#ifndef __TEXTURES_H #define __TEXTURES_H #include "doomtype.h" #include "vectors.h" struct FloatRect { float left,top; float width,height; void Offset(float xofs,float yofs) { left+=xofs; top+=yofs; } void Scale(float xfac,float yfac) { left*=xfac; width*=xfac; top*=yfac; height*=yfac; } }; class FBitmap; struct FRemapTable; struct FCopyInfo; class FScanner; class PClassInventory; // Texture IDs class FTextureManager; class FTerrainTypeArray; class FGLTexture; class FMaterial; class FNullTextureID : public FTextureID { public: FNullTextureID() : FTextureID(0) {} }; // // Animating textures and planes // // [RH] Expanded to work with a Hexen ANIMDEFS lump // struct FAnimDef { FTextureID BasePic; WORD NumFrames; WORD CurFrame; BYTE AnimType; bool bDiscrete; // taken out of AnimType to have better control DWORD SwitchTime; // Time to advance to next frame struct FAnimFrame { DWORD SpeedMin; // Speeds are in ms, not tics DWORD SpeedRange; FTextureID FramePic; } Frames[1]; enum { ANIM_Forward, ANIM_Backward, ANIM_OscillateUp, ANIM_OscillateDown, ANIM_Random }; void SetSwitchTime (DWORD mstime); }; struct FSwitchDef { FTextureID PreTexture; // texture to switch from FSwitchDef *PairDef; // switch def to use to return to PreTexture WORD NumFrames; // # of animation frames bool QuestPanel; // Special texture for Strife mission int Sound; // sound to play at start of animation. Changed to int to avoiud having to include s_sound here. struct frame // Array of times followed by array of textures { // actual length of each array is WORD TimeMin; WORD TimeRnd; FTextureID Texture; } frames[1]; }; struct FDoorAnimation { FTextureID BaseTexture; FTextureID *TextureFrames; int NumTextureFrames; FName OpenSound; FName CloseSound; }; // 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[]; // 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(const char *name, int lumpnum, int usetype); static FTexture *CreateTexture(int lumpnum, int usetype); virtual ~FTexture (); SWORD LeftOffset, TopOffset; BYTE WidthBits, HeightBits; DVector2 Scale; int SourceLump; FTextureID id; FString Name; 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 bComplex:1; // Will be used to mark extended MultipatchTextures that have to be // fully composited before subjected to any kind of postprocessing instead of // doing it per patch. BYTE bMultiPatch:1; // This is a multipatch texture (we really could use real type info for textures...) BYTE bKeepAround:1; // This texture was used as part of a multi-patch texture. Do not free it. WORD Rotations; SWORD SkyOffset; 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_SkinGraphic, TEX_Null, TEX_FirstDefined, }; 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(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL); int CopyTrueColorTranslated(FBitmap *bmp, int x, int y, int rotate, FRemapTable *remap, FCopyInfo *inf = NULL); virtual bool UseBasePalette(); virtual int GetSourceLump() { return SourceLump; } virtual FTexture *GetRedirect(bool wantwarped); virtual FTexture *GetRawTexture(); // for FMultiPatchTexture to override 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(bool wrapping); // 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 () { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); } int GetScaledHeight () { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); } double GetScaledWidthDouble () { return Width / Scale.X; } double GetScaledHeightDouble () { return Height / Scale.Y; } double GetScaleY() const { return Scale.Y; } int GetScaledLeftOffset () { int foo = int((LeftOffset * 2) / Scale.X); return (foo >> 1) + (foo & 1); } int GetScaledTopOffset () { int foo = int((TopOffset * 2) / Scale.Y); return (foo >> 1) + (foo & 1); } double GetScaledLeftOffsetDouble() { return LeftOffset / Scale.X; } double GetScaledTopOffsetDouble() { return TopOffset / Scale.Y; } virtual void ResolvePatches() {} virtual void SetFrontSkyLayer(); void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, const BYTE *translation=NULL) { CopyToBlock(dest, dwidth, dheight, x, y, 0, translation); } void CopyToBlock (BYTE *dest, int dwidth, int dheight, int x, int y, int rotate, 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; Scale = BaseTexture->Scale; WidthMask = (1 << WidthBits) - 1; } void SetScaledSize(int fitwidth, int fitheight); PalEntry GetSkyCapColor(bool bottom); virtual void HackHack (int newheight); // called by FMultipatchTexture to discover corrupt patches. protected: WORD Width, Height, WidthMask; static BYTE GrayMap[256]; FNativeTexture *Native; FTexture (const char *name = NULL, int lumpnum = -1); Span **CreateSpans (const BYTE *pixels) const; void FreeSpans (Span **spans) const; void CalcBitSize (); void CopyInfo(FTexture *other) { CopySize(other); bNoDecals = other->bNoDecals; Rotations = other->Rotations; gl_info = other->gl_info; gl_info.Brightmap = NULL; gl_info.areas = NULL; } private: bool bSWSkyColorDone = false; PalEntry FloorSkyColor; PalEntry CeilingSkyColor; public: 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, int srcpitch, const BYTE *remap); friend class D3DTex; public: struct MiscGLInfo { FMaterial *Material[2]; FGLTexture *SystemTexture[2]; FTexture *Brightmap; PalEntry GlowColor; int GlowHeight; FloatRect *areas; int areacount; int shaderindex; float shaderspeed; int mIsTransparent:2; bool bGlowing:1; // Texture glows bool bAutoGlowing : 1; // Glow info is determined from texture image. bool bFullbright:1; // always draw fullbright bool bSkybox:1; // This is a skybox char bBrightmapChecked:1; // Set to 1 if brightmap has been checked bool bDisableFullbright:1; // This texture will not be displayed as fullbright sprite bool bNoFilter:1; bool bNoCompress:1; bool bNoExpand:1; MiscGLInfo() throw (); ~MiscGLInfo(); }; MiscGLInfo gl_info; void GetGlowColor(float *data); bool isGlowing() { return gl_info.bGlowing; } bool isFullbright() { return gl_info.bFullbright; } void CreateDefaultBrightmap(); bool FindHoles(const unsigned char * buffer, int w, int h); static bool SmoothEdges(unsigned char * buffer,int w, int h); void CheckTrans(unsigned char * buffer, int size, int trans); bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch); }; class FxAddSub; // Texture manager class FTextureManager { friend class FxAddSub; // needs access to do a bounds check on the texture ID. public: FTextureManager (); ~FTextureManager (); // Get texture without translation FTexture *operator[] (FTextureID texnum) { if ((unsigned)texnum.GetIndex() >= Textures.Size()) return NULL; return Textures[texnum.GetIndex()].Texture; } FTexture *operator[] (const char *texname) { FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch); if (!texnum.Exists()) return NULL; return Textures[texnum.GetIndex()].Texture; } FTexture *ByIndex(int i) { if (unsigned(i) >= Textures.Size()) return NULL; return Textures[i].Texture; } FTexture *FindTexture(const char *texname, int usetype = FTexture::TEX_MiscPatch, BITFIELD flags = TEXMAN_TryAny); // Get texture with translation FTexture *operator() (FTextureID texnum, bool withpalcheck=false) { if ((size_t)texnum.texnum >= Textures.Size()) return NULL; int picnum = Translation[texnum.texnum]; if (withpalcheck) { picnum = PalCheck(picnum).GetIndex(); } return Textures[picnum].Texture; } FTexture *operator() (const char *texname) { FTextureID texnum = GetTexture (texname, FTexture::TEX_MiscPatch); if (texnum.texnum == -1) return NULL; return Textures[Translation[texnum.texnum]].Texture; } FTexture *ByIndexTranslated(int i) { if (unsigned(i) >= Textures.Size()) return NULL; return Textures[Translation[i]].Texture; } FTextureID PalCheck(FTextureID tex); enum { TEXMAN_TryAny = 1, TEXMAN_Overridable = 2, TEXMAN_ReturnFirst = 4, TEXMAN_AllowSkins = 8, TEXMAN_ShortNameOnly = 16, TEXMAN_DontCreate = 32 }; enum { HIT_Wall = 1, HIT_Flat = 2, HIT_Sky = 4, HIT_Sprite = 8, HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite }; FTextureID CheckForTexture (const char *name, int usetype, BITFIELD flags=TEXMAN_TryAny); FTextureID GetTexture (const char *name, int usetype, BITFIELD flags=0); int ListTextures (const char *name, TArray &list, bool listall = false); void AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup=0, bool texture1=false); void AddTexturesLumps (int lump1, int lump2, int patcheslump); void AddGroup(int wadnum, int ns, int usetype); void AddPatches (int lumpnum); void AddHiresTextures (int wadnum); void LoadTextureDefs(int wadnum, const char *lumpname); void ParseXTexture(FScanner &sc, int usetype); void SortTexturesByType(int start, int end); bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2); FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture FTextureID AddTexture (FTexture *texture); FTextureID GetDefaultTexture() const { return DefaultTexture; } void LoadTextureX(int wadnum); void AddTexturesForWad(int wadnum); void Init(); void DeleteAll(); // 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 (FTextureID picnum, FTexture *newtexture, bool free); void UnloadAll (); int NumTextures () const { return (int)Textures.Size(); } void UpdateAnimations (DWORD mstime); int GuesstimateNumTextures (); FSwitchDef *FindSwitch (FTextureID texture); FDoorAnimation *FindAnimatedDoor (FTextureID picnum); private: // texture counting int CountTexturesX (); int CountLumpTextures (int lumpnum); // Build tiles void AddTiles (void *tiles); int CountTiles (void *tiles); int CountBuildTiles (); void InitBuildTiles (); // Animation stuff FAnimDef *AddAnim (FAnimDef *anim); void FixAnimations (); void InitAnimated (); void InitAnimDefs (); FAnimDef *AddSimpleAnim (FTextureID picnum, int animcount, DWORD speedmin, DWORD speedrange=0); FAnimDef *AddComplexAnim (FTextureID picnum, const TArray &frames); void ParseAnim (FScanner &sc, int usetype); FAnimDef *ParseRangeAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing); void ParsePicAnim (FScanner &sc, FTextureID picnum, int usetype, bool missing, TArray &frames); void ParseWarp(FScanner &sc); void ParseCameraTexture(FScanner &sc); FTextureID ParseFramenum (FScanner &sc, FTextureID basepicnum, int usetype, bool allowMissing); void ParseTime (FScanner &sc, DWORD &min, DWORD &max); FTexture *Texture(FTextureID id) { return Textures[id.GetIndex()].Texture; } void SetTranslation (FTextureID fromtexnum, FTextureID totexnum); void ParseAnimatedDoor(FScanner &sc); void InitPalettedVersions(); // Switches void InitSwitchList (); void ProcessSwitchDef (FScanner &sc); FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad); void AddSwitchPair (FSwitchDef *def1, FSwitchDef *def2); struct TextureHash { FTexture *Texture; int HashNext; }; enum { HASH_END = -1, HASH_SIZE = 1027 }; TArray Textures; TArray Translation; int HashFirst[HASH_SIZE]; FTextureID DefaultTexture; TArray FirstTextureForFile; TMap PalettedVersions; // maps from normal -> paletted version TArray mAnimations; TArray mSwitchDefs; TArray mAnimatedDoors; TArray BuildTileFiles; public: short sintable[2048]; // for texture warping enum { SINMASK = 2047 }; }; // 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 returns a wiggly version of another texture. class FWarpTexture : public FTexture { public: FWarpTexture (FTexture *source, int warptype); ~FWarpTexture (); virtual int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate=0, FCopyInfo *inf = NULL); const BYTE *GetColumn (unsigned int column, const Span **spans_out); const BYTE *GetPixels (); void Unload (); bool CheckModified (); float GetSpeed() const { return Speed; } int GetSourceLump() { return SourcePic->GetSourceLump(); } void SetSpeed(float fac) { Speed = fac; } FTexture *GetRedirect(bool wantwarped); DWORD GenTime; float Speed; int WidthOffsetMultiplier, HeightOffsetMultiplier; // [mxd] protected: FTexture *SourcePic; BYTE *Pixels; Span **Spans; virtual void MakeTexture (DWORD time); int NextPo2 (int v); // [mxd] void SetupMultipliers (int width, int height); // [mxd] }; // A texture that can be drawn to. class DSimpleCanvas; class AActor; 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 NeedUpdate() { bNeedsUpdate=true; } void SetUpdated() { bNeedsUpdate = false; bDidUpdate = true; bFirstUpdate = false; } DSimpleCanvas *GetCanvas() { return Canvas; } void MakeTexture (); protected: DSimpleCanvas *Canvas; BYTE *Pixels; Span DummySpans[2]; bool bNeedsUpdate; bool bDidUpdate; bool bPixelsAllocated; public: bool bFirstUpdate; friend struct FCanvasTextureInfo; }; extern FTextureManager TexMan; #endif