mirror of
https://github.com/ZDoom/raze-gles.git
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208 lines
5.4 KiB
C++
208 lines
5.4 KiB
C++
#pragma once
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#include <stdint.h>
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#include "tarray.h"
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#include "textureid.h"
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#include "basics.h"
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#include "texmanip.h"
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#include "name.h"
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class FxAddSub;
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struct BuildInfo;
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class FMultipatchTextureBuilder;
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class FScanner;
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int PalCheck(int tex);
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// Texture manager
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class FTextureManager
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{
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void (*progressFunc)();
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friend class FxAddSub; // needs access to do a bounds check on the texture ID.
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public:
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FTextureManager ();
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~FTextureManager ();
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private:
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int ResolveLocalizedTexture(int texnum);
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int ResolveTextureIndex(int texnum, bool animate, bool localize)
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{
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if ((unsigned)texnum >= Textures.Size()) return -1;
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if (animate) texnum = Translation[texnum];
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if (localize && Textures[texnum].HasLocalization) texnum = ResolveLocalizedTexture(texnum);
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return texnum;
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}
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FGameTexture *InternalGetTexture(int texnum, bool animate, bool localize)
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{
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texnum = ResolveTextureIndex(texnum, animate, localize);
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if (texnum == -1) return nullptr;
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return Textures[texnum].Texture;
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}
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public:
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FTextureID ResolveTextureIndex(FTextureID texid, bool animate, bool localize)
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{
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return FSetTextureID(ResolveTextureIndex(texid.GetIndex(), animate, localize));
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}
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// This only gets used in UI code so we do not need PALVERS handling.
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FGameTexture* GetGameTextureByName(const char *name, bool animate = false)
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{
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FTextureID texnum = GetTextureID(name, ETextureType::MiscPatch);
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return InternalGetTexture(texnum.GetIndex(), animate, true);
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}
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FGameTexture* GetGameTexture(FTextureID texnum, bool animate = false)
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{
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return InternalGetTexture(texnum.GetIndex(), animate, true);
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}
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FGameTexture* GetPalettedTexture(FTextureID texnum, bool animate = false, bool allowsubstitute = true)
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{
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auto texid = ResolveTextureIndex(texnum.GetIndex(), animate, true);
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if (texid == -1) return nullptr;
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if (allowsubstitute && Textures[texid].Paletted > 0) texid = Textures[texid].Paletted;
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return Textures[texid].Texture;
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}
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FGameTexture* GameByIndex(int i, bool animate = false)
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{
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return InternalGetTexture(i, animate, true);
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}
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FGameTexture* FindGameTexture(const char* texname, ETextureType usetype = ETextureType::MiscPatch, BITFIELD flags = TEXMAN_TryAny);
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bool OkForLocalization(FTextureID texnum, const char *substitute, int locnum);
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void FlushAll();
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FTextureID GetFrontSkyLayer(FTextureID);
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FTextureID GetRawTexture(FTextureID);
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enum
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{
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TEXMAN_TryAny = 1,
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TEXMAN_Overridable = 2,
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TEXMAN_ReturnFirst = 4,
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TEXMAN_AllowSkins = 8,
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TEXMAN_ShortNameOnly = 16,
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TEXMAN_DontCreate = 32,
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TEXMAN_Localize = 64
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};
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enum
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{
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HIT_Wall = 1,
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HIT_Flat = 2,
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HIT_Sky = 4,
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HIT_Sprite = 8,
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HIT_Columnmode = HIT_Wall|HIT_Sky|HIT_Sprite
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};
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FTextureID CheckForTexture (const char *name, ETextureType usetype, BITFIELD flags=TEXMAN_TryAny);
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FTextureID GetTextureID (const char *name, ETextureType usetype, BITFIELD flags=0);
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int ListTextures (const char *name, TArray<FTextureID> &list, bool listall = false);
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void AddGroup(int wadnum, int ns, ETextureType usetype);
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void AddPatches (int lumpnum);
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void AddHiresTextures (int wadnum);
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void LoadTextureDefs(int wadnum, const char *lumpname, FMultipatchTextureBuilder &build);
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void ParseColorization(FScanner& sc);
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void ParseTextureDef(int remapLump, FMultipatchTextureBuilder &build);
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void SortTexturesByType(int start, int end);
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bool AreTexturesCompatible (FTextureID picnum1, FTextureID picnum2);
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void AddLocalizedVariants();
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FTextureID CreateTexture (int lumpnum, ETextureType usetype=ETextureType::Any); // Also calls AddTexture
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FTextureID AddGameTexture(FGameTexture* texture, bool addtohash = true);
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FTextureID GetDefaultTexture() const { return DefaultTexture; }
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void LoadTextureX(int wadnum, FMultipatchTextureBuilder &build);
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void AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build);
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void Init(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo &));
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void DeleteAll();
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void ReplaceTexture (FTextureID picnum, FGameTexture *newtexture, bool free);
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int NumTextures () const { return (int)Textures.Size(); }
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int GuesstimateNumTextures ();
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TextureManipulation* GetTextureManipulation(FName name)
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{
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return tmanips.CheckKey(name);
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}
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void InsertTextureManipulation(FName cname, TextureManipulation tm)
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{
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tmanips.Insert(cname, tm);
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}
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void RemoveTextureManipulation(FName cname)
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{
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tmanips.Remove(cname);
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}
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private:
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// texture counting
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int CountTexturesX ();
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int CountLumpTextures (int lumpnum);
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void AdjustSpriteOffsets();
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// Build tiles
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//int CountBuildTiles ();
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public:
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TArray<uint8_t>& GetNewBuildTileData()
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{
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BuildTileData.Reserve(1);
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return BuildTileData.Last();
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}
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FGameTexture* GameTexture(FTextureID id) { return Textures[id.GetIndex()].Texture; }
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void SetTranslation(FTextureID fromtexnum, FTextureID totexnum);
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private:
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void InitPalettedVersions();
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// Switches
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struct TextureHash
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{
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FGameTexture* Texture;
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int Paletted; // redirection to paletted variant
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int FrontSkyLayer; // and front sky layer,
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int RawTexture;
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int HashNext;
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bool HasLocalization;
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};
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enum { HASH_END = -1, HASH_SIZE = 1027 };
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TArray<TextureHash> Textures;
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TMap<uint64_t, int> LocalizedTextures;
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int HashFirst[HASH_SIZE];
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FTextureID DefaultTexture;
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TArray<int> FirstTextureForFile;
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TArray<TArray<uint8_t> > BuildTileData;
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TArray<int> Translation;
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TMap<FName, TextureManipulation> tmanips;
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public:
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short sintable[2048]; // for texture warping
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enum
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{
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SINMASK = 2047
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};
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FTextureID glPart2;
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FTextureID glPart;
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FTextureID mirrorTexture;
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};
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extern FTextureManager TexMan;
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