gzdoom/src/r_data.cpp

691 lines
17 KiB
C++
Raw Normal View History

/*
** r_data.cpp
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "r_sky.h"
#include "c_dispatch.h"
#include "r_data.h"
#include "sc_man.h"
#include "v_text.h"
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#include "st_start.h"
#include "doomstat.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "v_palette.h"
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
static int R_CountTexturesX ();
static int R_CountLumpTextures (int lumpnum);
extern void R_DeinitBuildTiles();
extern int R_CountBuildTiles();
struct FakeCmap
{
char name[8];
PalEntry blend;
int lump;
};
TArray<FakeCmap> fakecmaps;
BYTE *realcolormaps;
size_t numfakecmaps;
//==========================================================================
//
// R_SetDefaultColormap
//
//==========================================================================
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_DeinitColormaps
//
//==========================================================================
void R_DeinitColormaps ()
{
fakecmaps.Clear();
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
}
//==========================================================================
//
// 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?)
FakeCmap cm;
R_DeinitColormaps();
cm.name[0] = 0;
cm.blend = 0;
fakecmaps.Push(cm);
DWORD NumLumps = Wads.GetNumLumps();
for (DWORD i = 0; i < NumLumps; i++)
{
if (Wads.GetLumpNamespace(i) == ns_colormaps)
{
char name[9];
name[8] = 0;
Wads.GetLumpName (name, i);
if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
{
strncpy(cm.name, name, 8);
cm.blend = 0;
cm.lump = i;
fakecmaps.Push(cm);
}
}
}
realcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
R_SetDefaultColormap ("COLORMAP");
if (fakecmaps.Size() > 1)
{
BYTE unremap[256], remap[256], mapin[256];
int i;
unsigned j;
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
remap[0] = 0;
for (j = 1; j < fakecmaps.Size(); j++)
{
if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
{
int k, r, g, b;
FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
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;
}
fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
}
}
}
NormalLight.Maps = realcolormaps;
numfakecmaps = fakecmaps.Size();
}
//==========================================================================
//
// [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)
{
if (strnicmp (name, "COLORMAP", 8))
{ // COLORMAP always returns 0
for(int i=fakecmaps.Size()-1; i > 0; i--)
{
if (!strnicmp(name, fakecmaps[i].name, 8))
{
return i;
}
}
if (!strnicmp (name, "WATERMAP", 8))
return MAKEARGB (128,0,0x4f,0xa5);
}
return 0;
}
//==========================================================================
//
// R_BlendForColormap
//
//==========================================================================
DWORD R_BlendForColormap (DWORD map)
{
return APART(map) ? map :
map < fakecmaps.Size() ? 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 ()
{
StartScreen->Progress();
V_InitFonts();
StartScreen->Progress();
R_InitColormaps ();
StartScreen->Progress();
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
}
//===========================================================================
//
// R_DeinitData
//
//===========================================================================
void R_DeinitData ()
{
R_DeinitColormaps ();
FCanvasTextureInfo::EmptyList();
// Free openings
if (openings != NULL)
{
M_Free (openings);
openings = NULL;
}
// Free drawsegs
if (drawsegs != NULL)
{
M_Free (drawsegs);
drawsegs = NULL;
}
}
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//===========================================================================
//
// R_PrecacheLevel
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//
// Preloads all relevant graphics for the level.
//
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
//===========================================================================
void R_PrecacheLevel (void)
{
BYTE *hitlist;
if (demoplayback)
return;
hitlist = new BYTE[TexMan.NumTextures()];
memset (hitlist, 0, TexMan.NumTextures());
screen->GetHitlist(hitlist);
for (int i = TexMan.NumTextures() - 1; i >= 0; i--)
{
screen->PrecacheTexture(TexMan.ByIndex(i), hitlist[i]);
}
delete[] hitlist;
}
//==========================================================================
//
// R_GetColumn
//
//==========================================================================
const BYTE *R_GetColumn (FTexture *tex, int col)
{
return tex->GetColumn (col, NULL);
}
//==========================================================================
//
// GetVoxelRemap
//
// Calculates a remap table for the voxel's palette. Results are cached so
// passing the same palette repeatedly will not require repeated
// recalculations.
//
//==========================================================================
static BYTE *GetVoxelRemap(const BYTE *pal)
{
static BYTE remap[256];
static BYTE oldpal[768];
static bool firsttime = true;
if (firsttime || memcmp(oldpal, pal, 768) != 0)
{ // Not the same palette as last time, so recalculate.
firsttime = false;
memcpy(oldpal, pal, 768);
for (int i = 0; i < 256; ++i)
{
// The voxel palette uses VGA colors, so we have to expand it
// from 6 to 8 bits per component.
remap[i] = BestColor((uint32 *)GPalette.BaseColors,
(oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4),
(oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4),
(oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4));
}
}
return remap;
}
//==========================================================================
//
// CopyVoxelSlabs
//
// Copy all the slabs in a block of slabs.
//
//==========================================================================
static bool CopyVoxelSlabs(kvxslab_t *dest, const kvxslab_t *src, int size)
{
while (size >= 3)
{
int slabzleng = src->zleng;
if (3 + slabzleng > size)
{ // slab is too tall
return false;
}
dest->ztop = src->ztop;
dest->zleng = src->zleng;
dest->backfacecull = src->backfacecull;
for (int j = 0; j < slabzleng; ++j)
{
dest->col[j] = src->col[j];
}
slabzleng += 3;
src = (kvxslab_t *)((BYTE *)src + slabzleng);
dest = (kvxslab_t *)((BYTE *)dest + slabzleng);
size -= slabzleng;
}
return true;
}
//==========================================================================
//
// RemapVoxelSlabs
//
// Remaps all the slabs in a block of slabs.
//
//==========================================================================
static void RemapVoxelSlabs(kvxslab_t *dest, int size, const BYTE *remap)
{
while (size >= 3)
{
int slabzleng = dest->zleng;
for (int j = 0; j < slabzleng; ++j)
{
dest->col[j] = remap[dest->col[j]];
}
slabzleng += 3;
dest = (kvxslab_t *)((BYTE *)dest + slabzleng);
size -= slabzleng;
}
}
//==========================================================================
//
// R_LoadKVX
//
//==========================================================================
FVoxel *R_LoadKVX(int lumpnum)
{
const kvxslab_t *slabs[MAXVOXMIPS];
FVoxel *voxel = new FVoxel;
const BYTE *rawmip;
int mip, maxmipsize;
int i, j, n;
FMemLump lump = Wads.ReadLump(lumpnum); // FMemLump adds an extra 0 byte to the end.
BYTE *rawvoxel = (BYTE *)lump.GetMem();
int voxelsize = (int)(lump.GetSize()-1);
// Oh, KVX, why couldn't you have a proper header? We'll just go through
// and collect each MIP level, doing lots of range checking, and if the
// last one doesn't end exactly 768 bytes before the end of the file,
// we'll reject it.
for (mip = 0, rawmip = rawvoxel, maxmipsize = voxelsize - 768 - 4;
mip < MAXVOXMIPS;
mip++)
{
int numbytes = GetInt(rawmip);
if (numbytes > maxmipsize || numbytes < 24)
{
break;
}
rawmip += 4;
FVoxelMipLevel *mipl = &voxel->Mips[mip];
// Load header data.
mipl->SizeX = GetInt(rawmip + 0);
mipl->SizeY = GetInt(rawmip + 4);
mipl->SizeZ = GetInt(rawmip + 8);
mipl->PivotX = GetInt(rawmip + 12);
mipl->PivotY = GetInt(rawmip + 16);
mipl->PivotZ = GetInt(rawmip + 20);
// How much space do we have for voxdata?
int offsetsize = (mipl->SizeX + 1) * 4 + mipl->SizeX * (mipl->SizeY + 1) * 2;
int voxdatasize = numbytes - 24 - offsetsize;
if (voxdatasize < 0)
{ // Clearly, not enough.
break;
}
if (voxdatasize == 0)
{ // This mip level is empty.
goto nextmip;
}
// Allocate slab data space.
mipl->OffsetX = new int[(numbytes - 24 + 3) / 4];
mipl->OffsetXY = (short *)(mipl->OffsetX + mipl->SizeX + 1);
mipl->SlabData = (BYTE *)(mipl->OffsetXY + mipl->SizeX * (mipl->SizeY + 1));
// Load x offsets.
for (i = 0, n = mipl->SizeX; i <= n; ++i)
{
// The X offsets stored in the KVX file are relative to the start of the
// X offsets array. Make them relative to voxdata instead.
mipl->OffsetX[i] = GetInt(rawmip + 24 + i * 4) - offsetsize;
}
// The first X offset must be 0 (since we subtracted offsetsize), according to the spec:
// NOTE: xoffset[0] = (xsiz+1)*4 + xsiz*(ysiz+1)*2 (ALWAYS)
if (mipl->OffsetX[0] != 0)
{
break;
}
// And the final X offset must point just past the end of the voxdata.
if (mipl->OffsetX[mipl->SizeX] != voxdatasize)
{
break;
}
// Load xy offsets.
i = 24 + i * 4;
for (j = 0, n *= mipl->SizeY + 1; j < n; ++j)
{
mipl->OffsetXY[j] = GetShort(rawmip + i + j * 2);
}
// Ensure all offsets are within bounds.
for (i = 0; i < mipl->SizeX; ++i)
{
int xoff = mipl->OffsetX[i];
for (j = 0; j < mipl->SizeY; ++j)
{
int yoff = mipl->OffsetXY[(mipl->SizeY + 1) * i + j];
if (unsigned(xoff + yoff) > unsigned(voxdatasize))
{
goto bad;
}
}
}
// Record slab location for the end.
slabs[mip] = (kvxslab_t *)(rawmip + 24 + offsetsize);
// Time for the next mip Level.
nextmip:
rawmip += numbytes;
maxmipsize -= numbytes + 4;
}
// Did we get any mip levels, and if so, does the last one leave just
// enough room for the palette after it?
if (mip == 0 || rawmip != rawvoxel + voxelsize - 768)
{
bad: delete voxel;
return NULL;
}
// Do not count empty mips at the end.
for (; mip > 0; --mip)
{
if (voxel->Mips[mip - 1].SlabData != NULL)
break;
}
voxel->NumMips = mip;
for (i = 0; i < mip; ++i)
{
if (!CopyVoxelSlabs((kvxslab_t *)voxel->Mips[i].SlabData, slabs[i], voxel->Mips[i].OffsetX[voxel->Mips[i].SizeX]))
{ // Invalid slabs encountered. Reject this voxel.
delete voxel;
return NULL;
}
}
voxel->LumpNum = lumpnum;
voxel->Palette = new BYTE[768];
memcpy(voxel->Palette, rawvoxel + voxelsize - 768, 768);
return voxel;
}
//==========================================================================
//
// FVoxelMipLevel Constructor
//
//==========================================================================
FVoxelMipLevel::FVoxelMipLevel()
{
SizeZ = SizeY = SizeX = 0;
PivotZ = PivotY = PivotX = 0;
OffsetX = NULL;
OffsetXY = NULL;
SlabData = NULL;
}
//==========================================================================
//
// FVoxelMipLevel Destructor
//
//==========================================================================
FVoxelMipLevel::~FVoxelMipLevel()
{
if (OffsetX != NULL)
{
delete[] OffsetX;
}
}
//==========================================================================
//
// FVoxel Constructor
//
//==========================================================================
FVoxel::FVoxel()
{
Palette = NULL;
}
FVoxel::~FVoxel()
{
if (Palette != NULL) delete [] Palette;
}
//==========================================================================
//
// Remap the voxel to the game palette
//
//==========================================================================
void FVoxel::Remap()
{
if (Palette != NULL)
{
BYTE *remap = GetVoxelRemap(Palette);
for (int i = 0; i < NumMips; ++i)
{
RemapVoxelSlabs((kvxslab_t *)Mips[i].SlabData, Mips[i].OffsetX[Mips[i].SizeX], remap);
}
delete [] Palette;
Palette = NULL;
}
}
//==========================================================================
//
// Debug stuff
//
//==========================================================================
#ifdef _DEBUG
// Prints the spans generated for a texture. Only needed for debugging.
CCMD (printspans)
{
if (argv.argc() != 2)
return;
FTextureID picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any);
if (!picnum.Exists())
{
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");
}
}
#endif