dvr/app/jni/prboom/r_data.c

746 lines
22 KiB
C
Raw Normal View History

2016-03-03 22:28:59 +00:00
/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2002 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Preparation of data for rendering,
* generation of lookups, caching, retrieval by name.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "w_wad.h"
#include "r_draw.h"
#include "r_main.h"
#include "r_sky.h"
#include "i_system.h"
#include "r_bsp.h"
#include "r_things.h"
#include "p_tick.h"
#include "lprintf.h" // jff 08/03/98 - declaration of lprintf
#include "p_tick.h"
//
// Graphics.
// DOOM 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.
//
//
// 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
{
short originx;
short originy;
short patch;
short stepdir; // unused in Doom but might be used in Phase 2 Boom
short colormap; // unused in Doom but might be used in Phase 2 Boom
} PACKEDATTR mappatch_t;
typedef struct
{
char name[8];
char pad2[4]; // unused
short width;
short height;
char pad[4]; // unused in Doom but might be used in Boom Phase 2
short patchcount;
mappatch_t patches[1];
} PACKEDATTR maptexture_t;
// A maptexturedef_t describes a rectangular texture, which is composed
// of one or more mappatch_t structures that arrange graphic patches.
// killough 4/17/98: make firstcolormaplump,lastcolormaplump external
int firstcolormaplump, lastcolormaplump; // killough 4/17/98
int firstflat, lastflat, numflats;
int firstspritelump, lastspritelump, numspritelumps;
int numtextures;
texture_t **textures; // proff - 04/05/2000 removed static for OpenGL
fixed_t *textureheight; //needed for texture pegging (and TFE fix - killough)
int *flattranslation; // for global animation
int *texturetranslation;
//
// R_GetTextureColumn
//
const byte *R_GetTextureColumn(const rpatch_t *texpatch, int col) {
while (col < 0)
col += texpatch->width;
col &= texpatch->widthmask;
return texpatch->columns[col].pixels;
}
//
// R_InitTextures
// Initializes the texture list
// with the textures from the world map.
//
static void R_InitTextures (void)
{
const maptexture_t *mtexture;
texture_t *texture;
const mappatch_t *mpatch;
texpatch_t *patch;
int i, j;
int maptex_lump[2] = {-1, -1};
const int *maptex;
const int *maptex1, *maptex2;
char name[9];
int names_lump; // cph - new wad lump handling
const char *names; // cph -
const char *name_p;// const*'s
int *patchlookup;
int totalwidth;
int nummappatches;
int offset;
int maxoff, maxoff2;
int numtextures1, numtextures2;
const int *directory;
int errors = 0;
// Load the patch names from pnames.lmp.
name[8] = 0;
names = W_CacheLumpNum(names_lump = W_GetNumForName("PNAMES"));
nummappatches = LONG(*((const int *)names));
name_p = names+4;
patchlookup = malloc(nummappatches*sizeof(*patchlookup)); // killough
for (i=0 ; i<nummappatches ; i++)
{
strncpy (name,name_p+i*8, 8);
patchlookup[i] = W_CheckNumForName(name);
if (patchlookup[i] == -1)
{
// killough 4/17/98:
// Some wads use sprites as wall patches, so repeat check and
// look for sprites this time, but only if there were no wall
// patches found. This is the same as allowing for both, except
// that wall patches always win over sprites, even when they
// appear first in a wad. This is a kludgy solution to the wad
// lump namespace problem.
patchlookup[i] = (W_CheckNumForName)(name, ns_sprites);
if (patchlookup[i] == -1 && devparm)
//jff 8/3/98 use logical output routine
lprintf(LO_WARN,"\nWarning: patch %.8s, index %d does not exist",name,i);
}
}
W_UnlockLumpNum(names_lump); // cph - release the lump
// Load the map texture definitions from textures.lmp.
// The data is contained in one or two lumps,
// TEXTURE1 for shareware, plus TEXTURE2 for commercial.
maptex = maptex1 = W_CacheLumpNum(maptex_lump[0] = W_GetNumForName("TEXTURE1"));
numtextures1 = LONG(*maptex);
maxoff = W_LumpLength(maptex_lump[0]);
directory = maptex+1;
if (W_CheckNumForName("TEXTURE2") != -1)
{
maptex2 = W_CacheLumpNum(maptex_lump[1] = W_GetNumForName("TEXTURE2"));
numtextures2 = LONG(*maptex2);
maxoff2 = W_LumpLength(maptex_lump[1]);
}
else
{
maptex2 = NULL;
numtextures2 = 0;
maxoff2 = 0;
}
numtextures = numtextures1 + numtextures2;
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
textures = Z_Malloc(numtextures*sizeof*textures, PU_STATIC, 0);
textureheight = Z_Malloc(numtextures*sizeof*textureheight, PU_STATIC, 0);
totalwidth = 0;
for (i=0 ; i<numtextures ; i++, directory++)
{
if (i == numtextures1)
{
// Start looking in second texture file.
maptex = maptex2;
maxoff = maxoff2;
directory = maptex+1;
}
offset = LONG(*directory);
if (offset > maxoff)
I_Error("R_InitTextures: Bad texture directory");
mtexture = (const maptexture_t *) ( (const byte *)maptex + offset);
texture = textures[i] =
Z_Malloc(sizeof(texture_t) +
sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1),
PU_STATIC, 0);
texture->width = SHORT(mtexture->width);
texture->height = SHORT(mtexture->height);
texture->patchcount = SHORT(mtexture->patchcount);
/* Mattias Engdeg<65>rd emailed me of the following explenation of
* why memcpy doesnt work on some systems:
* "I suppose it is the mad unaligned allocation
* going on (and which gcc in some way manages to cope with
* through the __attribute__ ((packed))), and which it forgets
* when optimizing memcpy (to a single word move) since it appears
* to be aligned. Technically a gcc bug, but I can't blame it when
* it's stressed with that amount of
* non-standard nonsense."
* So in short the unaligned struct confuses gcc's optimizer so
* i took the memcpy out alltogether to avoid future problems-Jess
*/
/* The above was #ifndef SPARC, but i got a mail from
* Putera Joseph F NPRI <PuteraJF@Npt.NUWC.Navy.Mil> containing:
* I had to use the memcpy function on a sparc machine. The
* other one would give me a core dump.
* cph - I find it hard to believe that sparc memcpy is broken,
* but I don't believe the pointers to memcpy have to be aligned
* either. Use fast memcpy on other machines anyway.
*/
/*
proff - I took this out, because Oli Kraus (olikraus@yahoo.com) told
me the memcpy produced a buserror. Since this function isn't time-
critical I'm using the for loop now.
*/
/*
#ifndef GCC
memcpy(texture->name, mtexture->name, sizeof(texture->name));
#else
*/
{
int j;
for(j=0;j<sizeof(texture->name);j++)
texture->name[j]=mtexture->name[j];
}
/* #endif */
mpatch = mtexture->patches;
patch = texture->patches;
for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
{
patch->originx = SHORT(mpatch->originx);
patch->originy = SHORT(mpatch->originy);
patch->patch = patchlookup[SHORT(mpatch->patch)];
if (patch->patch == -1)
{
//jff 8/3/98 use logical output routine
lprintf(LO_ERROR,"\nR_InitTextures: Missing patch %d in texture %.8s",
SHORT(mpatch->patch), texture->name); // killough 4/17/98
++errors;
}
}
for (j=1; j*2 <= texture->width; j<<=1)
;
texture->widthmask = j-1;
textureheight[i] = texture->height<<FRACBITS;
totalwidth += texture->width;
}
free(patchlookup); // killough
for (i=0; i<2; i++) // cph - release the TEXTUREx lumps
if (maptex_lump[i] != -1)
W_UnlockLumpNum(maptex_lump[i]);
if (errors)
I_Error("R_InitTextures: %d errors", errors);
// Precalculate whatever possible.
if (devparm) // cph - If in development mode, generate now so all errors are found at once
for (i=0 ; i<numtextures ; i++)
{
// proff - This is for the new renderer now
R_CacheTextureCompositePatchNum(i);
R_UnlockTextureCompositePatchNum(i);
}
if (errors)
I_Error("R_InitTextures: %d errors", errors);
// Create translation table for global animation.
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
texturetranslation =
Z_Malloc((numtextures+1)*sizeof*texturetranslation, PU_STATIC, 0);
for (i=0 ; i<numtextures ; i++)
texturetranslation[i] = i;
// killough 1/31/98: Initialize texture hash table
for (i = 0; i<numtextures; i++)
textures[i]->index = -1;
while (--i >= 0)
{
int j = W_LumpNameHash(textures[i]->name) % (unsigned) numtextures;
textures[i]->next = textures[j]->index; // Prepend to chain
textures[j]->index = i;
}
}
//
// R_InitFlats
//
static void R_InitFlats(void)
{
int i;
firstflat = W_GetNumForName("F_START") + 1;
lastflat = W_GetNumForName("F_END") - 1;
numflats = lastflat - firstflat + 1;
// Create translation table for global animation.
// killough 4/9/98: make column offsets 32-bit;
// clean up malloc-ing to use sizeof
flattranslation =
Z_Malloc((numflats+1)*sizeof(*flattranslation), PU_STATIC, 0);
for (i=0 ; i<numflats ; i++)
flattranslation[i] = i;
}
//
// R_InitSpriteLumps
// Finds the width and hoffset of all sprites in the wad,
// so the sprite does not need to be cached completely
// just for having the header info ready during rendering.
//
static void R_InitSpriteLumps(void)
{
firstspritelump = W_GetNumForName("S_START") + 1;
lastspritelump = W_GetNumForName("S_END") - 1;
numspritelumps = lastspritelump - firstspritelump + 1;
}
//
// R_InitColormaps
//
// killough 3/20/98: rewritten to allow dynamic colormaps
// and to remove unnecessary 256-byte alignment
//
// killough 4/4/98: Add support for C_START/C_END markers
//
static void R_InitColormaps(void)
{
int i;
firstcolormaplump = W_GetNumForName("C_START");
lastcolormaplump = W_GetNumForName("C_END");
numcolormaps = lastcolormaplump - firstcolormaplump;
colormaps = Z_Malloc(sizeof(*colormaps) * numcolormaps, PU_STATIC, 0);
colormaps[0] = (const lighttable_t *)W_CacheLumpName("COLORMAP");
for (i=1; i<numcolormaps; i++)
colormaps[i] = (const lighttable_t *)W_CacheLumpNum(i+firstcolormaplump);
// cph - always lock
}
// killough 4/4/98: get colormap number from name
// killough 4/11/98: changed to return -1 for illegal names
// killough 4/17/98: changed to use ns_colormaps tag
int R_ColormapNumForName(const char *name)
{
register int i = 0;
if (strncasecmp(name,"COLORMAP",8)) // COLORMAP predefined to return 0
if ((i = (W_CheckNumForName)(name, ns_colormaps)) != -1)
i -= firstcolormaplump;
return i;
}
/*
* R_ColourMap
*
* cph 2001/11/17 - unify colour maping logic in a single place;
* obsoletes old c_scalelight stuff
*/
static inline int between(int l,int u,int x)
{ return (l > x ? l : x > u ? u : x); }
const lighttable_t* R_ColourMap(int lightlevel, fixed_t spryscale)
{
if (fixedcolormap) return fixedcolormap;
else {
if (curline)
if (curline->v1->y == curline->v2->y)
lightlevel -= 1 << LIGHTSEGSHIFT;
else
if (curline->v1->x == curline->v2->x)
lightlevel += 1 << LIGHTSEGSHIFT;
lightlevel += extralight << LIGHTSEGSHIFT;
/* cph 2001/11/17 -
* Work out what colour map to use, remembering to clamp it to the number of
* colour maps we actually have. This formula is basically the one from the
* original source, just brought into one place. The main difference is it
* throws away less precision in the lightlevel half, so it supports 32
* light levels in WADs compared to Doom's 16.
*
* Note we can make it more accurate if we want - we should keep all the
* precision until the final step, so slight scale differences can count
* against slight light level variations.
*/
return fullcolormap + between(0,NUMCOLORMAPS-1,
((256-lightlevel)*2*NUMCOLORMAPS/256) - 4
- (FixedMul(spryscale,pspriteiscale)/2 >> LIGHTSCALESHIFT)
)*256;
}
}
//
// R_InitTranMap
//
// Initialize translucency filter map
//
// By Lee Killough 2/21/98
//
int tran_filter_pct = 66; // filter percent
#define TSC 12 /* number of fixed point digits in filter percent */
void R_InitTranMap(int progress)
{
int lump = W_CheckNumForName("TRANMAP");
// If a tranlucency filter map lump is present, use it
if (lump != -1) // Set a pointer to the translucency filter maps.
main_tranmap = W_CacheLumpNum(lump); // killough 4/11/98
else if (W_CheckNumForName("PLAYPAL")!=-1) // can be called before WAD loaded
{ // Compose a default transparent filter map based on PLAYPAL.
const byte *playpal = W_CacheLumpName("PLAYPAL");
byte *my_tranmap;
char fname[PATH_MAX+1];
struct {
unsigned char pct;
unsigned char playpal[256];
} cache;
FILE *cachefp = fopen(strcat(strcpy(fname, I_DoomExeDir()), "/tranmap.dat"),"rb");
main_tranmap = my_tranmap = Z_Malloc(256*256, PU_STATIC, 0); // killough 4/11/98
// Use cached translucency filter if it's available
if (!cachefp ||
fread(&cache, 1, sizeof cache, cachefp) != sizeof cache ||
cache.pct != tran_filter_pct ||
memcmp(cache.playpal, playpal, sizeof cache.playpal) ||
fread(my_tranmap, 256, 256, cachefp) != 256 ) // killough 4/11/98
{
long pal[3][256], tot[256], pal_w1[3][256];
long w1 = ((unsigned long) tran_filter_pct<<TSC)/100;
long w2 = (1l<<TSC)-w1;
if (progress)
lprintf(LO_INFO, "Tranmap build [ ]\x08\x08\x08\x08\x08\x08\x08\x08\x08");
// First, convert playpal into long int type, and transpose array,
// for fast inner-loop calculations. Precompute tot array.
{
register int i = 255;
register const unsigned char *p = playpal+255*3;
do
{
register long t,d;
pal_w1[0][i] = (pal[0][i] = t = p[0]) * w1;
d = t*t;
pal_w1[1][i] = (pal[1][i] = t = p[1]) * w1;
d += t*t;
pal_w1[2][i] = (pal[2][i] = t = p[2]) * w1;
d += t*t;
p -= 3;
tot[i] = d << (TSC-1);
}
while (--i>=0);
}
// Next, compute all entries using minimum arithmetic.
{
int i,j;
byte *tp = my_tranmap;
for (i=0;i<256;i++)
{
long r1 = pal[0][i] * w2;
long g1 = pal[1][i] * w2;
long b1 = pal[2][i] * w2;
if (!(i & 31) && progress)
//jff 8/3/98 use logical output routine
lprintf(LO_INFO,".");
for (j=0;j<256;j++,tp++)
{
register int color = 255;
register long err;
long r = pal_w1[0][j] + r1;
long g = pal_w1[1][j] + g1;
long b = pal_w1[2][j] + b1;
long best = LONG_MAX;
do
if ((err = tot[color] - pal[0][color]*r
- pal[1][color]*g - pal[2][color]*b) < best)
best = err, *tp = color;
while (--color >= 0);
}
}
}
if ((cachefp = fopen(fname,"wb")) != NULL) // write out the cached translucency map
{
cache.pct = tran_filter_pct;
memcpy(cache.playpal, playpal, 256);
fseek(cachefp, 0, SEEK_SET);
fwrite(&cache, 1, sizeof cache, cachefp);
fwrite(main_tranmap, 256, 256, cachefp);
// CPhipps - leave close for a few lines...
}
}
if (cachefp) // killough 11/98: fix filehandle leak
fclose(cachefp);
W_UnlockLumpName("PLAYPAL");
}
}
//
// R_InitData
// Locates all the lumps
// that will be used by all views
// Must be called after W_Init.
//
void R_InitData(void)
{
lprintf(LO_INFO, "Textures ");
R_InitTextures();
lprintf(LO_INFO, "Flats ");
R_InitFlats();
lprintf(LO_INFO, "Sprites ");
R_InitSpriteLumps();
if (default_translucency) // killough 3/1/98
R_InitTranMap(1); // killough 2/21/98, 3/6/98
R_InitColormaps(); // killough 3/20/98
}
//
// R_FlatNumForName
// Retrieval, get a flat number for a flat name.
//
// killough 4/17/98: changed to use ns_flats namespace
//
int R_FlatNumForName(const char *name) // killough -- const added
{
int i = (W_CheckNumForName)(name, ns_flats);
if (i == -1)
I_Error("R_FlatNumForName: %.8s not found", name);
return i - firstflat;
}
//
// R_CheckTextureNumForName
// Check whether texture is available.
// Filter out NoTexture indicator.
//
// Rewritten by Lee Killough to use hash table for fast lookup. Considerably
// reduces the time needed to start new levels. See w_wad.c for comments on
// the hashing algorithm, which is also used for lump searches.
//
// killough 1/21/98, 1/31/98
//
int PUREFUNC R_CheckTextureNumForName(const char *name)
{
int i = NO_TEXTURE;
if (*name != '-') // "NoTexture" marker.
{
i = textures[W_LumpNameHash(name) % (unsigned) numtextures]->index;
while (i >= 0 && strncasecmp(textures[i]->name,name,8))
i = textures[i]->next;
}
return i;
}
//
// R_TextureNumForName
// Calls R_CheckTextureNumForName,
// aborts with error message.
//
int PUREFUNC R_TextureNumForName(const char *name) // const added -- killough
{
int i = R_CheckTextureNumForName(name);
if (i == -1)
I_Error("R_TextureNumForName: %.8s not found", name);
return i;
}
//
// R_SafeTextureNumForName
// Calls R_CheckTextureNumForName, and changes any error to NO_TEXTURE
int PUREFUNC R_SafeTextureNumForName(const char *name, int snum)
{
int i = R_CheckTextureNumForName(name);
if (i == -1) {
i = NO_TEXTURE; // e6y - return "no texture"
lprintf(LO_DEBUG,"bad texture '%s' in sidedef %d\n",name,snum);
}
return i;
}
//
// R_PrecacheLevel
// Preloads all relevant graphics for the level.
//
// Totally rewritten by Lee Killough to use less memory,
// to avoid using alloca(), and to improve performance.
// cph - new wad lump handling, calls cache functions but acquires no locks
static inline void precache_lump(int l)
{
W_CacheLumpNum(l); W_UnlockLumpNum(l);
}
void R_PrecacheLevel(void)
{
register int i;
register byte *hitlist;
if (demoplayback)
return;
{
size_t size = numflats > numsprites ? numflats : numsprites;
hitlist = malloc((size_t)numtextures > size ? numtextures : size);
}
// Precache flats.
memset(hitlist, 0, numflats);
for (i = numsectors; --i >= 0; )
hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
for (i = numflats; --i >= 0; )
if (hitlist[i])
precache_lump(firstflat + i);
// Precache textures.
memset(hitlist, 0, numtextures);
for (i = numsides; --i >= 0;)
hitlist[sides[i].bottomtexture] =
hitlist[sides[i].toptexture] =
hitlist[sides[i].midtexture] = 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 an episode dependend
// name.
hitlist[skytexture] = 1;
for (i = numtextures; --i >= 0; )
if (hitlist[i])
{
texture_t *texture = textures[i];
int j = texture->patchcount;
while (--j >= 0)
precache_lump(texture->patches[j].patch);
}
// Precache sprites.
memset(hitlist, 0, numsprites);
{
thinker_t *th = NULL;
while ((th = P_NextThinker(th,th_all)) != NULL)
if (th->function == P_MobjThinker)
hitlist[((mobj_t *)th)->sprite] = 1;
}
for (i=numsprites; --i >= 0;)
if (hitlist[i])
{
int j = sprites[i].numframes;
while (--j >= 0)
{
short *sflump = sprites[i].spriteframes[j].lump;
int k = 7;
do
precache_lump(firstspritelump + sflump[k]);
while (--k >= 0);
}
}
free(hitlist);
}
// Proff - Added for OpenGL
void R_SetPatchNum(patchnum_t *patchnum, const char *name)
{
const rpatch_t *patch = R_CachePatchName(name);
patchnum->width = patch->width;
patchnum->height = patch->height;
patchnum->leftoffset = patch->leftoffset;
patchnum->topoffset = patch->topoffset;
patchnum->lumpnum = W_GetNumForName(name);
R_UnlockPatchName(name);
}