SRB2/src/r_data.c

2746 lines
74 KiB
C

// 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 <malloc.h> // 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 <errno.h>
#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_GetMasterColor(background);
RGBA_t fg = V_GetMasterColor(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);
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);
#ifdef WALLFLATS
static INT32
Rloadflats (INT32 i, INT32 w)
{
UINT16 j;
UINT16 texstart, texend;
texture_t *texture;
texpatch_t *patch;
// 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 ))
{
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++;
}
}
return i;
}
#endif/*WALLFLATS*/
#define TX_START "TX_START"
#define TX_END "TX_END"
static INT32
Rloadtextures (INT32 i, INT32 w)
{
UINT16 j;
UINT16 texstart, texend, texturesLumpPos;
texture_t *texture;
patch_t *patchlump;
texpatch_t *patch;
// 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 ))
{
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++;
}
}
return i;
}
//
// R_LoadTextures
// Initializes the texture list with the textures from the world map.
//
void R_LoadTextures(void)
{
INT32 i, w;
UINT16 j;
UINT16 texstart, texend, texturesLumpPos;
// 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++)
{
#ifdef WALLFLATS
// 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 ))
{
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/*WALLFLATS*/
// 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)
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 TX_START and TX_END
{
numtextures += (UINT32)(texend - texstart);
}
}
// 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++)
{
#ifdef WALLFLATS
i = Rloadflats(i, w);
#endif
i = Rloadtextures(i, w);
}
#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_GetMasterColor(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
/////////////////////
{
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_PATCH);
}
}
}
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));
}