mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 14:51:13 +00:00
60d9f38084
Conflicts: src/v_video.cpp
640 lines
19 KiB
C++
640 lines
19 KiB
C++
#ifndef __TEXTURES_H
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#define __TEXTURES_H
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#include "doomtype.h"
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struct FloatRect
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{
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float left,top;
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float width,height;
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void Offset(float xofs,float yofs)
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{
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left+=xofs;
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top+=yofs;
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}
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void Scale(float xfac,float yfac)
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{
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left*=xfac;
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width*=xfac;
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top*=yfac;
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height*=yfac;
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}
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};
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class FBitmap;
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struct FRemapTable;
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struct FCopyInfo;
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class FScanner;
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struct PClass;
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class FArchive;
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// Texture IDs
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class FTextureManager;
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class FTerrainTypeArray;
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class FGLTexture;
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class FMaterial;
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class FTextureID
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{
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friend class FTextureManager;
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friend FArchive &operator<< (FArchive &arc, FTextureID &tex);
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friend FTextureID GetHUDIcon(const PClass *cls);
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friend void R_InitSpriteDefs ();
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public:
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FTextureID() throw() {}
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bool isNull() const { return texnum == 0; }
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bool isValid() const { return texnum > 0; }
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bool Exists() const { return texnum >= 0; }
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void SetInvalid() { texnum = -1; }
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void SetNull() { texnum = 0; }
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bool operator ==(const FTextureID &other) const { return texnum == other.texnum; }
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bool operator !=(const FTextureID &other) const { return texnum != other.texnum; }
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FTextureID operator +(int offset) throw();
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int GetIndex() const { return texnum; } // Use this only if you absolutely need the index!
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// The switch list needs these to sort the switches by texture index
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int operator -(FTextureID other) const { return texnum - other.texnum; }
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bool operator < (FTextureID other) const { return texnum < other.texnum; }
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bool operator > (FTextureID other) const { return texnum > other.texnum; }
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protected:
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FTextureID(int num) { texnum = num; }
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private:
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int texnum;
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};
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class FNullTextureID : public FTextureID
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{
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public:
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FNullTextureID() : FTextureID(0) {}
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};
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FArchive &operator<< (FArchive &arc, FTextureID &tex);
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//
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// Animating textures and planes
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//
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// [RH] Expanded to work with a Hexen ANIMDEFS lump
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//
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struct FAnimDef
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{
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FTextureID BasePic;
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WORD NumFrames;
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WORD CurFrame;
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BYTE AnimType;
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bool bDiscrete; // taken out of AnimType to have better control
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DWORD SwitchTime; // Time to advance to next frame
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struct FAnimFrame
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{
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DWORD SpeedMin; // Speeds are in ms, not tics
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DWORD SpeedRange;
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FTextureID FramePic;
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} Frames[1];
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enum
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{
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ANIM_Forward,
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ANIM_Backward,
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ANIM_OscillateUp,
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ANIM_OscillateDown,
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ANIM_Random
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};
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void SetSwitchTime (DWORD mstime);
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};
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struct FSwitchDef
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{
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FTextureID PreTexture; // texture to switch from
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FSwitchDef *PairDef; // switch def to use to return to PreTexture
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WORD NumFrames; // # of animation frames
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bool QuestPanel; // Special texture for Strife mission
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int Sound; // sound to play at start of animation. Changed to int to avoiud having to include s_sound here.
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struct frame // Array of times followed by array of textures
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{ // actual length of each array is <NumFrames>
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WORD TimeMin;
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WORD TimeRnd;
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FTextureID Texture;
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} frames[1];
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};
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struct FDoorAnimation
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{
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FTextureID BaseTexture;
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FTextureID *TextureFrames;
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int NumTextureFrames;
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FName OpenSound;
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FName CloseSound;
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};
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// Patches.
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// A patch holds one or more columns.
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// Patches are used for sprites and all masked pictures, and we compose
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// textures from the TEXTURE1/2 lists of patches.
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struct patch_t
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{
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SWORD width; // bounding box size
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SWORD height;
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SWORD leftoffset; // pixels to the left of origin
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SWORD topoffset; // pixels below the origin
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DWORD columnofs[]; // only [width] used
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// the [0] is &columnofs[width]
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};
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class FileReader;
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// All FTextures present their data to the world in 8-bit format, but if
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// the source data is something else, this is it.
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enum FTextureFormat
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{
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TEX_Pal,
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TEX_Gray,
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TEX_RGB, // Actually ARGB
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TEX_DXT1,
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TEX_DXT2,
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TEX_DXT3,
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TEX_DXT4,
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TEX_DXT5,
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};
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class FNativeTexture;
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// Base texture class
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class FTexture
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{
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public:
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static FTexture *CreateTexture(const char *name, int lumpnum, int usetype);
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static FTexture *CreateTexture(int lumpnum, int usetype);
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virtual ~FTexture ();
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SWORD LeftOffset, TopOffset;
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BYTE WidthBits, HeightBits;
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fixed_t xScale;
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fixed_t yScale;
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int SourceLump;
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FTextureID id;
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FString Name;
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BYTE UseType; // This texture's primary purpose
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BYTE bNoDecals:1; // Decals should not stick to texture
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BYTE bNoRemap0:1; // Do not remap color 0 (used by front layer of parallax skies)
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BYTE bWorldPanning:1; // Texture is panned in world units rather than texels
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BYTE bMasked:1; // Texture (might) have holes
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BYTE bAlphaTexture:1; // Texture is an alpha channel without color information
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BYTE bHasCanvas:1; // Texture is based off FCanvasTexture
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BYTE bWarped:2; // This is a warped texture. Used to avoid multiple warps on one texture
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BYTE bComplex:1; // Will be used to mark extended MultipatchTextures that have to be
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// fully composited before subjected to any kind of postprocessing instead of
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// doing it per patch.
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BYTE bMultiPatch:1; // This is a multipatch texture (we really could use real type info for textures...)
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BYTE bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it.
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WORD Rotations;
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SWORD SkyOffset;
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enum // UseTypes
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{
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TEX_Any,
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TEX_Wall,
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TEX_Flat,
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TEX_Sprite,
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TEX_WallPatch,
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TEX_Build,
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TEX_SkinSprite,
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TEX_Decal,
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TEX_MiscPatch,
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TEX_FontChar,
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TEX_Override, // For patches between TX_START/TX_END
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TEX_Autopage, // Automap background - used to enable the use of FAutomapTexture
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TEX_SkinGraphic,
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TEX_Null,
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TEX_FirstDefined,
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};
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struct Span
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{
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WORD TopOffset;
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WORD Length; // A length of 0 terminates this column
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};
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// Returns a single column of the texture
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virtual const BYTE *GetColumn (unsigned int column, const Span **spans_out) = 0;
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// Returns the whole texture, stored in column-major order
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virtual const BYTE *GetPixels () = 0;
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virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL);
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int CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, FRemapTable *remap, FCopyInfo *inf = NULL);
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virtual bool UseBasePalette();
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virtual int GetSourceLump() { return SourceLump; }
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virtual FTexture *GetRedirect(bool wantwarped);
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virtual FTexture *GetRawTexture(); // for FMultiPatchTexture to override
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virtual void Unload () = 0;
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// Returns the native pixel format for this image
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virtual FTextureFormat GetFormat();
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// Returns a native 3D representation of the texture
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FNativeTexture *GetNative(bool wrapping);
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// Frees the native 3D representation of the texture
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void KillNative();
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// Fill the native texture buffer with pixel data for this image
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virtual void FillBuffer(BYTE *buff, int pitch, int height, FTextureFormat fmt);
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int GetWidth () { return Width; }
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int GetHeight () { return Height; }
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int GetScaledWidth () { int foo = (Width << 17) / xScale; return (foo >> 1) + (foo & 1); }
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int GetScaledHeight () { int foo = (Height << 17) / yScale; return (foo >> 1) + (foo & 1); }
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int GetScaledHeight(fixed_t scale) { int foo = (Height << 17) / scale; return (foo >> 1) + (foo & 1); }
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double GetScaledWidthDouble () { return (Width * 65536.) / xScale; }
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double GetScaledHeightDouble () { return (Height * 65536.) / yScale; }
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int GetScaledLeftOffset () { int foo = (LeftOffset << 17) / xScale; return (foo >> 1) + (foo & 1); }
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int GetScaledTopOffset () { int foo = (TopOffset << 17) / yScale; return (foo >> 1) + (foo & 1); }
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double GetScaledLeftOffsetDouble() { return (LeftOffset * 65536.) / xScale; }
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double GetScaledTopOffsetDouble() { return (TopOffset * 65536.) / yScale; }
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virtual void SetFrontSkyLayer();
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void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, const BYTE *translation=NULL)
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{
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CopyToBlock(dest, dwidth, dheight, x, y, 0, translation);
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}
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void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, int rotate, const BYTE *translation=NULL);
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// Returns true if the next call to GetPixels() will return an image different from the
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// last call to GetPixels(). This should be considered valid only if a call to CheckModified()
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// is immediately followed by a call to GetPixels().
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virtual bool CheckModified ();
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static void InitGrayMap();
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void CopySize(FTexture *BaseTexture)
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{
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Width = BaseTexture->GetWidth();
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Height = BaseTexture->GetHeight();
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TopOffset = BaseTexture->TopOffset;
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LeftOffset = BaseTexture->LeftOffset;
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WidthBits = BaseTexture->WidthBits;
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HeightBits = BaseTexture->HeightBits;
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xScale = BaseTexture->xScale;
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yScale = BaseTexture->yScale;
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WidthMask = (1 << WidthBits) - 1;
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}
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void SetScaledSize(int fitwidth, int fitheight);
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virtual void HackHack (int newheight); // called by FMultipatchTexture to discover corrupt patches.
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protected:
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WORD Width, Height, WidthMask;
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static BYTE GrayMap[256];
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FNativeTexture *Native;
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FTexture (const char *name = NULL, int lumpnum = -1);
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Span **CreateSpans (const BYTE *pixels) const;
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void FreeSpans (Span **spans) const;
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void CalcBitSize ();
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void CopyInfo(FTexture *other)
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{
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CopySize(other);
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bNoDecals = other->bNoDecals;
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Rotations = other->Rotations;
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gl_info = other->gl_info;
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gl_info.Brightmap = NULL;
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gl_info.areas = NULL;
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}
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public:
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static void FlipSquareBlock (BYTE *block, int x, int y);
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static void FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap);
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static void FlipNonSquareBlock (BYTE *blockto, const BYTE *blockfrom, int x, int y, int srcpitch);
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static void FlipNonSquareBlockRemap (BYTE *blockto, const BYTE *blockfrom, int x, int y, int srcpitch, const BYTE *remap);
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friend class D3DTex;
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public:
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struct MiscGLInfo
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{
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FMaterial *Material[2];
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FGLTexture *SystemTexture[2];
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FTexture *Brightmap;
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PalEntry GlowColor;
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PalEntry FloorSkyColor;
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PalEntry CeilingSkyColor;
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int GlowHeight;
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FloatRect *areas;
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int areacount;
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int shaderindex;
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unsigned int precacheTime;
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float shaderspeed;
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int mIsTransparent:2;
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bool bGlowing:1; // Texture glows
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bool bFullbright:1; // always draw fullbright
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bool bSkybox:1; // This is a skybox
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bool bSkyColorDone:1; // Fill color for sky
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char bBrightmapChecked:1; // Set to 1 if brightmap has been checked
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bool bDisableFullbright:1; // This texture will not be displayed as fullbright sprite
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bool bNoFilter:1;
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bool bNoCompress:1;
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MiscGLInfo() throw ();
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~MiscGLInfo();
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};
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MiscGLInfo gl_info;
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virtual void PrecacheGL(int cache);
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virtual void UncacheGL();
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void GetGlowColor(float *data);
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PalEntry GetSkyCapColor(bool bottom);
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bool isGlowing() { return gl_info.bGlowing; }
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bool isFullbright() { return gl_info.bFullbright; }
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void CreateDefaultBrightmap();
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bool FindHoles(const unsigned char * buffer, int w, int h);
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static bool SmoothEdges(unsigned char * buffer,int w, int h);
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void CheckTrans(unsigned char * buffer, int size, int trans);
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bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
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};
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// Texture manager
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class FTextureManager
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{
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public:
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FTextureManager ();
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~FTextureManager ();
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// Get texture without translation
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FTexture *operator[] (FTextureID texnum)
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{
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if ((unsigned)texnum.GetIndex() >= Textures.Size()) return NULL;
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return Textures[texnum.GetIndex()].Texture;
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}
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FTexture *operator[] (const char *texname)
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{
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FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch);
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if (!texnum.Exists()) return NULL;
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return Textures[texnum.GetIndex()].Texture;
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}
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FTexture *ByIndex(int i)
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{
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if (unsigned(i) >= Textures.Size()) return NULL;
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return Textures[i].Texture;
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}
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FTexture *FindTexture(const char *texname, int usetype = FTexture::TEX_MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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// Get texture with translation
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FTexture *operator() (FTextureID texnum, bool withpalcheck=false)
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{
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if ((size_t)texnum.texnum >= Textures.Size()) return NULL;
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int picnum = Translation[texnum.texnum];
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if (withpalcheck)
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{
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picnum = PalCheck(picnum).GetIndex();
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}
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return Textures[picnum].Texture;
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}
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FTexture *operator() (const char *texname)
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{
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FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch);
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if (texnum.texnum == -1) return NULL;
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return Textures[Translation[texnum.texnum]].Texture;
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}
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FTexture *ByIndexTranslated(int i)
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{
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if (unsigned(i) >= Textures.Size()) return NULL;
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return Textures[Translation[i]].Texture;
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}
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FTextureID PalCheck(FTextureID tex);
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enum
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{
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TEXMAN_TryAny = 1,
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TEXMAN_Overridable = 2,
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TEXMAN_ReturnFirst = 4,
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TEXMAN_AllowSkins = 8,
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TEXMAN_ShortNameOnly = 16,
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TEXMAN_DontCreate = 32
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};
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enum
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{
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HIT_Wall = 1,
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HIT_Flat = 2,
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HIT_Sky = 4,
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HIT_Sprite = 8,
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HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite
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};
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FTextureID CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny);
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FTextureID GetTexture (const char *name, int usetype, BITFIELD flags=0);
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int ListTextures (const char *name, TArray<FTextureID> &list);
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void AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup=0, bool texture1=false);
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void AddTexturesLumps (int lump1, int lump2, int patcheslump);
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void AddGroup(int wadnum, int ns, int usetype);
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void AddPatches (int lumpnum);
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void AddHiresTextures (int wadnum);
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void LoadTextureDefs(int wadnum, const char *lumpname);
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void ParseXTexture(FScanner &sc, int usetype);
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void SortTexturesByType(int start, int end);
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bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
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FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
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FTextureID AddTexture (FTexture *texture);
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FTextureID GetDefaultTexture() const { return DefaultTexture; }
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void LoadTextureX(int wadnum);
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void AddTexturesForWad(int wadnum);
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void Init();
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void DeleteAll();
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// Replaces one texture with another. The new texture will be assigned
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// the same name, slot, and use type as the texture it is replacing.
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// The old texture will no longer be managed. Set free true if you want
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// the old texture to be deleted or set it false if you want it to
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// be left alone in memory. You will still need to delete it at some
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// point, because the texture manager no longer knows about it.
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// This function can be used for such things as warping textures.
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void ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free);
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void UnloadAll ();
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int NumTextures () const { return (int)Textures.Size(); }
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void PrecacheLevel (void);
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void WriteTexture (FArchive &arc, int picnum);
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int ReadTexture (FArchive &arc);
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void UpdateAnimations (DWORD mstime);
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int GuesstimateNumTextures ();
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FSwitchDef *FindSwitch (FTextureID texture);
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FDoorAnimation *FindAnimatedDoor (FTextureID picnum);
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unsigned int precacheTime;
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private:
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// texture counting
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int CountTexturesX ();
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int CountLumpTextures (int lumpnum);
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// Build tiles
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void AddTiles (void *tiles);
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int CountTiles (void *tiles);
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int CountBuildTiles ();
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void InitBuildTiles ();
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// Animation stuff
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FAnimDef *AddAnim (FAnimDef *anim);
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void FixAnimations ();
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void InitAnimated ();
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void InitAnimDefs ();
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FAnimDef *AddSimpleAnim (FTextureID picnum, int animcount, DWORD speedmin, DWORD speedrange=0);
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FAnimDef *AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames);
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void ParseAnim (FScanner &sc, int usetype);
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FAnimDef *ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing);
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void ParsePicAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing, TArray<FAnimDef::FAnimFrame> &frames);
|
|
void ParseWarp(FScanner &sc);
|
|
void ParseCameraTexture(FScanner &sc);
|
|
FTextureID ParseFramenum (FScanner &sc, FTextureID basepicnum, int usetype, bool allowMissing);
|
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void ParseTime (FScanner &sc, DWORD &min, DWORD &max);
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FTexture *Texture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
|
|
void SetTranslation (FTextureID fromtexnum, FTextureID totexnum);
|
|
void ParseAnimatedDoor(FScanner &sc);
|
|
|
|
void InitPalettedVersions();
|
|
|
|
// Switches
|
|
|
|
void InitSwitchList ();
|
|
void ProcessSwitchDef (FScanner &sc);
|
|
FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad);
|
|
void AddSwitchPair (FSwitchDef *def1, FSwitchDef *def2);
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|
|
|
struct TextureHash
|
|
{
|
|
FTexture *Texture;
|
|
int HashNext;
|
|
};
|
|
enum { HASH_END = -1, HASH_SIZE = 1027 };
|
|
TArray<TextureHash> Textures;
|
|
TArray<int> Translation;
|
|
int HashFirst[HASH_SIZE];
|
|
FTextureID DefaultTexture;
|
|
TArray<int> FirstTextureForFile;
|
|
TMap<int,int> PalettedVersions; // maps from normal -> paletted version
|
|
|
|
TArray<FAnimDef *> mAnimations;
|
|
TArray<FSwitchDef *> mSwitchDefs;
|
|
TArray<FDoorAnimation> mAnimatedDoors;
|
|
TArray<BYTE *> BuildTileFiles;
|
|
};
|
|
|
|
// A texture that doesn't really exist
|
|
class FDummyTexture : public FTexture
|
|
{
|
|
public:
|
|
FDummyTexture ();
|
|
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
|
|
const BYTE *GetPixels ();
|
|
void Unload ();
|
|
void SetSize (int width, int height);
|
|
};
|
|
|
|
// A texture that returns a wiggly version of another texture.
|
|
class FWarpTexture : public FTexture
|
|
{
|
|
public:
|
|
FWarpTexture (FTexture *source);
|
|
~FWarpTexture ();
|
|
|
|
virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL);
|
|
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
|
|
const BYTE *GetPixels ();
|
|
void Unload ();
|
|
bool CheckModified ();
|
|
|
|
float GetSpeed() const { return Speed; }
|
|
int GetSourceLump() { return SourcePic->GetSourceLump(); }
|
|
void SetSpeed(float fac) { Speed = fac; }
|
|
FTexture *GetRedirect(bool wantwarped);
|
|
|
|
DWORD GenTime;
|
|
protected:
|
|
FTexture *SourcePic;
|
|
BYTE *Pixels;
|
|
Span **Spans;
|
|
float Speed;
|
|
|
|
virtual void MakeTexture (DWORD time);
|
|
};
|
|
|
|
// [GRB] Eternity-like warping
|
|
class FWarp2Texture : public FWarpTexture
|
|
{
|
|
public:
|
|
FWarp2Texture (FTexture *source);
|
|
|
|
protected:
|
|
void MakeTexture (DWORD time);
|
|
};
|
|
|
|
// A texture that can be drawn to.
|
|
class DSimpleCanvas;
|
|
class AActor;
|
|
class FArchive;
|
|
|
|
class FCanvasTexture : public FTexture
|
|
{
|
|
public:
|
|
FCanvasTexture (const char *name, int width, int height);
|
|
~FCanvasTexture ();
|
|
|
|
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
|
|
const BYTE *GetPixels ();
|
|
void Unload ();
|
|
bool CheckModified ();
|
|
void NeedUpdate() { bNeedsUpdate=true; }
|
|
void SetUpdated() { bNeedsUpdate = false; bDidUpdate = true; bFirstUpdate = false; }
|
|
DSimpleCanvas *GetCanvas() { return Canvas; }
|
|
void MakeTexture ();
|
|
|
|
protected:
|
|
|
|
DSimpleCanvas *Canvas;
|
|
BYTE *Pixels;
|
|
Span DummySpans[2];
|
|
bool bNeedsUpdate;
|
|
bool bDidUpdate;
|
|
bool bPixelsAllocated;
|
|
public:
|
|
bool bFirstUpdate;
|
|
|
|
|
|
friend struct FCanvasTextureInfo;
|
|
};
|
|
|
|
extern FTextureManager TexMan;
|
|
|
|
#endif
|
|
|
|
|