gzdoom/src/textures/textures.h
2016-06-10 13:50:34 +02:00

547 lines
16 KiB
C++

#ifndef __TEXTURES_H
#define __TEXTURES_H
#include "doomtype.h"
#include "vectors.h"
#include <vector>
class FBitmap;
struct FRemapTable;
struct FCopyInfo;
class FScanner;
class PClassInventory;
class FArchive;
// Texture IDs
class FTextureManager;
class FTerrainTypeArray;
class FNullTextureID : public FTextureID
{
public:
FNullTextureID() : FTextureID(0) {}
};
FArchive &operator<< (FArchive &arc, FTextureID &tex);
//
// Animating textures and planes
//
// [RH] Expanded to work with a Hexen ANIMDEFS lump
//
struct FAnimDef
{
FTextureID BasePic;
WORD NumFrames;
WORD CurFrame;
BYTE AnimType;
bool bDiscrete; // taken out of AnimType to have better control
DWORD SwitchTime; // Time to advance to next frame
struct FAnimFrame
{
DWORD SpeedMin; // Speeds are in ms, not tics
DWORD SpeedRange;
FTextureID FramePic;
} Frames[1];
enum
{
ANIM_Forward,
ANIM_Backward,
ANIM_OscillateUp,
ANIM_OscillateDown,
ANIM_Random
};
void SetSwitchTime (DWORD mstime);
};
struct FSwitchDef
{
FTextureID PreTexture; // texture to switch from
FSwitchDef *PairDef; // switch def to use to return to PreTexture
WORD NumFrames; // # of animation frames
bool QuestPanel; // Special texture for Strife mission
int Sound; // sound to play at start of animation. Changed to int to avoiud having to include s_sound here.
struct frame // Array of times followed by array of textures
{ // actual length of each array is <NumFrames>
WORD TimeMin;
WORD TimeRnd;
FTextureID Texture;
} frames[1];
};
struct FDoorAnimation
{
FTextureID BaseTexture;
FTextureID *TextureFrames;
int NumTextureFrames;
FName OpenSound;
FName CloseSound;
};
// 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[]; // 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;
DVector2 Scale;
int SourceLump;
FTextureID id;
FString Name;
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 kind of postprocessing instead of
// doing it per patch.
BYTE bMultiPatch:1; // This is a multipatch texture (we really could use real type info for textures...)
BYTE bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it.
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_SkinGraphic,
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 a single column of the texture, in BGRA8 format
virtual const uint32_t *GetColumnBgra(unsigned int column, const Span **spans_out);
// Returns the whole texture, stored in column-major order
virtual const BYTE *GetPixels () = 0;
// Returns the whole texture, stored in column-major order, in BGRA8 format
virtual const uint32_t *GetPixelsBgra();
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);
virtual FTexture *GetRawTexture(); // for FMultiPatchTexture to override
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 = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
int GetScaledHeight () { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
double GetScaledWidthDouble () { return Width / Scale.X; }
double GetScaledHeightDouble () { return Height / Scale.Y; }
double GetScaleY() const { return Scale.Y; }
int GetScaledLeftOffset () { int foo = int((LeftOffset * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
int GetScaledTopOffset () { int foo = int((TopOffset * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
double GetScaledLeftOffsetDouble() { return LeftOffset / Scale.X; }
double GetScaledTopOffsetDouble() { return TopOffset / Scale.Y; }
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;
Scale = BaseTexture->Scale;
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;
}
private:
std::vector<uint32_t> BgraPixels;
public:
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, bool withpalcheck=false)
{
if ((size_t)texnum.texnum >= Textures.Size()) return NULL;
int picnum = Translation[texnum.texnum];
if (withpalcheck)
{
picnum = PalCheck(picnum).GetIndex();
}
return Textures[picnum].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;
}
FTextureID PalCheck(FTextureID tex);
enum
{
TEXMAN_TryAny = 1,
TEXMAN_Overridable = 2,
TEXMAN_ReturnFirst = 4,
TEXMAN_AllowSkins = 8,
TEXMAN_ShortNameOnly = 16,
TEXMAN_DontCreate = 32
};
enum
{
HIT_Wall = 1,
HIT_Flat = 2,
HIT_Sky = 4,
HIT_Sprite = 8,
HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite
};
FTextureID CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny);
FTextureID GetTexture (const char *name, int usetype, BITFIELD flags=0);
int ListTextures (const char *name, TArray<FTextureID> &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 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();
void DeleteAll();
// 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);
void UpdateAnimations (DWORD mstime);
int GuesstimateNumTextures ();
FSwitchDef *FindSwitch (FTextureID texture);
FDoorAnimation *FindAnimatedDoor (FTextureID picnum);
private:
// texture counting
int CountTexturesX ();
int CountLumpTextures (int lumpnum);
// Build tiles
void AddTiles (void *tiles);
int CountTiles (void *tiles);
int CountBuildTiles ();
void InitBuildTiles ();
// Animation stuff
FAnimDef *AddAnim (FAnimDef *anim);
void FixAnimations ();
void InitAnimated ();
void InitAnimDefs ();
FAnimDef *AddSimpleAnim (FTextureID picnum, int animcount, DWORD speedmin, DWORD speedrange=0);
FAnimDef *AddComplexAnim (FTextureID picnum, const TArray<FAnimDef::FAnimFrame> &frames);
void ParseAnim (FScanner &sc, int usetype);
FAnimDef *ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing);
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);
void ParseTime (FScanner &sc, DWORD &min, DWORD &max);
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);
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;
public:
short sintable[2048]; // for texture warping
enum
{
SINMASK = 2047
};
};
// 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, int warptype);
~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;
int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd]
virtual void MakeTexture (DWORD time);
int NextPo2 (int v); // [mxd]
void SetupMultipliers (int width, int height); // [mxd]
};
// 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