gzdoom/code/R_data.c
1999-02-17 00:00:00 +00:00

887 lines
22 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// Revision 1.3 1997/01/29 20:10
// DESCRIPTION:
// Preparation of data for rendering,
// generation of lookups, caching, retrieval by name.
//
//-----------------------------------------------------------------------------
#include "i_system.h"
#include "z_zone.h"
#include "m_alloc.h"
#include "m_swap.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "p_local.h"
#include "doomstat.h"
#include "r_sky.h"
#include "r_data.h"
#include "v_palett.h"
#include "v_video.h"
//
// Graphics.
// DOOM graphics for walls and sprites
// is stored in vertical runs of opaque pixels (posts).
// A column is composed of zero or more posts,
// a patch or sprite is composed of zero or more columns.
//
// A single patch from a texture definition,
// basically a rectangular area within
// the texture rectangle.
typedef struct
{
// Block origin (allways UL),
// which has already accounted
// for the internal origin of the patch.
int originx;
int originy;
int patch;
} texpatch_t;
// A maptexturedef_t describes a rectangular texture,
// which is composed of one or more mappatch_t structures
// that arrange graphic patches.
typedef struct
{
// Keep name for switch changing, etc.
char name[8];
short width;
short height;
// [RH] Use a hash table similar to the one now used
// in w_wad.c, thus speeding up level loads.
// (possibly quite considerably for larger levels)
int index;
int next;
// All the patches[patchcount]
// are drawn back to front into the cached texture.
short patchcount;
texpatch_t patches[1];
} texture_t;
int firstflat;
int lastflat;
static int numflats;
int firstspritelump;
int lastspritelump;
int numspritelumps;
int numtextures;
texture_t** textures;
static int* texturewidthmask;
static byte* textureheightmask; // [RH] Tutti-Frutti fix
fixed_t* textureheight; // needed for texture pegging
static int* texturecompositesize;
static short** texturecolumnlump;
static unsigned **texturecolumnofs; // killough 4/9/98: make 32-bit
static byte** texturecomposite;
// for global animation
int* flattranslation;
int* texturetranslation;
//
// MAPTEXTURE_T CACHING
// When a texture is first needed,
// it counts the number of composite columns
// required in the texture and allocates space
// for a column directory and any new columns.
// The directory will simply point inside other patches
// if there is only one patch in a given column,
// but any columns with multiple patches
// will have new column_ts generated.
//
// Rewritten by Lee Killough for performance and to fix Medusa bug
//
void R_DrawColumnInCache (const column_t *patch, byte *cache,
int originy, int cacheheight, byte *marks)
{
while (patch->topdelta != 0xff)
{
int count = patch->length;
int position = originy + patch->topdelta;
if (position < 0)
{
count += position;
position = 0;
}
if (position + count > cacheheight)
count = cacheheight - position;
if (count > 0)
{
memcpy (cache + position, (byte *)patch + 3, count);
// killough 4/9/98: remember which cells in column have been drawn,
// so that column can later be converted into a series of posts, to
// fix the Medusa bug.
memset (marks + position, 0xff, count);
}
patch = (column_t *)((byte *) patch + patch->length + 4);
}
}
//
// R_GenerateComposite
// Using the texture definition,
// the composite texture is created from the patches,
// and each column is cached.
//
// Rewritten by Lee Killough for performance and to fix Medusa bug
void R_GenerateComposite (int texnum)
{
byte *block = Z_Malloc(texturecompositesize[texnum], PU_STATIC,
(void **) &texturecomposite[texnum]);
texture_t *texture = textures[texnum];
// Composite the columns together.
texpatch_t *patch = texture->patches;
short *collump = texturecolumnlump[texnum];
unsigned *colofs = texturecolumnofs[texnum]; // killough 4/9/98: make 32-bit
int i = texture->patchcount;
// killough 4/9/98: marks to identify transparent regions in merged textures
byte *marks = Calloc(texture->width, texture->height), *source;
for (; --i >=0; patch++)
{
patch_t *realpatch = W_CacheLumpNum(patch->patch, PU_CACHE);
int x1 = patch->originx, x2 = x1 + SHORT(realpatch->width);
const int *cofs = realpatch->columnofs-x1;
if (x1<0)
x1 = 0;
if (x2 > texture->width)
x2 = texture->width;
for (; x1<x2 ; x1++)
if (collump[x1] == -1) // Column has multiple patches?
// killough 1/25/98, 4/9/98: Fix medusa bug.
R_DrawColumnInCache((column_t*)((byte*)realpatch+LONG(cofs[x1])),
block+colofs[x1],patch->originy,texture->height,
marks + x1 * texture->height);
}
// killough 4/9/98: Next, convert multipatched columns into true columns,
// to fix Medusa bug while still allowing for transparent regions.
source = malloc(texture->height); // temporary column
for (i=0; i < texture->width; i++)
if (collump[i] == -1) // process only multipatched columns
{
column_t *col = (column_t *)(block + colofs[i] - 3); // cached column
const byte *mark = marks + i * texture->height;
int j = 0;
// save column in temporary so we can shuffle it around
memcpy(source, (byte *) col + 3, texture->height);
for (;;) // reconstruct the column by scanning transparency marks
{
while (j < texture->height && !mark[j]) // skip transparent cells
j++;
if (j >= texture->height) // if at end of column
{
col->topdelta = -1; // end-of-column marker
break;
}
col->topdelta = j; // starting offset of post
for (col->length=0; j < texture->height && mark[j]; j++)
col->length++; // count opaque cells
// copy opaque cells from the temporary back into the column
memcpy((byte *) col + 3, source + col->topdelta, col->length);
col = (column_t *)((byte *) col + col->length + 4); // next post
}
}
free(source); // free temporary column
free(marks); // free transparency marks
// Now that the texture has been built in column cache,
// it is purgable from zone memory.
Z_ChangeTag(block, PU_CACHE);
}
//
// R_GenerateLookup
//
// Rewritten by Lee Killough for performance and to fix Medusa bug
//
static void R_GenerateLookup(int texnum, int *const errors)
{
const texture_t *texture = textures[texnum];
// Composited texture not created yet.
short *collump = texturecolumnlump[texnum];
unsigned *colofs = texturecolumnofs[texnum]; // killough 4/9/98: make 32-bit
// killough 4/9/98: keep count of posts in addition to patches.
// Part of fix for medusa bug for multipatched 2s normals.
struct {
unsigned short patches, posts;
} *count = Calloc(sizeof *count, texture->width);
{
int i = texture->patchcount;
const texpatch_t *patch = texture->patches;
while (--i >= 0)
{
int pat = patch->patch;
const patch_t *realpatch = W_CacheLumpNum(pat, PU_CACHE);
int x1 = patch++->originx, x2 = x1 + SHORT(realpatch->width), x = x1;
const int *cofs = realpatch->columnofs-x1;
if (x2 > texture->width)
x2 = texture->width;
if (x1 < 0)
x = 0;
for ( ; x<x2 ; x++)
{
// killough 4/9/98: keep a count of the number of posts in column,
// to fix Medusa bug while allowing for transparent multipatches.
const column_t *col = (column_t*)((byte*)realpatch+LONG(cofs[x]));
for (;col->topdelta != 0xff; count[x].posts++)
col = (column_t *)((byte *) col + col->length + 4);
count[x].patches++;
collump[x] = pat;
colofs[x] = LONG(cofs[x])+3;
}
}
}
// Now count the number of columns
// that are covered by more than one patch.
// Fill in the lump / offset, so columns
// with only a single patch are all done.
texturecomposite[texnum] = 0;
{
int x = texture->width;
int height = texture->height;
int csize = 0;
while (--x >= 0)
{
if (!count[x].patches) // killough 4/9/98
{
Printf (PRINT_HIGH,
"\nR_GenerateLookup: Column %d is without a patch in texture %.8s",
x, texture->name);
++*errors;
}
if (count[x].patches > 1) // killough 4/9/98
{
// killough 1/25/98, 4/9/98:
//
// Fix Medusa bug, by adding room for column header
// and trailer bytes for each post in merged column.
// For now, just allocate conservatively 4 bytes
// per post per patch per column, since we don't
// yet know how many posts the merged column will
// require, and it's bounded above by this limit.
collump[x] = -1; // mark lump as multipatched
colofs[x] = csize + 3; // three header bytes in a column
csize += 4*count[x].posts+1; // 1 stop byte plus 4 bytes per post
}
csize += height; // height bytes of texture data
}
texturecompositesize[texnum] = csize;
}
free(count); // killough 4/9/98
}
//
// R_GetColumn
//
byte *R_GetColumn (int tex, int col)
{
int lump;
int ofs;
col &= texturewidthmask[tex];
lump = texturecolumnlump[tex][col];
ofs = texturecolumnofs[tex][col];
dc_mask = textureheightmask[tex]; // [RH] Tutti-Frutti fix
if (lump > 0)
return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs;
if (!texturecomposite[tex])
R_GenerateComposite (tex);
return texturecomposite[tex] + ofs;
}
//
// R_InitTextures
// Initializes the texture list
// with the textures from the world map.
//
void R_InitTextures (void)
{
maptexture_t* mtexture;
texture_t* texture;
mappatch_t* mpatch;
texpatch_t* patch;
int i;
int j;
int* maptex;
int* maptex2;
int* maptex1;
int* patchlookup;
int totalwidth;
int nummappatches;
int offset;
int maxoff;
int maxoff2;
int numtextures1;
int numtextures2;
int* directory;
int errors = 0;
// Load the patch names from pnames.lmp.
{
char *names = W_CacheLumpName ("PNAMES", PU_STATIC);
char *name_p = names+4;
nummappatches = LONG ( *((int *)names) );
patchlookup = Z_Malloc (nummappatches*sizeof(*patchlookup), PU_STATIC, 0);
for (i = 0; i < nummappatches; i++) {
patchlookup[i] = W_CheckNumForName (name_p + i*8);
if (patchlookup[i] == -1) {
// killough 4/17/98:
// Some wads use sprites as wall patches, so repeat check and
// look for sprites this time, but only if there were no wall
// patches found. This is the same as allowing for both, except
// that wall patches always win over sprites, even when they
// appear first in a wad. This is a kludgy solution to the wad
// lump namespace problem.
patchlookup[i] = (W_CheckNumForName)(name_p + i*8, ns_sprites);
}
}
Z_Free (names);
}
// Load the map texture definitions from textures.lmp.
// The data is contained in one or two lumps,
// TEXTURE1 for shareware, plus TEXTURE2 for commercial.
maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
numtextures1 = LONG(*maptex);
maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
directory = maptex+1;
if (W_CheckNumForName ("TEXTURE2") != -1)
{
maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
numtextures2 = LONG(*maptex2);
maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
}
else
{
maptex2 = NULL;
numtextures2 = 0;
maxoff2 = 0;
}
numtextures = numtextures1 + numtextures2;
#define ALLOC(a) a = Z_Malloc (numtextures * sizeof(*a), PU_STATIC, 0);
ALLOC (textures);
ALLOC (texturecolumnlump);
ALLOC (texturecolumnofs);
ALLOC (texturecomposite);
ALLOC (texturecompositesize);
ALLOC (texturewidthmask);
ALLOC (textureheightmask); // [RH] Tutti-Frutti fix
ALLOC (textureheight);
#undef ALLOC
totalwidth = 0;
// [RH] Removd the complex printing shit
for (i = 0; i < numtextures; i++, directory++)
{
if (i == numtextures1)
{
// Start looking in second texture file.
maptex = maptex2;
maxoff = maxoff2;
directory = maptex+1;
}
offset = LONG(*directory);
if (offset > maxoff)
I_FatalError ("R_InitTextures: bad texture directory");
mtexture = (maptexture_t *) ( (byte *)maptex + offset);
texture = textures[i] =
Z_Malloc (sizeof(texture_t)
+ sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1),
PU_STATIC, 0);
texture->width = SHORT(mtexture->width);
texture->height = SHORT(mtexture->height);
texture->patchcount = SHORT(mtexture->patchcount);
uppercopy (texture->name, mtexture->name);
mpatch = &mtexture->patches[0];
patch = &texture->patches[0];
for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
{
patch->originx = SHORT(mpatch->originx);
patch->originy = SHORT(mpatch->originy);
patch->patch = patchlookup[SHORT(mpatch->patch)];
if (patch->patch == -1)
{
Printf (PRINT_HIGH, "R_InitTextures: Missing patch in texture %s\n", texture->name);
errors++;
}
}
texturecolumnlump[i] = Z_Malloc (texture->width*sizeof(**texturecolumnlump), PU_STATIC,0);
texturecolumnofs[i] = Z_Malloc (texture->width*sizeof(**texturecolumnofs), PU_STATIC,0);
j = 1;
while (j*2 <= texture->width)
j<<=1;
texturewidthmask[i] = j-1;
textureheight[i] = texture->height<<FRACBITS;
// [RH] Tutti-Frutti fix
// Sorry, only power-of-2 tall textures are actually fixed.
j = 1;
while (j < texture->height)
j <<= 1;
textureheightmask[i] = j-1;
totalwidth += texture->width;
}
Z_Free (patchlookup);
Z_Free (maptex1);
if (maptex2)
Z_Free (maptex2);
if (errors)
I_FatalError ("%d errors in R_InitTextures.", errors);
// [RH] Setup hash chains. Go from back to front so that if
// duplicates are found, the first one gets used instead
// of the last (thus mimicing the original behavior
// of R_CheckTextureNumForName().
for (i = 0; i < numtextures; i++)
textures[i]->index = -1;
for (i = numtextures - 1; i >= 0; i--) {
j = W_LumpNameHash (textures[i]->name) % (unsigned) numtextures;
textures[i]->next = textures[j]->index;
textures[j]->index = i;
}
// Precalculate whatever possible.
for (i = 0; i < numtextures; i++)
R_GenerateLookup (i, &errors);
if (errors)
I_FatalError ("%d errors encountered during texture generation.", errors);
// Create translation table for global animation.
texturetranslation = Z_Malloc ((numtextures+1)*sizeof(*texturetranslation), PU_STATIC, 0);
for (i = 0; i < numtextures; i++)
texturetranslation[i] = i;
}
//
// R_InitFlats
//
void R_InitFlats (void)
{
int i;
firstflat = W_GetNumForName ("F_START") + 1;
lastflat = W_GetNumForName ("F_END") - 1;
numflats = lastflat - firstflat + 1;
// Create translation table for global animation.
flattranslation = Z_Malloc ((numflats+1) * (sizeof(int)), PU_STATIC, 0);
for (i = 0; i < numflats; i++)
flattranslation[i] = i;
}
//
// R_InitSpriteLumps
// Finds the width and hoffset of all sprites in the wad,
// so the sprite does not need to be cached completely
// just for having the header info ready during rendering.
//
void R_InitSpriteLumps (void)
{
firstspritelump = W_GetNumForName ("S_START") + 1;
lastspritelump = W_GetNumForName ("S_END") - 1;
numspritelumps = lastspritelump - firstspritelump + 1;
// [RH] Rather than maintaining separate spritewidth, spriteoffset,
// and spritetopoffset arrays, this data has now been moved into
// the sprite frame definition and gets initialized by
// R_InstallSpriteLump(), so there really isn't anything to do here.
}
static struct {
char name[8];
unsigned int blend;
} *fakecmaps;
size_t numfakecmaps;
int firstfakecmap;
byte *realcolormaps;
int lastusedcolormap;
void R_SetDefaultColormap (const char *name)
{
if (strnicmp (fakecmaps[0].name, name, 8)) {
byte *data = W_CacheLumpName (name, PU_CACHE);
memcpy (realcolormaps, data, (NUMCOLORMAPS+1)*256);
uppercopy (fakecmaps[0].name, name);
fakecmaps[0].blend = 0;
}
}
//
// R_InitColormaps
//
void R_InitColormaps (void)
{
// [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 = W_CheckNumForName ("C_END");
firstfakecmap = W_CheckNumForName ("C_START");
if (firstfakecmap == -1 || lastfakecmap == -1)
numfakecmaps = 1;
else
numfakecmaps = lastfakecmap - firstfakecmap;
realcolormaps = Z_Malloc (256*(NUMCOLORMAPS+1)*numfakecmaps+255,PU_STATIC,0);
realcolormaps = (byte *)((int)(realcolormaps + 255) & ~255);
fakecmaps = Z_Malloc (sizeof(*fakecmaps) * numfakecmaps, PU_STATIC, 0);
fakecmaps[0].name[0] = 0;
R_SetDefaultColormap ("COLORMAP");
if (numfakecmaps > 1)
{
int i;
size_t j;
palette_t *pal = GetDefaultPalette ();
for (i = ++firstfakecmap, j = 1; j < numfakecmaps; i++, j++) {
if (W_LumpLength (i) >= (NUMCOLORMAPS+1)*256) {
int k, r, g, b;
byte *map = W_CacheLumpNum (i, PU_CACHE);
memcpy (realcolormaps+(NUMCOLORMAPS+1)*256*j,
map, (NUMCOLORMAPS+1)*256);
r = RPART(pal->basecolors[*map]);
g = GPART(pal->basecolors[*map]);
b = BPART(pal->basecolors[*map]);
W_GetLumpName (fakecmaps[j].name, i);
for (k = 1; k < 256; k++) {
r = (r + RPART(pal->basecolors[map[k]])) >> 1;
g = (g + GPART(pal->basecolors[map[k]])) >> 1;
b = (b + BPART(pal->basecolors[map[k]])) >> 1;
}
fakecmaps[j].blend = MAKEARGB (255, r, g, b);
}
}
}
}
// [RH] Returns an index into realcolormaps. Multiply it by
// 256*(NUMCOLORMAPS+1) to find the start of the colormap to use.
// WATERMAP is an exception and returns a blending value instead.
int R_ColormapNumForName (const char *name)
{
int lump, blend = 0;
if (strnicmp (name, "COLORMAP", 8)) { // COLORMAP always returns 0
if (-1 != (lump = (W_CheckNumForName)(name, ns_colormaps)) )
blend = lump - firstfakecmap + 1;
else if (!strnicmp (name, "WATERMAP", 8))
blend = MAKEARGB (128,0,0x4f,0xa5);
}
return blend;
}
unsigned int R_BlendForColormap (int map)
{
return APART(map) ? map :
(unsigned)map < numfakecmaps ? 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 (void)
{
R_InitTextures ();
R_InitFlats ();
R_InitSpriteLumps ();
R_InitColormaps ();
}
//
// R_FlatNumForName
// Retrieval, get a flat number for a flat name.
//
int R_FlatNumForName (const char* name)
{
int i = (W_CheckNumForName) (name, ns_flats);
if (i == -1) // [RH] Default flat for not found ones
i = (W_CheckNumForName) ("-NOFLAT-", ns_flats);
if (i == -1) {
char namet[9];
strncpy (namet, name, 8);
namet[8] = 0;
I_Error ("R_FlatNumForName: %s not found", namet);
}
return i - firstflat;
}
//
// R_CheckTextureNumForName
// Check whether texture is available.
// Filter out NoTexture indicator.
//
int R_CheckTextureNumForName (const char *name)
{
char uname[8];
int i;
// "NoTexture" marker.
if (name[0] == '-')
return 0;
// [RH] Use a hash table instead of linear search
uppercopy (uname, name);
i = textures[W_LumpNameHash (uname) % (unsigned) numtextures]->index;
while (i != -1) {
if (!strncmp (textures[i]->name, uname, 8))
break;
i = textures[i]->next;
}
return i;
}
//
// R_TextureNumForName
// Calls R_CheckTextureNumForName,
// aborts with error message.
//
int R_TextureNumForName (const char *name)
{
int i;
i = R_CheckTextureNumForName (name);
if (i==-1) {
char namet[9];
strncpy (namet, name, 8);
namet[8] = 0;
//I_Error ("R_TextureNumForName: %s not found", namet);
// [RH] Return empty texture if it wasn't found.
Printf (PRINT_HIGH, "Texture %s not found\n", namet);
return 0;
}
return i;
}
//
// R_PrecacheLevel
// Preloads all relevant graphics for the level.
//
// [RH] Rewrote this using Lee Killough's code in BOOM as an example.
void R_PrecacheLevel (void)
{
byte *hitlist;
int i;
if (demoplayback)
return;
{
int size = (numflats > numsprites) ? numflats : numsprites;
hitlist = Z_Malloc ((numtextures > size) ? numtextures : size, PU_STATIC, NULL);
}
// Precache flats.
memset (hitlist, 0, numflats);
for (i = numsectors - 1; i >= 0; i--)
hitlist[sectors[i].floorpic] = hitlist[sectors[i].ceilingpic] = 1;
for (i = numflats - 1; i >= 0; i--)
if (hitlist[i])
W_CacheLumpNum (firstflat + i, PU_CACHE);
// Precache textures.
memset (hitlist, 0, numtextures);
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 dependend
// name.
//
// [RH] Possibly two sky textures now.
hitlist[sky1texture] =
hitlist[sky2texture] = 1;
for (i = numtextures - 1; i >= 0; i--) {
if (hitlist[i]) {
int j;
texture_t *texture = textures[i];
for (j = texture->patchcount - 1; j > 0; j--)
W_CacheLumpNum(texture->patches[j].patch, PU_CACHE);
}
}
// Precache sprites.
memset (hitlist, 0, numsprites);
{
thinker_t *th;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
hitlist[((mobj_t *)th)->sprite] = 1;
}
for (i = numsprites - 1; i >= 0; i--)
{
if (hitlist[i]) {
int j;
for (j = sprites[i].numframes - 1; j >= 0; j--)
{
short *sflumps = sprites[i].spriteframes[j].lump;
int k;
for (k = 7; k >= 0; k--)
W_CacheLumpNum(sflumps[k], PU_CACHE);
}
}
}
Z_Free (hitlist);
}