mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-12 07:34:36 +00:00
3300 lines
69 KiB
C++
3300 lines
69 KiB
C++
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// Revision 1.3 1997/01/29 20:10
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// DESCRIPTION:
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// Preparation of data for rendering,
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// generation of lookups, caching, retrieval by name.
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//
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//-----------------------------------------------------------------------------
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// On the Alpha, accessing the shorts directly if they aren't aligned on a
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// 4-byte boundary causes unaligned access warnings. Why it does this at
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// all and only while initing the textures is beyond me.
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#ifdef ALPHA
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#define SAFESHORT(s) ((short)(((byte *)&(s))[0] + ((byte *)&(s))[1] * 256))
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#else
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#define SAFESHORT(s) LittleShort(s)
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#endif
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#include <stddef.h>
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#include <malloc.h>
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#include "i_system.h"
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#include "m_alloc.h"
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#include "m_swap.h"
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#include "m_png.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "c_dispatch.h"
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#include "c_console.h"
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#include "r_data.h"
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#include "v_palette.h"
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#include "v_video.h"
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#include "gi.h"
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#include "cmdlib.h"
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#include "templates.h"
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extern float LastFOV;
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static void R_InitPatches ();
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// [RH] Just a format I invented to avoid WinTex's palette remapping
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// when I wanted to insert some alpha maps.
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struct FIMGZTexture::ImageHeader
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{
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BYTE Magic[4];
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WORD Width;
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WORD Height;
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SWORD LeftOffset;
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SWORD TopOffset;
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BYTE Compression;
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BYTE Reserved[11];
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};
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//
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// Graphics.
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// DOOM graphics for walls and sprites
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// is stored in vertical runs of opaque pixels (posts).
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// A column is composed of zero or more posts,
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// a patch or sprite is composed of zero or more columns.
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//
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// for global animation
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bool* flatwarp;
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byte** warpedflats;
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int* flatwarpedwhen;
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FTextureManager TexMan;
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FTextureManager::FTextureManager ()
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{
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memset (HashFirst, -1, sizeof(HashFirst));
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// Texture 0 is a dummy texture used to indicate "no texture"
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AddTexture (new FDummyTexture);
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}
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FTextureManager::~FTextureManager ()
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{
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for (unsigned int i = 0; i < Textures.Size(); ++i)
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{
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delete Textures[i].Texture;
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}
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}
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int FTextureManager::CheckForTexture (const char *name, int usetype, BITFIELD flags)
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{
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int i;
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if (name == NULL || name[0] == '\0')
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{
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return -1;
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}
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// [RH] Doom counted anything beginning with '-' as "no texture".
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// Hopefully nobody made use of that and had textures like "-EMPTY",
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// because -NOFLAT- is a valid graphic for ZDoom.
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if (name[0] == '-' && name[1] == '\0')
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{
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return 0;
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}
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i = HashFirst[MakeKey (name) % HASH_SIZE];
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while (i != HASH_END)
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{
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const FTexture *tex = Textures[i].Texture;
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if (stricmp (tex->Name, name) == 0)
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{
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// The name matches, so check the texture type
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if (usetype == FTexture::TEX_Any)
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{
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return i;
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}
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else if ((flags & TEXMAN_Overridable) && tex->UseType == FTexture::TEX_Override)
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{
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return i;
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}
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else if (tex->UseType == usetype)
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{
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return i;
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}
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}
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i = Textures[i].HashNext;
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}
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if ((flags & TEXMAN_TryAny) && usetype != FTexture::TEX_Any)
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{
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return CheckForTexture (name, FTexture::TEX_Any, flags & ~TEXMAN_TryAny);
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}
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return -1;
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}
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int FTextureManager::GetTexture (const char *name, int usetype, BITFIELD flags)
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{
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int i;
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if (name == NULL || name[0] == 0)
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{
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return 0;
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}
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else
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{
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i = CheckForTexture (name, usetype, flags | TEXMAN_TryAny);
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}
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if (i == -1)
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{
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// Use a default texture instead of aborting like Doom did
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Printf ("Unknown texture: \"%s\"\n", name);
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i = DefaultTexture;
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}
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return i;
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}
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void FTextureManager::WriteTexture (FArchive &arc, int picnum)
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{
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FTexture *pic;
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if ((size_t)picnum >= Textures.Size())
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{
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pic = Textures[0].Texture;
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}
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else
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{
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pic = Textures[picnum].Texture;
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}
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arc.WriteCount (pic->UseType);
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arc.WriteName (pic->Name);
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}
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int FTextureManager::ReadTexture (FArchive &arc)
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{
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int usetype;
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const char *name;
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usetype = arc.ReadCount ();
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name = arc.ReadName ();
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return GetTexture (name, usetype);
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}
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void FTextureManager::UnloadAll ()
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{
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for (unsigned int i = 0; i < Textures.Size(); ++i)
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{
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Textures[i].Texture->Unload ();
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}
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}
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int FTextureManager::AddTexture (FTexture *texture)
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{
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// Later textures take precedence over earlier ones
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size_t bucket = MakeKey (texture->Name) % HASH_SIZE;
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TextureHash hasher = { texture, HashFirst[bucket] };
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WORD trans = Textures.Push (hasher);
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Translation.Push (trans);
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HashFirst[bucket] = trans;
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return trans;
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}
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// Examines the lump contents to decide what type of texture to create,
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// creates the texture, and adds it to the manager.
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int FTextureManager::CreateTexture (int lumpnum, int usetype)
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{
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FTexture *out = NULL;
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enum { t_patch, t_raw, t_imgz, t_png } type = t_patch;
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DWORD first4bytes;
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if (lumpnum < 0)
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{
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return -1;
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}
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else
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{
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FWadLump data = Wads.OpenLumpNum (lumpnum);
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data >> first4bytes;
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if (first4bytes == MAKE_ID('I','M','G','Z'))
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{
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type = t_imgz;
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}
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else if (first4bytes == MAKE_ID(137,'P','N','G'))
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{
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DWORD width, height;
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BYTE bitdepth, colortype, compression, filter, interlace;
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// This is most likely a PNG, but make sure. (Note that if the
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// first 4 bytes match, but later bytes don't, we assume it's
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// a corrupt PNG.)
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data >> first4bytes;
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if (first4bytes != MAKE_ID(13,10,26,10)) return -1;
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data >> first4bytes;
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if (first4bytes != MAKE_ID(0,0,0,13)) return -1;
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data >> first4bytes;
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if (first4bytes != MAKE_ID('I','H','D','R')) return -1;
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// The PNG looks valid so far. Check the IHDR to make sure it's a
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// type of PNG we support.
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data >> width >> height
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>> bitdepth >> colortype >> compression >> filter >> interlace;
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if (compression != 0 || filter != 0 || interlace != 0)
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{
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return -1;
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}
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if (colortype != 0 && colortype != 3)
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{
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return -1;
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}
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// Just for completeness, make sure the PNG has something more than an
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// IHDR.
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data >> first4bytes >> first4bytes;
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if (first4bytes == 0)
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{
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data >> first4bytes;
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if (first4bytes == MAKE_ID('I','E','N','D'))
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{
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return -1;
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}
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}
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type = t_png;
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out = new FPNGTexture (lumpnum, BigLong((int)width), BigLong((int)height),
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bitdepth, colortype, interlace);
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}
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else if (usetype == FTexture::TEX_Flat)
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{
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// allow PNGs as flats but not Doom patches.
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return -1;
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}
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else if ((gameinfo.flags & GI_PAGESARERAW) && data.GetLength() == 64000)
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{
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// This is probably a raw page graphic, but do some checking to be sure
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patch_t *foo;
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int height;
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int width;
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foo = (patch_t *)Malloc (data.GetLength());
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data.Seek (-4, SEEK_CUR);
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data.Read (foo, data.GetLength());
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height = LittleShort(foo->height);
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width = LittleShort(foo->width);
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if (height > 0 && height < 510 && width > 0 && width < 15997)
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{
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// The dimensions seem like they might be valid for a patch, so
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// check the column directory for extra security. At least one
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// column must begin exactly at the end of the column directory,
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// and none of them must point past the end of the patch.
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bool gapAtStart = true;
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int x;
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for (x = 0; x < width; ++x)
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{
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DWORD ofs = LittleLong(foo->columnofs[x]);
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if (ofs == (DWORD)width * 4 + 8)
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{
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gapAtStart = false;
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}
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else if (ofs >= 64000-1) // Need one byte for an empty column
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{
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break;
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}
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else
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{
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// Ensure this column does not extend beyond the end of the patch
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const BYTE *foo2 = (const BYTE *)foo;
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while (ofs < 64000)
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{
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if (foo2[ofs] == 255)
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{
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break;
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}
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ofs += foo2[ofs+1] + 4;
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}
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if (ofs >= 64000)
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{
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break;
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}
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}
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}
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if (gapAtStart || (x != width))
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{
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type = t_raw;
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}
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}
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else
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{
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type = t_raw;
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}
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free (foo);
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}
|
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}
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switch (type)
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{
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default:
|
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{ // Check patch sizes for sanity
|
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WORD width = LittleShort(*(WORD *)&first4bytes);
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WORD height = LittleShort(*((WORD *)&first4bytes + 1));
|
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if (width <= 2048 && height <= 2048)
|
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{
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out = new FPatchTexture (lumpnum, FTexture::TEX_MiscPatch);
|
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}
|
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}
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break;
|
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case t_raw: out = new FRawPageTexture (lumpnum); break;
|
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case t_imgz: out = new FIMGZTexture (lumpnum); break;
|
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case t_png: break;
|
||
|
}
|
||
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if (out != NULL)
|
||
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{
|
||
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if (usetype != FTexture::TEX_Any)
|
||
|
{
|
||
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out->UseType = usetype;
|
||
|
}
|
||
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return AddTexture (out);
|
||
|
}
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
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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);
|
||
|
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) * TICRATE / 120);
|
||
|
|
||
|
P_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), 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;
|
||
|
|
||
|
// 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),
|
||
|
bMasked(true), bAlphaTexture(false), bHasCanvas(false),
|
||
|
Rotations(0xFFFF), Width(0xFFFF), Height(0), WidthMask(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 **)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 **)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 i, j;
|
||
|
|
||
|
for (i = 0; i < x; ++i)
|
||
|
{
|
||
|
for (j = 0; j < y; ++j)
|
||
|
{
|
||
|
dst[i*y+j] = src[i+j*x];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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 ()
|
||
|
{
|
||
|
FWadLump lump = Wads.OpenLumpNum (SourceLump);
|
||
|
patch_t dummy;
|
||
|
|
||
|
lump >> dummy.width >> dummy.height;
|
||
|
|
||
|
if (dummy.width <= 0 || dummy.height <= 0 || dummy.width > 2048 || dummy.height > 2048)
|
||
|
{
|
||
|
lump = Wads.OpenLumpName ("-BADPATC");
|
||
|
lump >> dummy.width >> dummy.height;
|
||
|
}
|
||
|
|
||
|
lump >> dummy.leftoffset >> dummy.topoffset;
|
||
|
Width = dummy.width;
|
||
|
Height = dummy.height;
|
||
|
LeftOffset = dummy.leftoffset;
|
||
|
TopOffset = dummy.topoffset;
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
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
|
||
|
Spans = (Span **)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 **)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];
|
||
|
lump.Read (Pixels, Width*Height);
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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];
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
|
||
|
if (colortype == 3)
|
||
|
{
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (colortype == 0)
|
||
|
{
|
||
|
if (!bAlphaTexture)
|
||
|
{
|
||
|
if (GrayMap[0] == GrayMap[255])
|
||
|
{ // Initialize the GrayMap
|
||
|
for (i = 0; i < 256; ++i)
|
||
|
{
|
||
|
GrayMap[i] = ColorMatcher.Pick (i, i, i);
|
||
|
}
|
||
|
}
|
||
|
if (havetRNS && trans[0] != 0)
|
||
|
{
|
||
|
bMasked = true;
|
||
|
PaletteSize = 256;
|
||
|
PaletteMap = new BYTE[256];
|
||
|
memcpy (PaletteMap, GrayMap, 256);
|
||
|
PaletteMap[trans[0]] = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
PaletteMap = GrayMap;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FPNGTexture::~FPNGTexture ()
|
||
|
{
|
||
|
Unload ();
|
||
|
if (Spans != NULL)
|
||
|
{
|
||
|
FreeSpans (Spans);
|
||
|
}
|
||
|
if (PaletteMap != NULL && PaletteMap != GrayMap)
|
||
|
{
|
||
|
delete[] PaletteMap;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
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);
|
||
|
}
|
||
|
BYTE *oldpix = Pixels;
|
||
|
Pixels = newpix;
|
||
|
delete[] oldpix;
|
||
|
}
|
||
|
}
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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 ()
|
||
|
{
|
||
|
if (Parts != NULL)
|
||
|
{
|
||
|
delete[] Parts;
|
||
|
}
|
||
|
if (Spans != NULL)
|
||
|
{
|
||
|
FreeSpans (Spans);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
FWarpTexture::~FWarpTexture ()
|
||
|
{
|
||
|
Unload ();
|
||
|
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)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
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);
|
||
|
R_SetFOV (savedfov);
|
||
|
if (Width == Height)
|
||
|
{
|
||
|
FlipSquareBlock (Pixels, Width, Height);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
FlipNonSquareBlock (Pixels, Canvas->GetBuffer(), Width, Height);
|
||
|
}
|
||
|
bNeedsUpdate = false;
|
||
|
bDidUpdate = true;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// 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 (i = 0; i < numwadlevelinfos; ++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 ()
|
||
|
{
|
||
|
const char *artdir;
|
||
|
int numartfiles;
|
||
|
|
||
|
if (NULL != (artdir = Args.CheckValue ("-art")))
|
||
|
{
|
||
|
char lastchar = artdir[strlen(artdir)-1];
|
||
|
const char *optslash = (lastchar == '/' || lastchar == '\\') ? "" : "/";
|
||
|
char artpath[PATH_MAX];
|
||
|
|
||
|
for (numartfiles = 0; ; numartfiles++)
|
||
|
{
|
||
|
sprintf (artpath, "%s%stiles%03d.art", artdir, optslash, numartfiles);
|
||
|
if (!FileExists (artpath))
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
FileReader file (artpath);
|
||
|
|
||
|
// BADBAD: This memory is never explicitly deleted except when the
|
||
|
// version number is wrong.
|
||
|
BYTE *art = new BYTE[file.GetLength()];
|
||
|
file.Read (art, file.GetLength());
|
||
|
|
||
|
if (LittleLong(*(DWORD *)art) != 1)
|
||
|
{
|
||
|
delete[] art;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
TexMan.AddTiles (art);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
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.dat, generate the colormap
|
||
|
if (Args.CheckValue ("-bpal") != NULL)
|
||
|
{
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// [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);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// 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];
|
||
|
|
||
|
for (i = sizeof(patches)/sizeof(patches[0]); 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
|
||
|
for (j = sizeof(spinners)/sizeof(spinners[0])-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);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// 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
|