#ifndef __RES_VOXEL_H #define __RES_VOXEL_H #include // [RH] Voxels from Build enum { MAXVOXMIPS = 5, }; struct kvxslab_t { uint8_t ztop; // starting z coordinate of top of slab uint8_t zleng; // # of bytes in the color array - slab height uint8_t backfacecull; // low 6 bits tell which of 6 faces are exposed uint8_t col[1/*zleng*/];// color data from top to bottom }; struct kvxslab_bgra_t { uint32_t ztop; // starting z coordinate of top of slab uint32_t zleng; // # of bytes in the color array - slab height uint32_t backfacecull; // low 6 bits tell which of 6 faces are exposed uint32_t col[1/*zleng*/];// color data from top to bottom }; struct FVoxel; struct FVoxelMipLevel { FVoxelMipLevel(); ~FVoxelMipLevel(); int SizeX; int SizeY; int SizeZ; DVector3 Pivot; int *OffsetX; short *OffsetXY; private: uint8_t *SlabData; TArray SlabDataRemapped; public: TArray SlabDataBgra; uint8_t *GetSlabData(bool wantpaletted) const; friend FVoxel *R_LoadKVX(int lumpnum); friend struct FVoxel; }; struct FVoxel { TArray Palette; int LumpNum; int NumMips; int VoxelIndex; FVoxelMipLevel Mips[MAXVOXMIPS]; bool Remapped = false; bool Bgramade = false; void CreateBgraSlabData(); void Remap(); void RemovePalette(); }; struct FVoxelDef { FVoxel *Voxel; int PlacedSpin; // degrees/sec to spin actors without MF_DROPPED set int DroppedSpin; // degrees/sec to spin actors with MF_DROPPED set int VoxeldefIndex; // Needed by GZDoom double Scale; DAngle AngleOffset;// added to actor's angle to compensate for wrong-facing voxels bool PitchFromMomentum; bool UseActorPitch; bool UseActorRoll; }; extern TDeletingArray Voxels; // used only to auto-delete voxels on exit. extern TDeletingArray VoxelDefs; FVoxel* VOX_GetVoxel(int lumpnum); FVoxel *R_LoadKVX(int lumpnum); FVoxelDef *R_LoadVoxelDef(int lumpnum, int spin); #endif