hexen/Hexen Source/R_DATA.C

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2008-09-04 00:00:00 +00:00
//**************************************************************************
//**
//** r_data.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: r_data.c,v $
//** $Revision: 1.8 $
//** $Date: 96/03/12 12:04:04 $
//** $Author: bgokey $
//**
//**************************************************************************
#include "h2def.h"
#include "r_local.h"
#include "p_local.h"
typedef struct
{
int originx; // block origin (allways UL), which has allready
int originy; // accounted for the patch's internal origin
int patch;
} 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
{
char name[8]; // for switch changing, etc
short width;
short height;
short patchcount;
texpatch_t patches[1]; // [patchcount] drawn back to front
// into the cached texture
} texture_t;
int firstflat, lastflat, numflats;
int firstpatch, lastpatch, numpatches;
int firstspritelump, lastspritelump, numspritelumps;
int numtextures;
texture_t **textures;
int *texturewidthmask;
fixed_t *textureheight; // needed for texture pegging
int *texturecompositesize;
short **texturecolumnlump;
unsigned short **texturecolumnofs;
byte **texturecomposite;
int *flattranslation; // for global animation
int *texturetranslation; // for global animation
fixed_t *spritewidth; // needed for pre rendering
fixed_t *spriteoffset;
fixed_t *spritetopoffset;
lighttable_t *colormaps;
/*
==============================================================================
MAPTEXTURE_T CACHING
when a texture is first needed, it counts the number of composite columns
required in the texture and allocates space for a column directory and any
new columns. The directory will simply point inside other patches if there
is only one patch in a given column, but any columns with multiple patches
will have new column_ts generated.
==============================================================================
*/
/*
===================
=
= R_DrawColumnInCache
=
= Clip and draw a column from a patch into a cached post
=
===================
*/
void R_DrawColumnInCache (column_t *patch, byte *cache, int originy, int cacheheight)
{
int count, position;
byte *source, *dest;
dest = (byte *)cache + 3;
while (patch->topdelta != 0xff)
{
source = (byte *)patch + 3;
count = patch->length;
position = originy + patch->topdelta;
if (position < 0)
{
count += position;
position = 0;
}
if (position + count > cacheheight)
count = cacheheight - position;
if (count > 0)
memcpy (cache + position, source, count);
patch = (column_t *)( (byte *)patch + patch->length + 4);
}
}
/*
===================
=
= R_GenerateComposite
=
===================
*/
void R_GenerateComposite (int texnum)
{
byte *block;
texture_t *texture;
texpatch_t *patch;
patch_t *realpatch;
int x, x1, x2;
int i;
column_t *patchcol;
short *collump;
unsigned short *colofs;
texture = textures[texnum];
block = Z_Malloc (texturecompositesize[texnum], PU_STATIC,
&texturecomposite[texnum]);
collump = texturecolumnlump[texnum];
colofs = texturecolumnofs[texnum];
//
// composite the columns together
//
patch = texture->patches;
for (i=0 , patch = texture->patches; i<texture->patchcount ; i++, patch++)
{
realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
x1 = patch->originx;
x2 = x1 + SHORT(realpatch->width);
if (x1<0)
x = 0;
else
x = x1;
if (x2 > texture->width)
x2 = texture->width;
for ( ; x<x2 ; x++)
{
if (collump[x] >= 0)
continue; // column does not have multiple patches
patchcol = (column_t *)((byte *)realpatch +
LONG(realpatch->columnofs[x-x1]));
R_DrawColumnInCache (patchcol, block + colofs[x], patch->originy,
texture->height);
}
}
// now that the texture has been built, it is purgable
Z_ChangeTag (block, PU_CACHE);
}
/*
===================
=
= R_GenerateLookup
=
===================
*/
void R_GenerateLookup (int texnum)
{
texture_t *texture;
byte *patchcount; // [texture->width]
texpatch_t *patch;
patch_t *realpatch;
int x, x1, x2;
int i;
short *collump;
unsigned short *colofs;
texture = textures[texnum];
texturecomposite[texnum] = 0; // composited not created yet
texturecompositesize[texnum] = 0;
collump = texturecolumnlump[texnum];
colofs = texturecolumnofs[texnum];
//
// count the number of columns that are covered by more than one patch
// fill in the lump / offset, so columns with only a single patch are
// all done
//
patchcount = (byte *)alloca (texture->width);
memset (patchcount, 0, texture->width);
patch = texture->patches;
for (i=0 , patch = texture->patches; i<texture->patchcount ; i++, patch++)
{
realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
x1 = patch->originx;
x2 = x1 + SHORT(realpatch->width);
if (x1 < 0)
x = 0;
else
x = x1;
if (x2 > texture->width)
x2 = texture->width;
for ( ; x<x2 ; x++)
{
patchcount[x]++;
collump[x] = patch->patch;
colofs[x] = LONG(realpatch->columnofs[x-x1])+3;
}
}
for (x=0 ; x<texture->width ; x++)
{
if (!patchcount[x])
{
ST_Message ("R_GenerateLookup: column without a patch (%s)\n", texture->name);
return;
}
// I_Error ("R_GenerateLookup: column without a patch");
if (patchcount[x] > 1)
{
collump[x] = -1; // use the cached block
colofs[x] = texturecompositesize[texnum];
if (texturecompositesize[texnum] > 0x10000-texture->height)
I_Error ("R_GenerateLookup: texture %i is >64k",texnum);
texturecompositesize[texnum] += texture->height;
}
}
}
/*
================
=
= R_GetColumn
=
================
*/
byte *R_GetColumn (int tex, int col)
{
int lump, ofs;
col &= texturewidthmask[tex];
lump = texturecolumnlump[tex][col];
ofs = texturecolumnofs[tex][col];
if (lump > 0)
return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs;
if (!texturecomposite[tex])
R_GenerateComposite (tex);
return texturecomposite[tex] + ofs;
}
/*
==================
=
= R_InitTextures
=
= Initializes the texture list with the textures from the world map
=
==================
*/
void R_InitTextures (void)
{
maptexture_t *mtexture;
texture_t *texture;
mappatch_t *mpatch;
texpatch_t *patch;
int i,j;
int *maptex, *maptex2, *maptex1;
char name[9], *names, *name_p;
int *patchlookup;
int totalwidth;
int nummappatches;
int offset, maxoff, maxoff2;
int numtextures1, numtextures2;
int *directory;
//
// load the patch names from pnames.lmp
//
name[8] = 0;
names = W_CacheLumpName ("PNAMES", PU_STATIC);
nummappatches = LONG ( *((int *)names) );
name_p = names+4;
patchlookup = alloca (nummappatches*sizeof(*patchlookup));
for (i=0 ; i<nummappatches ; i++)
{
strncpy (name,name_p+i*8, 8);
patchlookup[i] = W_CheckNumForName (name);
}
Z_Free (names);
//
// load the map texture definitions from textures.lmp
//
maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
numtextures1 = LONG(*maptex);
maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
directory = maptex+1;
if (W_CheckNumForName ("TEXTURE2") != -1)
{
maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
numtextures2 = LONG(*maptex2);
maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
}
else
{
maptex2 = NULL;
numtextures2 = 0;
maxoff2 = 0;
}
numtextures = numtextures1 + numtextures2;
textures = Z_Malloc (numtextures*4, PU_STATIC, 0);
texturecolumnlump = Z_Malloc (numtextures*4, PU_STATIC, 0);
texturecolumnofs = Z_Malloc (numtextures*4, PU_STATIC, 0);
texturecomposite = Z_Malloc (numtextures*4, PU_STATIC, 0);
texturecompositesize = Z_Malloc (numtextures*4, PU_STATIC, 0);
texturewidthmask = Z_Malloc (numtextures*4, PU_STATIC, 0);
textureheight = Z_Malloc (numtextures*4, PU_STATIC, 0);
totalwidth = 0;
for (i=0 ; i<numtextures ; i++, directory++)
{
if (i == numtextures1)
{ // start looking in second texture file
maptex = maptex2;
maxoff = maxoff2;
directory = maptex+1;
}
offset = LONG(*directory);
if (offset > maxoff)
I_Error ("R_InitTextures: bad texture directory");
mtexture = (maptexture_t *) ( (byte *)maptex + offset);
texture = textures[i] = Z_Malloc (sizeof(texture_t)
+ sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1), PU_STATIC,
0);
texture->width = SHORT(mtexture->width);
texture->height = SHORT(mtexture->height);
texture->patchcount = SHORT(mtexture->patchcount);
memcpy (texture->name, mtexture->name, sizeof(texture->name));
mpatch = &mtexture->patches[0];
patch = &texture->patches[0];
for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
{
patch->originx = SHORT(mpatch->originx);
patch->originy = SHORT(mpatch->originy);
patch->patch = patchlookup[SHORT(mpatch->patch)];
if (patch->patch == -1)
I_Error (
"R_InitTextures: Missing patch in texture %s",texture->name);
}
texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
texturecolumnofs[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
j = 1;
while (j*2 <= texture->width)
j<<=1;
texturewidthmask[i] = j-1;
textureheight[i] = texture->height<<FRACBITS;
totalwidth += texture->width;
}
Z_Free (maptex1);
if (maptex2)
Z_Free (maptex2);
//
// precalculate whatever possible
//
for (i=0 ; i<numtextures ; i++)
{
R_GenerateLookup (i);
if(!(i&31)) ST_Progress();
}
//
// translation table for global animation
//
texturetranslation = Z_Malloc ((numtextures+1)*4, PU_STATIC, 0);
for (i=0 ; i<numtextures ; i++)
texturetranslation[i] = i;
}
/*
================
=
= R_InitFlats
=
=================
*/
void R_InitFlats (void)
{
int i;
firstflat = W_GetNumForName ("F_START") + 1;
lastflat = W_GetNumForName ("F_END") - 1;
numflats = lastflat - firstflat + 1;
// translation table for global animation
flattranslation = Z_Malloc ((numflats+1)*4, PU_STATIC, 0);
for (i=0 ; i<numflats ; i++)
flattranslation[i] = i;
}
/*
================
=
= R_InitSpriteLumps
=
= Finds the width and hoffset of all sprites in the wad, so the sprite doesn't
= need to be cached just for the header during rendering
=================
*/
void R_InitSpriteLumps (void)
{
int i;
patch_t *patch;
firstspritelump = W_GetNumForName ("S_START") + 1;
lastspritelump = W_GetNumForName ("S_END") - 1;
numspritelumps = lastspritelump - firstspritelump + 1;
spritewidth = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
spriteoffset = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
spritetopoffset = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
for (i=0 ; i< numspritelumps ; i++)
{
if (!(i&127)) ST_Progress();
patch = W_CacheLumpNum (firstspritelump+i, PU_CACHE);
spritewidth[i] = SHORT(patch->width)<<FRACBITS;
spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
}
}
/*
================
=
= R_InitColormaps
=
=================
*/
void R_InitColormaps (void)
{
int lump, length;
//
// load in the light tables
// 256 byte align tables
//
lump = W_GetNumForName("COLORMAP");
length = W_LumpLength (lump) + 255;
colormaps = Z_Malloc (length, PU_STATIC, 0);
colormaps = (byte *)( ((int)colormaps + 255)&~0xff);
W_ReadLump (lump,colormaps);
}
/*
================
=
= R_InitData
=
= Locates all the lumps that will be used by all views
= Must be called after W_Init
=================
*/
void R_InitData (void)
{
R_InitTextures();
R_InitFlats();
R_InitSpriteLumps();
R_InitColormaps();
}
//=============================================================================
/*
================
=
= R_FlatNumForName
=
================
*/
int R_FlatNumForName (char *name)
{
int i;
char namet[9];
i = W_CheckNumForName (name);
if (i == -1)
{
namet[8] = 0;
memcpy (namet, name,8);
I_Error ("R_FlatNumForName: %s not found",namet);
}
return i - firstflat;
}
/*
================
=
= R_CheckTextureNumForName
=
================
*/
int R_CheckTextureNumForName (char *name)
{
int i;
if (name[0] == '-') // no texture marker
return 0;
for (i=0 ; i<numtextures ; i++)
if (!strncasecmp (textures[i]->name, name, 8) )
return i;
return -1;
}
/*
================
=
= R_TextureNumForName
=
================
*/
int R_TextureNumForName (char *name)
{
int i;
//char namet[9];
i = R_CheckTextureNumForName (name);
if (i==-1)
I_Error ("R_TextureNumForName: %s not found",name);
return i;
}
/*
=================
=
= R_PrecacheLevel
=
= Preloads all relevent graphics for the level
=================
*/
int flatmemory, texturememory, spritememory;
void R_PrecacheLevel (void)
{
char *flatpresent;
char *texturepresent;
char *spritepresent;
int i,j,k, lump;
texture_t *texture;
thinker_t *th;
spriteframe_t *sf;
if (demoplayback)
return;
//
// precache flats
//
flatpresent = alloca(numflats);
memset (flatpresent,0,numflats);
for (i=0 ; i<numsectors ; i++)
{
flatpresent[sectors[i].floorpic] = 1;
flatpresent[sectors[i].ceilingpic] = 1;
}
flatmemory = 0;
for (i=0 ; i<numflats ; i++)
if (flatpresent[i])
{
lump = firstflat + i;
flatmemory += lumpinfo[lump].size;
W_CacheLumpNum(lump, PU_CACHE);
}
//
// precache textures
//
texturepresent = alloca(numtextures);
memset (texturepresent,0, numtextures);
for (i=0 ; i<numsides ; i++)
{
texturepresent[sides[i].toptexture] = 1;
texturepresent[sides[i].midtexture] = 1;
texturepresent[sides[i].bottomtexture] = 1;
}
texturepresent[Sky1Texture] = 1;
texturepresent[Sky2Texture] = 1;
texturememory = 0;
for (i=0 ; i<numtextures ; i++)
{
if (!texturepresent[i])
continue;
texture = textures[i];
for (j=0 ; j<texture->patchcount ; j++)
{
lump = texture->patches[j].patch;
texturememory += lumpinfo[lump].size;
W_CacheLumpNum(lump , PU_CACHE);
}
}
//
// precache sprites
//
spritepresent = alloca(numsprites);
memset (spritepresent,0, numsprites);
for (th = thinkercap.next ; th != &thinkercap ; th=th->next)
{
if (th->function == P_MobjThinker)
spritepresent[((mobj_t *)th)->sprite] = 1;
}
spritememory = 0;
for (i=0 ; i<numsprites ; i++)
{
if (!spritepresent[i])
continue;
for (j=0 ; j<sprites[i].numframes ; j++)
{
sf = &sprites[i].spriteframes[j];
for (k=0 ; k<8 ; k++)
{
lump = firstspritelump + sf->lump[k];
spritememory += lumpinfo[lump].size;
W_CacheLumpNum(lump , PU_CACHE);
}
}
}
}