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			109 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			109 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file  r_textures.h
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/// \brief Texture generation.
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#ifndef __R_TEXTURES__
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#define __R_TEXTURES__
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#include "r_defs.h"
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#include "r_state.h"
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#include "p_setup.h" // levelflats
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#include "r_data.h"
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#include "r_textures.h"
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#ifdef __GNUG__
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#pragma interface
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#endif
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// A single patch from a texture definition,
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//  basically a rectangular area within
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//  the texture rectangle.
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typedef struct
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{
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	// Block origin (always UL), which has already accounted for the internal origin of the patch.
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	INT16 originx, originy;
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	UINT16 wad, lump;
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	UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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	UINT8 alpha; // Translucency value
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	enum patchalphastyle style;
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} texpatch_t;
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// texture type
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enum
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{
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	TEXTURETYPE_UNKNOWN,
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	TEXTURETYPE_SINGLEPATCH,
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	TEXTURETYPE_COMPOSITE,
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#ifdef WALLFLATS
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	TEXTURETYPE_FLAT,
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#endif
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};
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// A maptexturedef_t describes a rectangular texture,
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//  which is composed of one or more mappatch_t structures
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//  that arrange graphic patches.
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typedef struct
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{
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	// Keep name for switch changing, etc.
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	char name[8];
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	UINT8 type; // TEXTURETYPE_
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	INT16 width, height;
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	boolean holes;
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	UINT8 flip; // 1 = flipx, 2 = flipy, 3 = both
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	// All the patches[patchcount] are drawn back to front into the cached texture.
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	INT16 patchcount;
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	texpatch_t patches[0];
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} texture_t;
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typedef struct
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{
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	UINT8 *flat;
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	INT16 width, height;
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} textureflat_t;
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// all loaded and prepared textures from the start of the game
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extern texture_t **textures;
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extern textureflat_t *texflats;
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extern INT32 *texturewidth;
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extern fixed_t *textureheight; // needed for texture pegging
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extern UINT32 **texturecolumnofs; // column offset lookup table for each texture
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extern UINT8 **texturecache; // graphics data for each generated full-size texture
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// Load TEXTURES definitions, create lookup tables
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void R_LoadTextures(void);
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void R_FlushTextureCache(void);
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UINT8 *R_GenerateTexture(size_t texnum);
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INT32 R_GetTextureNum(INT32 texnum);
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void R_CheckTextureCache(INT32 tex);
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// Retrieve column data for span blitting.
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UINT8 *R_GetColumn(fixed_t tex, INT32 col);
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UINT8 *R_GetFlat(lumpnum_t flatnum);
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// Retrieval.
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// Floor/ceiling opaque texture tiles,
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// lookup by name. For animation?
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lumpnum_t R_GetFlatNumForName(const char *name);
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// Called by P_Ticker for switches and animations,
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// returns the texture number for the texture name.
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void R_ClearTextureNumCache(boolean btell);
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INT32 R_TextureNumForName(const char *name);
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INT32 R_CheckTextureNumForName(const char *name);
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extern INT32 numtextures;
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#endif
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