// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 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.c /// \brief Preparation of data for rendering, generation of lookups, caching, retrieval by name #include "doomdef.h" #include "g_game.h" #include "i_video.h" #include "r_local.h" #include "r_sky.h" #include "p_local.h" #include "m_misc.h" #include "r_data.h" #include "r_patch.h" #include "w_wad.h" #include "z_zone.h" #include "p_setup.h" // levelflats #include "v_video.h" // pMasterPalette #include "f_finale.h" // wipes #include "byteptr.h" #include "dehacked.h" #ifdef _WIN32 #include // alloca(sizeof) #endif #ifdef HWRENDER #include "hardware/hw_main.h" // HWR_LoadTextures #endif #if defined(_MSC_VER) #pragma pack(1) #endif // Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog #if 0 #define AVOID_ERRNO #else #include #endif // // Texture definition. // Each texture is composed of one or more patches, // with patches being lumps stored in the WAD. // The lumps are referenced by number, and patched // into the rectangular texture space using origin // and possibly other attributes. // typedef struct { INT16 originx, originy; INT16 patch, stepdir, colormap; } ATTRPACK mappatch_t; // // Texture definition. // An SRB2 wall texture is a list of patches // which are to be combined in a predefined order. // typedef struct { char name[8]; INT32 masked; INT16 width; INT16 height; INT32 columndirectory; // FIXTHIS: OBSOLETE INT16 patchcount; mappatch_t patches[1]; } ATTRPACK maptexture_t; #if defined(_MSC_VER) #pragma pack() #endif // Store lists of lumps for F_START/F_END etc. typedef struct { UINT16 wadfile; UINT16 firstlump; size_t numlumps; } lumplist_t; // // Graphics. // SRB2 graphics for walls and sprites // is stored in vertical runs of opaque pixels (posts). // A column is composed of zero or more posts, // a patch or sprite is composed of zero or more columns. // size_t numspritelumps, max_spritelumps; // textures INT32 numtextures = 0; // total number of textures found, // size of following tables texture_t **textures = NULL; textureflat_t *texflats = NULL; static UINT32 **texturecolumnofs; // column offset lookup table for each texture static UINT8 **texturecache; // graphics data for each generated full-size texture INT32 *texturewidth; fixed_t *textureheight; // needed for texture pegging INT32 *texturetranslation; // needed for pre rendering sprcache_t *spritecachedinfo; lighttable_t *colormaps; lighttable_t *fadecolormap; // for debugging/info purposes size_t flatmemory, spritememory, texturememory; // highcolor stuff INT16 color8to16[256]; // remap color index to highcolor rgb value INT16 *hicolormaps; // test a 32k colormap remaps high -> high // Painfully simple texture id cacheing to make maps load faster. :3 static struct { char name[9]; INT32 id; } *tidcache = NULL; static INT32 tidcachelen = 0; // // 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. // static inline void R_DrawColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight) { INT32 count, position; UINT8 *source; INT32 topdelta, prevdelta = -1; INT32 originy = originPatch->originy; (void)patchheight; // This parameter is unused while (patch->topdelta != 0xff) { topdelta = patch->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; source = (UINT8 *)patch + 3; count = patch->length; position = originy + topdelta; if (position < 0) { count += position; source -= position; // start further down the column position = 0; } if (position + count > cacheheight) count = cacheheight - position; if (count > 0) M_Memcpy(cache + position, source, count); patch = (column_t *)((UINT8 *)patch + patch->length + 4); } } // // R_DrawFlippedColumnInCache // Similar to R_DrawColumnInCache; it draws the column inverted, however. // static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight) { INT32 count, position; UINT8 *source, *dest; INT32 topdelta, prevdelta = -1; INT32 originy = originPatch->originy; while (patch->topdelta != 0xff) { topdelta = patch->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; topdelta = patchheight-patch->length-topdelta; source = (UINT8 *)patch + 2 + patch->length; // patch + 3 + (patch->length-1) count = patch->length; position = originy + topdelta; if (position < 0) { count += position; source += position; // start further UP the column position = 0; } if (position + count > cacheheight) count = cacheheight - position; dest = cache + position; if (count > 0) { for (; dest < cache + position + count; --source) *dest++ = *source; } patch = (column_t *)((UINT8 *)patch + patch->length + 4); } } UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha) { RGBA_t output; if (style == AST_TRANSLUCENT) { if (alpha == 0) output.rgba = background.rgba; else if (alpha == 0xFF) output.rgba = foreground.rgba; else if (alpha < 0xFF) { UINT8 beta = (0xFF - alpha); output.s.red = ((background.s.red * beta) + (foreground.s.red * alpha)) / 0xFF; output.s.green = ((background.s.green * beta) + (foreground.s.green * alpha)) / 0xFF; output.s.blue = ((background.s.blue * beta) + (foreground.s.blue * alpha)) / 0xFF; } // write foreground pixel alpha // if there's no pixel in here if (!background.rgba) output.s.alpha = foreground.s.alpha; else output.s.alpha = 0xFF; return output.rgba; } #define clamp(c) max(min(c, 0xFF), 0x00); else { float falpha = ((float)alpha / 256.0f); float fr = ((float)foreground.s.red * falpha); float fg = ((float)foreground.s.green * falpha); float fb = ((float)foreground.s.blue * falpha); if (style == AST_ADD) { output.s.red = clamp((int)(background.s.red + fr)); output.s.green = clamp((int)(background.s.green + fg)); output.s.blue = clamp((int)(background.s.blue + fb)); } else if (style == AST_SUBTRACT) { output.s.red = clamp((int)(background.s.red - fr)); output.s.green = clamp((int)(background.s.green - fg)); output.s.blue = clamp((int)(background.s.blue - fb)); } else if (style == AST_REVERSESUBTRACT) { output.s.red = clamp((int)((-background.s.red) + fr)); output.s.green = clamp((int)((-background.s.green) + fg)); output.s.blue = clamp((int)((-background.s.blue) + fb)); } else if (style == AST_MODULATE) { fr = ((float)foreground.s.red / 256.0f); fg = ((float)foreground.s.green / 256.0f); fb = ((float)foreground.s.blue / 256.0f); output.s.red = clamp((int)(background.s.red * fr)); output.s.green = clamp((int)(background.s.green * fg)); output.s.blue = clamp((int)(background.s.blue * fb)); } // just copy the pixel else if (style == AST_COPY) output.rgba = foreground.rgba; output.s.alpha = 0xFF; return output.rgba; } #undef clamp return 0; } UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha) { // Alpha style set to translucent? if (style == AST_TRANSLUCENT) { // Is the alpha small enough for translucency? if (alpha <= (10*255/11)) { UINT8 *mytransmap; // Is the patch way too translucent? Don't blend then. if (alpha < 255/11) return background; // The equation's not exact but it works as intended. I'll call it a day for now. mytransmap = transtables + ((8*(alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT); if (background != 0xFF) return *(mytransmap + (background<<8) + foreground); } else // just copy the pixel return foreground; } // just copy the pixel else if (style == AST_COPY) return foreground; // use ASTBlendPixel for all other blend modes // and find the nearest colour in the palette else if (style != AST_TRANSLUCENT) { RGBA_t texel; RGBA_t bg = V_GetColor(background); RGBA_t fg = V_GetColor(foreground); texel.rgba = ASTBlendPixel(bg, fg, style, alpha); return NearestColor(texel.s.red, texel.s.green, texel.s.blue); } // fallback if all above fails, somehow // return the background pixel return background; } // // R_DrawBlendColumnInCache // Draws a translucent column into the cache, applying a half-cooked equation to get a proper translucency value (Needs code in R_GenerateTexture()). // static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight) { INT32 count, position; UINT8 *source, *dest; INT32 topdelta, prevdelta = -1; INT32 originy = originPatch->originy; (void)patchheight; // This parameter is unused while (patch->topdelta != 0xff) { topdelta = patch->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; source = (UINT8 *)patch + 3; count = patch->length; position = originy + topdelta; if (position < 0) { count += position; source -= position; // start further down the column position = 0; } if (position + count > cacheheight) count = cacheheight - position; dest = cache + position; if (count > 0) { for (; dest < cache + position + count; source++, dest++) if (*source != 0xFF) *dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha); } patch = (column_t *)((UINT8 *)patch + patch->length + 4); } } // // R_DrawBlendFlippedColumnInCache // Similar to the one above except that the column is inverted. // static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight) { INT32 count, position; UINT8 *source, *dest; INT32 topdelta, prevdelta = -1; INT32 originy = originPatch->originy; while (patch->topdelta != 0xff) { topdelta = patch->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; topdelta = patchheight-patch->length-topdelta; source = (UINT8 *)patch + 2 + patch->length; // patch + 3 + (patch->length-1) count = patch->length; position = originy + topdelta; if (position < 0) { count += position; source += position; // start further UP the column position = 0; } if (position + count > cacheheight) count = cacheheight - position; dest = cache + position; if (count > 0) { for (; dest < cache + position + count; --source, dest++) if (*source != 0xFF) *dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha); } patch = (column_t *)((UINT8 *)patch + patch->length + 4); } } // // R_GenerateTexture // // Allocate space for full size texture, either single patch or 'composite' // Build the full textures from patches. // The texture caching system is a little more hungry of memory, but has // been simplified for the sake of highcolor (lol), dynamic ligthing, & speed. // // This is not optimised, but it's supposed to be executed only once // per level, when enough memory is available. // static UINT8 *R_GenerateTexture(size_t texnum) { UINT8 *block; UINT8 *blocktex; texture_t *texture; texpatch_t *patch; patch_t *realpatch; UINT8 *pdata; int x, x1, x2, i, width, height; size_t blocksize; column_t *patchcol; UINT8 *colofs; UINT16 wadnum; lumpnum_t lumpnum; size_t lumplength; I_Assert(texnum <= (size_t)numtextures); texture = textures[texnum]; I_Assert(texture != NULL); // allocate texture column offset lookup // single-patch textures can have holes in them and may be used on // 2sided lines so they need to be kept in 'packed' format // BUT this is wrong for skies and walls with over 255 pixels, // so check if there's holes and if not strip the posts. if (texture->patchcount == 1) { boolean holey = false; patch = texture->patches; wadnum = patch->wad; lumpnum = patch->lump; lumplength = W_LumpLengthPwad(wadnum, lumpnum); pdata = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE); realpatch = (patch_t *)pdata; #ifndef NO_PNG_LUMPS if (R_IsLumpPNG((UINT8 *)realpatch, lumplength)) goto multipatch; #endif #ifdef WALLFLATS if (texture->type == TEXTURETYPE_FLAT) goto multipatch; #endif // Check the patch for holes. if (texture->width > SHORT(realpatch->width) || texture->height > SHORT(realpatch->height)) holey = true; colofs = (UINT8 *)realpatch->columnofs; for (x = 0; x < texture->width && !holey; x++) { column_t *col = (column_t *)((UINT8 *)realpatch + LONG(*(UINT32 *)&colofs[x<<2])); INT32 topdelta, prevdelta = -1, y = 0; while (col->topdelta != 0xff) { topdelta = col->topdelta; if (topdelta <= prevdelta) topdelta += prevdelta; prevdelta = topdelta; if (topdelta > y) break; y = topdelta + col->length + 1; col = (column_t *)((UINT8 *)col + col->length + 4); } if (y < texture->height) holey = true; // this texture is HOLEy! D: } // If the patch uses transparency, we have to save it this way. if (holey) { texture->holes = true; texture->flip = patch->flip; blocksize = lumplength; block = Z_Calloc(blocksize, PU_STATIC, // will change tag at end of this function &texturecache[texnum]); M_Memcpy(block, realpatch, blocksize); texturememory += blocksize; // use the patch's column lookup colofs = (block + 8); texturecolumnofs[texnum] = (UINT32 *)colofs; blocktex = block; if (patch->flip & 1) // flip the patch horizontally { UINT8 *realcolofs = (UINT8 *)realpatch->columnofs; for (x = 0; x < texture->width; x++) *(UINT32 *)&colofs[x<<2] = realcolofs[( texture->width-1-x )<<2]; // swap with the offset of the other side of the texture } // we can't as easily flip the patch vertically sadly though, // we have wait until the texture itself is drawn to do that for (x = 0; x < texture->width; x++) *(UINT32 *)&colofs[x<<2] = LONG(LONG(*(UINT32 *)&colofs[x<<2]) + 3); goto done; } // Otherwise, do multipatch format. } // multi-patch textures (or 'composite') multipatch: texture->holes = false; texture->flip = 0; blocksize = (texture->width * 4) + (texture->width * texture->height); texturememory += blocksize; block = Z_Malloc(blocksize+1, PU_STATIC, &texturecache[texnum]); memset(block, TRANSPARENTPIXEL, blocksize+1); // Transparency hack // columns lookup table colofs = block; texturecolumnofs[texnum] = (UINT32 *)colofs; // texture data after the lookup table blocktex = block + (texture->width*4); // Composite the columns together. for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++) { boolean dealloc = true; static void (*ColumnDrawerPointer)(column_t *, UINT8 *, texpatch_t *, INT32, INT32); // Column drawing function pointer. if (patch->style != AST_COPY) ColumnDrawerPointer = (patch->flip & 2) ? R_DrawBlendFlippedColumnInCache : R_DrawBlendColumnInCache; else ColumnDrawerPointer = (patch->flip & 2) ? R_DrawFlippedColumnInCache : R_DrawColumnInCache; wadnum = patch->wad; lumpnum = patch->lump; pdata = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE); lumplength = W_LumpLengthPwad(wadnum, lumpnum); realpatch = (patch_t *)pdata; dealloc = true; #ifndef NO_PNG_LUMPS if (R_IsLumpPNG((UINT8 *)realpatch, lumplength)) realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength, NULL, false); else #endif #ifdef WALLFLATS if (texture->type == TEXTURETYPE_FLAT) realpatch = R_FlatToPatch(pdata, texture->width, texture->height, 0, 0, NULL, false); else #endif { (void)lumplength; dealloc = false; } x1 = patch->originx; width = SHORT(realpatch->width); height = SHORT(realpatch->height); x2 = x1 + width; if (x1 > texture->width || x2 < 0) continue; // patch not located within texture's x bounds, ignore if (patch->originy > texture->height || (patch->originy + height) < 0) continue; // patch not located within texture's y bounds, ignore // patch is actually inside the texture! // now check if texture is partly off-screen and adjust accordingly // left edge if (x1 < 0) x = 0; else x = x1; // right edge if (x2 > texture->width) x2 = texture->width; for (; x < x2; x++) { if (patch->flip & 1) patchcol = (column_t *)((UINT8 *)realpatch + LONG(realpatch->columnofs[(x1+width-1)-x])); else patchcol = (column_t *)((UINT8 *)realpatch + LONG(realpatch->columnofs[x-x1])); // generate column ofset lookup *(UINT32 *)&colofs[x<<2] = LONG((x * texture->height) + (texture->width*4)); ColumnDrawerPointer(patchcol, block + LONG(*(UINT32 *)&colofs[x<<2]), patch, texture->height, height); } if (dealloc) Z_Free(realpatch); } done: // Now that the texture has been built in column cache, it is purgable from zone memory. Z_ChangeTag(block, PU_CACHE); return blocktex; } // // R_GetTextureNum // // Returns the actual texture id that we should use. // This can either be texnum, the current frame for texnum's anim (if animated), // or 0 if not valid. // INT32 R_GetTextureNum(INT32 texnum) { if (texnum < 0 || texnum >= numtextures) return 0; return texturetranslation[texnum]; } // // R_CheckTextureCache // // Use this if you need to make sure the texture is cached before R_GetColumn calls // e.g.: midtextures and FOF walls // void R_CheckTextureCache(INT32 tex) { if (!texturecache[tex]) R_GenerateTexture(tex); } // // R_GetColumn // UINT8 *R_GetColumn(fixed_t tex, INT32 col) { UINT8 *data; INT32 width = texturewidth[tex]; if (width & (width - 1)) col = (UINT32)col % width; else col &= (width - 1); data = texturecache[tex]; if (!data) data = R_GenerateTexture(tex); return data + LONG(texturecolumnofs[tex][col]); } // convert flats to hicolor as they are requested // UINT8 *R_GetFlat(lumpnum_t flatlumpnum) { return W_CacheLumpNum(flatlumpnum, PU_CACHE); } // // Empty the texture cache (used for load wad at runtime) // void R_FlushTextureCache(void) { INT32 i; if (numtextures) for (i = 0; i < numtextures; i++) Z_Free(texturecache[i]); } // Need these prototypes for later; defining them here instead of r_data.h so they're "private" int R_CountTexturesInTEXTURESLump(UINT16 wadNum, UINT16 lumpNum); void R_ParseTEXTURESLump(UINT16 wadNum, UINT16 lumpNum, INT32 *index); // // R_LoadTextures // Initializes the texture list with the textures from the world map. // #define TX_START "TX_START" #define TX_END "TX_END" void R_LoadTextures(void) { INT32 i, w; UINT16 j; UINT16 texstart, texend, texturesLumpPos; patch_t *patchlump; texpatch_t *patch; texture_t *texture; // Free previous memory before numtextures change. if (numtextures) { for (i = 0; i < numtextures; i++) { Z_Free(textures[i]); Z_Free(texturecache[i]); } Z_Free(texturetranslation); Z_Free(textures); Z_Free(texflats); } // Load patches and textures. // Get the number of textures to check. // NOTE: Make SURE the system does not process // the markers. // This system will allocate memory for all duplicate/patched textures even if it never uses them, // but the alternative is to spend a ton of time checking and re-checking all previous entries just to skip any potentially patched textures. for (w = 0, numtextures = 0; w < numwadfiles; w++) { // Count the textures from TEXTURES lumps texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0); while (texturesLumpPos != INT16_MAX) { numtextures += R_CountTexturesInTEXTURESLump((UINT16)w, (UINT16)texturesLumpPos); texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1); } // Count single-patch textures if (wadfiles[w]->type == RET_PK3) { texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0); texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart); } else { texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0); texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0); } if (texstart == INT16_MAX || texend == INT16_MAX) #ifdef WALLFLATS goto countflats; #else continue; #endif texstart++; // Do not count the first marker // PK3s have subfolders, so we can't just make a simple sum if (wadfiles[w]->type == RET_PK3) { for (j = texstart; j < texend; j++) { if (!W_IsLumpFolder((UINT16)w, j)) // Check if lump is a folder; if not, then count it numtextures++; } } else // Add all the textures between TX_START and TX_END { numtextures += (UINT32)(texend - texstart); } #ifdef WALLFLATS countflats: // Count flats if (wadfiles[w]->type == RET_PK3) { texstart = W_CheckNumForFolderStartPK3("flats/", (UINT16)w, 0); texend = W_CheckNumForFolderEndPK3("flats/", (UINT16)w, texstart); } else { texstart = W_CheckNumForNamePwad("F_START", (UINT16)w, 0); texend = W_CheckNumForNamePwad("F_END", (UINT16)w, texstart); } if (texstart == INT16_MAX || texend == INT16_MAX) continue; texstart++; // Do not count the first marker // PK3s have subfolders, so we can't just make a simple sum if (wadfiles[w]->type == RET_PK3) { for (j = texstart; j < texend; j++) { if (!W_IsLumpFolder((UINT16)w, j)) // Check if lump is a folder; if not, then count it numtextures++; } } else // Add all the textures between F_START and F_END { numtextures += (UINT32)(texend - texstart); } #endif } // If no textures found by this point, bomb out if (!numtextures) I_Error("No textures detected in any WADs!\n"); // Allocate memory and initialize to 0 for all the textures we are initialising. // There are actually 5 buffers allocated in one for convenience. textures = Z_Calloc((numtextures * sizeof(void *)) * 5, PU_STATIC, NULL); texflats = Z_Calloc((numtextures * sizeof(*texflats)), PU_STATIC, NULL); // Allocate texture column offset table. texturecolumnofs = (void *)((UINT8 *)textures + (numtextures * sizeof(void *))); // Allocate texture referencing cache. texturecache = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 2)); // Allocate texture width table. texturewidth = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 3)); // Allocate texture height table. textureheight = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 4)); // Create translation table for global animation. texturetranslation = Z_Malloc((numtextures + 1) * sizeof(*texturetranslation), PU_STATIC, NULL); for (i = 0; i < numtextures; i++) texturetranslation[i] = i; for (i = 0, w = 0; w < numwadfiles; w++) { // Get the lump numbers for the markers in the WAD, if they exist. if (wadfiles[w]->type == RET_PK3) { texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0); texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart); texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0); while (texturesLumpPos != INT16_MAX) { R_ParseTEXTURESLump(w, texturesLumpPos, &i); texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1); } } else { texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0); texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0); texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0); if (texturesLumpPos != INT16_MAX) R_ParseTEXTURESLump(w, texturesLumpPos, &i); } if (texstart == INT16_MAX || texend == INT16_MAX) #ifdef WALLFLATS goto checkflats; #else continue; #endif texstart++; // Do not count the first marker // Work through each lump between the markers in the WAD. for (j = 0; j < (texend - texstart); j++) { UINT16 wadnum = (UINT16)w; lumpnum_t lumpnum = texstart + j; #ifndef NO_PNG_LUMPS size_t lumplength; #endif if (wadfiles[w]->type == RET_PK3) { if (W_IsLumpFolder(wadnum, lumpnum)) // Check if lump is a folder continue; // If it is then SKIP IT } patchlump = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE); #ifndef NO_PNG_LUMPS lumplength = W_LumpLengthPwad(wadnum, lumpnum); #endif //CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),patchlump->width, patchlump->height); texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL); // Set texture properties. M_Memcpy(texture->name, W_CheckNameForNumPwad(wadnum, lumpnum), sizeof(texture->name)); #ifndef NO_PNG_LUMPS if (R_IsLumpPNG((UINT8 *)patchlump, lumplength)) { INT16 width, height; R_PNGDimensions((UINT8 *)patchlump, &width, &height, lumplength); texture->width = width; texture->height = height; } else #endif { texture->width = SHORT(patchlump->width); texture->height = SHORT(patchlump->height); } texture->type = TEXTURETYPE_SINGLEPATCH; texture->patchcount = 1; texture->holes = false; texture->flip = 0; // Allocate information for the texture's patches. patch = &texture->patches[0]; patch->originx = patch->originy = 0; patch->wad = (UINT16)w; patch->lump = texstart + j; patch->flip = 0; Z_Unlock(patchlump); texturewidth[i] = texture->width; textureheight[i] = texture->height << FRACBITS; i++; } #ifdef WALLFLATS checkflats: // Yes if (wadfiles[w]->type == RET_PK3) { texstart = W_CheckNumForFolderStartPK3("flats/", (UINT16)w, 0); texend = W_CheckNumForFolderEndPK3("flats/", (UINT16)w, texstart); } else { texstart = W_CheckNumForNamePwad("F_START", (UINT16)w, 0); texend = W_CheckNumForNamePwad("F_END", (UINT16)w, texstart); } if (texstart == INT16_MAX || texend == INT16_MAX) continue; texstart++; // Do not count the first marker // Work through each lump between the markers in the WAD. for (j = 0; j < (texend - texstart); j++) { UINT8 *flatlump; UINT16 wadnum = (UINT16)w; lumpnum_t lumpnum = texstart + j; size_t lumplength; size_t flatsize = 0; if (wadfiles[w]->type == RET_PK3) { if (W_IsLumpFolder(wadnum, lumpnum)) // Check if lump is a folder continue; // If it is then SKIP IT } flatlump = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE); lumplength = W_LumpLengthPwad(wadnum, lumpnum); switch (lumplength) { case 4194304: // 2048x2048 lump flatsize = 2048; break; case 1048576: // 1024x1024 lump flatsize = 1024; break; case 262144:// 512x512 lump flatsize = 512; break; case 65536: // 256x256 lump flatsize = 256; break; case 16384: // 128x128 lump flatsize = 128; break; case 1024: // 32x32 lump flatsize = 32; break; default: // 64x64 lump flatsize = 64; break; } //CONS_Printf("\n\"%s\" is a flat, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),flatsize,flatsize); texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL); // Set texture properties. M_Memcpy(texture->name, W_CheckNameForNumPwad(wadnum, lumpnum), sizeof(texture->name)); #ifndef NO_PNG_LUMPS if (R_IsLumpPNG((UINT8 *)flatlump, lumplength)) { INT16 width, height; R_PNGDimensions((UINT8 *)flatlump, &width, &height, lumplength); texture->width = width; texture->height = height; } else #endif texture->width = texture->height = flatsize; texture->type = TEXTURETYPE_FLAT; texture->patchcount = 1; texture->holes = false; texture->flip = 0; // Allocate information for the texture's patches. patch = &texture->patches[0]; patch->originx = patch->originy = 0; patch->wad = (UINT16)w; patch->lump = texstart + j; patch->flip = 0; Z_Unlock(flatlump); texturewidth[i] = texture->width; textureheight[i] = texture->height << FRACBITS; i++; } #endif } #ifdef HWRENDER if (rendermode == render_opengl) HWR_LoadTextures(numtextures); #endif } static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch) { char *texturesToken; size_t texturesTokenLength; char *endPos; char *patchName = NULL; INT16 patchXPos; INT16 patchYPos; UINT8 flip = 0; UINT8 alpha = 255; enum patchalphastyle style = AST_COPY; texpatch_t *resultPatch = NULL; lumpnum_t patchLumpNum; // Patch identifier texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch name should be"); } texturesTokenLength = strlen(texturesToken); if (texturesTokenLength>8) { I_Error("Error parsing TEXTURES lump: Patch name \"%s\" exceeds 8 characters",texturesToken); } else { if (patchName != NULL) { Z_Free(patchName); } patchName = (char *)Z_Malloc((texturesTokenLength+1)*sizeof(char),PU_STATIC,NULL); M_Memcpy(patchName,texturesToken,texturesTokenLength*sizeof(char)); patchName[texturesTokenLength] = '\0'; } // Comma 1 Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where comma after \"%s\"'s patch name should be",patchName); } if (strcmp(texturesToken,",")!=0) { I_Error("Error parsing TEXTURES lump: Expected \",\" after %s's patch name, got \"%s\"",patchName,texturesToken); } // XPos Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch \"%s\"'s x coordinate should be",patchName); } endPos = NULL; #ifndef AVOID_ERRNO errno = 0; #endif patchXPos = strtol(texturesToken,&endPos,10); (void)patchXPos; //unused for now if (endPos == texturesToken // Empty string || *endPos != '\0' // Not end of string #ifndef AVOID_ERRNO || errno == ERANGE // Number out-of-range #endif ) { I_Error("Error parsing TEXTURES lump: Expected an integer for patch \"%s\"'s x coordinate, got \"%s\"",patchName,texturesToken); } // Comma 2 Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where comma after patch \"%s\"'s x coordinate should be",patchName); } if (strcmp(texturesToken,",")!=0) { I_Error("Error parsing TEXTURES lump: Expected \",\" after patch \"%s\"'s x coordinate, got \"%s\"",patchName,texturesToken); } // YPos Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch \"%s\"'s y coordinate should be",patchName); } endPos = NULL; #ifndef AVOID_ERRNO errno = 0; #endif patchYPos = strtol(texturesToken,&endPos,10); (void)patchYPos; //unused for now if (endPos == texturesToken // Empty string || *endPos != '\0' // Not end of string #ifndef AVOID_ERRNO || errno == ERANGE // Number out-of-range #endif ) { I_Error("Error parsing TEXTURES lump: Expected an integer for patch \"%s\"'s y coordinate, got \"%s\"",patchName,texturesToken); } Z_Free(texturesToken); // Patch parameters block (OPTIONAL) // added by Monster Iestyn (22/10/16) // Left Curly Brace texturesToken = M_GetToken(NULL); if (texturesToken == NULL) ; // move on and ignore, R_ParseTextures will deal with this else { if (strcmp(texturesToken,"{")==0) { Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch \"%s\"'s parameters should be",patchName); } while (strcmp(texturesToken,"}")!=0) { if (stricmp(texturesToken, "ALPHA")==0) { Z_Free(texturesToken); texturesToken = M_GetToken(NULL); alpha = 255*strtof(texturesToken, NULL); } else if (stricmp(texturesToken, "STYLE")==0) { Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (stricmp(texturesToken, "TRANSLUCENT")==0) style = AST_TRANSLUCENT; else if (stricmp(texturesToken, "ADD")==0) style = AST_ADD; else if (stricmp(texturesToken, "SUBTRACT")==0) style = AST_SUBTRACT; else if (stricmp(texturesToken, "REVERSESUBTRACT")==0) style = AST_REVERSESUBTRACT; else if (stricmp(texturesToken, "MODULATE")==0) style = AST_MODULATE; } else if (stricmp(texturesToken, "FLIPX")==0) flip |= 1; else if (stricmp(texturesToken, "FLIPY")==0) flip |= 2; Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch \"%s\"'s parameters or right curly brace should be",patchName); } } } else { // this is not what we wanted... // undo last read so R_ParseTextures can re-get the token for its own purposes M_UnGetToken(); } Z_Free(texturesToken); } if (actuallyLoadPatch == true) { // Check lump exists patchLumpNum = W_GetNumForName(patchName); // If so, allocate memory for texpatch_t and fill 'er up resultPatch = (texpatch_t *)Z_Malloc(sizeof(texpatch_t),PU_STATIC,NULL); resultPatch->originx = patchXPos; resultPatch->originy = patchYPos; resultPatch->lump = patchLumpNum & 65535; resultPatch->wad = patchLumpNum>>16; resultPatch->flip = flip; resultPatch->alpha = alpha; resultPatch->style = style; // Clean up a little after ourselves Z_Free(patchName); // Then return it return resultPatch; } else { Z_Free(patchName); return NULL; } } static texture_t *R_ParseTexture(boolean actuallyLoadTexture) { char *texturesToken; size_t texturesTokenLength; char *endPos; INT32 newTextureWidth; INT32 newTextureHeight; texture_t *resultTexture = NULL; texpatch_t *newPatch; char newTextureName[9]; // no longer dynamically allocated // Texture name texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where texture name should be"); } texturesTokenLength = strlen(texturesToken); if (texturesTokenLength>8) { I_Error("Error parsing TEXTURES lump: Texture name \"%s\" exceeds 8 characters",texturesToken); } else { memset(&newTextureName, 0, 9); M_Memcpy(newTextureName, texturesToken, texturesTokenLength); // ^^ we've confirmed that the token is <= 8 characters so it will never overflow a 9 byte char buffer strupr(newTextureName); // Just do this now so we don't have to worry about it } Z_Free(texturesToken); // Comma 1 texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where comma after texture \"%s\"'s name should be",newTextureName); } else if (strcmp(texturesToken,",")!=0) { I_Error("Error parsing TEXTURES lump: Expected \",\" after texture \"%s\"'s name, got \"%s\"",newTextureName,texturesToken); } Z_Free(texturesToken); // Width texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where texture \"%s\"'s width should be",newTextureName); } endPos = NULL; #ifndef AVOID_ERRNO errno = 0; #endif newTextureWidth = strtol(texturesToken,&endPos,10); if (endPos == texturesToken // Empty string || *endPos != '\0' // Not end of string #ifndef AVOID_ERRNO || errno == ERANGE // Number out-of-range #endif || newTextureWidth < 0) // Number is not positive { I_Error("Error parsing TEXTURES lump: Expected a positive integer for texture \"%s\"'s width, got \"%s\"",newTextureName,texturesToken); } Z_Free(texturesToken); // Comma 2 texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where comma after texture \"%s\"'s width should be",newTextureName); } if (strcmp(texturesToken,",")!=0) { I_Error("Error parsing TEXTURES lump: Expected \",\" after texture \"%s\"'s width, got \"%s\"",newTextureName,texturesToken); } Z_Free(texturesToken); // Height texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where texture \"%s\"'s height should be",newTextureName); } endPos = NULL; #ifndef AVOID_ERRNO errno = 0; #endif newTextureHeight = strtol(texturesToken,&endPos,10); if (endPos == texturesToken // Empty string || *endPos != '\0' // Not end of string #ifndef AVOID_ERRNO || errno == ERANGE // Number out-of-range #endif || newTextureHeight < 0) // Number is not positive { I_Error("Error parsing TEXTURES lump: Expected a positive integer for texture \"%s\"'s height, got \"%s\"",newTextureName,texturesToken); } Z_Free(texturesToken); // Left Curly Brace texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where open curly brace for texture \"%s\" should be",newTextureName); } if (strcmp(texturesToken,"{")==0) { if (actuallyLoadTexture) { // Allocate memory for a zero-patch texture. Obviously, we'll be adding patches momentarily. resultTexture = (texture_t *)Z_Calloc(sizeof(texture_t),PU_STATIC,NULL); M_Memcpy(resultTexture->name, newTextureName, 8); resultTexture->width = newTextureWidth; resultTexture->height = newTextureHeight; resultTexture->type = TEXTURETYPE_COMPOSITE; } Z_Free(texturesToken); texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch definition for texture \"%s\" should be",newTextureName); } while (strcmp(texturesToken,"}")!=0) { if (stricmp(texturesToken, "PATCH")==0) { Z_Free(texturesToken); if (resultTexture) { // Get that new patch newPatch = R_ParsePatch(true); // Make room for the new patch resultTexture = Z_Realloc(resultTexture, sizeof(texture_t) + (resultTexture->patchcount+1)*sizeof(texpatch_t), PU_STATIC, NULL); // Populate the uninitialized values in the new patch entry of our array M_Memcpy(&resultTexture->patches[resultTexture->patchcount], newPatch, sizeof(texpatch_t)); // Account for the new number of patches in the texture resultTexture->patchcount++; // Then free up the memory assigned to R_ParsePatch, as it's unneeded now Z_Free(newPatch); } else { R_ParsePatch(false); } } else { I_Error("Error parsing TEXTURES lump: Expected \"PATCH\" in texture \"%s\", got \"%s\"",newTextureName,texturesToken); } texturesToken = M_GetToken(NULL); if (texturesToken == NULL) { I_Error("Error parsing TEXTURES lump: Unexpected end of file where patch declaration or right curly brace for texture \"%s\" should be",newTextureName); } } if (resultTexture && resultTexture->patchcount == 0) { I_Error("Error parsing TEXTURES lump: Texture \"%s\" must have at least one patch",newTextureName); } } else { I_Error("Error parsing TEXTURES lump: Expected \"{\" for texture \"%s\", got \"%s\"",newTextureName,texturesToken); } Z_Free(texturesToken); if (actuallyLoadTexture) return resultTexture; else return NULL; } // Parses the TEXTURES lump... but just to count the number of textures. int R_CountTexturesInTEXTURESLump(UINT16 wadNum, UINT16 lumpNum) { char *texturesLump; size_t texturesLumpLength; char *texturesText; UINT32 numTexturesInLump = 0; char *texturesToken; // Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll // need to make a space of memory where I can ensure that it will terminate // correctly. Start by loading the relevant data from the WAD. texturesLump = (char *)W_CacheLumpNumPwad(wadNum, lumpNum, PU_STATIC); // If that didn't exist, we have nothing to do here. if (texturesLump == NULL) return 0; // If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly. texturesLumpLength = W_LumpLengthPwad(wadNum, lumpNum); texturesText = (char *)Z_Malloc((texturesLumpLength+1)*sizeof(char),PU_STATIC,NULL); // Now move the contents of the lump into this new location. memmove(texturesText,texturesLump,texturesLumpLength); // Make damn well sure the last character in our new memory location is \0. texturesText[texturesLumpLength] = '\0'; // Finally, free up the memory from the first data load, because we really // don't need it. Z_Free(texturesLump); texturesToken = M_GetToken(texturesText); while (texturesToken != NULL) { if (stricmp(texturesToken, "WALLTEXTURE") == 0 || stricmp(texturesToken, "TEXTURE") == 0) { numTexturesInLump++; Z_Free(texturesToken); R_ParseTexture(false); } else { I_Error("Error parsing TEXTURES lump: Expected \"WALLTEXTURE\" or \"TEXTURE\", got \"%s\"",texturesToken); } texturesToken = M_GetToken(NULL); } Z_Free(texturesToken); Z_Free((void *)texturesText); return numTexturesInLump; } // Parses the TEXTURES lump... for real, this time. void R_ParseTEXTURESLump(UINT16 wadNum, UINT16 lumpNum, INT32 *texindex) { char *texturesLump; size_t texturesLumpLength; char *texturesText; char *texturesToken; texture_t *newTexture; I_Assert(texindex != NULL); // Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll // need to make a space of memory where I can ensure that it will terminate // correctly. Start by loading the relevant data from the WAD. texturesLump = (char *)W_CacheLumpNumPwad(wadNum, lumpNum, PU_STATIC); // If that didn't exist, we have nothing to do here. if (texturesLump == NULL) return; // If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly. texturesLumpLength = W_LumpLengthPwad(wadNum, lumpNum); texturesText = (char *)Z_Malloc((texturesLumpLength+1)*sizeof(char),PU_STATIC,NULL); // Now move the contents of the lump into this new location. memmove(texturesText,texturesLump,texturesLumpLength); // Make damn well sure the last character in our new memory location is \0. texturesText[texturesLumpLength] = '\0'; // Finally, free up the memory from the first data load, because we really // don't need it. Z_Free(texturesLump); texturesToken = M_GetToken(texturesText); while (texturesToken != NULL) { if (stricmp(texturesToken, "WALLTEXTURE") == 0 || stricmp(texturesToken, "TEXTURE") == 0) { Z_Free(texturesToken); // Get the new texture newTexture = R_ParseTexture(true); // Store the new texture textures[*texindex] = newTexture; texturewidth[*texindex] = newTexture->width; textureheight[*texindex] = newTexture->height << FRACBITS; // Increment i back in R_LoadTextures() (*texindex)++; } else { I_Error("Error parsing TEXTURES lump: Expected \"WALLTEXTURE\" or \"TEXTURE\", got \"%s\"",texturesToken); } texturesToken = M_GetToken(NULL); } Z_Free(texturesToken); Z_Free((void *)texturesText); } #ifdef EXTRACOLORMAPLUMPS static lumplist_t *colormaplumps = NULL; ///\todo free leak static size_t numcolormaplumps = 0; static inline lumpnum_t R_CheckNumForNameList(const char *name, lumplist_t *list, size_t listsize) { size_t i; UINT16 lump; for (i = listsize - 1; i < INT16_MAX; i--) { lump = W_CheckNumForNamePwad(name, list[i].wadfile, list[i].firstlump); if (lump == INT16_MAX || lump > (list[i].firstlump + list[i].numlumps)) continue; else return (list[i].wadfile<<16)+lump; } return LUMPERROR; } static void R_InitExtraColormaps(void) { lumpnum_t startnum, endnum; UINT16 cfile, clump; static size_t maxcolormaplumps = 16; for (cfile = clump = 0; cfile < numwadfiles; cfile++, clump = 0) { startnum = W_CheckNumForNamePwad("C_START", cfile, clump); if (startnum == INT16_MAX) continue; endnum = W_CheckNumForNamePwad("C_END", cfile, clump); if (endnum == INT16_MAX) I_Error("R_InitExtraColormaps: C_START without C_END\n"); // This shouldn't be possible when you use the Pwad function, silly //if (WADFILENUM(startnum) != WADFILENUM(endnum)) //I_Error("R_InitExtraColormaps: C_START and C_END in different wad files!\n"); if (numcolormaplumps >= maxcolormaplumps) maxcolormaplumps *= 2; colormaplumps = Z_Realloc(colormaplumps, sizeof (*colormaplumps) * maxcolormaplumps, PU_STATIC, NULL); colormaplumps[numcolormaplumps].wadfile = cfile; colormaplumps[numcolormaplumps].firstlump = startnum+1; colormaplumps[numcolormaplumps].numlumps = endnum - (startnum + 1); numcolormaplumps++; } CONS_Printf(M_GetText("Number of Extra Colormaps: %s\n"), sizeu1(numcolormaplumps)); } #endif // Search for flat name. lumpnum_t R_GetFlatNumForName(const char *name) { INT32 i; lumpnum_t lump; lumpnum_t start; lumpnum_t end; // Scan wad files backwards so patched flats take preference. for (i = numwadfiles - 1; i >= 0; i--) { switch (wadfiles[i]->type) { case RET_WAD: if ((start = W_CheckNumForNamePwad("F_START", (UINT16)i, 0)) == INT16_MAX) { if ((start = W_CheckNumForNamePwad("FF_START", (UINT16)i, 0)) == INT16_MAX) continue; else if ((end = W_CheckNumForNamePwad("FF_END", (UINT16)i, start)) == INT16_MAX) continue; } else if ((end = W_CheckNumForNamePwad("F_END", (UINT16)i, start)) == INT16_MAX) continue; break; case RET_PK3: if ((start = W_CheckNumForFolderStartPK3("Flats/", i, 0)) == INT16_MAX) continue; if ((end = W_CheckNumForFolderEndPK3("Flats/", i, start)) == INT16_MAX) continue; break; default: continue; } // Now find lump with specified name in that range. lump = W_CheckNumForNamePwad(name, (UINT16)i, start); if (lump < end) { lump += (i<<16); // found it, in our constraints break; } lump = LUMPERROR; } return lump; } // // R_InitSpriteLumps // Finds the width and hoffset of all sprites in the wad, so the sprite does not need to be // cached completely, just for having the header info ready during rendering. // // // allocate sprite lookup tables // static void R_InitSpriteLumps(void) { numspritelumps = 0; max_spritelumps = 8192; Z_Malloc(max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo); } // // R_CreateFadeColormaps // static void R_CreateFadeColormaps(void) { UINT8 px, fade; RGBA_t rgba; INT32 r, g, b; size_t len, i; len = (256 * FADECOLORMAPROWS); fadecolormap = Z_MallocAlign(len*2, PU_STATIC, NULL, 8); for (i = 0; i < len*2; i++) fadecolormap[i] = (i%256); // Load in the light tables, now 64k aligned for smokie... { lumpnum_t lump = W_CheckNumForName("FADECMAP"); lumpnum_t wlump = W_CheckNumForName("FADEWMAP"); // to black if (lump != LUMPERROR) W_ReadLumpHeader(lump, fadecolormap, len, 0U); // to white if (wlump != LUMPERROR) W_ReadLumpHeader(wlump, fadecolormap+len, len, 0U); // missing "to white" colormap lump if (lump != LUMPERROR && wlump == LUMPERROR) goto makewhite; // missing "to black" colormap lump else if (lump == LUMPERROR && wlump != LUMPERROR) goto makeblack; // both lumps found else if (lump != LUMPERROR && wlump != LUMPERROR) return; } #define GETCOLOR \ px = colormaps[i%256]; \ fade = (i/256) * (256 / FADECOLORMAPROWS); \ rgba = V_GetColor(px); // to black makeblack: for (i = 0; i < len; i++) { // find pixel and fade amount GETCOLOR; // subtractive color blending r = rgba.s.red - FADEREDFACTOR*fade/10; g = rgba.s.green - FADEGREENFACTOR*fade/10; b = rgba.s.blue - FADEBLUEFACTOR*fade/10; // clamp values if (r < 0) r = 0; if (g < 0) g = 0; if (b < 0) b = 0; // find nearest color in palette fadecolormap[i] = NearestColor(r,g,b); } // to white makewhite: for (i = len; i < len*2; i++) { // find pixel and fade amount GETCOLOR; // additive color blending r = rgba.s.red + FADEREDFACTOR*fade/10; g = rgba.s.green + FADEGREENFACTOR*fade/10; b = rgba.s.blue + FADEBLUEFACTOR*fade/10; // clamp values if (r > 255) r = 255; if (g > 255) g = 255; if (b > 255) b = 255; // find nearest color in palette fadecolormap[i] = NearestColor(r,g,b); } #undef GETCOLOR } // // R_InitColormaps // static void R_InitColormaps(void) { size_t len; lumpnum_t lump; // Load in the light tables lump = W_GetNumForName("COLORMAP"); len = W_LumpLength(lump); colormaps = Z_MallocAlign(len, PU_STATIC, NULL, 8); W_ReadLump(lump, colormaps); // Make colormap for fades R_CreateFadeColormaps(); // Init Boom colormaps. R_ClearColormaps(); #ifdef EXTRACOLORMAPLUMPS R_InitExtraColormaps(); #endif } void R_ReInitColormaps(UINT16 num) { char colormap[9] = "COLORMAP"; lumpnum_t lump; const lumpnum_t basecolormaplump = W_GetNumForName(colormap); if (num > 0 && num <= 10000) snprintf(colormap, 8, "CLM%04u", num-1); // Load in the light tables, now 64k aligned for smokie... lump = W_GetNumForName(colormap); if (lump == LUMPERROR) lump = basecolormaplump; else { if (W_LumpLength(lump) != W_LumpLength(basecolormaplump)) { CONS_Alert(CONS_WARNING, "%s lump size does not match COLORMAP, results may be unexpected.\n", colormap); } } W_ReadLumpHeader(lump, colormaps, W_LumpLength(basecolormaplump), 0U); if (fadecolormap) Z_Free(fadecolormap); R_CreateFadeColormaps(); // Init Boom colormaps. R_ClearColormaps(); } // // R_ClearColormaps // // Clears out extra colormaps between levels. // void R_ClearColormaps(void) { // Purged by PU_LEVEL, just overwrite the pointer extra_colormaps = R_CreateDefaultColormap(true); } // // R_CreateDefaultColormap() // NOTE: The result colormap is not added to the extra_colormaps chain. You must do that yourself! // extracolormap_t *R_CreateDefaultColormap(boolean lighttable) { extracolormap_t *exc = Z_Calloc(sizeof (*exc), PU_LEVEL, NULL); exc->fadestart = 0; exc->fadeend = 31; exc->fog = 0; exc->rgba = 0; exc->fadergba = 0x19000000; exc->colormap = lighttable ? R_CreateLightTable(exc) : NULL; #ifdef EXTRACOLORMAPLUMPS exc->lump = LUMPERROR; exc->lumpname[0] = 0; #endif exc->next = exc->prev = NULL; return exc; } // // R_GetDefaultColormap() // extracolormap_t *R_GetDefaultColormap(void) { #ifdef COLORMAPREVERSELIST extracolormap_t *exc; #endif if (!extra_colormaps) return (extra_colormaps = R_CreateDefaultColormap(true)); #ifdef COLORMAPREVERSELIST for (exc = extra_colormaps; exc->next; exc = exc->next); return exc; #else return extra_colormaps; #endif } // // R_CopyColormap() // NOTE: The result colormap is not added to the extra_colormaps chain. You must do that yourself! // extracolormap_t *R_CopyColormap(extracolormap_t *extra_colormap, boolean lighttable) { extracolormap_t *exc = Z_Calloc(sizeof (*exc), PU_LEVEL, NULL); if (!extra_colormap) extra_colormap = R_GetDefaultColormap(); *exc = *extra_colormap; exc->next = exc->prev = NULL; #ifdef EXTRACOLORMAPLUMPS strncpy(exc->lumpname, extra_colormap->lumpname, 9); if (exc->lump != LUMPERROR && lighttable) { // aligned on 8 bit for asm code exc->colormap = Z_MallocAlign(W_LumpLength(lump), PU_LEVEL, NULL, 16); W_ReadLump(lump, exc->colormap); } else #endif if (lighttable) exc->colormap = R_CreateLightTable(exc); else exc->colormap = NULL; return exc; } // // R_AddColormapToList // // Sets prev/next chain for extra_colormaps var // Copypasta from P_AddFFloorToList // void R_AddColormapToList(extracolormap_t *extra_colormap) { #ifndef COLORMAPREVERSELIST extracolormap_t *exc; #endif if (!extra_colormaps) { extra_colormaps = extra_colormap; extra_colormap->next = 0; extra_colormap->prev = 0; return; } #ifdef COLORMAPREVERSELIST extra_colormaps->prev = extra_colormap; extra_colormap->next = extra_colormaps; extra_colormaps = extra_colormap; extra_colormap->prev = 0; #else for (exc = extra_colormaps; exc->next; exc = exc->next); exc->next = extra_colormap; extra_colormap->prev = exc; extra_colormap->next = 0; #endif } // // R_CheckDefaultColormapByValues() // #ifdef EXTRACOLORMAPLUMPS boolean R_CheckDefaultColormapByValues(boolean checkrgba, boolean checkfadergba, boolean checkparams, 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) #endif { return ( (!checkparams ? true : (fadestart == 0 && fadeend == 31 && !fog) ) && (!checkrgba ? true : rgba == 0) && (!checkfadergba ? true : fadergba == 0x19000000) #ifdef EXTRACOLORMAPLUMPS && lump == LUMPERROR && extra_colormap->lumpname[0] == 0 #endif ); } boolean R_CheckDefaultColormap(extracolormap_t *extra_colormap, boolean checkrgba, boolean checkfadergba, boolean checkparams) { if (!extra_colormap) return true; #ifdef EXTRACOLORMAPLUMPS return R_CheckDefaultColormapByValues(checkrgba, checkfadergba, checkparams, extra_colormap->rgba, extra_colormap->fadergba, extra_colormap->fadestart, extra_colormap->fadeend, extra_colormap->fog, extra_colormap->lump); #else return R_CheckDefaultColormapByValues(checkrgba, checkfadergba, checkparams, extra_colormap->rgba, extra_colormap->fadergba, extra_colormap->fadestart, extra_colormap->fadeend, extra_colormap->fog); #endif } boolean R_CheckEqualColormaps(extracolormap_t *exc_a, extracolormap_t *exc_b, boolean checkrgba, boolean checkfadergba, boolean checkparams) { // Treat NULL as default colormap // We need this because what if one exc is a default colormap, and the other is NULL? They're really both equal. if (!exc_a) exc_a = R_GetDefaultColormap(); if (!exc_b) exc_b = R_GetDefaultColormap(); if (exc_a == exc_b) return true; return ( (!checkparams ? true : (exc_a->fadestart == exc_b->fadestart && exc_a->fadeend == exc_b->fadeend && exc_a->fog == exc_b->fog) ) && (!checkrgba ? true : exc_a->rgba == exc_b->rgba) && (!checkfadergba ? true : exc_a->fadergba == exc_b->fadergba) #ifdef EXTRACOLORMAPLUMPS && exc_a->lump == exc_b->lump && !strncmp(exc_a->lumpname, exc_b->lumpname, 9) #endif ); } // // R_GetColormapFromListByValues() // NOTE: Returns NULL if no match is found // #ifdef EXTRACOLORMAPLUMPS extracolormap_t *R_GetColormapFromListByValues(INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog, lumpnum_t lump) #else extracolormap_t *R_GetColormapFromListByValues(INT32 rgba, INT32 fadergba, UINT8 fadestart, UINT8 fadeend, UINT8 fog) #endif { extracolormap_t *exc; UINT32 dbg_i = 0; for (exc = extra_colormaps; exc; exc = exc->next) { if (rgba == exc->rgba && fadergba == exc->fadergba && fadestart == exc->fadestart && fadeend == exc->fadeend && fog == exc->fog #ifdef EXTRACOLORMAPLUMPS && (lump != LUMPERROR && lump == exc->lump) #endif ) { CONS_Debug(DBG_RENDER, "Found Colormap %d: rgba(%d,%d,%d,%d) fadergba(%d,%d,%d,%d)\n", dbg_i, R_GetRgbaR(rgba), R_GetRgbaG(rgba), R_GetRgbaB(rgba), R_GetRgbaA(rgba), R_GetRgbaR(fadergba), R_GetRgbaG(fadergba), R_GetRgbaB(fadergba), R_GetRgbaA(fadergba)); return exc; } dbg_i++; } return NULL; } extracolormap_t *R_GetColormapFromList(extracolormap_t *extra_colormap) { #ifdef EXTRACOLORMAPLUMPS return R_GetColormapFromListByValues(extra_colormap->rgba, extra_colormap->fadergba, extra_colormap->fadestart, extra_colormap->fadeend, extra_colormap->fog, extra_colormap->lump); #else return R_GetColormapFromListByValues(extra_colormap->rgba, extra_colormap->fadergba, extra_colormap->fadestart, extra_colormap->fadeend, extra_colormap->fog); #endif } #ifdef EXTRACOLORMAPLUMPS extracolormap_t *R_ColormapForName(char *name) { lumpnum_t lump; extracolormap_t *exc; lump = R_CheckNumForNameList(name, colormaplumps, numcolormaplumps); if (lump == LUMPERROR) I_Error("R_ColormapForName: Cannot find colormap lump %.8s\n", name); exc = R_GetColormapFromListByValues(0, 0x19000000, 0, 31, 0, lump); if (exc) return exc; exc = Z_Calloc(sizeof (*exc), PU_LEVEL, NULL); exc->lump = lump; strncpy(exc->lumpname, name, 9); exc->lumpname[8] = 0; // aligned on 8 bit for asm code exc->colormap = Z_MallocAlign(W_LumpLength(lump), PU_LEVEL, NULL, 16); W_ReadLump(lump, exc->colormap); // We set all params of the colormap to normal because there // is no real way to tell how GL should handle a colormap lump anyway.. exc->fadestart = 0; exc->fadeend = 31; exc->fog = 0; exc->rgba = 0; exc->fadergba = 0x19000000; R_AddColormapToList(exc); return exc; } #endif // // R_CreateColormap // // This is a more GL friendly way of doing colormaps: Specify colormap // data in a special linedef's texture areas and use that to generate // custom colormaps at runtime. NOTE: For GL mode, we only need to color // data and not the colormap data. // static double deltas[256][3], map[256][3]; static int RoundUp(double number); lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap) { double cmaskr, cmaskg, cmaskb, cdestr, cdestg, cdestb; double maskamt = 0, othermask = 0; UINT8 cr = R_GetRgbaR(extra_colormap->rgba), cg = R_GetRgbaG(extra_colormap->rgba), cb = R_GetRgbaB(extra_colormap->rgba), ca = R_GetRgbaA(extra_colormap->rgba), cfr = R_GetRgbaR(extra_colormap->fadergba), cfg = R_GetRgbaG(extra_colormap->fadergba), cfb = R_GetRgbaB(extra_colormap->fadergba); // cfa = R_GetRgbaA(extra_colormap->fadergba); // unused in software UINT8 fadestart = extra_colormap->fadestart, fadedist = extra_colormap->fadeend - extra_colormap->fadestart; lighttable_t *lighttable = NULL; size_t i; ///////////////////// // Calc the RGBA mask ///////////////////// cmaskr = cr; cmaskg = cg; cmaskb = cb; maskamt = (double)(ca/24.0l); othermask = 1 - maskamt; maskamt /= 0xff; cmaskr *= maskamt; cmaskg *= maskamt; cmaskb *= maskamt; ///////////////////// // Calc the RGBA fade mask ///////////////////// cdestr = cfr; cdestg = cfg; cdestb = cfb; // fade alpha unused in software // maskamt = (double)(cfa/24.0l); // othermask = 1 - maskamt; // maskamt /= 0xff; // cdestr *= maskamt; // cdestg *= maskamt; // cdestb *= maskamt; ///////////////////// // This code creates the colormap array used by software renderer ///////////////////// if (rendermode == render_soft) { double r, g, b, cbrightness; int p; char *colormap_p; // Initialise the map and delta arrays // map[i] stores an RGB color (as double) for index i, // which is then converted to SRB2's palette later // deltas[i] stores a corresponding fade delta between the RGB color and the final fade color; // map[i]'s values are decremented by after each use for (i = 0; i < 256; i++) { r = pMasterPalette[i].s.red; g = pMasterPalette[i].s.green; b = pMasterPalette[i].s.blue; cbrightness = sqrt((r*r) + (g*g) + (b*b)); map[i][0] = (cbrightness * cmaskr) + (r * othermask); if (map[i][0] > 255.0l) map[i][0] = 255.0l; deltas[i][0] = (map[i][0] - cdestr) / (double)fadedist; map[i][1] = (cbrightness * cmaskg) + (g * othermask); if (map[i][1] > 255.0l) map[i][1] = 255.0l; deltas[i][1] = (map[i][1] - cdestg) / (double)fadedist; map[i][2] = (cbrightness * cmaskb) + (b * othermask); if (map[i][2] > 255.0l) map[i][2] = 255.0l; deltas[i][2] = (map[i][2] - cdestb) / (double)fadedist; } // Now allocate memory for the actual colormap array itself! // aligned on 8 bit for asm code colormap_p = Z_MallocAlign((256 * 34) + 10, PU_LEVEL, NULL, 8); lighttable = (UINT8 *)colormap_p; // Calculate the palette index for each palette index, for each light level // (as well as the two unused colormap lines we inherited from Doom) for (p = 0; p < 34; p++) { for (i = 0; i < 256; i++) { *colormap_p = NearestColor((UINT8)RoundUp(map[i][0]), (UINT8)RoundUp(map[i][1]), (UINT8)RoundUp(map[i][2])); colormap_p++; if ((UINT32)p < fadestart) continue; #define ABS2(x) ((x) < 0 ? -(x) : (x)) if (ABS2(map[i][0] - cdestr) > ABS2(deltas[i][0])) map[i][0] -= deltas[i][0]; else map[i][0] = cdestr; if (ABS2(map[i][1] - cdestg) > ABS2(deltas[i][1])) map[i][1] -= deltas[i][1]; else map[i][1] = cdestg; if (ABS2(map[i][2] - cdestb) > ABS2(deltas[i][1])) map[i][2] -= deltas[i][2]; else map[i][2] = cdestb; #undef ABS2 } } } return lighttable; } extracolormap_t *R_CreateColormap(char *p1, char *p2, char *p3) { extracolormap_t *extra_colormap, *exc; // default values UINT8 cr = 0, cg = 0, cb = 0, ca = 0, cfr = 0, cfg = 0, cfb = 0, cfa = 25; UINT32 fadestart = 0, fadeend = 31; UINT8 fog = 0; INT32 rgba = 0, fadergba = 0x19000000; #define HEX2INT(x) (UINT32)(x >= '0' && x <= '9' ? x - '0' : x >= 'a' && x <= 'f' ? x - 'a' + 10 : x >= 'A' && x <= 'F' ? x - 'A' + 10 : 0) #define ALPHA2INT(x) (x >= 'a' && x <= 'z' ? x - 'a' : x >= 'A' && x <= 'Z' ? x - 'A' : x >= '0' && x <= '9' ? 25 : 0) // Get base colormap value // First alpha-only, then full value if (p1[0] >= 'a' && p1[0] <= 'z' && !p1[1]) ca = (p1[0] - 'a'); else if (p1[0] == '#' && p1[1] >= 'a' && p1[1] <= 'z' && !p1[2]) ca = (p1[1] - 'a'); else if (p1[0] >= 'A' && p1[0] <= 'Z' && !p1[1]) ca = (p1[0] - 'A'); else if (p1[0] == '#' && p1[1] >= 'A' && p1[1] <= 'Z' && !p1[2]) ca = (p1[1] - 'A'); else if (p1[0] == '#') { // For each subsequent value, the value before it must exist // If we don't get every value, then set alpha to max if (p1[1] && p1[2]) { cr = ((HEX2INT(p1[1]) * 16) + HEX2INT(p1[2])); if (p1[3] && p1[4]) { cg = ((HEX2INT(p1[3]) * 16) + HEX2INT(p1[4])); if (p1[5] && p1[6]) { cb = ((HEX2INT(p1[5]) * 16) + HEX2INT(p1[6])); if (p1[7] >= 'a' && p1[7] <= 'z') ca = (p1[7] - 'a'); else if (p1[7] >= 'A' && p1[7] <= 'Z') ca = (p1[7] - 'A'); else ca = 25; } else ca = 25; } else ca = 25; } else ca = 25; } #define NUMFROMCHAR(c) (c >= '0' && c <= '9' ? c - '0' : 0) // Get parameters like fadestart, fadeend, and the fogflag if (p2[0] == '#') { if (p2[1]) { fog = NUMFROMCHAR(p2[1]); if (p2[2] && p2[3]) { fadestart = NUMFROMCHAR(p2[3]) + (NUMFROMCHAR(p2[2]) * 10); if (p2[4] && p2[5]) fadeend = NUMFROMCHAR(p2[5]) + (NUMFROMCHAR(p2[4]) * 10); } } if (fadestart > 30) fadestart = 0; if (fadeend > 31 || fadeend < 1) fadeend = 31; } #undef NUMFROMCHAR // Get fade (dark) colormap value // First alpha-only, then full value if (p3[0] >= 'a' && p3[0] <= 'z' && !p3[1]) cfa = (p3[0] - 'a'); else if (p3[0] == '#' && p3[1] >= 'a' && p3[1] <= 'z' && !p3[2]) cfa = (p3[1] - 'a'); else if (p3[0] >= 'A' && p3[0] <= 'Z' && !p3[1]) cfa = (p3[0] - 'A'); else if (p3[0] == '#' && p3[1] >= 'A' && p3[1] <= 'Z' && !p3[2]) cfa = (p3[1] - 'A'); else if (p3[0] == '#') { // For each subsequent value, the value before it must exist // If we don't get every value, then set alpha to max if (p3[1] && p3[2]) { cfr = ((HEX2INT(p3[1]) * 16) + HEX2INT(p3[2])); if (p3[3] && p3[4]) { cfg = ((HEX2INT(p3[3]) * 16) + HEX2INT(p3[4])); if (p3[5] && p3[6]) { cfb = ((HEX2INT(p3[5]) * 16) + HEX2INT(p3[6])); if (p3[7] >= 'a' && p3[7] <= 'z') cfa = (p3[7] - 'a'); else if (p3[7] >= 'A' && p3[7] <= 'Z') cfa = (p3[7] - 'A'); else cfa = 25; } else cfa = 25; } else cfa = 25; } else cfa = 25; } #undef ALPHA2INT #undef HEX2INT // Pack rgba values into combined var // OpenGL also uses this instead of lighttables for rendering rgba = R_PutRgbaRGBA(cr, cg, cb, ca); fadergba = R_PutRgbaRGBA(cfr, cfg, cfb, cfa); // Did we just make a default colormap? #ifdef EXTRACOLORMAPLUMPS if (R_CheckDefaultColormapByValues(true, true, true, rgba, fadergba, fadestart, fadeend, fog, LUMPERROR)) return NULL; #else if (R_CheckDefaultColormapByValues(true, true, true, rgba, fadergba, fadestart, fadeend, fog)) return NULL; #endif // Look for existing colormaps #ifdef EXTRACOLORMAPLUMPS exc = R_GetColormapFromListByValues(rgba, fadergba, fadestart, fadeend, fog, LUMPERROR); #else exc = R_GetColormapFromListByValues(rgba, fadergba, fadestart, fadeend, fog); #endif if (exc) return exc; CONS_Debug(DBG_RENDER, "Creating Colormap: rgba(%d,%d,%d,%d) fadergba(%d,%d,%d,%d)\n", cr, cg, cb, ca, cfr, cfg, cfb, cfa); extra_colormap = Z_Calloc(sizeof (*extra_colormap), PU_LEVEL, NULL); extra_colormap->fadestart = (UINT16)fadestart; extra_colormap->fadeend = (UINT16)fadeend; extra_colormap->fog = fog; extra_colormap->rgba = rgba; extra_colormap->fadergba = fadergba; #ifdef EXTRACOLORMAPLUMPS extra_colormap->lump = LUMPERROR; extra_colormap->lumpname[0] = 0; #endif // Having lighttables for alpha-only entries is kind of pointless, // but if there happens to be a matching rgba entry that is NOT alpha-only (but has same rgb values), // then it needs this lighttable because we share matching entries. extra_colormap->colormap = R_CreateLightTable(extra_colormap); R_AddColormapToList(extra_colormap); return extra_colormap; } // // R_AddColormaps() // NOTE: The result colormap is not added to the extra_colormaps chain. You must do that yourself! // 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) { INT16 red, green, blue, alpha; // exc_augend is added (or subtracted) onto by exc_addend // In Rennaisance times, the first number was considered the augend, the second number the addend // But since the commutative property was discovered, today they're both called addends! // So let's be Olde English for a hot second. exc_augend = R_CopyColormap(exc_augend, false); if(!exc_addend) exc_addend = R_GetDefaultColormap(); /////////////////// // base rgba /////////////////// red = max(min( R_GetRgbaR(exc_augend->rgba) + (subR ? -1 : 1) // subtract R * R_GetRgbaR(exc_addend->rgba) , 255), 0); green = max(min( R_GetRgbaG(exc_augend->rgba) + (subG ? -1 : 1) // subtract G * R_GetRgbaG(exc_addend->rgba) , 255), 0); blue = max(min( R_GetRgbaB(exc_augend->rgba) + (subB ? -1 : 1) // subtract B * R_GetRgbaB(exc_addend->rgba) , 255), 0); alpha = useAltAlpha ? altAlpha : R_GetRgbaA(exc_addend->rgba); alpha = max(min(R_GetRgbaA(exc_augend->rgba) + (subA ? -1 : 1) * alpha, 25), 0); exc_augend->rgba = R_PutRgbaRGBA(red, green, blue, alpha); /////////////////// // fade/dark rgba /////////////////// red = max(min( R_GetRgbaR(exc_augend->fadergba) + (subFadeR ? -1 : 1) // subtract R * R_GetRgbaR(exc_addend->fadergba) , 255), 0); green = max(min( R_GetRgbaG(exc_augend->fadergba) + (subFadeG ? -1 : 1) // subtract G * R_GetRgbaG(exc_addend->fadergba) , 255), 0); blue = max(min( R_GetRgbaB(exc_augend->fadergba) + (subFadeB ? -1 : 1) // subtract B * R_GetRgbaB(exc_addend->fadergba) , 255), 0); alpha = useAltAlpha ? altFadeAlpha : R_GetRgbaA(exc_addend->fadergba); if (alpha == 25 && !useAltAlpha && !R_GetRgbaRGB(exc_addend->fadergba)) alpha = 0; // HACK: fadergba A defaults at 25, so don't add anything in this case alpha = max(min(R_GetRgbaA(exc_augend->fadergba) + (subFadeA ? -1 : 1) * alpha, 25), 0); exc_augend->fadergba = R_PutRgbaRGBA(red, green, blue, alpha); /////////////////// // parameters /////////////////// exc_augend->fadestart = max(min( exc_augend->fadestart + (subFadeStart ? -1 : 1) // subtract fadestart * exc_addend->fadestart , 31), 0); exc_augend->fadeend = max(min( exc_augend->fadeend + (subFadeEnd ? -1 : 1) // subtract fadeend * (exc_addend->fadeend == 31 && !exc_addend->fadestart ? 0 : exc_addend->fadeend) // HACK: fadeend defaults to 31, so don't add anything in this case , 31), 0); if (!ignoreFog) // overwrite fog with new value exc_augend->fog = exc_addend->fog; /////////////////// // put it together /////////////////// exc_augend->colormap = lighttable ? R_CreateLightTable(exc_augend) : NULL; exc_augend->next = exc_augend->prev = NULL; return exc_augend; } // Thanks to quake2 source! // utils3/qdata/images.c UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b) { int dr, dg, db; int distortion, bestdistortion = 256 * 256 * 4, bestcolor = 0, i; for (i = 0; i < 256; i++) { dr = r - pMasterPalette[i].s.red; dg = g - pMasterPalette[i].s.green; db = b - pMasterPalette[i].s.blue; distortion = dr*dr + dg*dg + db*db; if (distortion < bestdistortion) { if (!distortion) return (UINT8)i; bestdistortion = distortion; bestcolor = i; } } return (UINT8)bestcolor; } // Rounds off floating numbers and checks for 0 - 255 bounds static int RoundUp(double number) { if (number > 255.0l) return 255; if (number < 0.0l) return 0; if ((int)number <= (int)(number - 0.5f)) return (int)number + 1; return (int)number; } #ifdef EXTRACOLORMAPLUMPS const char *R_NameForColormap(extracolormap_t *extra_colormap) { if (!extra_colormap) return "NONE"; if (extra_colormap->lump == LUMPERROR) return "INLEVEL"; return extra_colormap->lumpname; } #endif // // build a table for quick conversion from 8bpp to 15bpp // // // added "static inline" keywords, linking with the debug version // of allegro, it have a makecol15 function of it's own, now // with "static inline" keywords,it sloves this problem ;) // FUNCMATH static inline int makecol15(int r, int g, int b) { return (((r >> 3) << 10) | ((g >> 3) << 5) | ((b >> 3))); } static void R_Init8to16(void) { UINT8 *palette; int i; palette = W_CacheLumpName("PLAYPAL",PU_CACHE); for (i = 0; i < 256; i++) { // PLAYPAL uses 8 bit values color8to16[i] = (INT16)makecol15(palette[0], palette[1], palette[2]); palette += 3; } // test a big colormap hicolormaps = Z_Malloc(16384*sizeof(*hicolormaps), PU_STATIC, NULL); for (i = 0; i < 16384; i++) hicolormaps[i] = (INT16)(i<<1); } // // R_InitData // // Locates all the lumps that will be used by all views // Must be called after W_Init. // void R_InitData(void) { if (highcolor) { CONS_Printf("InitHighColor...\n"); R_Init8to16(); } CONS_Printf("R_LoadTextures()...\n"); R_LoadTextures(); CONS_Printf("P_InitPicAnims()...\n"); P_InitPicAnims(); CONS_Printf("R_InitSprites()...\n"); R_InitSpriteLumps(); R_InitSprites(); CONS_Printf("R_InitColormaps()...\n"); R_InitColormaps(); } void R_ClearTextureNumCache(boolean btell) { if (tidcache) Z_Free(tidcache); tidcache = NULL; if (btell) CONS_Debug(DBG_SETUP, "Fun Fact: There are %d textures used in this map.\n", tidcachelen); tidcachelen = 0; } // // R_CheckTextureNumForName // // Check whether texture is available. Filter out NoTexture indicator. // INT32 R_CheckTextureNumForName(const char *name) { INT32 i; // "NoTexture" marker. if (name[0] == '-') return 0; for (i = 0; i < tidcachelen; i++) if (!strncasecmp(tidcache[i].name, name, 8)) return tidcache[i].id; // Need to parse the list backwards, so textures loaded more recently are used in lieu of ones loaded earlier //for (i = 0; i < numtextures; i++) <- old for (i = (numtextures - 1); i >= 0; i--) // <- new if (!strncasecmp(textures[i]->name, name, 8)) { tidcachelen++; Z_Realloc(tidcache, tidcachelen * sizeof(*tidcache), PU_STATIC, &tidcache); strncpy(tidcache[tidcachelen-1].name, name, 8); tidcache[tidcachelen-1].name[8] = '\0'; #ifndef ZDEBUG CONS_Debug(DBG_SETUP, "texture #%s: %s\n", sizeu1(tidcachelen), tidcache[tidcachelen-1].name); #endif tidcache[tidcachelen-1].id = i; return i; } return -1; } // // R_TextureNumForName // // Calls R_CheckTextureNumForName, aborts with error message. // INT32 R_TextureNumForName(const char *name) { const INT32 i = R_CheckTextureNumForName(name); if (i == -1) { static INT32 redwall = -2; CONS_Debug(DBG_SETUP, "WARNING: R_TextureNumForName: %.8s not found\n", name); if (redwall == -2) redwall = R_CheckTextureNumForName("REDWALL"); if (redwall != -1) return redwall; return 1; } return i; } // // R_PrecacheLevel // // Preloads all relevant graphics for the level. // void R_PrecacheLevel(void) { char *texturepresent, *spritepresent; size_t i, j, k; lumpnum_t lump; thinker_t *th; spriteframe_t *sf; if (demoplayback) return; // do not flush the memory, Z_Malloc twice with same user will cause error in Z_CheckHeap() if (rendermode != render_soft) return; // Precache flats. flatmemory = P_PrecacheLevelFlats(); // // Precache textures. // // no need to precache all software textures in 3D mode // (note they are still used with the reference software view) texturepresent = calloc(numtextures, sizeof (*texturepresent)); if (texturepresent == NULL) I_Error("%s: Out of memory looking up textures", "R_PrecacheLevel"); for (j = 0; j < numsides; j++) { // huh, a potential bug here???? if (sides[j].toptexture >= 0 && sides[j].toptexture < numtextures) texturepresent[sides[j].toptexture] = 1; if (sides[j].midtexture >= 0 && sides[j].midtexture < numtextures) texturepresent[sides[j].midtexture] = 1; if (sides[j].bottomtexture >= 0 && sides[j].bottomtexture < numtextures) texturepresent[sides[j].bottomtexture] = 1; } // Sky texture is always present. // Note that F_SKY1 is the name used to indicate a sky floor/ceiling as a flat, // while the sky texture is stored like a wall texture, with a skynum dependent name. texturepresent[skytexture] = 1; texturememory = 0; for (j = 0; j < (unsigned)numtextures; j++) { if (!texturepresent[j]) continue; if (!texturecache[j]) R_GenerateTexture(j); // pre-caching individual patches that compose textures became obsolete, // since we cache entire composite textures } free(texturepresent); // // Precache sprites. // spritepresent = calloc(numsprites, sizeof (*spritepresent)); if (spritepresent == NULL) I_Error("%s: Out of memory looking up sprites", "R_PrecacheLevel"); for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed) 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++) { // see R_InitSprites for more about lumppat,lumpid lump = sf->lumppat[k]; if (devparm) spritememory += W_LumpLength(lump); W_CachePatchNum(lump, PU_CACHE); } } } free(spritepresent); // FIXME: this is no longer correct with OpenGL render mode CONS_Debug(DBG_SETUP, "Precache level done:\n" "flatmemory: %s k\n" "texturememory: %s k\n" "spritememory: %s k\n", sizeu1(flatmemory>>10), sizeu2(texturememory>>10), sizeu3(spritememory>>10)); }