// 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; BYTE bFirstUpdate: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_DeinitData (); 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