qzdoom/src/r_data.h

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// 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 module, data I/O, caching, retrieval of graphics
// by name.
//
//-----------------------------------------------------------------------------
#ifndef __R_DATA__
#define __R_DATA__
#include "r_defs.h"
#include "r_state.h"
#include "v_video.h"
// 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 is just a single patch
class FPatchTexture : public FTexture
{
public:
FPatchTexture (int lumpnum, int usetype);
~FPatchTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
int SourceLump;
BYTE *Pixels;
Span **Spans;
virtual void MakeTexture ();
void HackHack (int newheight);
void GetDimensions ();
friend class FMultiPatchTexture;
};
// In-memory representation of a single PNAMES lump entry
struct FPatchLookup
{
char Name[9];
FTexture *Texture;
};
// A texture defined in a TEXTURE1 or TEXTURE2 lump
class FMultiPatchTexture : public FTexture
{
public:
FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife);
~FMultiPatchTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
virtual void SetFrontSkyLayer ();
protected:
BYTE *Pixels;
Span **Spans;
struct TexPart
{
SWORD OriginX, OriginY;
FTexture *Texture;
};
int NumParts;
TexPart *Parts;
bool bRedirect;
void MakeTexture ();
private:
void CheckForHacks ();
};
// A texture defined between F_START and F_END markers
class FFlatTexture : public FTexture
{
public:
FFlatTexture (int lumpnum);
~FFlatTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
int SourceLump;
BYTE *Pixels;
Span DummySpans[2];
void MakeTexture ();
};
// A texture defined in a Build TILESxxx.ART file
class FBuildTexture : public FTexture
{
public:
FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top);
~FBuildTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
const BYTE *Pixels;
Span **Spans;
};
// A raw 320x200 graphic used by Heretic and Hexen fullscreen images
class FRawPageTexture : public FTexture
{
public:
FRawPageTexture (int lumpnum);
~FRawPageTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
int SourceLump;
BYTE *Pixels;
static const Span DummySpans[2];
void MakeTexture ();
};
// An IMGZ image (mostly just crosshairs)
class FIMGZTexture : public FTexture
{
public:
FIMGZTexture (int lumpnum);
~FIMGZTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
int SourceLump;
BYTE *Pixels;
Span **Spans;
void GetDimensions ();
void MakeTexture ();
struct ImageHeader;
};
// A PNG image
class FPNGTexture : public FTexture
{
public:
FPNGTexture (int lumpnum, int width, int height, BYTE bitdepth, BYTE colortype, BYTE interlace);
~FPNGTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
protected:
int SourceLump;
BYTE *Pixels;
Span **Spans;
BYTE BitDepth;
BYTE ColorType;
BYTE Interlace;
BYTE *PaletteMap;
int PaletteSize;
DWORD StartOfIDAT;
static BYTE GrayMap[256];
void MakeTexture ();
};
// A texture that returns a wiggly version of another texture.
class FWarpTexture : public FTexture
{
public:
FWarpTexture (FTexture *source);
~FWarpTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
const BYTE *GetPixels ();
void Unload ();
bool CheckModified ();
protected:
FTexture *SourcePic;
BYTE *Pixels;
Span **Spans;
DWORD GenTime;
void MakeTexture (DWORD time);
};
// [GRB] Eternity-like warping
class FWarp2Texture : public FWarpTexture
{
public:
FWarp2Texture (FTexture *source);
protected:
void MakeTexture (DWORD time);
};
// A texture that can be drawn to.
class DSimpleCanvas;
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 RenderView (AActor *viewpoint, int fov);
protected:
DSimpleCanvas *Canvas;
BYTE *Pixels;
Span DummySpans[2];
BYTE bNeedsUpdate:1;
BYTE bDidUpdate:1;
void MakeTexture ();
friend struct FCanvasTextureInfo;
};
// This list keeps track of the cameras that draw into canvas textures.
struct FCanvasTextureInfo
{
FCanvasTextureInfo *Next;
AActor *Viewpoint;
FCanvasTexture *Texture;
int PicNum;
int FOV;
static void Add (AActor *viewpoint, int picnum, int fov);
static void UpdateAll ();
static void EmptyList ();
static void Serialize (FArchive &arc);
private:
static FCanvasTextureInfo *List;
};
// I/O, setting up the stuff.
void R_InitData (void);
void R_PrecacheLevel (void);
// Retrieval.
DWORD R_ColormapNumForName(const char *name); // killough 4/4/98
void R_SetDefaultColormap (const char *name); // [RH] change normal fadetable
DWORD R_BlendForColormap (DWORD map); // [RH] return calculated blend for a colormap
extern byte *realcolormaps; // [RH] make the colormaps externally visible
extern size_t numfakecmaps;
int R_FindSkin (const char *name); // [RH] Find a skin
#endif