mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 10:21:42 +00:00
834e4bef32
drawn to a texture, then that texture is copied to the real back buffer using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp is used. - Fixed flashing of vid_fps display when fps > 1000. - Fixed loading of RGB textures for native 2D mode. - Changed the first rotozoomer's data because it just became too obvious when the backdrop is drawn with a full 256 distinct colors available. - Set the player backdrop to update no more frequently than 35 FPS, so opening the player setup menu before starting a game won't produce a very fast moving backdrop. - Changed the player backdrop into a texture so that it can be drawn like anything else. SVN r648 (trunk)
927 lines
27 KiB
C++
927 lines
27 KiB
C++
// 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/rendering module, shared data struct definitions.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
#ifndef __R_DEFS_H__
|
|
#define __R_DEFS_H__
|
|
|
|
#include "doomdef.h"
|
|
|
|
// Some more or less basic data types
|
|
// we depend on.
|
|
#include "m_fixed.h"
|
|
|
|
// We rely on the thinker data struct
|
|
// to handle sound origins in sectors.
|
|
// SECTORS do store MObjs anyway.
|
|
#include "actor.h"
|
|
|
|
#include "dthinker.h"
|
|
|
|
|
|
|
|
#define MAXWIDTH 2048
|
|
#define MAXHEIGHT 1536
|
|
|
|
const WORD NO_INDEX = 0xffffu;
|
|
const DWORD NO_SIDE = 0xffffffffu;
|
|
|
|
// Silhouette, needed for clipping Segs (mainly)
|
|
// and sprites representing things.
|
|
enum
|
|
{
|
|
SIL_NONE,
|
|
SIL_BOTTOM,
|
|
SIL_TOP,
|
|
SIL_BOTH
|
|
};
|
|
|
|
extern size_t MaxDrawSegs;
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
// INTERNAL MAP TYPES
|
|
// used by play and refresh
|
|
//
|
|
|
|
//
|
|
// Your plain vanilla vertex.
|
|
// Note: transformed values not buffered locally,
|
|
// like some DOOM-alikes ("wt", "WebView") did.
|
|
//
|
|
struct vertex_s
|
|
{
|
|
fixed_t x, y;
|
|
|
|
bool operator== (const vertex_s &other)
|
|
{
|
|
return x == other.x && y == other.y;
|
|
}
|
|
};
|
|
typedef struct vertex_s vertex_t;
|
|
|
|
// Forward of LineDefs, for Sectors.
|
|
struct line_s;
|
|
|
|
class player_s;
|
|
|
|
//
|
|
// The SECTORS record, at runtime.
|
|
// Stores things/mobjs.
|
|
//
|
|
class DSectorEffect;
|
|
struct sector_t;
|
|
|
|
enum
|
|
{
|
|
SECSPAC_Enter = 1, // Trigger when player enters
|
|
SECSPAC_Exit = 2, // Trigger when player exits
|
|
SECSPAC_HitFloor = 4, // Trigger when player hits floor
|
|
SECSPAC_HitCeiling = 8, // Trigger when player hits ceiling
|
|
SECSPAC_Use = 16, // Trigger when player uses
|
|
SECSPAC_UseWall = 32, // Trigger when player uses a wall
|
|
SECSPAC_EyesDive = 64, // Trigger when player eyes go below fake floor
|
|
SECSPAC_EyesSurface = 128, // Trigger when player eyes go above fake floor
|
|
SECSPAC_EyesBelowC = 256, // Trigger when player eyes go below fake ceiling
|
|
SECSPAC_EyesAboveC = 512, // Trigger when player eyes go above fake ceiling
|
|
SECSPAC_HitFakeFloor= 1024, // Trigger when player hits fake floor
|
|
};
|
|
|
|
class ASectorAction : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASectorAction, AActor)
|
|
public:
|
|
void Destroy ();
|
|
void BeginPlay ();
|
|
void Activate (AActor *source);
|
|
void Deactivate (AActor *source);
|
|
virtual bool TriggerAction (AActor *triggerer, int activationType);
|
|
protected:
|
|
bool CheckTrigger (AActor *triggerer) const;
|
|
};
|
|
|
|
class ASkyViewpoint;
|
|
|
|
struct secplane_t
|
|
{
|
|
// the plane is defined as a*x + b*y + c*z + d = 0
|
|
// ic is 1/c, for faster Z calculations
|
|
|
|
fixed_t a, b, c, d, ic;
|
|
|
|
// Returns the value of z at (x,y)
|
|
fixed_t ZatPoint (fixed_t x, fixed_t y) const
|
|
{
|
|
return FixedMul (ic, -d - DMulScale16 (a, x, b, y));
|
|
}
|
|
|
|
// Returns the value of z at vertex v
|
|
fixed_t ZatPoint (const vertex_t *v) const
|
|
{
|
|
return FixedMul (ic, -d - DMulScale16 (a, v->x, b, v->y));
|
|
}
|
|
|
|
// Returns the value of z at (x,y) if d is equal to dist
|
|
fixed_t ZatPointDist (fixed_t x, fixed_t y, fixed_t dist) const
|
|
{
|
|
return FixedMul (ic, -dist - DMulScale16 (a, x, b, y));
|
|
}
|
|
|
|
// Returns the value of z at vertex v if d is equal to dist
|
|
fixed_t ZatPointDist (const vertex_t *v, fixed_t dist)
|
|
{
|
|
return FixedMul (ic, -dist - DMulScale16 (a, v->x, b, v->y));
|
|
}
|
|
|
|
// Flips the plane's vertical orientiation, so that if it pointed up,
|
|
// it will point down, and vice versa.
|
|
void FlipVert ()
|
|
{
|
|
a = -a;
|
|
b = -b;
|
|
c = -c;
|
|
d = -d;
|
|
ic = -ic;
|
|
}
|
|
|
|
// Returns true if 2 planes are the same
|
|
bool operator== (const secplane_t &other) const
|
|
{
|
|
return a == other.a && b == other.b && c == other.c && d == other.d;
|
|
}
|
|
|
|
// Returns true if 2 planes are different
|
|
bool operator!= (const secplane_t &other) const
|
|
{
|
|
return a != other.a || b != other.b || c != other.c || d != other.d;
|
|
}
|
|
|
|
// Moves a plane up/down by hdiff units
|
|
void ChangeHeight (fixed_t hdiff)
|
|
{
|
|
d = d - FixedMul (hdiff, c);
|
|
}
|
|
|
|
// Returns how much this plane's height would change if d were set to oldd
|
|
fixed_t HeightDiff (fixed_t oldd) const
|
|
{
|
|
return FixedMul (oldd - d, ic);
|
|
}
|
|
|
|
fixed_t PointToDist (fixed_t x, fixed_t y, fixed_t z) const
|
|
{
|
|
return -TMulScale16 (a, x, y, b, z, c);
|
|
}
|
|
|
|
fixed_t PointToDist (const vertex_t *v, fixed_t z) const
|
|
{
|
|
return -TMulScale16 (a, v->x, b, v->y, z, c);
|
|
}
|
|
};
|
|
|
|
inline FArchive &operator<< (FArchive &arc, secplane_t &plane)
|
|
{
|
|
arc << plane.a << plane.b << plane.c << plane.d;
|
|
//if (plane.c != 0)
|
|
{ // plane.c should always be non-0. Otherwise, the plane
|
|
// would be perfectly vertical.
|
|
plane.ic = DivScale32 (1, plane.c);
|
|
}
|
|
return arc;
|
|
}
|
|
|
|
// Ceiling/floor flags
|
|
enum
|
|
{
|
|
SECF_ABSLIGHTING = 1 // floor/ceiling light is absolute, not relative
|
|
};
|
|
|
|
// Misc sector flags
|
|
enum
|
|
{
|
|
SECF_SILENT = 1, // actors in sector make no noise
|
|
SECF_FAKEFLOORONLY = 2, // when used as heightsec in R_FakeFlat, only copies floor
|
|
SECF_CLIPFAKEPLANES = 4, // as a heightsec, clip planes to target sector's planes
|
|
SECF_NOFAKELIGHT = 8, // heightsec does not change lighting
|
|
SECF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
|
|
SECF_UNDERWATER = 32, // sector is underwater
|
|
SECF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
|
|
SECF_UNDERWATERMASK = 32+64,
|
|
SECF_DRAWN = 128, // sector has been drawn at least once
|
|
};
|
|
|
|
struct FDynamicColormap;
|
|
|
|
struct FLightStack
|
|
{
|
|
secplane_t Plane; // Plane above this light (points up)
|
|
sector_t *Master; // Sector to get light from (NULL for owner)
|
|
BITFIELD bBottom:1; // Light is from the bottom of a block?
|
|
BITFIELD bFlooder:1; // Light floods lower lights until another flooder is reached?
|
|
BITFIELD bOverlaps:1; // Plane overlaps the next one
|
|
};
|
|
|
|
struct FExtraLight
|
|
{
|
|
short Tag;
|
|
WORD NumLights;
|
|
WORD NumUsedLights;
|
|
FLightStack *Lights; // Lights arranged from top to bottom
|
|
|
|
void InsertLight (const secplane_t &plane, line_s *line, int type);
|
|
};
|
|
|
|
struct sector_t
|
|
{
|
|
// Member functions
|
|
fixed_t FindLowestFloorSurrounding (vertex_t **v) const;
|
|
fixed_t FindHighestFloorSurrounding (vertex_t **v) const;
|
|
fixed_t FindNextHighestFloor (vertex_t **v) const;
|
|
fixed_t FindNextLowestFloor (vertex_t **v) const;
|
|
fixed_t FindLowestCeilingSurrounding (vertex_t **v) const; // jff 2/04/98
|
|
fixed_t FindHighestCeilingSurrounding (vertex_t **v) const; // jff 2/04/98
|
|
fixed_t FindNextLowestCeiling (vertex_t **v) const; // jff 2/04/98
|
|
fixed_t FindNextHighestCeiling (vertex_t **v) const; // jff 2/04/98
|
|
fixed_t FindShortestTextureAround () const; // jff 2/04/98
|
|
fixed_t FindShortestUpperAround () const; // jff 2/04/98
|
|
sector_t *FindModelFloorSector (fixed_t floordestheight) const; // jff 2/04/98
|
|
sector_t *FindModelCeilingSector (fixed_t floordestheight) const; // jff 2/04/98
|
|
int FindMinSurroundingLight (int max) const;
|
|
sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
|
|
fixed_t FindLowestCeilingPoint (vertex_t **v) const;
|
|
fixed_t FindHighestFloorPoint (vertex_t **v) const;
|
|
void AdjustFloorClip () const;
|
|
void SetColor(int r, int g, int b, int desat);
|
|
void SetFade(int r, int g, int b);
|
|
|
|
// Member variables
|
|
fixed_t CenterFloor () const { return floorplane.ZatPoint (soundorg[0], soundorg[1]); }
|
|
fixed_t CenterCeiling () const { return ceilingplane.ZatPoint (soundorg[0], soundorg[1]); }
|
|
|
|
// [RH] store floor and ceiling planes instead of heights
|
|
secplane_t floorplane, ceilingplane;
|
|
fixed_t floortexz, ceilingtexz; // [RH] used for wall texture mapping
|
|
|
|
// [RH] give floor and ceiling even more properties
|
|
FDynamicColormap *ColorMap; // [RH] Per-sector colormap
|
|
|
|
// killough 3/7/98: floor and ceiling texture offsets
|
|
fixed_t floor_xoffs, floor_yoffs;
|
|
fixed_t ceiling_xoffs, ceiling_yoffs;
|
|
|
|
// [RH] floor and ceiling texture scales
|
|
fixed_t floor_xscale, floor_yscale;
|
|
fixed_t ceiling_xscale, ceiling_yscale;
|
|
|
|
// [RH] floor and ceiling texture rotation
|
|
angle_t floor_angle, ceiling_angle;
|
|
|
|
fixed_t base_ceiling_angle, base_ceiling_yoffs;
|
|
fixed_t base_floor_angle, base_floor_yoffs;
|
|
|
|
BYTE FloorLight, CeilingLight;
|
|
BYTE FloorFlags, CeilingFlags;
|
|
int floorpic, ceilingpic;
|
|
BYTE lightlevel;
|
|
|
|
AActor * SoundTarget;
|
|
BYTE soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
|
|
|
|
short special;
|
|
short tag;
|
|
int nexttag,firsttag; // killough 1/30/98: improves searches for tags.
|
|
|
|
int sky;
|
|
short seqType; // this sector's sound sequence
|
|
|
|
fixed_t soundorg[3]; // origin for any sounds played by the sector
|
|
int validcount; // if == validcount, already checked
|
|
AActor* thinglist; // list of mobjs in sector
|
|
|
|
// killough 8/28/98: friction is a sector property, not an mobj property.
|
|
// these fields used to be in AActor, but presented performance problems
|
|
// when processed as mobj properties. Fix is to make them sector properties.
|
|
fixed_t friction, movefactor;
|
|
|
|
// thinker_t for reversable actions
|
|
DSectorEffect *floordata; // jff 2/22/98 make thinkers on
|
|
DSectorEffect *ceilingdata; // floors, ceilings, lighting,
|
|
DSectorEffect *lightingdata; // independent of one another
|
|
|
|
// jff 2/26/98 lockout machinery for stairbuilding
|
|
SBYTE stairlock; // -2 on first locked -1 after thinker done 0 normally
|
|
SWORD prevsec; // -1 or number of sector for previous step
|
|
SWORD nextsec; // -1 or number of next step sector
|
|
|
|
short linecount;
|
|
struct line_s **lines; // [linecount] size
|
|
|
|
// killough 3/7/98: support flat heights drawn at another sector's heights
|
|
sector_t *heightsec; // other sector, or NULL if no other sector
|
|
|
|
DWORD bottommap, midmap, topmap; // killough 4/4/98: dynamic colormaps
|
|
// [RH] these can also be blend values if
|
|
// the alpha mask is non-zero
|
|
|
|
// list of mobjs that are at least partially in the sector
|
|
// thinglist is a subset of touching_thinglist
|
|
struct msecnode_s *touching_thinglist; // phares 3/14/98
|
|
|
|
float gravity; // [RH] Sector gravity (1.0 is normal)
|
|
short damage; // [RH] Damage to do while standing on floor
|
|
short mod; // [RH] Means-of-death for applied damage
|
|
|
|
WORD ZoneNumber; // [RH] Zone this sector belongs to
|
|
WORD MoreFlags; // [RH] Misc sector flags
|
|
|
|
// [RH] Action specials for sectors. Like Skull Tag, but more
|
|
// flexible in a Bloody way. SecActTarget forms a list of actors
|
|
// joined by their tracer fields. When a potential sector action
|
|
// occurs, SecActTarget's TriggerAction method is called.
|
|
ASectorAction *SecActTarget;
|
|
|
|
// [RH] The sky box to render for this sector. NULL means use a
|
|
// regular sky.
|
|
ASkyViewpoint *FloorSkyBox, *CeilingSkyBox;
|
|
|
|
// Planes that partition this sector into different light zones.
|
|
FExtraLight *ExtraLights;
|
|
|
|
vertex_t *Triangle[3]; // Three points that can define a plane
|
|
short oldspecial; //jff 2/16/98 remembers if sector WAS secret (automap)
|
|
};
|
|
|
|
struct ReverbContainer;
|
|
struct zone_t
|
|
{
|
|
ReverbContainer *Environment;
|
|
};
|
|
|
|
|
|
//
|
|
// The SideDef.
|
|
//
|
|
|
|
class DBaseDecal;
|
|
|
|
enum
|
|
{
|
|
WALLF_ABSLIGHTING = 1, // Light is absolute instead of relative
|
|
WALLF_NOAUTODECALS = 2, // Do not attach impact decals to this wall
|
|
WALLF_ADDTRANS = 4, // Use additive instead of normal translucency
|
|
WALLF_AUTOCONTRAST = 8, // Automatically handle fake contrast in side_s::GetLightLevel
|
|
};
|
|
|
|
struct side_s
|
|
{
|
|
fixed_t textureoffset; // add this to the calculated texture column
|
|
fixed_t rowoffset; // add this to the calculated texture top
|
|
sector_t* sector; // Sector the SideDef is facing.
|
|
DBaseDecal* AttachedDecals; // [RH] Decals bound to the wall
|
|
int toptexture, bottomtexture, midtexture; // texture indices
|
|
WORD linenum;
|
|
DWORD LeftSide, RightSide; // [RH] Group walls into loops
|
|
WORD TexelLength;
|
|
SBYTE Light;
|
|
BYTE Flags;
|
|
|
|
int GetLightLevel (bool foggy, int baselight) const;
|
|
};
|
|
typedef struct side_s side_t;
|
|
|
|
|
|
//
|
|
// Move clipping aid for LineDefs.
|
|
//
|
|
enum slopetype_t
|
|
{
|
|
ST_HORIZONTAL,
|
|
ST_VERTICAL,
|
|
ST_POSITIVE,
|
|
ST_NEGATIVE
|
|
};
|
|
|
|
|
|
struct line_s
|
|
{
|
|
vertex_t *v1, *v2; // vertices, from v1 to v2
|
|
fixed_t dx, dy; // precalculated v2 - v1 for side checking
|
|
DWORD flags;
|
|
BYTE special; // [RH] specials are only one byte (like Hexen)
|
|
BYTE alpha; // <--- translucency (0-255/255=opaque)
|
|
short id; // <--- same as tag or set with Line_SetIdentification
|
|
int args[5]; // <--- hexen-style arguments (expanded to ZDoom's full width)
|
|
int firstid, nextid;
|
|
DWORD sidenum[2]; // sidenum[1] will be 0xffffffff if one sided
|
|
fixed_t bbox[4]; // bounding box, for the extent of the LineDef.
|
|
slopetype_t slopetype; // To aid move clipping.
|
|
sector_t *frontsector, *backsector;
|
|
int validcount; // if == validcount, already checked
|
|
|
|
};
|
|
typedef struct line_s line_t;
|
|
|
|
// phares 3/14/98
|
|
//
|
|
// Sector list node showing all sectors an object appears in.
|
|
//
|
|
// There are two threads that flow through these nodes. The first thread
|
|
// starts at touching_thinglist in a sector_t and flows through the m_snext
|
|
// links to find all mobjs that are entirely or partially in the sector.
|
|
// The second thread starts at touching_sectorlist in a AActor and flows
|
|
// through the m_tnext links to find all sectors a thing touches. This is
|
|
// useful when applying friction or push effects to sectors. These effects
|
|
// can be done as thinkers that act upon all objects touching their sectors.
|
|
// As an mobj moves through the world, these nodes are created and
|
|
// destroyed, with the links changed appropriately.
|
|
//
|
|
// For the links, NULL means top or end of list.
|
|
|
|
typedef struct msecnode_s
|
|
{
|
|
sector_t *m_sector; // a sector containing this object
|
|
AActor *m_thing; // this object
|
|
struct msecnode_s *m_tprev; // prev msecnode_t for this thing
|
|
struct msecnode_s *m_tnext; // next msecnode_t for this thing
|
|
struct msecnode_s *m_sprev; // prev msecnode_t for this sector
|
|
struct msecnode_s *m_snext; // next msecnode_t for this sector
|
|
bool visited; // killough 4/4/98, 4/7/98: used in search algorithms
|
|
} msecnode_t;
|
|
|
|
//
|
|
// A SubSector.
|
|
// References a Sector.
|
|
// Basically, this is a list of LineSegs indicating the visible walls that
|
|
// define (all or some) sides of a convex BSP leaf.
|
|
//
|
|
struct FPolyObj;
|
|
typedef struct subsector_s
|
|
{
|
|
sector_t *sector;
|
|
DWORD numlines;
|
|
DWORD firstline;
|
|
FPolyObj *poly;
|
|
int validcount;
|
|
fixed_t CenterX, CenterY;
|
|
} subsector_t;
|
|
|
|
//
|
|
// The LineSeg.
|
|
//
|
|
struct seg_s
|
|
{
|
|
vertex_t* v1;
|
|
vertex_t* v2;
|
|
|
|
side_t* sidedef;
|
|
line_t* linedef;
|
|
|
|
// Sector references. Could be retrieved from linedef, too.
|
|
sector_t* frontsector;
|
|
sector_t* backsector; // NULL for one-sided lines
|
|
|
|
subsector_t* Subsector;
|
|
seg_s* PartnerSeg;
|
|
|
|
BITFIELD bPolySeg:1;
|
|
};
|
|
typedef struct seg_s seg_t;
|
|
|
|
// ===== Polyobj data =====
|
|
typedef struct FPolyObj
|
|
{
|
|
int numsegs;
|
|
seg_t **segs;
|
|
fixed_t startSpot[3];
|
|
vertex_t *originalPts; // used as the base for the rotations
|
|
vertex_t *prevPts; // use to restore the old point values
|
|
angle_t angle;
|
|
int tag; // reference tag assigned in HereticEd
|
|
int bbox[4];
|
|
int validcount;
|
|
int crush; // should the polyobj attempt to crush mobjs?
|
|
bool bHurtOnTouch; // should the polyobj hurt anything it touches?
|
|
int seqType;
|
|
fixed_t size; // polyobj size (area of POLY_AREAUNIT == size of FRACUNIT)
|
|
DThinker *specialdata; // pointer to a thinker, if the poly is moving
|
|
} polyobj_t;
|
|
|
|
//
|
|
// BSP node.
|
|
//
|
|
struct node_s
|
|
{
|
|
// Partition line.
|
|
fixed_t x;
|
|
fixed_t y;
|
|
fixed_t dx;
|
|
fixed_t dy;
|
|
fixed_t bbox[2][4]; // Bounding box for each child.
|
|
union
|
|
{
|
|
void *children[2]; // If bit 0 is set, it's a subsector.
|
|
int intchildren[2]; // Used by nodebuilder.
|
|
};
|
|
};
|
|
typedef struct node_s node_t;
|
|
|
|
|
|
typedef struct polyblock_s
|
|
{
|
|
polyobj_t *polyobj;
|
|
struct polyblock_s *prev;
|
|
struct polyblock_s *next;
|
|
} polyblock_t;
|
|
|
|
|
|
|
|
// posts are runs of non masked source pixels
|
|
struct post_s
|
|
{
|
|
BYTE topdelta; // -1 is the last post in a column
|
|
BYTE length; // length data bytes follows
|
|
};
|
|
typedef struct post_s post_t;
|
|
|
|
// column_t is a list of 0 or more post_t, (byte)-1 terminated
|
|
typedef post_t column_t;
|
|
|
|
|
|
|
|
//
|
|
// OTHER TYPES
|
|
//
|
|
|
|
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
|
|
|
|
// 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(int lumpnum, int usetype);
|
|
virtual ~FTexture ();
|
|
|
|
SWORD LeftOffset, TopOffset;
|
|
|
|
BYTE WidthBits, HeightBits;
|
|
//BYTE ScaleX, ScaleY;
|
|
|
|
fixed_t xScale;
|
|
fixed_t yScale;
|
|
|
|
char Name[9];
|
|
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 bIsPatch:1; // 1 if an FPatchTexture. Required to fix FMultipatchTexture::CheckForHacks
|
|
|
|
WORD Rotations;
|
|
|
|
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,
|
|
};
|
|
|
|
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(BYTE *buffer, int buf_pitch, int buf_height, int x, int y);
|
|
virtual bool UseBasePalette();
|
|
|
|
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();
|
|
|
|
// 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 () { return DivScale16(Width, xScale); }
|
|
int GetScaledHeight () { return DivScale16(Height, yScale); }
|
|
|
|
int GetScaledLeftOffset () { return DivScale16(LeftOffset, xScale); }
|
|
int GetScaledTopOffset () { return DivScale16(TopOffset, yScale); }
|
|
|
|
virtual void SetFrontSkyLayer();
|
|
|
|
void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, 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)
|
|
{
|
|
xScale = DivScale16(Width, fitwidth);
|
|
yScale = DivScale16(Height,fitheight);
|
|
// compensate for roundoff errors
|
|
if (MulScale16(xScale, fitwidth) != Width) xScale++;
|
|
if (MulScale16(yScale, fitheight) != Height) yScale++;
|
|
}
|
|
|
|
protected:
|
|
WORD Width, Height, WidthMask;
|
|
static BYTE GrayMap[256];
|
|
FNativeTexture *Native;
|
|
|
|
FTexture ();
|
|
|
|
Span **CreateSpans (const BYTE *pixels) const;
|
|
void FreeSpans (Span **spans) const;
|
|
void CalcBitSize ();
|
|
|
|
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, const BYTE *remap);
|
|
|
|
friend class D3DTex;
|
|
};
|
|
|
|
// Texture manager
|
|
class FTextureManager
|
|
{
|
|
public:
|
|
FTextureManager ();
|
|
~FTextureManager ();
|
|
|
|
// Get texture without translation
|
|
FTexture *operator[] (int texnum)
|
|
{
|
|
if ((size_t)texnum >= Textures.Size()) return NULL;
|
|
return Textures[texnum].Texture;
|
|
}
|
|
FTexture *operator[] (const char *texname)
|
|
{
|
|
int texnum = GetTexture (texname, FTexture::TEX_MiscPatch);
|
|
return Textures[texnum].Texture;
|
|
}
|
|
|
|
// Get texture with translation
|
|
FTexture *operator() (int texnum)
|
|
{
|
|
if ((size_t)texnum >= Textures.Size()) return NULL;
|
|
return Textures[Translation[texnum]].Texture;
|
|
}
|
|
FTexture *operator() (const char *texname)
|
|
{
|
|
int texnum = GetTexture (texname, FTexture::TEX_MiscPatch);
|
|
return Textures[Translation[texnum]].Texture;
|
|
}
|
|
|
|
void SetTranslation (int fromtexnum, int totexnum)
|
|
{
|
|
if ((size_t)fromtexnum < Translation.Size())
|
|
{
|
|
if ((size_t)totexnum >= Textures.Size())
|
|
{
|
|
totexnum = fromtexnum;
|
|
}
|
|
Translation[fromtexnum] = WORD(totexnum);
|
|
}
|
|
}
|
|
|
|
enum
|
|
{
|
|
TEXMAN_TryAny = 1,
|
|
TEXMAN_Overridable = 2,
|
|
};
|
|
|
|
int CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny);
|
|
int GetTexture (const char *name, int usetype, BITFIELD flags=0);
|
|
|
|
void WriteTexture (FArchive &arc, int picnum);
|
|
int ReadTexture (FArchive &arc);
|
|
|
|
void AddTexturesLump (const void *lumpdata, int lumpsize, int patcheslump, int firstdup=0, bool texture1=false);
|
|
void AddTexturesLumps (int lump1, int lump2, int patcheslump);
|
|
void AddGroup(const char * startlump, const char * endlump, int ns, int usetype);
|
|
void AddPatches (int lumpnum);
|
|
void AddTiles (void *tileFile);
|
|
void AddHiresTextures ();
|
|
void LoadHiresTex();
|
|
|
|
int CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
|
|
int AddTexture (FTexture *texture);
|
|
int AddPatch (const char *patchname, int namespc=0);
|
|
|
|
// 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 (int picnum, FTexture *newtexture, bool free);
|
|
|
|
void UnloadAll ();
|
|
|
|
int NumTextures () const { return (int)Textures.Size(); }
|
|
|
|
|
|
private:
|
|
struct TextureHash
|
|
{
|
|
FTexture *Texture;
|
|
WORD HashNext;
|
|
};
|
|
enum { HASH_END = 0xFFFF, HASH_SIZE = 1027 };
|
|
TArray<TextureHash> Textures;
|
|
TArray<WORD> Translation;
|
|
WORD HashFirst[HASH_SIZE];
|
|
int DefaultTexture;
|
|
|
|
friend void R_InitData ();
|
|
};
|
|
|
|
extern FTextureManager TexMan;
|
|
|
|
|
|
// A vissprite_t is a thing
|
|
// that will be drawn during a refresh.
|
|
// I.e. a sprite object that is partly visible.
|
|
struct vissprite_t
|
|
{
|
|
short x1, x2;
|
|
fixed_t cx; // for line side calculation
|
|
fixed_t gx, gy; // for fake floor clipping
|
|
fixed_t gz, gzt; // global bottom / top for silhouette clipping
|
|
fixed_t startfrac; // horizontal position of x1
|
|
fixed_t xscale, yscale;
|
|
fixed_t xiscale; // negative if flipped
|
|
fixed_t idepth; // 1/z
|
|
fixed_t texturemid;
|
|
DWORD AlphaColor;
|
|
lighttable_t *colormap;
|
|
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
|
|
sector_t *sector; // [RH] sector this sprite is in
|
|
fixed_t alpha;
|
|
fixed_t floorclip;
|
|
FTexture *pic;
|
|
short renderflags;
|
|
DWORD Translation; // [RH] for color translation
|
|
BYTE RenderStyle;
|
|
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
|
|
BYTE bSplitSprite; // [RH] Sprite was split by a drawseg
|
|
};
|
|
|
|
enum
|
|
{
|
|
FAKED_Center,
|
|
FAKED_BelowFloor,
|
|
FAKED_AboveCeiling
|
|
};
|
|
|
|
//
|
|
// Sprites are patches with a special naming convention so they can be
|
|
// recognized by R_InitSprites. The base name is NNNNFx or NNNNFxFx, with
|
|
// x indicating the rotation, x = 0, 1-7. The sprite and frame specified
|
|
// by a thing_t is range checked at run time.
|
|
// A sprite is a patch_t that is assumed to represent a three dimensional
|
|
// object and may have multiple rotations pre drawn. Horizontal flipping
|
|
// is used to save space, thus NNNNF2F5 defines a mirrored patch.
|
|
// Some sprites will only have one picture used for all views: NNNNF0
|
|
//
|
|
struct spriteframe_t
|
|
{
|
|
WORD Texture[16]; // texture to use for view angles 0-15
|
|
WORD Flip; // flip (1 = flip) to use for view angles 0-15.
|
|
};
|
|
|
|
//
|
|
// A sprite definition:
|
|
// a number of animation frames.
|
|
//
|
|
struct spritedef_t
|
|
{
|
|
char name[5];
|
|
BYTE numframes;
|
|
WORD spriteframes;
|
|
};
|
|
|
|
extern TArray<spriteframe_t> SpriteFrames;
|
|
|
|
//
|
|
// [RH] Internal "skin" definition.
|
|
//
|
|
class FPlayerSkin
|
|
{
|
|
public:
|
|
char name[17]; // 16 chars + NULL
|
|
char face[3];
|
|
BYTE gender; // This skin's gender (not really used)
|
|
BYTE range0start;
|
|
BYTE range0end;
|
|
bool othergame; // [GRB]
|
|
fixed_t Scale;
|
|
int sprite;
|
|
int crouchsprite;
|
|
int namespc; // namespace for this skin
|
|
};
|
|
|
|
#endif
|