gzdoom/src/r_data.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// 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 "v_video.h"
class FWadLump;
// 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 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 RenderView (AActor *viewpoint, int fov);
void NeedUpdate() { bNeedsUpdate=true; }
protected:
DSimpleCanvas *Canvas;
BYTE *Pixels;
Span DummySpans[2];
BYTE bNeedsUpdate:1;
BYTE bDidUpdate:1;
BYTE bFirstUpdate:1;
void MakeTexture ();
friend struct FCanvasTextureInfo;
};
// This list keeps track of the cameras that draw into canvas textures.
struct FCanvasTextureInfo
{
FCanvasTextureInfo *Next;
TObjPtr<AActor> Viewpoint;
FCanvasTexture *Texture;
FTextureID PicNum;
int FOV;
static void Add (AActor *viewpoint, FTextureID picnum, int fov);
static void UpdateAll ();
static void EmptyList ();
static void Serialize (FArchive &arc);
static void Mark();
private:
static FCanvasTextureInfo *List;
};
// I/O, setting up the stuff.
void R_InitData (void);
void R_DeinitData ();
void R_PrecacheLevel (void);
// Retrieval.
DWORD R_ColormapNumForName(const char *name); // killough 4/4/98
void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
DWORD R_BlendForColormap (DWORD map); // [RH] return calculated blend for a colormap
extern BYTE *realcolormaps; // [RH] make the colormaps externally visible
extern size_t numfakecmaps;
int R_FindSkin (const char *name, int pclass); // [RH] Find a skin
FVoxel *R_LoadKVX(int lumpnum);
#endif