#ifndef __TEXTURES_H #define __TEXTURES_H #include "doomtype.h" class FBitmap; struct FRemapTable; struct FCopyInfo; class FScanner; struct PClass; class FArchive; // Texture IDs class FTextureManager; class FTerrainTypeArray; class FTextureID { friend class FTextureManager; friend FArchive &operator<< (FArchive &arc, FTextureID &tex); friend FTextureID GetHUDIcon(const PClass *cls); friend void R_InitSpriteDefs (); public: FTextureID() throw() {} bool isNull() const { return texnum == 0; } bool isValid() const { return texnum > 0; } bool Exists() const { return texnum >= 0; } void SetInvalid() { texnum = -1; } bool operator ==(const FTextureID &other) const { return texnum == other.texnum; } bool operator !=(const FTextureID &other) const { return texnum != other.texnum; } FTextureID operator +(int offset) throw(); int GetIndex() const { return texnum; } // Use this only if you absolutely need the index! // The switch list needs these to sort the switches by texture index int operator -(FTextureID other) const { return texnum - other.texnum; } bool operator < (FTextureID other) const { return texnum < other.texnum; } bool operator > (FTextureID other) const { return texnum > other.texnum; } protected: FTextureID(int num) { texnum = num; } private: int texnum; }; class FNullTextureID : public FTextureID { public: FNullTextureID() : FTextureID(0) {} }; FArchive &operator<< (FArchive &arc, FTextureID &tex); // Patches. // A patch holds one or more columns. // Patches are used for sprites and all masked pictures, and we compose // textures from the TEXTURE1/2 lists of patches. struct patch_t { SWORD width; // bounding box size SWORD height; SWORD leftoffset; // pixels to the left of origin SWORD topoffset; // pixels below the origin DWORD columnofs[8]; // only [width] used // the [0] is &columnofs[width] }; class FileReader; // All FTextures present their data to the world in 8-bit format, but if // the source data is something else, this is it. enum FTextureFormat { TEX_Pal, TEX_Gray, TEX_RGB, // Actually ARGB TEX_DXT1, TEX_DXT2, TEX_DXT3, TEX_DXT4, TEX_DXT5, }; class FNativeTexture; // Base texture class class FTexture { public: static FTexture *CreateTexture(const char *name, int lumpnum, int usetype); static FTexture *CreateTexture(int lumpnum, int usetype); virtual ~FTexture (); SWORD LeftOffset, TopOffset; BYTE WidthBits, HeightBits; fixed_t xScale; fixed_t yScale; int SourceLump; FTextureID id; union { char Name[9]; DWORD dwName; // Used with sprites }; BYTE UseType; // This texture's primary purpose BYTE bNoDecals:1; // Decals should not stick to texture BYTE bNoRemap0:1; // Do not remap color 0 (used by front layer of parallax skies) BYTE bWorldPanning:1; // Texture is panned in world units rather than texels BYTE bMasked:1; // Texture (might) have holes BYTE bAlphaTexture:1; // Texture is an alpha channel without color information BYTE bHasCanvas:1; // Texture is based off FCanvasTexture BYTE bWarped:2; // This is a warped texture. Used to avoid multiple warps on one texture BYTE bComplex:1; // Will be used to mark extended MultipatchTextures that have to be // fully composited before subjected to any kinf of postprocessing instead of // doing it per patch. WORD Rotations; SWORD SkyOffset; enum // UseTypes { TEX_Any, TEX_Wall, TEX_Flat, TEX_Sprite, TEX_WallPatch, TEX_Build, TEX_SkinSprite, TEX_Decal, TEX_MiscPatch, TEX_FontChar, TEX_Override, // For patches between TX_START/TX_END TEX_Autopage, // Automap background - used to enable the use of FAutomapTexture TEX_Null, TEX_FirstDefined, }; struct Span { WORD TopOffset; WORD Length; // A length of 0 terminates this column }; // Returns a single column of the texture virtual const BYTE *GetColumn (unsigned int column, const Span **spans_out) = 0; // Returns the whole texture, stored in column-major order virtual const BYTE *GetPixels () = 0; virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL); int CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, FRemapTable *remap, FCopyInfo *inf = NULL); virtual bool UseBasePalette(); virtual int GetSourceLump() { return SourceLump; } virtual FTexture *GetRedirect(bool wantwarped); FTextureID GetID() const { return id; } virtual void Unload () = 0; // Returns the native pixel format for this image virtual FTextureFormat GetFormat(); // Returns a native 3D representation of the texture FNativeTexture *GetNative(bool wrapping); // Frees the native 3D representation of the texture void KillNative(); // Fill the native texture buffer with pixel data for this image virtual void FillBuffer(BYTE *buff, int pitch, int height, FTextureFormat fmt); int GetWidth () { return Width; } int GetHeight () { return Height; } int GetScaledWidth () { int foo = (Width << 17) / xScale; return (foo >> 1) + (foo & 1); } int GetScaledHeight () { int foo = (Height << 17) / yScale; return (foo >> 1) + (foo & 1); } double GetScaledWidthDouble () { return (Width * 65536.f) / xScale; } double GetScaledHeightDouble () { return (Height * 65536.f) / yScale; } int GetScaledLeftOffset () { int foo = (LeftOffset << 17) / xScale; return (foo >> 1) + (foo & 1); } int GetScaledTopOffset () { int foo = (TopOffset << 17) / yScale; return (foo >> 1) + (foo & 1); } double GetScaledLeftOffsetDouble() { return (LeftOffset * 65536.f) / xScale; } double GetScaledTopOffsetDouble() { return (TopOffset * 65536.f) / yScale; } virtual void SetFrontSkyLayer(); void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, const BYTE *translation=NULL) { CopyToBlock(dest, dwidth, dheight, x, y, 0, translation); } void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, int rotate, const BYTE *translation=NULL); // Returns true if the next call to GetPixels() will return an image different from the // last call to GetPixels(). This should be considered valid only if a call to CheckModified() // is immediately followed by a call to GetPixels(). virtual bool CheckModified (); static void InitGrayMap(); void CopySize(FTexture *BaseTexture) { Width = BaseTexture->GetWidth(); Height = BaseTexture->GetHeight(); TopOffset = BaseTexture->TopOffset; LeftOffset = BaseTexture->LeftOffset; WidthBits = BaseTexture->WidthBits; HeightBits = BaseTexture->HeightBits; xScale = BaseTexture->xScale; yScale = BaseTexture->yScale; WidthMask = (1 << WidthBits) - 1; } void SetScaledSize(int fitwidth, int fitheight); virtual void HackHack (int newheight); // called by FMultipatchTexture to discover corrupt patches. protected: WORD Width, Height, WidthMask; static BYTE GrayMap[256]; FNativeTexture *Native; FTexture (const char *name = NULL, int lumpnum = -1); Span **CreateSpans (const BYTE *pixels) const; void FreeSpans (Span **spans) const; void CalcBitSize (); void CopyInfo(FTexture *other) { CopySize(other); bNoDecals = other->bNoDecals; Rotations = other->Rotations; } static void FlipSquareBlock (BYTE *block, int x, int y); static void FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap); static void FlipNonSquareBlock (BYTE *blockto, const BYTE *blockfrom, int x, int y, int srcpitch); static void FlipNonSquareBlockRemap (BYTE *blockto, const BYTE *blockfrom, int x, int y, int srcpitch, const BYTE *remap); friend class D3DTex; }; // Texture manager class FTextureManager { public: FTextureManager (); ~FTextureManager (); // Get texture without translation FTexture *operator[] (FTextureID texnum) { if ((unsigned)texnum.GetIndex() >= Textures.Size()) return NULL; return Textures[texnum.GetIndex()].Texture; } FTexture *operator[] (const char *texname) { FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch); if (!texnum.Exists()) return NULL; return Textures[texnum.GetIndex()].Texture; } FTexture *ByIndex(int i) { if (unsigned(i) >= Textures.Size()) return NULL; return Textures[i].Texture; } FTexture *FindTexture(const char *texname, int usetype = FTexture::TEX_MiscPatch, BITFIELD flags = TEXMAN_TryAny); // Get texture with translation FTexture *operator() (FTextureID texnum) { if ((size_t)texnum.texnum >= Textures.Size()) return NULL; return Textures[Translation[texnum.texnum]].Texture; } FTexture *operator() (const char *texname) { FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch); if (texnum.texnum==-1) return NULL; return Textures[Translation[texnum.texnum]].Texture; } FTexture *ByIndexTranslated(int i) { if (unsigned(i) >= Textures.Size()) return NULL; return Textures[Translation[i]].Texture; } void SetTranslation (FTextureID fromtexnum, FTextureID totexnum) { if ((size_t)fromtexnum.texnum < Translation.Size()) { if ((size_t)totexnum.texnum >= Textures.Size()) { totexnum.texnum = fromtexnum.texnum; } Translation[fromtexnum.texnum] = totexnum.texnum; } } enum { TEXMAN_TryAny = 1, TEXMAN_Overridable = 2, TEXMAN_ReturnFirst = 4, }; FTextureID CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny); FTextureID GetTexture (const char *name, int usetype, BITFIELD flags=0); FTextureID FindTextureByLumpNum (int lumpnum); int ListTextures (const char *name, TArray &list); void AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup=0, bool texture1=false); void AddTexturesLumps (int lump1, int lump2, int patcheslump); void AddGroup(int wadnum, int ns, int usetype); void AddPatches (int lumpnum); void AddTiles (void *tileFile); void AddHiresTextures (int wadnum); void LoadTextureDefs(int wadnum, const char *lumpname); void ParseXTexture(FScanner &sc, int usetype); void SortTexturesByType(int start, int end); bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2); FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture FTextureID AddTexture (FTexture *texture); FTextureID GetDefaultTexture() const { return DefaultTexture; } void LoadTextureX(int wadnum); void AddTexturesForWad(int wadnum); void Init(); // Replaces one texture with another. The new texture will be assigned // the same name, slot, and use type as the texture it is replacing. // The old texture will no longer be managed. Set free true if you want // the old texture to be deleted or set it false if you want it to // be left alone in memory. You will still need to delete it at some // point, because the texture manager no longer knows about it. // This function can be used for such things as warping textures. void ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free); void UnloadAll (); int NumTextures () const { return (int)Textures.Size(); } void WriteTexture (FArchive &arc, int picnum); int ReadTexture (FArchive &arc); private: struct TextureHash { FTexture *Texture; int HashNext; }; enum { HASH_END = -1, HASH_SIZE = 1027 }; TArray Textures; TArray Translation; int HashFirst[HASH_SIZE]; FTextureID DefaultTexture; TArray FirstTextureForFile; }; extern FTextureManager TexMan; #endif