadergba, boolean checkparams,
INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog);
extracolormap_t *R_GetColormapFromListByValues(INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog);
#endif
boolean R_CheckDefaultColormap(extracolormap_t *extra_colormap, boolean checkrgba, boolean checkfadergba, boolean checkparams);
boolean R_CheckEqualColormaps(extracolormap_t *exc_a, extracolormap_t *exc_b, boolean checkrgba, boolean checkfadergba, boolean checkparams);
extracolormap_t *R_GetColormapFromList(extracolormap_t *extra_colormap);
lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap);
extracolormap_t *R_CreateColormap(char *p1, char *p2, char *p3);
extracolormap_t *R_AddColormaps(extracolormap_t *exc_augend, extracolormap_t *exc_addend,
boolean subR, boolean subG, boolean subB, boolean subA,
boolean subFadeR, boolean subFadeG, boolean subFadeB, boolean subFadeA,
boolean subFadeStart, boolean subFadeEnd, boolean ignoreFog,
boolean useAltAlpha, INT16 altAlpha, INT16 altFadeAlpha,
boolean lighttable);
#ifdef EXTRACOLORMAPLUMPS
extracolormap_t *R_ColormapForName(char *name);
const char *R_NameForColormap(extracolormap_t *extra_colormap);
#endif
#define R_GetRgbaR(rgba) (rgba & 0xFF)
#define R_GetRgbaG(rgba) ((rgba >> 8) & 0xFF)
#define R_GetRgbaB(rgba) ((rgba >> 16) & 0xFF)
#define R_GetRgbaA(rgba) ((rgba >> 24) & 0xFF)
#define R_GetRgbaRGB(rgba) (rgba & 0xFFFFFF)
#define R_PutRgbaR(r) (r)
#define R_PutRgbaG(g) (g << 8)
#define R_PutRgbaB(b) (b << 16)
#define R_PutRgbaA(a) (a << 24)
#define R_PutRgbaRGB(r, g, b) (R_PutRgbaR(r) + R_PutRgbaG(g) + R_PutRgbaB(b))
#define R_PutRgbaRGBA(r, g, b, a) (R_PutRgbaRGB(r, g, b) + R_PutRgbaA(a))
boolean R_CheckIfPatch(lumpnum_t lump);
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
void R_TextureToFlat(size_t tex, UINT8 *flat);
void R_PatchToFlat(patch_t *patch, UINT8 *flat);
patch_t *R_FlatToPatch(UINT8 *raw, UINT16 width, UINT16 height, UINT16 leftoffset, UINT16 topoffset, size_t *destsize, boolean transparency);
#ifndef NO_PNG_LUMPS
boolean R_IsLumpPNG(const UINT8 *d, size_t s);
UINT8 *R_PNGToFlat(UINT16 *width, UINT16 *height, UINT8 *png, size_t size);
patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean transparency);
boolean R_PNGDimensions(UINT8 *png, INT16 *width, INT16 *height, size_t size);
#endif
extern INT32 numtextures;
#endif