// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_data.h /// \brief Refresh module, data I/O, caching, retrieval of graphics by name #ifndef __R_DATA__ #define __R_DATA__ #include "r_defs.h" #include "r_state.h" #include "p_setup.h" // levelflats #ifdef __GNUG__ #pragma interface #endif // Possible alpha types for a patch. enum patchalphastyle {AST_COPY, AST_TRANSLUCENT}; // , AST_ADD, AST_SUBTRACT, AST_REVERSESUBTRACT, AST_MODULATE, AST_OVERLAY}; // moved here for r_sky.c (texpatch_t is used) // A single patch from a texture definition, // basically a rectangular area within // the texture rectangle. typedef struct { // Block origin (always UL), which has already accounted for the internal origin of the patch. INT16 originx, originy; UINT16 wad, lump; UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both UINT8 alpha; // Translucency value enum patchalphastyle style; } texpatch_t; // A maptexturedef_t describes a rectangular texture, // which is composed of one or more mappatch_t structures // that arrange graphic patches. typedef struct { // Keep name for switch changing, etc. char name[8]; INT16 width, height; boolean holes; UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both // All the patches[patchcount] are drawn back to front into the cached texture. INT16 patchcount; texpatch_t patches[0]; } texture_t; typedef struct { UINT8 *flat; INT16 width, height; } textureflat_t; // all loaded and prepared textures from the start of the game extern texture_t **textures; extern textureflat_t *texflats; extern INT32 *texturewidth; extern fixed_t *textureheight; // needed for texture pegging extern INT16 color8to16[256]; // remap color index to highcolor extern INT16 *hicolormaps; // remap high colors to high colors.. extern CV_PossibleValue_t Color_cons_t[]; // Load TEXTURES definitions, create lookup tables void R_LoadTextures(void); void R_FlushTextureCache(void); INT32 R_GetTextureNum(INT32 texnum); void R_CheckTextureCache(INT32 tex); // Retrieve column data for span blitting. UINT8 *R_GetColumn(fixed_t tex, INT32 col); UINT8 *R_GetFlat(lumpnum_t flatnum); // I/O, setting up the stuff. void R_InitData(void); void R_PrecacheLevel(void); // Retrieval. // Floor/ceiling opaque texture tiles, // lookup by name. For animation? lumpnum_t R_GetFlatNumForName(const char *name); // Called by P_Ticker for switches and animations, // returns the texture number for the texture name. void R_ClearTextureNumCache(boolean btell); INT32 R_TextureNumForName(const char *name); INT32 R_CheckTextureNumForName(const char *name); // Extra Colormap lumps (C_START/C_END) are not used anywhere // Uncomment to enable //#define EXTRACOLORMAPLUMPS // Uncomment to make extra_colormaps order Newest -> Oldest //#define COLORMAPREVERSELIST void R_ReInitColormaps(UINT16 num); void R_ClearColormaps(void); extracolormap_t *R_CreateDefaultColormap(boolean lighttable); extracolormap_t *R_GetDefaultColormap(void); extracolormap_t *R_CopyColormap(extracolormap_t *extra_colormap, boolean lighttable); void R_AddColormapToList(extracolormap_t *extra_colormap); #ifdef EXTRACOLORMAPLUMPS boolean R_CheckDefaultColormapByValues(boolean checkrgba, boolean checkfadergba, boolean checkparams, INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog, lumpnum_t lump); extracolormap_t *R_GetColormapFromListByValues(INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog, lumpnum_t lump); #else boolean R_CheckDefaultColormapByValues(boolean checkrgba, boolean checkfadergba, boolean checkparams, INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog); extracolormap_t *R_GetColormapFromListByValues(INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog); #endif boolean R_CheckDefaultColormap(extracolormap_t *extra_colormap, boolean checkrgba, boolean checkfadergba, boolean checkparams); boolean R_CheckEqualColormaps(extracolormap_t *exc_a, extracolormap_t *exc_b, boolean checkrgba, boolean checkfadergba, boolean checkparams); extracolormap_t *R_GetColormapFromList(extracolormap_t *extra_colormap); lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap); extracolormap_t *R_CreateColormap(char *p1, char *p2, char *p3); extracolormap_t *R_AddColormaps(extracolormap_t *exc_augend, extracolormap_t *exc_addend, boolean subR, boolean subG, boolean subB, boolean subA, boolean subFadeR, boolean subFadeG, boolean subFadeB, boolean subFadeA, boolean subFadeStart, boolean subFadeEnd, boolean ignoreFog, boolean useAltAlpha, INT16 altAlpha, INT16 altFadeAlpha, boolean lighttable); #ifdef EXTRACOLORMAPLUMPS extracolormap_t *R_ColormapForName(char *name); const char *R_NameForColormap(extracolormap_t *extra_colormap); #endif #define R_GetRgbaR(rgba) (rgba & 0xFF) #define R_GetRgbaG(rgba) ((rgba >> 8) & 0xFF) #define R_GetRgbaB(rgba) ((rgba >> 16) & 0xFF) #define R_GetRgbaA(rgba) ((rgba >> 24) & 0xFF) #define R_GetRgbaRGB(rgba) (rgba & 0xFFFFFF) #define R_PutRgbaR(r) (r) #define R_PutRgbaG(g) (g << 8) #define R_PutRgbaB(b) (b << 16) #define R_PutRgbaA(a) (a << 24) #define R_PutRgbaRGB(r, g, b) (R_PutRgbaR(r) + R_PutRgbaG(g) + R_PutRgbaB(b)) #define R_PutRgbaRGBA(r, g, b, a) (R_PutRgbaRGB(r, g, b) + R_PutRgbaA(a)) boolean R_CheckIfPatch(lumpnum_t lump); UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b); void R_PatchToFlat(patch_t *patch, UINT8 *flat); void R_TextureToFlat(size_t tex, UINT8 *flat); #ifndef NO_PNG_LUMPS boolean R_IsLumpPNG(UINT8 *d, size_t s); UINT8 *R_PNGToFlat(levelflat_t *levelflat, UINT8 *png, size_t size); patch_t *R_PNGToPatch(UINT8 *png, size_t size); boolean R_PNGDimensions(UINT8 *png, INT16 *width, INT16 *height, size_t size); #endif extern INT32 numtextures; #endif