gzdoom/src/r_data.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// Revision 1.3 1997/01/29 20:10
// DESCRIPTION:
// Preparation of data for rendering,
// generation of lookups, caching, retrieval by name.
//
//-----------------------------------------------------------------------------
// On the Alpha, accessing the shorts directly if they aren't aligned on a
// 4-byte boundary causes unaligned access warnings. Why it does this at
// all and only while initing the textures is beyond me.
#ifdef ALPHA
#define SAFESHORT(s) ((short)(((byte *)&(s))[0] + ((byte *)&(s))[1] * 256))
#else
#define SAFESHORT(s) LittleShort(s)
#endif
#include <stddef.h>
#include <malloc.h>
#include "i_system.h"
#include "m_alloc.h"
#include "m_swap.h"
#include "m_png.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "p_local.h"
#include "doomstat.h"
#include "r_sky.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "r_data.h"
#include "v_palette.h"
#include "v_video.h"
#include "gi.h"
#include "cmdlib.h"
#include "templates.h"
extern float LastFOV;
static void R_InitPatches ();
// [RH] Just a format I invented to avoid WinTex's palette remapping
// when I wanted to insert some alpha maps.
struct FIMGZTexture::ImageHeader
{
BYTE Magic[4];
WORD Width;
WORD Height;
SWORD LeftOffset;
SWORD TopOffset;
BYTE Compression;
BYTE Reserved[11];
};
//
// 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.
//
// for global animation
bool* flatwarp;
byte** warpedflats;
int* flatwarpedwhen;
2006-05-16 02:50:18 +00:00
static TArray<BYTE *> BuildTileFiles;
FTextureManager TexMan;
FTextureManager::FTextureManager ()
{
memset (HashFirst, -1, sizeof(HashFirst));
// Texture 0 is a dummy texture used to indicate "no texture"
AddTexture (new FDummyTexture);
}
FTextureManager::~FTextureManager ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
delete Textures[i].Texture;
}
}
int FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
if (name == NULL || name[0] == '\0')
{
return -1;
}
// [RH] Doom counted anything beginning with '-' as "no texture".
// Hopefully nobody made use of that and had textures like "-EMPTY",
// because -NOFLAT- is a valid graphic for ZDoom.
if (name[0] == '-' && name[1] == '\0')
{
return 0;
}
i = HashFirst[MakeKey (name) % HASH_SIZE];
while (i != HASH_END)
{
const FTexture *tex = Textures[i].Texture;
if (stricmp (tex->Name, name) == 0)
{
// The name matches, so check the texture type
if (usetype == FTexture::TEX_Any)
{
return i;
}
else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override)
{
return i;
}
else if (tex->UseType == usetype)
{
return i;
}
}
i = Textures[i].HashNext;
}
if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any)
{
return CheckForTexture (name, FTexture::TEX_Any, flags & ~TEXMAN_TryAny);
}
return -1;
}
int FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags)
{
int i;
if (name == NULL || name[0] == 0)
{
return 0;
}
else
{
i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
}
if (i == -1)
{
// Use a default texture instead of aborting like Doom did
Printf ("Unknown texture: \"%s\"\n", name);
i = DefaultTexture;
}
return i;
}
void FTextureManager::WriteTexture (FArchive &arc, int picnum)
{
FTexture *pic;
if ((size_t)picnum >= Textures.Size())
{
pic = Textures[0].Texture;
}
else
{
pic = Textures[picnum].Texture;
}
arc.WriteCount (pic->UseType);
arc.WriteName (pic->Name);
}
int FTextureManager::ReadTexture (FArchive &arc)
{
int usetype;
const char *name;
usetype = arc.ReadCount ();
name = arc.ReadName ();
return GetTexture (name, usetype);
}
void FTextureManager::UnloadAll ()
{
for (unsigned int i = 0; i < Textures.Size(); ++i)
{
Textures[i].Texture->Unload ();
}
}
int FTextureManager::AddTexture (FTexture *texture)
{
// Later textures take precedence over earlier ones
size_t bucket = MakeKey (texture->Name) % HASH_SIZE;
TextureHash hasher = { texture, HashFirst[bucket] };
WORD trans = Textures.Push (hasher);
Translation.Push (trans);
HashFirst[bucket] = trans;
return trans;
}
// Examines the lump contents to decide what type of texture to create,
// creates the texture, and adds it to the manager.
int FTextureManager::CreateTexture (int lumpnum, int usetype)
{
FTexture *out = NULL;
enum { t_patch, t_raw, t_imgz, t_png } type = t_patch;
union
{
DWORD dw;
WORD w[2];
} first4bytes;
2006-04-23 09:02:19 +00:00
// Must check the length of the lump. Zero length flat markers (F1_START etc.) will come through here.
// 13 is the minimum length of anything valid (i.e a 1x1 pixel Doom patch.)
2006-04-23 09:02:19 +00:00
if (lumpnum < 0 || Wads.LumpLength(lumpnum)<13)
{
return -1;
}
else
{
FWadLump data = Wads.OpenLumpNum (lumpnum);
data >> first4bytes.dw;
if (first4bytes.dw == MAKE_ID('I','M','G','Z'))
{
type = t_imgz;
}
else if (first4bytes.dw == MAKE_ID(137,'P','N','G'))
{
DWORD width, height;
BYTE bitdepth, colortype, compression, filter, interlace;
// This is most likely a PNG, but make sure. (Note that if the
// first 4 bytes match, but later bytes don't, we assume it's
// a corrupt PNG.)
data >> first4bytes.dw;
if (first4bytes.dw != MAKE_ID(13,10,26,10)) return -1;
data >> first4bytes.dw;
if (first4bytes.dw != MAKE_ID(0,0,0,13)) return -1;
data >> first4bytes.dw;
if (first4bytes.dw != MAKE_ID('I','H','D','R')) return -1;
// The PNG looks valid so far. Check the IHDR to make sure it's a
// type of PNG we support.
data >> width >> height
>> bitdepth >> colortype >> compression >> filter >> interlace;
if (compression != 0 || filter != 0 || interlace != 0)
{
return -1;
}
if (!((1 << colortype) & 0x5D))
{
return -1;
}
if (!((1 << bitdepth) & 0x116))
{
return -1;
}
// Just for completeness, make sure the PNG has something more than an
// IHDR.
data >> first4bytes.dw >> first4bytes.dw;
if (first4bytes.dw == 0)
{
data >> first4bytes.dw;
if (first4bytes.dw == MAKE_ID('I','E','N','D'))
{
return -1;
}
}
type = t_png;
out = new FPNGTexture (lumpnum, BigLong((int)width), BigLong((int)height),
bitdepth, colortype, interlace);
}
else if (usetype == FTexture::TEX_Flat)
{
// allow PNGs as flats but not Doom patches.
return -1;
}
else if ((gameinfo.flags & GI_PAGESARERAW) && data.GetLength() == 64000)
{
// This is probably a raw page graphic, but do some checking to be sure
patch_t *foo;
int height;
int width;
foo = (patch_t *)M_Malloc (data.GetLength());
data.Seek (-4, SEEK_CUR);
data.Read (foo, data.GetLength());
height = LittleShort(foo->height);
width = LittleShort(foo->width);
if (height > 0 && height < 510 && width > 0 && width < 15997)
{
// The dimensions seem like they might be valid for a patch, so
// check the column directory for extra security. At least one
// column must begin exactly at the end of the column directory,
// and none of them must point past the end of the patch.
bool gapAtStart = true;
int x;
for (x = 0; x < width; ++x)
{
DWORD ofs = LittleLong(foo->columnofs[x]);
if (ofs == (DWORD)width * 4 + 8)
{
gapAtStart = false;
}
else if (ofs >= 64000-1) // Need one byte for an empty column
{
break;
}
else
{
// Ensure this column does not extend beyond the end of the patch
const BYTE *foo2 = (const BYTE *)foo;
while (ofs < 64000)
{
if (foo2[ofs] == 255)
{
break;
}
ofs += foo2[ofs+1] + 4;
}
if (ofs >= 64000)
{
break;
}
}
}
if (gapAtStart || (x != width))
{
type = t_raw;
}
}
else
{
type = t_raw;
}
free (foo);
}
}
switch (type)
{
default:
{ // Check patch sizes for sanity
WORD width = LittleShort(first4bytes.w[0]);
WORD height = LittleShort(first4bytes.w[1]);
if (width <= 2048 && height <= 2048)
{
out = new FPatchTexture (lumpnum, FTexture::TEX_MiscPatch);
}
}
break;
case t_raw: out = new FRawPageTexture (lumpnum); break;
case t_imgz: out = new FIMGZTexture (lumpnum); break;
case t_png: break;
}
if (out != NULL)
{
if (usetype != FTexture::TEX_Any)
{
out->UseType = usetype;
}
return AddTexture (out);
}
return -1;
}
void FTextureManager::ReplaceTexture (int picnum, FTexture *newtexture, bool free)
{
if ((size_t)picnum >= Textures.Size())
return;
FTexture *oldtexture = Textures[picnum].Texture;
strcpy (newtexture->Name, oldtexture->Name);
newtexture->UseType = oldtexture->UseType;
Textures[picnum].Texture = newtexture;
if (free)
{
delete oldtexture;
}
}
int FTextureManager::AddPatch (const char *patchname, int namespc)
{
if (patchname == NULL)
{
return -1;
}
int lumpnum = CheckForTexture (patchname, FTexture::TEX_MiscPatch, false);
if (lumpnum >= 0)
{
return lumpnum;
}
lumpnum = Wads.CheckNumForName (patchname, namespc==ns_global? ns_graphics:namespc);
if (lumpnum < 0)
{
return -1;
}
return CreateTexture (lumpnum);
}
void FTextureManager::AddFlats ()
{
int firstflat = Wads.GetNumForName ("F_START") + 1;
int lastflat = Wads.GetNumForName ("F_END") - 1;
int i;
for (i = firstflat; i <= lastflat; ++i)
{
// Support PNGs as flats!
if (CreateTexture (i, FTexture::TEX_Flat) == -1)
{
AddTexture (new FFlatTexture (i));
}
}
}
void FTextureManager::AddSprites ()
{
int firstsprite = Wads.GetNumForName ("S_START") + 1;
int lastsprite = Wads.GetNumForName ("S_END") - 1;
int i;
for (i = firstsprite; i <= lastsprite; ++i)
{
CreateTexture (i, FTexture::TEX_Sprite);
}
}
void FTextureManager::AddTiles (void *tiles)
{
// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
int tilestart = LittleLong(((DWORD *)tiles)[2]);
int tileend = LittleLong(((DWORD *)tiles)[3]);
const WORD *tilesizx = &((const WORD *)tiles)[8];
const WORD *tilesizy = &tilesizx[tileend - tilestart + 1];
const DWORD *picanm = (const DWORD *)&tilesizy[tileend - tilestart + 1];
BYTE *tiledata = (BYTE *)&picanm[tileend - tilestart + 1];
for (int i = tilestart; i <= tileend; ++i)
{
int pic = i - tilestart;
int width = LittleShort(tilesizx[pic]);
int height = LittleShort(tilesizy[pic]);
DWORD anm = LittleLong(picanm[pic]);
int xoffs = (SBYTE)((anm >> 8) & 255) + width/2;
int yoffs = (SBYTE)((anm >> 16) & 255) + height/2;
int size = width*height;
int texnum;
FTexture *tex;
if (width <= 0 || height <= 0) continue;
tex = new FBuildTexture (i, tiledata, width, height, xoffs, yoffs);
texnum = AddTexture (tex);
while (size > 0)
{
*tiledata = 255 - *tiledata;
tiledata++;
size--;
}
if ((picanm[pic] & 63) && (picanm[pic] & 192))
{
int type, speed;
switch (picanm[pic] & 192)
{
case 64: type = 2; break;
case 128: type = 0; break;
case 192: type = 1; break;
default: type = 0; break; // Won't happen, but GCC bugs me if I don't put this here.
}
speed = (anm >> 24) & 15;
speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
R_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types:
// 0 - Single
// 1 - 5 Full
// 2 - 8 Full
// 3 - Bounce (looks no different from Single; seems to signal bouncy sprites)
// 4 - 5 Half (not used in game)
// 5 - 3 Flat (not used in game)
// 6 - Voxel
// 7 - Spin Voxel
int rotType = (anm >> 28) & 7;
if (rotType == 1)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[1] = texnum;
for (int j = 1; j < 4; ++j)
{
rot.Texture[j*2] = texnum + j;
rot.Texture[j*2+1] = texnum + j;
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
}
rot.Texture[8] = texnum + 4;
rot.Texture[9] = texnum + 4;
rot.Flip = 0x00FC;
tex->Rotations = SpriteFrames.Push (rot);
}
else if (rotType == 2)
{
spriteframe_t rot;
rot.Texture[0] = texnum;
rot.Texture[1] = texnum;
for (int j = 1; j < 8; ++j)
{
rot.Texture[16-j*2] = texnum + j;
rot.Texture[17-j*2] = texnum + j;
}
rot.Flip = 0;
tex->Rotations = SpriteFrames.Push (rot);
}
}
}
void FTextureManager::AddExtraTextures ()
{
int firsttx = Wads.CheckNumForName ("TX_START");
int lasttx = Wads.CheckNumForName ("TX_END");
char name[9];
if (firsttx == -1 || lasttx == -1)
{
return;
}
name[8] = 0;
// Go from first to last so that ANIMDEFS work as expected. However,
// to avoid duplicates (and to keep earlier entries from overriding
// later ones), the texture is only inserted if it is the one returned
// by doing a check by name in the list of wads.
for (firsttx += 1; firsttx < lasttx; ++firsttx)
{
Wads.GetLumpName (name, firsttx);
if (Wads.CheckNumForName (name, ns_newtextures) == firsttx)
{
CreateTexture (firsttx, FTexture::TEX_Override);
}
}
DefaultTexture = CheckForTexture ("-NOFLAT-", FTexture::TEX_Override, 0);
}
void FTextureManager::AddPatches (int lumpnum)
{
FWadLump *file = Wads.ReopenLumpNum (lumpnum);
DWORD numpatches, i;
char name[9];
*file >> numpatches;
name[8] = 0;
for (i = 0; i < numpatches; ++i)
{
file->Read (name, 8);
if (CheckForTexture (name, FTexture::TEX_WallPatch, false) == -1)
{
CreateTexture (Wads.CheckNumForName (name, ns_patches), FTexture::TEX_WallPatch);
}
}
delete file;
}
void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
{
int firstdup = (int)Textures.Size();
if (lump1 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump1);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump1), patcheslump, firstdup, true);
}
if (lump2 >= 0)
{
FMemLump texdir = Wads.ReadLump (lump2);
AddTexturesLump (texdir.GetMem(), Wads.LumpLength (lump2), patcheslump, firstdup, false);
}
}
void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int patcheslump, int firstdup, bool texture1)
{
FPatchLookup *patchlookup;
int i, j;
DWORD numpatches;
if (firstdup == 0)
{
firstdup = (int)Textures.Size();
}
{
FWadLump pnames = Wads.OpenLumpNum (patcheslump);
pnames >> numpatches;
// Check whether the amount of names reported is correct.
if (numpatches < 0)
{
I_Error("Corrupt PNAMES lump found (negative amount of entries reported)");
return;
}
// Check whether the amount of names reported is correct.
int lumplength = Wads.LumpLength(patcheslump);
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
if (numpatches > DWORD((lumplength-4)/8))
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
Printf("PNAMES lump is shorter than required (%ld entries reported but only %d bytes (%d entries) long\n",
numpatches, lumplength, (lumplength-4)/8);
// Truncate but continue reading. Who knows how many such lumps exist?
numpatches = (lumplength-4)/8;
}
// Catalog the patches these textures use so we know which
// textures they represent.
patchlookup = (FPatchLookup *)alloca (numpatches * sizeof(*patchlookup));
for (DWORD i = 0; i < numpatches; ++i)
{
pnames.Read (patchlookup[i].Name, 8);
patchlookup[i].Name[8] = 0;
j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
if (j >= 0)
{
patchlookup[i].Texture = Textures[j].Texture;
}
else
{
// Shareware Doom has the same PNAMES lump as the registered
// Doom, so printing warnings for patches that don't really
// exist isn't such a good idea.
//Printf ("Patch %s not found.\n", patchlookup[i].Name);
patchlookup[i].Texture = NULL;
}
}
}
bool isStrife = false;
const DWORD *maptex, *directory;
DWORD maxoff;
int numtextures;
DWORD offset = 0; // Shut up, GCC!
maptex = (const DWORD *)lumpdata;
numtextures = LittleLong(*maptex);
maxoff = lumpsize;
if (maxoff < DWORD(numtextures+1)*4)
{
I_FatalError ("Texture directory is too short");
}
// Scan the texture lump to decide if it contains Doom or Strife textures
for (i = 0, directory = maptex+1; i < numtextures; ++i)
{
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
I_FatalError ("Bad texture directory");
}
maptexture_t *tex = (maptexture_t *)((BYTE *)maptex + offset);
// There is bizzarely a Doom editing tool that writes to the
// first two elements of columndirectory, so I can't check those.
if (SAFESHORT(tex->patchcount) <= 0 ||
tex->columndirectory[2] != 0 ||
tex->columndirectory[3] != 0)
{
isStrife = true;
break;
}
}
// Textures defined earlier in the lump take precedence over those defined later,
// but later TEXTUREx lumps take precedence over earlier ones.
for (i = 1, directory = maptex; i <= numtextures; ++i)
{
if (i == 1 && texture1)
{
// The very first texture is just a dummy. Copy its dimensions to texture 0.
// It still needs to be created in case someone uses it by name.
offset = LittleLong(directory[1]);
const maptexture_t *tex = (const maptexture_t *)((const BYTE *)maptex + offset);
FDummyTexture *tex0 = static_cast<FDummyTexture *>(Textures[0].Texture);
tex0->SetSize (SAFESHORT(tex->width), SAFESHORT(tex->height));
}
offset = LittleLong(directory[i]);
if (offset > maxoff)
{
I_FatalError ("Bad texture directory");
}
// If this texture was defined already in this lump, skip it
// This could cause problems with animations that use the same name for intermediate
// textures. Should I be worried?
for (j = (int)Textures.Size() - 1; j >= firstdup; --j)
{
if (strnicmp (Textures[j].Texture->Name, (const char *)maptex + offset, 8) == 0)
break;
}
if (j + 1 == firstdup)
{
FTexture *tex = new FMultiPatchTexture ((const BYTE *)maptex + offset, patchlookup, numpatches, isStrife);
if (i == 1 && texture1)
{
tex->UseType = FTexture::TEX_Null;
}
AddTexture (tex);
}
}
}
FTexture::FTexture ()
: LeftOffset(0), TopOffset(0),
WidthBits(0), HeightBits(0), ScaleX(8), ScaleY(8),
UseType(TEX_Any), bNoDecals(false), bNoRemap0(false), bWorldPanning(false),
2006-04-11 16:27:41 +00:00
bMasked(true), bAlphaTexture(false), bHasCanvas(false), bWarped(0),
Rotations(0xFFFF), Width(0xFFFF), Height(0), WidthMask(0)
{
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*Name=0;
}
FTexture::~FTexture ()
{
}
bool FTexture::CheckModified ()
{
return false;
}
void FTexture::GetDimensions ()
{
Width = 0;
Height = 0;
}
void FTexture::SetFrontSkyLayer ()
{
bNoRemap0 = true;
}
void FTexture::CalcBitSize ()
{
// WidthBits is rounded down, and HeightBits is rounded up
int i;
for (i = 0; (1 << i) < Width; ++i)
{ }
WidthBits = i;
// Having WidthBits that would allow for columns past the end of the
// texture is not allowed, even if it means the entire texture is
// not drawn.
if (Width < (1 << WidthBits))
{
WidthBits--;
}
WidthMask = (1 << WidthBits) - 1;
// The minimum height is 2, because we cannot shift right 32 bits.
for (i = 1; (1 << i) < Height; ++i)
{ }
HeightBits = i;
}
FTexture::Span **FTexture::CreateSpans (const BYTE *pixels) const
{
Span **spans, *span;
if (!bMasked)
{ // Texture does not have holes, so it can use a simpler span structure
spans = (Span **)M_Malloc (sizeof(Span*)*Width + sizeof(Span)*2);
span = (Span *)&spans[Width];
for (int x = 0; x < Width; ++x)
{
spans[x] = span;
}
span[0].Length = Height;
span[0].TopOffset = 0;
span[1].Length = 0;
span[1].TopOffset = 0;
}
else
{ // Texture might have holes, so build a complete span structure
int numcols = Width;
int numrows = Height;
int numspans = numcols; // One span to terminate each column
const BYTE *data_p;
bool newspan;
int x, y;
data_p = pixels;
// Count the number of spans in this texture
for (x = numcols; x > 0; --x)
{
newspan = true;
for (y = numrows; y > 0; --y)
{
if (*data_p++ == 0)
{
if (!newspan)
{
newspan = true;
}
}
else if (newspan)
{
newspan = false;
numspans++;
}
}
}
// Allocate space for the spans
spans = (Span **)M_Malloc (sizeof(Span*)*numcols + sizeof(Span)*numspans);
// Fill in the spans
for (x = 0, span = (Span *)&spans[numcols], data_p = pixels; x < numcols; ++x)
{
newspan = true;
spans[x] = span;
for (y = 0; y < numrows; ++y)
{
if (*data_p++ == 0)
{
if (!newspan)
{
newspan = true;
span++;
}
}
else
{
if (newspan)
{
newspan = false;
span->TopOffset = y;
span->Length = 1;
}
else
{
span->Length++;
}
}
}
if (!newspan)
{
span++;
}
span->TopOffset = 0;
span->Length = 0;
span++;
}
}
return spans;
}
void FTexture::FreeSpans (Span **spans) const
{
free (spans);
}
void FTexture::CopyToBlock (BYTE *dest, int dwidth, int dheight, int xpos, int ypos, const BYTE *translation)
{
int x1 = xpos, x2 = x1 + GetWidth(), xo = -x1;
if (x1 < 0)
{
x1 = 0;
}
if (x2 > dwidth)
{
x2 = dwidth;
}
for (; x1 < x2; ++x1)
{
const BYTE *data;
const Span *span;
BYTE *outtop = &dest[dheight * x1];
data = GetColumn (x1 + xo, &span);
while (span->Length != 0)
{
int len = span->Length;
int y = ypos + span->TopOffset;
int adv = span->TopOffset;
if (y < 0)
{
adv -= y;
len += y;
y = 0;
}
if (y + len > dheight)
{
len = dheight - y;
}
if (len > 0)
{
if (translation == NULL)
{
memcpy (outtop + y, data + adv, len);
}
else
{
for (int j = 0; j < len; ++j)
{
outtop[y+j] = translation[data[adv+j]];
}
}
}
span++;
}
}
}
// Converts a texture between row-major and column-major format
// by flipping it about the X=Y axis.
void FTexture::FlipSquareBlock (BYTE *block, int x, int y)
{
int i, j;
if (x != y) return;
for (i = 0; i < x; ++i)
{
BYTE *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
swap<BYTE> (corner[count], corner[count*x]);
}
for (j = 0; j < count; j += 2)
{
swap<BYTE> (corner[j], corner[j*x]);
swap<BYTE> (corner[j+1], corner[(j+1)*x]);
}
}
}
void FTexture::FlipSquareBlockRemap (BYTE *block, int x, int y, const BYTE *remap)
{
int i, j;
BYTE t;
if (x != y) return;
for (i = 0; i < x; ++i)
{
BYTE *corner = block + x*i + i;
int count = x - i;
if (count & 1)
{
count--;
t = remap[corner[count]];
corner[count] = remap[corner[count*x]];
corner[count*x] = t;
}
for (j = 0; j < count; j += 2)
{
t = remap[corner[j]];
corner[j] = remap[corner[j*x]];
corner[j*x] = t;
t = remap[corner[j+1]];
corner[j+1] = remap[corner[(j+1)*x]];
corner[(j+1)*x] = t;
}
}
}
void FTexture::FlipNonSquareBlock (BYTE *dst, const BYTE *src, int x, int y, int srcpitch)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = src[i+j*srcpitch];
}
}
}
void FTexture::FlipNonSquareBlockRemap (BYTE *dst, const BYTE *src, int x, int y, const BYTE *remap)
{
int i, j;
for (i = 0; i < x; ++i)
{
for (j = 0; j < y; ++j)
{
dst[i*y+j] = remap[src[i+j*x]];
}
}
}
FDummyTexture::FDummyTexture ()
{
Width = 64;
Height = 64;
HeightBits = 6;
WidthBits = 6;
WidthMask = 63;
Name[0] = 0;
UseType = TEX_Null;
}
void FDummyTexture::Unload ()
{
}
void FDummyTexture::SetSize (int width, int height)
{
Width = width;
Height = height;
CalcBitSize ();
}
// This must never be called
const BYTE *FDummyTexture::GetColumn (unsigned int column, const Span **spans_out)
{
return NULL;
}
// And this also must never be called
const BYTE *FDummyTexture::GetPixels ()
{
return NULL;
}
FPatchTexture::FPatchTexture (int lumpnum, int usetype)
: SourceLump(lumpnum), Pixels(0), Spans(0)
{
UseType = usetype;
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
}
FPatchTexture::~FPatchTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
void FPatchTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FPatchTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
const BYTE *FPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FPatchTexture::GetDimensions ()
{
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// Wads.OpenLumpNum cannot be used here once Zip support has been added.
// To work correctly it needs an assignment operator which
// would cause considerable overhead elsewhere where it isn't needed.
FWadLump * lump = Wads.ReopenLumpNum (SourceLump);
patch_t dummy;
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(*lump) >> dummy.width >> dummy.height;
if (dummy.width <= 0 || dummy.height <= 0 || dummy.width > 2048 || dummy.height > 2048)
{
delete lump;
lump = Wads.ReopenLumpNum ( Wads.GetNumForName("-BADPATC", ns_graphics) );
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(*lump) >> dummy.width >> dummy.height;
}
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(*lump) >> dummy.leftoffset >> dummy.topoffset;
Width = dummy.width;
Height = dummy.height;
LeftOffset = dummy.leftoffset;
TopOffset = dummy.topoffset;
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delete lump;
CalcBitSize ();
}
void FPatchTexture::MakeTexture ()
{
BYTE *remap, remaptable[256];
Span *spanstuffer, *spanstarter;
const column_t *maxcol;
bool warned;
int numspans;
int x;
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *patch = (const patch_t *)lump.GetMem();
maxcol = (const column_t *)((const BYTE *)patch + Wads.LumpLength (SourceLump) - 3);
// Check for badly-sized patches
if (LittleShort(patch->width) <= 0 || LittleShort(patch->height) <= 0)
{
lump = Wads.ReadLump ("-BADPATC");
patch = (const patch_t *)lump.GetMem();
Printf (PRINT_BOLD, "Patch %s has a non-positive size.\n", Name);
}
else if (LittleShort(patch->width) > 2048 || LittleShort(patch->height) > 2048)
{
lump = Wads.ReadLump ("-BADPATC");
patch = (const patch_t *)lump.GetMem();
Printf (PRINT_BOLD, "Patch %s is too big.\n", Name);
}
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if (Width == 0xFFFF)
{
Width = LittleShort(patch->width);
Height = LittleShort(patch->height);
LeftOffset = LittleShort(patch->leftoffset);
TopOffset = LittleShort(patch->topoffset);
}
CalcBitSize ();
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
numspans = Width;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
if (bNoRemap0)
{
memcpy (remaptable, GPalette.Remap, 256);
remaptable[0] = 0;
remap = remaptable;
}
else
{
remap = GPalette.Remap;
}
// Draw the image to the buffer
for (x = 0; x < Width; ++x)
{
BYTE *outtop = Pixels + x*Height;
const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
int top = -1;
while (column < maxcol && column->topdelta != 0xFF)
{
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
int len = column->length;
BYTE *out = outtop + top;
if (len != 0)
{
if (top + len > Height) // Clip posts that extend past the bottom
{
len = Height - top;
}
if (len > 0)
{
numspans++;
const BYTE *in = (const BYTE *)column + 3;
for (int i = 0; i < len; ++i)
{
out[i] = remap[in[i]];
}
}
}
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
}
// Create the spans
if (Spans != NULL)
{
return;
}
Spans = (Span **)M_Malloc (sizeof(Span*)*Width + sizeof(Span)*numspans);
spanstuffer = (Span *)((BYTE *)Spans + sizeof(Span*)*Width);
warned = false;
for (x = 0; x < Width; ++x)
{
const column_t *column = (const column_t *)((const BYTE *)patch + LittleLong(patch->columnofs[x]));
int top = -1;
Spans[x] = spanstuffer;
spanstarter = spanstuffer;
while (column < maxcol && column->topdelta != 0xFF)
{
if (column->topdelta <= top)
{
top += column->topdelta;
}
else
{
top = column->topdelta;
}
int len = column->length;
if (len != 0)
{
if (top + len > Height) // Clip posts that extend past the bottom
{
len = Height - top;
}
if (len > 0)
{
// There is something of this post to draw. If it starts at the same
// place where the previous span ends, add it to that one. If it starts
// before the other one ends, that's bad, but deal with it. If it starts
// after the previous one ends, create another span.
// Assume we need to create another span.
spanstuffer->TopOffset = top;
spanstuffer->Length = len;
// Now check if that's really the case.
if (spanstuffer > spanstarter)
{
if ((spanstuffer - 1)->TopOffset + (spanstuffer - 1)->Length == top)
{
(--spanstuffer)->Length += len;
}
else
{
int prevbot;
while (spanstuffer > spanstarter &&
spanstuffer->TopOffset < (prevbot =
(spanstuffer - 1)->TopOffset + (spanstuffer - 1)->Length))
{
if (spanstuffer->TopOffset < (spanstuffer - 1)->TopOffset)
{
(spanstuffer - 1)->TopOffset = spanstuffer->TopOffset;
}
(spanstuffer - 1)->Length = MAX(prevbot,
spanstuffer->TopOffset + spanstuffer->Length)
- (spanstuffer - 1)->TopOffset;
spanstuffer--;
if (!warned)
{
warned = true;
Printf (PRINT_BOLD, "Patch %s is malformed.\n", Name);
}
}
}
}
spanstuffer++;
}
}
column = (const column_t *)((const BYTE *)column + column->length + 4);
}
spanstuffer->Length = spanstuffer->TopOffset = 0;
spanstuffer++;
}
}
// Fix for certain special patches on single-patch textures.
void FPatchTexture::HackHack (int newheight)
{
BYTE *out;
int x;
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
}
{
FMemLump lump = Wads.ReadLump (SourceLump);
const patch_t *patch = (const patch_t *)lump.GetMem();
Width = LittleShort(patch->width);
Height = newheight;
LeftOffset = 0;
TopOffset = 0;
Pixels = new BYTE[Width * Height];
// Draw the image to the buffer
for (x = 0, out = Pixels; x < Width; ++x)
{
const BYTE *in = (const BYTE *)patch + LittleLong(patch->columnofs[x]) + 3;
for (int y = newheight; y > 0; --y)
{
*out = *in != 255 ? *in : Near255;
out++, in++;
}
out += newheight;
}
}
// Create the spans
Spans = (Span **)M_Malloc (sizeof(Span *)*Width + sizeof(Span)*Width*2);
Span *span = (Span *)&Spans[Width];
for (x = 0; x < Width; ++x)
{
Spans[x] = span;
span[0].Length = newheight;
span[0].TopOffset = 0;
span[1].Length = 0;
span[1].TopOffset = 0;
span += 2;
}
}
FFlatTexture::FFlatTexture (int lumpnum)
: SourceLump(lumpnum), Pixels(0)
{
int area;
int bits;
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
area = Wads.LumpLength (lumpnum);
switch (area)
{
default:
case 64*64: bits = 6; break;
case 8*8: bits = 3; break;
case 16*16: bits = 4; break;
case 32*32: bits = 5; break;
case 128*128: bits = 7; break;
case 256*256: bits = 8; break;
}
bMasked = false;
WidthBits = HeightBits = bits;
Width = Height = 1 << bits;
WidthMask = (1 << bits) - 1;
DummySpans[0].TopOffset = 0;
DummySpans[0].Length = Height;
DummySpans[1].TopOffset = 0;
DummySpans[1].Length = 0;
if (bits > 6)
{
ScaleX = ScaleY = 8 << (bits - 6);
}
else
{
ScaleX = ScaleY = 8;
}
UseType = TEX_Flat;
}
FFlatTexture::~FFlatTexture ()
{
Unload ();
}
void FFlatTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FFlatTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
const BYTE *FFlatTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FFlatTexture::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
Pixels = new BYTE[Width*Height];
long numread = lump.Read (Pixels, Width*Height);
if (numread < Width*Height)
{
memset (Pixels + numread, 0xBB, Width*Height - numread);
}
FlipSquareBlockRemap (Pixels, Width, Height, GPalette.Remap);
}
const FTexture::Span FRawPageTexture::DummySpans[2] =
{
{ 0, 200 }, { 0, 0 }
};
FRawPageTexture::FRawPageTexture (int lumpnum)
: SourceLump(lumpnum), Pixels(0)
{
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
Width = 320;
Height = 200;
WidthBits = 8;
HeightBits = 8;
WidthMask = 255;
UseType = TEX_MiscPatch;
}
FRawPageTexture::~FRawPageTexture ()
{
Unload ();
}
void FRawPageTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FRawPageTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
column %= 320;
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
const BYTE *FRawPageTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FRawPageTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const BYTE *source = (const BYTE *)lump.GetMem();
const BYTE *source_p = source;
BYTE *dest_p;
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
for (int y = 200; y != 0; --y)
{
for (int x = 320; x != 0; --x)
{
*dest_p = GPalette.Remap[*source_p];
dest_p += 200;
source_p++;
}
dest_p -= 200*320-1;
}
}
FIMGZTexture::FIMGZTexture (int lumpnum)
: SourceLump(lumpnum), Pixels(0), Spans(0)
{
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
UseType = TEX_MiscPatch;
}
FIMGZTexture::~FIMGZTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
void FIMGZTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FIMGZTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
const BYTE *FIMGZTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FIMGZTexture::GetDimensions ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
DWORD magic;
WORD w, h;
SWORD l, t;
lump >> magic >> w >> h >> l >> t;
Width = w;
Height = h;
LeftOffset = l;
TopOffset = t;
CalcBitSize ();
}
void FIMGZTexture::MakeTexture ()
{
FMemLump lump = Wads.ReadLump (SourceLump);
const ImageHeader *imgz = (const ImageHeader *)lump.GetMem();
const BYTE *data = (const BYTE *)&imgz[1];
2006-04-11 16:27:41 +00:00
if (Width != 0xFFFF)
{
Width = LittleShort(imgz->Width);
Height = LittleShort(imgz->Height);
LeftOffset = LittleShort(imgz->LeftOffset);
TopOffset = LittleShort(imgz->TopOffset);
}
BYTE *dest_p;
int dest_adv = Height;
int dest_rew = Width * Height - 1;
CalcBitSize ();
Pixels = new BYTE[Width*Height];
dest_p = Pixels;
// Convert the source image from row-major to column-major format
if (!imgz->Compression)
{
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; --x)
{
*dest_p = *data;
dest_p += dest_adv;
data++;
}
dest_p -= dest_rew;
}
}
else
{
// IMGZ compression is the same RLE used by IFF ILBM files
int runlen = 0, setlen = 0;
BYTE setval = 0; // Shut up, GCC
for (int y = Height; y != 0; --y)
{
for (int x = Width; x != 0; )
{
if (runlen != 0)
{
BYTE color = *data;
*dest_p = color;
dest_p += dest_adv;
data++;
x--;
runlen--;
}
else if (setlen != 0)
{
*dest_p = setval;
dest_p += dest_adv;
x--;
setlen--;
}
else
{
SBYTE code = *data++;
if (code >= 0)
{
runlen = code + 1;
}
else if (code != -128)
{
setlen = (-code) + 1;
setval = *data++;
}
}
}
dest_p -= dest_rew;
}
}
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
}
BYTE FPNGTexture::GrayMap[256];
FPNGTexture::FPNGTexture (int lumpnum, int width, int height,
BYTE depth, BYTE colortype, BYTE interlace)
: SourceLump(lumpnum), Pixels(0), Spans(0),
BitDepth(depth), ColorType(colortype), Interlace(interlace),
PaletteMap(0), PaletteSize(0), StartOfIDAT(0)
{
union
{
DWORD palette[256];
BYTE pngpal[256][3];
};
BYTE trans[256];
bool havetRNS = false;
DWORD len, id;
int i;
Wads.GetLumpName (Name, lumpnum);
Name[8] = 0;
UseType = TEX_MiscPatch;
LeftOffset = 0;
TopOffset = 0;
bMasked = false;
Width = width;
Height = height;
CalcBitSize ();
memset (trans, 255, 256);
// Parse pre-IDAT chunks. I skip the CRCs. Is that bad?
FWadLump lump = Wads.OpenLumpNum (SourceLump);
lump.Seek (33, SEEK_SET);
lump >> len >> id;
while (id != MAKE_ID('I','D','A','T') && id != MAKE_ID('I','E','N','D'))
{
len = BigLong((unsigned int)len);
switch (id)
{
default:
lump.Seek (len, SEEK_CUR);
break;
case MAKE_ID('g','r','A','b'):
// This is like GRAB found in an ILBM, except coordinates use 4 bytes
{
DWORD hotx, hoty;
lump >> hotx >> hoty;
LeftOffset = BigLong((int)hotx);
TopOffset = BigLong((int)hoty);
}
break;
case MAKE_ID('P','L','T','E'):
PaletteSize = MIN<int> (len / 3, 256);
lump.Read (pngpal, PaletteSize * 3);
if (PaletteSize * 3 != (int)len)
{
lump.Seek (len - PaletteSize * 3, SEEK_CUR);
}
for (i = PaletteSize - 1; i >= 0; --i)
{
palette[i] = MAKERGB(pngpal[i][0], pngpal[i][1], pngpal[i][2]);
}
break;
case MAKE_ID('t','R','N','S'):
lump.Read (trans, len);
havetRNS = true;
break;
case MAKE_ID('a','l','P','h'):
bAlphaTexture = true;
bMasked = true;
break;
}
lump >> len >> len; // Skip CRC
id = MAKE_ID('I','E','N','D');
lump >> id;
}
StartOfIDAT = lump.Tell() - 8;
switch (colortype)
{
case 4: // Grayscale + Alpha
bMasked = true;
// intentional fall-through
case 0: // Grayscale
if (!bAlphaTexture)
{
if (GrayMap[0] == GrayMap[255])
{ // Initialize the GrayMap
for (i = 0; i < 256; ++i)
{
GrayMap[i] = ColorMatcher.Pick (i, i, i);
}
}
if (colortype == 0 && havetRNS && trans[0] != 0)
{
bMasked = true;
PaletteSize = 256;
PaletteMap = new BYTE[256];
memcpy (PaletteMap, GrayMap, 256);
PaletteMap[trans[0]] = 0;
}
else
{
PaletteMap = GrayMap;
}
}
break;
case 3: // Paletted
PaletteMap = new BYTE[PaletteSize];
GPalette.MakeRemap (palette, PaletteMap, trans, PaletteSize);
for (i = 0; i < PaletteSize; ++i)
{
if (trans[i] == 0)
{
bMasked = true;
PaletteMap[i] = 0;
}
}
break;
case 6: // RGB + Alpha
bMasked = true;
break;
}
}
FPNGTexture::~FPNGTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
if (PaletteMap != NULL && PaletteMap != GrayMap)
{
delete[] PaletteMap;
PaletteMap = NULL;
}
}
void FPNGTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FPNGTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
const BYTE *FPNGTexture::GetPixels ()
{
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FPNGTexture::MakeTexture ()
{
FWadLump lump = Wads.OpenLumpNum (SourceLump);
Pixels = new BYTE[Width*Height];
if (StartOfIDAT == 0)
{
memset (Pixels, 0x99, Width*Height);
}
else
{
DWORD len, id;
lump.Seek (StartOfIDAT, SEEK_SET);
lump >> len >> id;
if (ColorType == 0 || ColorType == 3) /* Grayscale and paletted */
{
M_ReadIDAT (&lump, Pixels, Width, Height, Width, BitDepth, ColorType, Interlace, BigLong((unsigned int)len));
if (Width == Height)
{
if (PaletteMap != NULL)
{
FlipSquareBlockRemap (Pixels, Width, Height, PaletteMap);
}
else
{
FlipSquareBlock (Pixels, Width, Height);
}
}
else
{
BYTE *newpix = new BYTE[Width*Height];
if (PaletteMap != NULL)
{
FlipNonSquareBlockRemap (newpix, Pixels, Width, Height, PaletteMap);
}
else
{
FlipNonSquareBlock (newpix, Pixels, Width, Height, Width);
}
BYTE *oldpix = Pixels;
Pixels = newpix;
delete[] oldpix;
}
}
else /* RGB and/or Alpha present */
{
int bytesPerPixel = ColorType == 2 ? 3 : ColorType == 4 ? 2 : 4;
BYTE *tempix = new BYTE[Width * Height * bytesPerPixel];
BYTE *in, *out;
int x, y, pitch, backstep;
M_ReadIDAT (&lump, tempix, Width, Height, Width*bytesPerPixel, BitDepth, ColorType, Interlace, BigLong((unsigned int)len));
in = tempix;
out = Pixels;
// Convert from source format to paletted, column-major.
// Formats with alpha maps are reduced to only 1 bit of alpha.
switch (ColorType)
{
case 2: // RGB
pitch = Width * 3;
backstep = Height * pitch - 3;
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = RGB32k[in[0]>>3][in[1]>>3][in[2]>>3];
in += pitch;
}
in -= backstep;
}
break;
case 4: // Grayscale + Alpha
pitch = Width * 2;
backstep = Height * pitch - 2;
if (PaletteMap != NULL)
{
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = in[1] < 128 ? 0 : PaletteMap[in[0]];
in += pitch;
}
in -= backstep;
}
}
else
{
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = in[1] < 128 ? 0 : in[0];
in += pitch;
}
in -= backstep;
}
}
break;
case 6: // RGB + Alpha
pitch = Width * 4;
backstep = Height * pitch - 4;
for (x = Width; x > 0; --x)
{
for (y = Height; y > 0; --y)
{
*out++ = in[3] < 128 ? 0 : RGB32k[in[0]>>3][in[1]>>3][in[2]>>3];
in += pitch;
}
in -= backstep;
}
break;
}
delete[] tempix;
}
}
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
}
FBuildTexture::FBuildTexture (int tilenum, const BYTE *pixels, int width, int height, int left, int top)
: Pixels (pixels), Spans (NULL)
{
Width = width;
Height = height;
LeftOffset = left;
TopOffset = top;
CalcBitSize ();
sprintf (Name, "BTIL%04d", tilenum);
UseType = TEX_Build;
}
FBuildTexture::~FBuildTexture ()
{
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
void FBuildTexture::Unload ()
{
// Nothing to do, since the pixels are accessed from memory-mapped files directly
}
const BYTE *FBuildTexture::GetPixels ()
{
return Pixels;
}
const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (column >= Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
FMultiPatchTexture::FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife)
: Pixels (0), Spans(0), Parts(0), bRedirect(false)
{
union
{
const maptexture_t *d;
const strifemaptexture_t *s;
}
mtexture;
union
{
const mappatch_t *d;
const strifemappatch_t *s;
}
mpatch;
int i;
mtexture.d = (const maptexture_t *)texdef;
if (strife)
{
NumParts = SAFESHORT(mtexture.s->patchcount);
}
else
{
NumParts = SAFESHORT(mtexture.d->patchcount);
}
if (NumParts <= 0)
{
I_FatalError ("Bad texture directory");
}
UseType = FTexture::TEX_Wall;
Parts = new TexPart[NumParts];
Width = SAFESHORT(mtexture.d->width);
Height = SAFESHORT(mtexture.d->height);
strncpy (Name, mtexture.d->name, 8);
Name[8] = 0;
CalcBitSize ();
// [RH] Special for beta 29: Values of 0 will use the tx/ty cvars
// to determine scaling instead of defaulting to 8. I will likely
// remove this once I finish the betas, because by then, users
// should be able to actually create scaled textures.
// 10-June-2003: It's still here long after beta 29. Heh.
ScaleX = mtexture.d->ScaleX ? mtexture.d->ScaleX : 0;
ScaleY = mtexture.d->ScaleY ? mtexture.d->ScaleY : 0;
if (mtexture.d->Flags & MAPTEXF_WORLDPANNING)
{
bWorldPanning = true;
}
if (strife)
{
mpatch.s = &mtexture.s->patches[0];
}
else
{
mpatch.d = &mtexture.d->patches[0];
}
for (i = 0; i < NumParts; ++i)
{
if (unsigned(LittleShort(mpatch.d->patch)) >= unsigned(maxpatchnum))
{
I_FatalError ("Bad PNAMES and/or texture directory:\n\nPNAMES has %d entries, but\n%s wants to use entry %d.",
maxpatchnum, Name, LittleShort(mpatch.d->patch)+1);
}
Parts[i].OriginX = LittleShort(mpatch.d->originx);
Parts[i].OriginY = LittleShort(mpatch.d->originy);
Parts[i].Texture = patchlookup[LittleShort(mpatch.d->patch)].Texture;
if (Parts[i].Texture == NULL)
{
Printf ("Unknown patch %s in texture %s\n", patchlookup[LittleShort(mpatch.d->patch)].Name, Name);
NumParts--;
i--;
}
if (strife)
mpatch.s++;
else
mpatch.d++;
}
if (NumParts == 0)
{
Printf ("Texture %s is left without any patches\n", Name);
}
CheckForHacks ();
// If this texture is just a wrapper around a single patch, we can simply
// forward GetPixels() and GetColumn() calls to that patch.
if (NumParts == 1)
{
if (Parts->OriginX == 0 && Parts->OriginY == 0 &&
Parts->Texture->GetWidth() == Width &&
Parts->Texture->GetHeight() == Height)
{
bRedirect = true;
}
}
}
FMultiPatchTexture::~FMultiPatchTexture ()
{
Unload ();
if (Parts != NULL)
{
delete[] Parts;
Parts = NULL;
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
}
void FMultiPatchTexture::SetFrontSkyLayer ()
{
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->SetFrontSkyLayer ();
}
bNoRemap0 = true;
}
void FMultiPatchTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
}
const BYTE *FMultiPatchTexture::GetPixels ()
{
if (bRedirect)
{
return Parts->Texture->GetPixels ();
}
if (Pixels == NULL)
{
MakeTexture ();
}
return Pixels;
}
const BYTE *FMultiPatchTexture::GetColumn (unsigned int column, const Span **spans_out)
{
if (bRedirect)
{
return Parts->Texture->GetColumn (column, spans_out);
}
if (Pixels == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FMultiPatchTexture::MakeTexture ()
{
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
Pixels = new BYTE[numpix];
memset (Pixels, 0, numpix);
for (int i = 0; i < NumParts; ++i)
{
Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
Parts[i].OriginX, Parts[i].OriginY);
}
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
}
void FMultiPatchTexture::CheckForHacks ()
{
if (NumParts <= 0)
{
return;
}
// Heretic sky textures are marked as only 128 pixels tall,
// even though they are really 200 pixels tall.
if (gameinfo.gametype == GAME_Heretic &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[4] == 0 &&
Name[3] >= '1' &&
Name[3] <= '3' &&
Height == 128)
{
Height = 200;
HeightBits = 8;
return;
}
// The Doom E1 sky has its patch's y offset at -8 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 1 &&
Height == 128 &&
Parts->OriginY == -8 &&
Name[0] == 'S' &&
Name[1] == 'K' &&
Name[2] == 'Y' &&
Name[3] == '1' &&
Name[4] == 0)
{
Parts->OriginY = 0;
return;
}
// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
NumParts == 2 &&
Height == 128 &&
Parts[0].OriginY == -4 &&
Parts[1].OriginY == -4 &&
Name[0] == 'B' &&
Name[1] == 'I' &&
Name[2] == 'G' &&
Name[3] == 'D' &&
Name[4] == 'O' &&
Name[5] == 'O' &&
Name[6] == 'R' &&
Name[7] == '7')
{
Parts[0].OriginY = 0;
Parts[1].OriginY = 0;
return;
}
// [RH] Some wads (I forget which!) have single-patch textures 256
// pixels tall that have patch lengths recorded as 0. I can't think of
// any good reason for them to do this, and since I didn't make note
// of which wad made me hack in support for them, the hack is gone
// because I've added support for DeePsea's true tall patches.
//
// Okay, I found a wad with crap patches: Pleiades.wad's sky patches almost
// fit this description and are a big mess, but they're not single patch!
if (Height == 256)
{
int i;
// All patches must be at the top of the texture for this fix
for (i = 0; i < NumParts; ++i)
{
if (Parts[i].OriginX != 0)
{
break;
}
}
if (i == NumParts)
{
for (i = 0; i < NumParts; ++i)
{
FPatchTexture *tex = (FPatchTexture *)Parts[i].Texture;
// Check if this patch is likely to be a problem.
// It must be 256 pixels tall, and all its columns must have exactly
// one post, where each post has a supposed length of 0.
FMemLump lump = Wads.ReadLump (tex->SourceLump);
const patch_t *realpatch = (patch_t *)lump.GetMem();
const DWORD *cofs = realpatch->columnofs;
int x, x2 = LittleShort(realpatch->width);
if (LittleShort(realpatch->height) == 256)
{
for (x = 0; x < x2; ++x)
{
const column_t *col = (column_t*)((byte*)realpatch+LittleLong(cofs[x]));
if (col->topdelta != 0 || col->length != 0)
{
break; // It's not bad!
}
col = (column_t *)((byte *)col + 256 + 4);
if (col->topdelta != 0xFF)
{
break; // More than one post in a column!
}
}
if (x == x2)
{ // If all the columns were checked, it needs fixing.
tex->HackHack (Height);
}
}
}
}
}
}
FWarpTexture::FWarpTexture (FTexture *source)
: SourcePic (source), Pixels (0), Spans (0), GenTime (0)
{
Width = source->GetWidth ();
Height = source->GetHeight ();
LeftOffset = source->LeftOffset;
TopOffset = source->TopOffset;
WidthBits = source->WidthBits;
HeightBits = source->HeightBits;
WidthMask = (1 << WidthBits) - 1;
ScaleX = source->ScaleX;
ScaleY = source->ScaleY;
bNoDecals = source->bNoDecals;
Rotations = source->Rotations;
2006-04-11 16:27:41 +00:00
bWarped = 1;
}
FWarpTexture::~FWarpTexture ()
{
Unload ();
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
delete SourcePic;
}
void FWarpTexture::Unload ()
{
if (Pixels != NULL)
{
delete[] Pixels;
Pixels = NULL;
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
SourcePic->Unload ();
}
bool FWarpTexture::CheckModified ()
{
return r_FrameTime != GenTime;
}
const BYTE *FWarpTexture::GetPixels ()
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture (time);
}
return Pixels;
}
const BYTE *FWarpTexture::GetColumn (unsigned int column, const Span **spans_out)
{
DWORD time = r_FrameTime;
if (Pixels == NULL || time != GenTime)
{
MakeTexture (time);
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
if (Spans == NULL)
{
Spans = CreateSpans (Pixels);
}
*spans_out = Spans[column];
}
return Pixels + column*Height;
}
void FWarpTexture::MakeTexture (DWORD time)
{
const BYTE *otherpix = SourcePic->GetPixels ();
if (Pixels == NULL)
{
Pixels = new BYTE[Width * Height];
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
GenTime = time;
byte *buffer = (byte *)alloca (MAX (Width, Height));
int xsize = Width;
int ysize = Height;
int xmask = WidthMask;
int ymask = Height - 1;
int ybits = HeightBits;
int x, y;
if ((1 << ybits) > Height)
{
ybits--;
}
DWORD timebase = time * 32 / 28;
for (y = ysize-1; y >= 0; y--)
{
int xt, xf = (finesine[(timebase+y*128)&FINEMASK]>>13) & xmask;
const BYTE *source = otherpix + y;
BYTE *dest = Pixels + y;
for (xt = xsize; xt; xt--, xf = (xf+1)&xmask, dest += ysize)
*dest = source[xf << ybits];
}
timebase = time * 23 / 28;
for (x = xsize-1; x >= 0; x--)
{
int yt, yf = (finesine[(time+(x+17)*128)&FINEMASK]>>13) & ymask;
const BYTE *source = Pixels + (x << ybits);
BYTE *dest = buffer;
for (yt = ysize; yt; yt--, yf = (yf+1)&ymask)
*dest++ = source[yf];
memcpy (Pixels+(x<<ybits), buffer, ysize);
}
}
// [GRB] Eternity-like warping
FWarp2Texture::FWarp2Texture (FTexture *source)
: FWarpTexture (source)
{
2006-04-11 16:27:41 +00:00
bWarped = 2;
}
void FWarp2Texture::MakeTexture (DWORD time)
{
const BYTE *otherpix = SourcePic->GetPixels ();
if (Pixels == NULL)
{
Pixels = new BYTE[Width * Height];
}
if (Spans != NULL)
{
FreeSpans (Spans);
Spans = NULL;
}
GenTime = time;
int xsize = Width;
int ysize = Height;
int xmask = WidthMask;
int ymask = Height - 1;
int ybits = HeightBits;
int x, y;
if ((1 << ybits) > Height)
{
ybits--;
}
DWORD timebase = time * 40 / 28;
for (x = xsize-1; x >= 0; x--)
{
for (y = ysize-1; y >= 0; y--)
{
int xt = (x + 128
+ ((finesine[(y*128 + timebase*5 + 900) & FINEMASK]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 300) & FINEMASK]*2)>>FRACBITS)) & xmask;
int yt = (y + 128
+ ((finesine[(y*128 + timebase*3 + 700) & FINEMASK]*2)>>FRACBITS)
+ ((finesine[(x*256 + timebase*4 + 1200) & FINEMASK]*2)>>FRACBITS)) & ymask;
const BYTE *source = otherpix + (xt << ybits) + yt;
BYTE *dest = Pixels + (x << ybits) + y;
*dest = *source;
}
}
}
FCanvasTexture::FCanvasTexture (const char *name, int width, int height)
{
strncpy (Name, name, 8);
Name[8] = 0;
Width = width;
Height = height;
LeftOffset = TopOffset = 0;
CalcBitSize ();
bMasked = false;
DummySpans[0].TopOffset = 0;
DummySpans[0].Length = height;
DummySpans[1].TopOffset = 0;
DummySpans[1].Length = 0;
UseType = TEX_Wall;
Canvas = NULL;
bNeedsUpdate = true;
bDidUpdate = false;
bHasCanvas = true;
bFirstUpdate = true;
}
FCanvasTexture::~FCanvasTexture ()
{
Unload ();
}
const BYTE *FCanvasTexture::GetColumn (unsigned int column, const Span **spans_out)
{
bNeedsUpdate = true;
if (Canvas == NULL)
{
MakeTexture ();
}
if ((unsigned)column >= (unsigned)Width)
{
if (WidthMask + 1 == Width)
{
column &= WidthMask;
}
else
{
column %= Width;
}
}
if (spans_out != NULL)
{
*spans_out = DummySpans;
}
return Pixels + column*Height;
}
const BYTE *FCanvasTexture::GetPixels ()
{
bNeedsUpdate = true;
if (Canvas == NULL)
{
MakeTexture ();
}
return Pixels;
}
void FCanvasTexture::MakeTexture ()
{
Canvas = new DSimpleCanvas (Width, Height);
Canvas->Lock ();
if (Width != Height || Width != Canvas->GetPitch())
{
Pixels = new BYTE[Width*Height];
}
else
{
Pixels = Canvas->GetBuffer();
}
// Draw a special "unrendered" initial texture into the buffer.
memset (Pixels, 0, Width*Height/2);
memset (Pixels+Width*Height/2, 255, Width*Height/2);
}
void FCanvasTexture::Unload ()
{
if (Canvas != NULL)
{
if (Pixels != NULL && Pixels != Canvas->GetBuffer())
{
delete[] Pixels;
}
Pixels = NULL;
delete Canvas;
Canvas = NULL;
}
}
bool FCanvasTexture::CheckModified ()
{
if (bDidUpdate)
{
bDidUpdate = false;
return true;
}
return false;
}
void FCanvasTexture::RenderView (AActor *viewpoint, int fov)
{
if (Canvas == NULL)
{
MakeTexture ();
}
float savedfov = LastFOV;
R_SetFOV (fov);
R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, Width, Height, bFirstUpdate);
R_SetFOV (savedfov);
if (Pixels == Canvas->GetBuffer())
{
FlipSquareBlock (Pixels, Width, Height);
}
else
{
FlipNonSquareBlock (Pixels, Canvas->GetBuffer(), Width, Height, Canvas->GetPitch());
}
bNeedsUpdate = false;
bDidUpdate = true;
bFirstUpdate = false;
}
//
// R_InitTextures
// Initializes the texture list with the textures from the world map.
//
void R_InitTextures (void)
{
int lastlump = 0, lump;
int texlump1 = -1, texlump2 = -1, texlump1a, texlump2a;
int i;
int pfile = -1;
// For each PNAMES lump, load the TEXTURE1 and/or TEXTURE2 lumps from the same wad.
while ((lump = Wads.FindLump ("PNAMES", &lastlump)) != -1)
{
pfile = Wads.GetLumpFile (lump);
TexMan.AddPatches (lump);
texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, pfile);
texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, pfile);
TexMan.AddTexturesLumps (texlump1, texlump2, lump);
}
// If the final TEXTURE1 and/or TEXTURE2 lumps are in a wad without a PNAMES lump,
// they have not been loaded yet, so load them now.
texlump1a = Wads.CheckNumForName ("TEXTURE1");
texlump2a = Wads.CheckNumForName ("TEXTURE2");
if (texlump1a != -1 && (texlump1a == texlump1 || Wads.GetLumpFile (texlump1a) <= pfile))
{
texlump1a = -1;
}
if (texlump2a != -1 && (texlump2a == texlump2 || Wads.GetLumpFile (texlump2a) <= pfile))
{
texlump2a = -1;
}
TexMan.AddTexturesLumps (texlump1a, texlump2a, Wads.GetNumForName ("PNAMES"));
// The Hexen scripts use BLANK as a blank texture, even though it's really not.
// I guess the Doom renderer must have clipped away the line at the bottom of
// the texture so it wasn't visible. I'll just map it to 0, so it really is blank.
if (gameinfo.gametype == GAME_Hexen &&
0 <= (i = TexMan.CheckForTexture ("BLANK", FTexture::TEX_Wall, false)))
{
TexMan.SetTranslation (i, 0);
}
// Hexen parallax skies use color 0 to indicate transparency on the front
// layer, so we must not remap color 0 on these textures. Unfortunately,
// the only way to identify these textures is to check the MAPINFO.
for (unsigned int i = 0; i < wadlevelinfos.Size(); ++i)
{
if (wadlevelinfos[i].flags & LEVEL_DOUBLESKY)
{
int picnum = TexMan.CheckForTexture (wadlevelinfos[i].skypic1, FTexture::TEX_Wall, false);
if (picnum > 0)
{
TexMan[picnum]->SetFrontSkyLayer ();
}
}
}
}
//
// R_InitBuildTiles
//
// [RH] Support Build tiles!
//
void R_InitBuildTiles ()
{
int numartfiles = 0;
char artfile[] = "tilesXXX.art";
int lumpnum;
lumpnum = Wads.CheckNumForFullName ("blood.pal");
if (lumpnum >= 0)
{
// Blood's tiles are external resources. (Why did they do it like that?)
FString rffpath = Wads.GetWadFullName (Wads.GetLumpFile (lumpnum));
int slashat = rffpath.LastIndexOf ('/');
if (slashat >= 0)
{
2006-05-16 02:50:18 +00:00
rffpath.Truncate (slashat + 1);
}
else
{
rffpath += '/';
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
FString artpath = rffpath;
artpath += artfile;
FILE *f = fopen (artpath, "rb");
if (f == NULL)
{
break;
}
size_t len = Q_filelength (f);
BYTE *art = new BYTE[len];
if (fread (art, 1, len, f) != len || LittleLong(*(DWORD *)art) != 1)
{
delete[] art;
}
else
{
2006-05-16 02:50:18 +00:00
BuildTileFiles.Push (art);
TexMan.AddTiles (art);
}
fclose (f);
}
}
for (; numartfiles < 1000; numartfiles++)
{
artfile[5] = numartfiles / 100 + '0';
artfile[6] = numartfiles / 10 % 10 + '0';
artfile[7] = numartfiles % 10 + '0';
lumpnum = Wads.CheckNumForFullName (artfile);
if (lumpnum < 0)
{
break;
}
BYTE *art = new BYTE[Wads.LumpLength (lumpnum)];
Wads.ReadLump (lumpnum, art);
if (LittleLong(*(DWORD *)art) != 1)
{
delete[] art;
}
else
{
2006-05-16 02:50:18 +00:00
BuildTileFiles.Push (art);
TexMan.AddTiles (art);
}
}
}
2006-05-16 02:50:18 +00:00
void R_DeinitBuildTiles ()
{
for (unsigned int i = 0; i < BuildTileFiles.Size(); ++i)
{
delete[] BuildTileFiles[i];
}
BuildTileFiles.Clear();
}
static struct FakeCmap {
char name[8];
PalEntry blend;
} *fakecmaps;
size_t numfakecmaps;
int firstfakecmap;
byte *realcolormaps;
int lastusedcolormap;
void R_SetDefaultColormap (const char *name)
{
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
{
int lump, i, j;
BYTE map[256];
BYTE unremap[256];
BYTE remap[256];
// [RH] If using BUILD's palette, generate the colormap
if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
{
Printf ("Make colormap\n");
FDynamicColormap foo;
foo.Color = 0xFFFFFF;
foo.Fade = 0;
foo.Maps = realcolormaps;
foo.Desaturate = 0;
foo.Next = NULL;
foo.BuildLights ();
}
else
{
lump = Wads.CheckNumForName (name, ns_colormaps);
if (lump == -1)
lump = Wads.CheckNumForName (name, ns_global);
FWadLump lumpr = Wads.OpenLumpNum (lump);
// [RH] The colormap may not have been designed for the specific
// palette we are using, so remap it to match the current palette.
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
// Mapping to color 0 is okay, because the colormap won't be used to
// produce a masked texture.
remap[0] = 0;
for (i = 0; i < NUMCOLORMAPS; ++i)
{
BYTE *map2 = &realcolormaps[i*256];
lumpr.Read (map, 256);
for (j = 0; j < 256; ++j)
{
map2[j] = remap[map[unremap[j]]];
}
}
}
uppercopy (fakecmaps[0].name, name);
fakecmaps[0].blend = 0;
}
}
//
// R_InitColormaps
//
void R_InitColormaps ()
{
// [RH] Try and convert BOOM colormaps into blending values.
// This is a really rough hack, but it's better than
// not doing anything with them at all (right?)
int lastfakecmap = Wads.CheckNumForName ("C_END");
firstfakecmap = Wads.CheckNumForName ("C_START");
if (firstfakecmap == -1 || lastfakecmap == -1)
numfakecmaps = 1;
else
numfakecmaps = lastfakecmap - firstfakecmap;
realcolormaps = new BYTE[256*NUMCOLORMAPS*numfakecmaps];
fakecmaps = new FakeCmap[numfakecmaps];
fakecmaps[0].name[0] = 0;
R_SetDefaultColormap ("COLORMAP");
if (numfakecmaps > 1)
{
BYTE unremap[256], remap[256], mapin[256];
int i;
size_t j;
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
remap[0] = 0;
for (i = ++firstfakecmap, j = 1; j < numfakecmaps; i++, j++)
{
if (Wads.LumpLength (i) >= (NUMCOLORMAPS+1)*256)
{
int k, r, g, b;
FWadLump lump = Wads.OpenLumpNum (i);
BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
for (k = 0; k < NUMCOLORMAPS; ++k)
{
BYTE *map2 = &map[k*256];
lump.Read (mapin, 256);
map2[0] = 0;
for (r = 1; r < 256; ++r)
{
map2[r] = remap[mapin[unremap[r]]];
}
}
r = g = b = 0;
for (k = 0; k < 256; k++)
{
r += GPalette.BaseColors[map[k]].r;
g += GPalette.BaseColors[map[k]].g;
b += GPalette.BaseColors[map[k]].b;
}
Wads.GetLumpName (fakecmaps[j].name, i);
fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
}
}
}
}
void R_DeinitColormaps ()
{
if (fakecmaps != NULL)
{
delete[] fakecmaps;
fakecmaps = NULL;
}
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
}
// [RH] Returns an index into realcolormaps. Multiply it by
// 256*NUMCOLORMAPS to find the start of the colormap to use.
// WATERMAP is an exception and returns a blending value instead.
DWORD R_ColormapNumForName (const char *name)
{
int lump;
DWORD blend = 0;
if (strnicmp (name, "COLORMAP", 8))
{ // COLORMAP always returns 0
if (-1 != (lump = Wads.CheckNumForName (name, ns_colormaps)) )
blend = lump - firstfakecmap + 1;
else if (!strnicmp (name, "WATERMAP", 8))
blend = MAKEARGB (128,0,0x4f,0xa5);
}
return blend;
}
DWORD R_BlendForColormap (DWORD map)
{
return APART(map) ? map :
map < numfakecmaps ? DWORD(fakecmaps[map].blend) : 0;
}
//
// R_InitData
// Locates all the lumps that will be used by all views
// Must be called after W_Init.
//
void R_InitData ()
{
TexMan.AddSprites ();
R_InitPatches ();
R_InitTextures ();
TexMan.AddFlats ();
R_InitBuildTiles ();
TexMan.AddExtraTextures ();
R_InitColormaps ();
C_InitConsole (SCREENWIDTH, SCREENHEIGHT, true);
}
void R_DeinitData ()
{
R_DeinitColormaps ();
2006-05-16 02:50:18 +00:00
R_DeinitBuildTiles();
FCanvasTextureInfo::EmptyList();
// Free openings
if (openings != NULL)
{
free (openings);
openings = NULL;
}
// Free drawsegs
if (drawsegs != NULL)
{
free (drawsegs);
drawsegs = NULL;
}
}
//
// R_PrecacheLevel
// Preloads all relevant graphics for the level.
//
void R_PrecacheLevel (void)
{
BYTE *hitlist;
BYTE *spritelist;
int i;
if (demoplayback)
return;
hitlist = new BYTE[TexMan.NumTextures()];
spritelist = new BYTE[sprites.Size()];
// Precache textures (and sprites).
memset (hitlist, 0, TexMan.NumTextures());
memset (spritelist, 0, sprites.Size());
{
AActor *actor;
TThinkerIterator<AActor> iterator;
while ( (actor = iterator.Next ()) )
spritelist[actor->sprite] = 1;
}
for (i = (int)(sprites.Size () - 1); i >= 0; i--)
{
if (spritelist[i])
{
int j, k;
for (j = 0; j < sprites[i].numframes; j++)
{
const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j];
for (k = 0; k < 16; k++)
{
int pic = frame->Texture[k];
if (pic != 0xFFFF)
{
hitlist[pic] = 1;
}
}
}
}
}
delete[] spritelist;
for (i = numsectors - 1; i >= 0; i--)
{
hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
}
for (i = numsides - 1; i >= 0; i--)
{
hitlist[sides[i].toptexture] =
hitlist[sides[i].midtexture] =
hitlist[sides[i].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 an episode dependant
// name.
if (sky1texture >= 0)
{
hitlist[sky1texture] = 1;
}
if (sky2texture >= 0)
{
hitlist[sky2texture] = 1;
}
for (i = TexMan.NumTextures() - 1; i >= 0; i--)
{
FTexture *tex = TexMan[i];
if (tex != NULL)
{
if (hitlist[i])
{
tex->GetPixels ();
}
else
{
tex->Unload ();
}
}
}
delete[] hitlist;
}
const BYTE *R_GetColumn (FTexture *tex, int col)
{
return tex->GetColumn (col, NULL);
}
// Add all the miscellaneous 2D patches that are used to the texture manager
// Unfortunately, the wad format does not provide an elegant way to express
// which lumps are patches unless they are used in a wall texture, so I have
// to list them all here.
static void R_InitPatches ()
{
static const char patches[][9] =
{
"CONBACK",
"ADVISOR",
"BOSSBACK",
"PFUB1",
"PFUB2",
"END0",
"END1",
"END2",
"END3",
"END4",
"END5",
"END6",
"FINALE1",
"FINALE2",
"FINALE3",
"CHESSALL",
"CHESSC",
"CHESSM",
"FITEFACE",
"CLERFACE",
"MAGEFACE",
"M_NGAME",
"M_OPTION",
"M_RDTHIS",
"M_QUITG",
"M_JKILL",
"M_ROUGH",
"M_HURT",
"M_ULTRA",
"M_NMARE",
"M_LOADG",
"M_LSLEFT",
"M_LSCNTR",
"M_LSRGHT",
"M_FSLOT",
"M_SAVEG",
"M_DOOM",
"M_HTIC",
"M_STRIFE",
"M_NEWG",
"M_NGAME",
"M_SKILL",
"M_EPISOD",
"M_EPI1",
"M_EPI2",
"M_EPI3",
"M_EPI4",
"MAPE1",
"MAPE2",
"MAPE3",
"WIMAP0",
"WIURH0",
"WIURH1",
"WISPLAT",
"WIMAP1",
"WIMAP2",
"INTERPIC",
"WIOSTK",
"WIOSTI",
"WIF",
"WIMSTT",
"WIOSTS",
"WIOSTF",
"WITIME",
"WIPAR",
"WIMSTAR",
"WIMINUS",
"WIPCNT",
"WICOLON",
"WISUCKS",
"WIFRGS",
"WISCRT2",
"WIENTER",
"WIKILRS",
"WIVCTMS",
"IN_YAH",
"IN_X",
"FONTB13",
"FONTB05",
"FONTB26",
"FONTB15",
"FACEA0",
"FACEB0",
"STFDEAD0",
"STBANY",
"M_PAUSE",
"PAUSED",
"M_SKULL1",
"M_SKULL2",
"M_SLCTR1",
"M_SLCTR2",
"M_CURS1",
"M_CURS2",
"M_CURS3",
"M_CURS4",
"M_CURS5",
"M_CURS6",
"M_CURS7",
"M_CURS8",
"BRDR_TL",
"BRDR_T",
"BRDR_TR",
"BRDR_L",
"BRDR_R",
"BRDR_BL",
"BRDR_B",
"BRDR_BR",
"BORDTL",
"BORDT",
"BORDTR",
"BORDL",
"BORDR",
"BORDBL",
"BORDB",
"BORDBR",
"TITLE",
"CREDIT",
"ORDER",
"HELP",
"HELP1",
"HELP2",
"HELP3",
"HELP0",
"TITLEPIC",
"ENDPIC",
"FINALE1",
"FINALE2",
"FINALE3",
"STTPRCNT",
"STARMS",
"VICTORY2",
"STFBANY",
"STPBANY",
"RGELOGO",
"VELLOGO",
"FINAL1",
"FINAL2",
"E2END"
};
static const char spinners[][9] =
{
"SPINBK%d",
"SPFLY%d",
"SPSHLD%d",
"SPBOOT%d",
"SPMINO%d"
};
static const char classChars[3] = { 'F', 'C', 'M' };
int i, j;
char name[9];
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (i = countof(patches); i >= 0; --i)
{
TexMan.AddPatch (patches[i]);
}
// Some digits
for (i = 9; i >= 0; --i)
{
sprintf (name, "WINUM%d", i);
TexMan.AddPatch (name);
sprintf (name, "FONTB%d", i + 16);
TexMan.AddPatch (name);
sprintf (name, "AMMNUM%d", i);
TexMan.AddPatch (name);
}
// Spinning power up icons for Heretic and Hexen
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
for (j = countof(spinners)-1; j >= 0; --j)
{
for (i = 0; i <= 15; ++i)
{
sprintf (name, spinners[j], i);
TexMan.AddPatch (name);
}
}
// Animating overlays for the Doom E1 map
for (i = 9; i >= 0; --i)
{
for (j = (i == 6) ? 3 : 2; j >= 0; --j)
{
sprintf (name, "WIA0%.2d%.2d", i, j);
TexMan.AddPatch (name);
}
}
// Animating overlays for the Doom E2 map
for (i = 7; i >= 0; --i)
{
for (j = (i == 7) ? 2 : 0; j >= 0; --j)
{
sprintf (name, "WIA1%.2d%.2d", i, j);
TexMan.AddPatch (name);
}
}
// Animating overlays for the Doom E3 map
for (i = 5; i >= 0; --i)
{
for (j = 2; j >= 0; --j)
{
sprintf (name, "WIA2%.2d%.2d", i, j);
TexMan.AddPatch (name);
}
}
// Player class animations for the Hexen new game menu
for (i = 2; i >= 0; --i)
{
sprintf (name, "M_%cBOX", classChars[i]);
TexMan.AddPatch (name);
for (j = 4; j >= 1; --j)
{
sprintf (name, "M_%cWALK%d", classChars[i], j);
TexMan.AddPatch (name);
}
}
// The spinning skull in Heretic's top-level menu
for (i = 0; i <= 17; ++i)
{
sprintf (name, "M_SKL%.2d", i);
TexMan.AddPatch (name);
}
// Strife story panels
for (i = 0; i <= 7; ++i)
{
sprintf (name, "PANEL%d", i);
TexMan.AddPatch (name);
}
for (i = 2; i <= 6; ++i)
{
for (j = 3 + (i < 5); j > 0; --j)
{
sprintf (name, "SS%dF%d", i, j);
TexMan.AddPatch (name);
}
}
}
#ifdef _DEBUG
// Prints the spans generated for a texture. Only needed for debugging.
CCMD (printspans)
{
if (argv.argc() != 2)
return;
int picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any);
if (picnum < 0)
{
Printf ("Unknown texture %s\n", argv[1]);
return;
}
FTexture *tex = TexMan[picnum];
for (int x = 0; x < tex->GetWidth(); ++x)
{
const FTexture::Span *spans;
Printf ("%4d:", x);
tex->GetColumn (x, &spans);
while (spans->Length != 0)
{
Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1);
spans++;
}
Printf ("\n");
}
}
CCMD (picnum)
{
int picnum = TexMan.GetTexture (argv[1], FTexture::TEX_Any);
Printf ("%d: %s - %s\n", picnum, TexMan[picnum]->Name, TexMan(picnum)->Name);
}
#endif