gzdoom/src/r_defs.h
Christoph Oelckers e08da03a3d - Increased precision of texture scaling factors to full fixed point. In the process
I got rid of the old tx and ty CVARs because they made the texture scaling
  much more complicated than it was actually needed (and besides, they were completely
  useless except for testing purposes anyway.)


SVN r522 (trunk)
2007-04-29 12:07:27 +00:00

890 lines
26 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;
// 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;
short 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
short 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;
// 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 void Unload () = 0;
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];
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);
};
// 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;
WORD 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