raze-gles/source/common/textures/formats/multipatchtexture.h

175 lines
4.9 KiB
C++

#pragma once
#include "sc_man.h"
#include "palettecontainer.h"
#include "textureid.h"
#include "vectors.h"
#include "bitmap.h"
#include "image.h"
#include "textures.h"
class FImageTexture;
class FTextureManager;
//==========================================================================
//
// TexPart is the data that will get passed to the final texture.
//
//==========================================================================
struct TexPart
{
FRemapTable *Translation = nullptr;
FImageSource *Image = nullptr;
PalEntry Blend = 0;
blend_t Alpha = FRACUNIT;
int16_t OriginX = 0;
int16_t OriginY = 0;
uint8_t Rotate = 0;
uint8_t op = OP_COPY;
};
struct TexPartBuild
{
FRemapTable* Translation = nullptr;
FImageTexture *TexImage = nullptr;
PalEntry Blend = 0;
blend_t Alpha = FRACUNIT;
int16_t OriginX = 0;
int16_t OriginY = 0;
uint8_t Rotate = 0;
uint8_t op = OP_COPY;
};
//==========================================================================
//
// A texture defined in a TEXTURE1 or TEXTURE2 lump
//
//==========================================================================
class FMultiPatchTexture : public FImageSource
{
friend class FTexture;
friend class FGameTexture;
public:
FMultiPatchTexture(int w, int h, const TArray<TexPartBuild> &parts, bool complex, bool textual);
int GetNumParts() const { return NumParts; }
// Query some needed info for texture hack support.
bool SupportRemap0() override;
bool IsRawCompatible() override
{
return NumParts != 1 || Parts[0].OriginY == 0 || bTextual;
}
FImageSource* GetImageForPart(int num)
{
if (num >= 0 && num < NumParts) return Parts[num].Image;
return nullptr;
}
protected:
int NumParts;
bool bComplex;
bool bTextual;
TexPart *Parts;
// The getters must optionally redirect if it's a simple one-patch texture.
int CopyPixels(FBitmap *bmp, int conversion) override;
TArray<uint8_t> CreatePalettedPixels(int conversion) override;
void CopyToBlock(uint8_t *dest, int dwidth, int dheight, FImageSource *source, int xpos, int ypos, int rotate, const uint8_t *translation, int style);
void CollectForPrecache(PrecacheInfo &info, bool requiretruecolor);
};
//==========================================================================
//
// Additional data per patch which is needed for initialization
//
//==========================================================================
struct TexInit
{
FString TexName;
ETextureType UseType = ETextureType::Null;
FGameTexture *GameTexture = nullptr;
bool Silent = false;
bool HasLine = false;
bool UseOffsets = false;
FScriptPosition sc;
};
//==========================================================================
//
// All build info only needed to construct the multipatch textures
//
//==========================================================================
struct FPatchLookup;
struct BuildInfo
{
FString Name;
TArray<TexPartBuild> Parts;
TArray<TexInit> Inits;
int Width = 0;
int Height = 0;
DVector2 Scale = { 1, 1 };
bool bWorldPanning = false; // This sucks!
int DefinitionLump = 0;
bool bComplex = false;
bool textual = false;
bool bNoDecals = false;
int LeftOffset[2] = {};
int TopOffset[2] = {};
FGameTexture *texture = nullptr;
void swap(BuildInfo &other)
{
Name.Swap(other.Name);
Parts.Swap(other.Parts);
Inits.Swap(other.Inits);
std::swap(Width, other.Width);
std::swap(Height, other.Height);
std::swap(Scale, other.Scale);
std::swap(bWorldPanning, other.bWorldPanning);
std::swap(DefinitionLump, other.DefinitionLump);
std::swap(bComplex, other.bComplex);
std::swap(textual, other.textual);
std::swap(bNoDecals, other.bNoDecals);
std::swap(LeftOffset[0], other.LeftOffset[0]);
std::swap(LeftOffset[1], other.LeftOffset[1]);
std::swap(TopOffset[0], other.TopOffset[0]);
std::swap(TopOffset[1], other.TopOffset[1]);
std::swap(texture, other.texture);
}
};
class FMultipatchTextureBuilder
{
FTextureManager &TexMan;
TArray<BuildInfo> BuiltTextures;
TMap<FGameTexture*, bool> complex;
void(*progressFunc)();
void(*checkForHacks)(BuildInfo&);
void MakeTexture(BuildInfo &buildinfo, ETextureType usetype);
void AddImageToTexture(FImageTexture* tex, BuildInfo& buildinfo);
void BuildTexture(const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflumpnum, ETextureType usetyoe);
void AddTexturesLump(const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1);
void ParsePatch(FScanner &sc, BuildInfo &info, TexPartBuild &part, TexInit &init);
void ResolvePatches(BuildInfo &buildinfo);
public:
FMultipatchTextureBuilder(FTextureManager &texMan, void(*progressFunc_)(), void(*checkForHacks_)(BuildInfo &)) : TexMan(texMan), progressFunc(progressFunc_), checkForHacks(checkForHacks_)
{
}
void AddTexturesLumps(int lump1, int lump2, int patcheslump);
void ParseTexture(FScanner &sc, ETextureType usetype);
void ResolveAllPatches();
};