raze-gles/source/common/textures/texturemanager.h
Christoph Oelckers 6bffdf80a1 - finally managed to merge in the original texture system commit.
Game compiles and runs but transparency doesn't work yet.

# Conflicts:
#	source/CMakeLists.txt
#	source/core/menu/menu.cpp
#	source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00

187 lines
4.8 KiB
C++

#pragma once
#include <stdint.h>
#include "tarray.h"
#include "textureid.h"
#include "basics.h"
#include "sc_man.h"
#include "texmanip.h"
#include "name.h"
class FxAddSub;
class FTexture;
struct BuildInfo;
int PalCheck(int tex);
// Texture manager
class FTextureManager
{
void (*progressFunc)();
friend class FxAddSub; // needs access to do a bounds check on the texture ID.
public:
FTextureManager ();
~FTextureManager ();
private:
int ResolveLocalizedTexture(int texnum);
FTexture *InternalGetTexture(int texnum, bool animate, bool localize, bool palettesubst)
{
if ((unsigned)texnum >= Textures.Size()) return nullptr;
if (animate) texnum = Translation[texnum];
if (localize && Textures[texnum].HasLocalization) texnum = ResolveLocalizedTexture(texnum);
if (palettesubst) texnum = PalCheck(texnum);
return Textures[texnum].Texture;
}
public:
// This only gets used in UI code so we do not need PALVERS handling.
FTexture *GetTextureByName(const char *name, bool animate = false)
{
FTextureID texnum = GetTextureID (name, ETextureType::MiscPatch);
return InternalGetTexture(texnum.GetIndex(), animate, true, false);
}
FTexture *GetTexture(FTextureID texnum, bool animate = false)
{
return InternalGetTexture(texnum.GetIndex(), animate, true, false);
}
// This is the only access function that should be used inside the software renderer.
FTexture *GetPalettedTexture(FTextureID texnum, bool animate)
{
return InternalGetTexture(texnum.GetIndex(), animate, true, true);
}
FTexture *ByIndex(int i, bool animate = false)
{
return InternalGetTexture(i, animate, true, false);
}
FTexture *FindTexture(const char *texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);
void FlushAll();
enum
{
TEXMAN_TryAny = 1,
TEXMAN_Overridable = 2,
TEXMAN_ReturnFirst = 4,
TEXMAN_AllowSkins = 8,
TEXMAN_ShortNameOnly = 16,
TEXMAN_DontCreate = 32,
TEXMAN_Localize = 64
};
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, ETextureType usetype, BITFIELD flags=TEXMAN_TryAny);
FTextureID GetTextureID (const char *name, ETextureType usetype, BITFIELD flags=0);
int ListTextures (const char *name, TArray<FTextureID> &list, bool listall = false);
void AddGroup(int wadnum, int ns, ETextureType usetype);
void AddPatches (int lumpnum);
void AddHiresTextures (int wadnum);
void LoadTextureDefs(int wadnum, const char *lumpname, FMultipatchTextureBuilder &build);
void ParseColorization(FScanner& sc);
void ParseTextureDef(int remapLump, FMultipatchTextureBuilder &build);
void SortTexturesByType(int start, int end);
bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
void AddLocalizedVariants();
FTextureID CreateTexture (int lumpnum, ETextureType usetype=ETextureType::Any); // Also calls AddTexture
FTextureID AddTexture (FTexture *texture);
FTextureID GetDefaultTexture() const { return DefaultTexture; }
void LoadTextureX(int wadnum, FMultipatchTextureBuilder &build);
void AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build);
void Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo &));
void DeleteAll();
void ReplaceTexture (FTextureID picnum, FTexture *newtexture, bool free);
int NumTextures () const { return (int)Textures.Size(); }
int GuesstimateNumTextures ();
TextureManipulation* GetTextureManipulation(FName name)
{
return tmanips.CheckKey(name);
}
void InsertTextureManipulation(FName cname, TextureManipulation tm)
{
tmanips.Insert(cname, tm);
}
void RemoveTextureManipulation(FName cname)
{
tmanips.Remove(cname);
}
private:
// texture counting
int CountTexturesX ();
int CountLumpTextures (int lumpnum);
void AdjustSpriteOffsets();
// Build tiles
//int CountBuildTiles ();
public:
TArray<uint8_t>& GetNewBuildTileData()
{
BuildTileData.Reserve(1);
return BuildTileData.Last();
}
FTexture* Texture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
void SetTranslation(FTextureID fromtexnum, FTextureID totexnum);
private:
void InitPalettedVersions();
// Switches
struct TextureHash
{
FTexture *Texture;
int HashNext;
bool HasLocalization;
};
enum { HASH_END = -1, HASH_SIZE = 1027 };
TArray<TextureHash> Textures;
TMap<uint64_t, int> LocalizedTextures;
int HashFirst[HASH_SIZE];
FTextureID DefaultTexture;
TArray<int> FirstTextureForFile;
TArray<TArray<uint8_t> > BuildTileData;
TArray<int> Translation;
TMap<FName, TextureManipulation> tmanips;
public:
short sintable[2048]; // for texture warping
enum
{
SINMASK = 2047
};
FTextureID glPart2;
FTextureID glPart;
FTextureID mirrorTexture;
};
extern FTextureManager TexMan;