mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-18 10:21:42 +00:00
226a513e6e
SVN r2228 (trunk)
375 lines
12 KiB
C++
375 lines
12 KiB
C++
#ifndef __TEXTURES_H
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#define __TEXTURES_H
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#include "doomtype.h"
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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 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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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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friend void AddTiles (void *tiles);
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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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// 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[8]; // 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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union
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{
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char Name[9];
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DWORD dwName; // Used with sprites
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};
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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 kinf 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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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_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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FTextureID GetID() const { return id; }
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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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double GetScaledWidthDouble () { return (Width * 65536.f) / xScale; }
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double GetScaledHeightDouble () { return (Height * 65536.f) / 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.f) / xScale; }
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double GetScaledTopOffsetDouble() { return (TopOffset * 65536.f) / 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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}
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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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};
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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)
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{
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if ((size_t)texnum.texnum >= Textures.Size()) return NULL;
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return Textures[Translation[texnum.texnum]].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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void SetTranslation (FTextureID fromtexnum, FTextureID totexnum)
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{
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if ((size_t)fromtexnum.texnum < Translation.Size())
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{
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if ((size_t)totexnum.texnum >= Textures.Size())
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{
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totexnum.texnum = fromtexnum.texnum;
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}
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Translation[fromtexnum.texnum] = totexnum.texnum;
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}
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}
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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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};
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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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FTextureID FindTextureByLumpNum (int lumpnum);
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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 AddTiles (void *tileFile);
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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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// 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 WriteTexture (FArchive &arc, int picnum);
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int ReadTexture (FArchive &arc);
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private:
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struct TextureHash
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{
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FTexture *Texture;
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int HashNext;
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};
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enum { HASH_END = -1, HASH_SIZE = 1027 };
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TArray<TextureHash> Textures;
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TArray<int> Translation;
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int HashFirst[HASH_SIZE];
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FTextureID DefaultTexture;
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TArray<int> FirstTextureForFile;
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};
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extern FTextureManager TexMan;
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#endif
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