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