gzdoom/src/r_data.cpp

691 lines
17 KiB
C++

/*
** r_data.cpp
**
**---------------------------------------------------------------------------
** Copyright 1998-2008 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "r_sky.h"
#include "c_dispatch.h"
#include "r_data.h"
#include "sc_man.h"
#include "v_text.h"
#include "st_start.h"
#include "doomstat.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "v_palette.h"
static int R_CountTexturesX ();
static int R_CountLumpTextures (int lumpnum);
extern void R_DeinitBuildTiles();
extern int R_CountBuildTiles();
struct FakeCmap
{
char name[8];
PalEntry blend;
int lump;
};
TArray<FakeCmap> fakecmaps;
BYTE *realcolormaps;
size_t numfakecmaps;
//==========================================================================
//
// R_SetDefaultColormap
//
//==========================================================================
void R_SetDefaultColormap (const char *name)
{
if (strnicmp (fakecmaps[0].name, name, 8) != 0)
{
int lump, i, j;
BYTE map[256];
BYTE unremap[256];
BYTE remap[256];
// [RH] If using BUILD's palette, generate the colormap
if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0)
{
Printf ("Make colormap\n");
FDynamicColormap foo;
foo.Color = 0xFFFFFF;
foo.Fade = 0;
foo.Maps = realcolormaps;
foo.Desaturate = 0;
foo.Next = NULL;
foo.BuildLights ();
}
else
{
lump = Wads.CheckNumForName (name, ns_colormaps);
if (lump == -1)
lump = Wads.CheckNumForName (name, ns_global);
FWadLump lumpr = Wads.OpenLumpNum (lump);
// [RH] The colormap may not have been designed for the specific
// palette we are using, so remap it to match the current palette.
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
// Mapping to color 0 is okay, because the colormap won't be used to
// produce a masked texture.
remap[0] = 0;
for (i = 0; i < NUMCOLORMAPS; ++i)
{
BYTE *map2 = &realcolormaps[i*256];
lumpr.Read (map, 256);
for (j = 0; j < 256; ++j)
{
map2[j] = remap[map[unremap[j]]];
}
}
}
uppercopy (fakecmaps[0].name, name);
fakecmaps[0].blend = 0;
}
}
//==========================================================================
//
// R_DeinitColormaps
//
//==========================================================================
void R_DeinitColormaps ()
{
fakecmaps.Clear();
if (realcolormaps != NULL)
{
delete[] realcolormaps;
realcolormaps = NULL;
}
}
//==========================================================================
//
// R_InitColormaps
//
//==========================================================================
void R_InitColormaps ()
{
// [RH] Try and convert BOOM colormaps into blending values.
// This is a really rough hack, but it's better than
// not doing anything with them at all (right?)
FakeCmap cm;
R_DeinitColormaps();
cm.name[0] = 0;
cm.blend = 0;
fakecmaps.Push(cm);
DWORD NumLumps = Wads.GetNumLumps();
for (DWORD i = 0; i < NumLumps; i++)
{
if (Wads.GetLumpNamespace(i) == ns_colormaps)
{
char name[9];
name[8] = 0;
Wads.GetLumpName (name, i);
if (Wads.CheckNumForName (name, ns_colormaps) == (int)i)
{
strncpy(cm.name, name, 8);
cm.blend = 0;
cm.lump = i;
fakecmaps.Push(cm);
}
}
}
realcolormaps = new BYTE[256*NUMCOLORMAPS*fakecmaps.Size()];
R_SetDefaultColormap ("COLORMAP");
if (fakecmaps.Size() > 1)
{
BYTE unremap[256], remap[256], mapin[256];
int i;
unsigned j;
memcpy (remap, GPalette.Remap, 256);
memset (unremap, 0, 256);
for (i = 0; i < 256; ++i)
{
unremap[remap[i]] = i;
}
remap[0] = 0;
for (j = 1; j < fakecmaps.Size(); j++)
{
if (Wads.LumpLength (fakecmaps[j].lump) >= (NUMCOLORMAPS+1)*256)
{
int k, r, g, b;
FWadLump lump = Wads.OpenLumpNum (fakecmaps[j].lump);
BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j;
for (k = 0; k < NUMCOLORMAPS; ++k)
{
BYTE *map2 = &map[k*256];
lump.Read (mapin, 256);
map2[0] = 0;
for (r = 1; r < 256; ++r)
{
map2[r] = remap[mapin[unremap[r]]];
}
}
r = g = b = 0;
for (k = 0; k < 256; k++)
{
r += GPalette.BaseColors[map[k]].r;
g += GPalette.BaseColors[map[k]].g;
b += GPalette.BaseColors[map[k]].b;
}
fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256);
}
}
}
NormalLight.Maps = realcolormaps;
numfakecmaps = fakecmaps.Size();
}
//==========================================================================
//
// [RH] Returns an index into realcolormaps. Multiply it by
// 256*NUMCOLORMAPS to find the start of the colormap to use.
// WATERMAP is an exception and returns a blending value instead.
//
//==========================================================================
DWORD R_ColormapNumForName (const char *name)
{
if (strnicmp (name, "COLORMAP", 8))
{ // COLORMAP always returns 0
for(int i=fakecmaps.Size()-1; i > 0; i--)
{
if (!strnicmp(name, fakecmaps[i].name, 8))
{
return i;
}
}
if (!strnicmp (name, "WATERMAP", 8))
return MAKEARGB (128,0,0x4f,0xa5);
}
return 0;
}
//==========================================================================
//
// R_BlendForColormap
//
//==========================================================================
DWORD R_BlendForColormap (DWORD map)
{
return APART(map) ? map :
map < fakecmaps.Size() ? DWORD(fakecmaps[map].blend) : 0;
}
//==========================================================================
//
// R_InitData
// Locates all the lumps that will be used by all views
// Must be called after W_Init.
//
//==========================================================================
void R_InitData ()
{
StartScreen->Progress();
V_InitFonts();
StartScreen->Progress();
R_InitColormaps ();
StartScreen->Progress();
}
//===========================================================================
//
// R_DeinitData
//
//===========================================================================
void R_DeinitData ()
{
R_DeinitColormaps ();
FCanvasTextureInfo::EmptyList();
// Free openings
if (openings != NULL)
{
M_Free (openings);
openings = NULL;
}
// Free drawsegs
if (drawsegs != NULL)
{
M_Free (drawsegs);
drawsegs = NULL;
}
}
//===========================================================================
//
// R_PrecacheLevel
//
// Preloads all relevant graphics for the level.
//
//===========================================================================
void R_PrecacheLevel (void)
{
BYTE *hitlist;
if (demoplayback)
return;
hitlist = new BYTE[TexMan.NumTextures()];
memset (hitlist, 0, TexMan.NumTextures());
screen->GetHitlist(hitlist);
for (int i = TexMan.NumTextures() - 1; i >= 0; i--)
{
screen->PrecacheTexture(TexMan.ByIndex(i), hitlist[i]);
}
delete[] hitlist;
}
//==========================================================================
//
// R_GetColumn
//
//==========================================================================
const BYTE *R_GetColumn (FTexture *tex, int col)
{
return tex->GetColumn (col, NULL);
}
//==========================================================================
//
// GetVoxelRemap
//
// Calculates a remap table for the voxel's palette. Results are cached so
// passing the same palette repeatedly will not require repeated
// recalculations.
//
//==========================================================================
static BYTE *GetVoxelRemap(const BYTE *pal)
{
static BYTE remap[256];
static BYTE oldpal[768];
static bool firsttime = true;
if (firsttime || memcmp(oldpal, pal, 768) != 0)
{ // Not the same palette as last time, so recalculate.
firsttime = false;
memcpy(oldpal, pal, 768);
for (int i = 0; i < 256; ++i)
{
// The voxel palette uses VGA colors, so we have to expand it
// from 6 to 8 bits per component.
remap[i] = BestColor((uint32 *)GPalette.BaseColors,
(oldpal[i*3 + 0] << 2) | (oldpal[i*3 + 0] >> 4),
(oldpal[i*3 + 1] << 2) | (oldpal[i*3 + 1] >> 4),
(oldpal[i*3 + 2] << 2) | (oldpal[i*3 + 2] >> 4));
}
}
return remap;
}
//==========================================================================
//
// CopyVoxelSlabs
//
// Copy all the slabs in a block of slabs.
//
//==========================================================================
static bool CopyVoxelSlabs(kvxslab_t *dest, const kvxslab_t *src, int size)
{
while (size >= 3)
{
int slabzleng = src->zleng;
if (3 + slabzleng > size)
{ // slab is too tall
return false;
}
dest->ztop = src->ztop;
dest->zleng = src->zleng;
dest->backfacecull = src->backfacecull;
for (int j = 0; j < slabzleng; ++j)
{
dest->col[j] = src->col[j];
}
slabzleng += 3;
src = (kvxslab_t *)((BYTE *)src + slabzleng);
dest = (kvxslab_t *)((BYTE *)dest + slabzleng);
size -= slabzleng;
}
return true;
}
//==========================================================================
//
// RemapVoxelSlabs
//
// Remaps all the slabs in a block of slabs.
//
//==========================================================================
static void RemapVoxelSlabs(kvxslab_t *dest, int size, const BYTE *remap)
{
while (size >= 3)
{
int slabzleng = dest->zleng;
for (int j = 0; j < slabzleng; ++j)
{
dest->col[j] = remap[dest->col[j]];
}
slabzleng += 3;
dest = (kvxslab_t *)((BYTE *)dest + slabzleng);
size -= slabzleng;
}
}
//==========================================================================
//
// R_LoadKVX
//
//==========================================================================
FVoxel *R_LoadKVX(int lumpnum)
{
const kvxslab_t *slabs[MAXVOXMIPS];
FVoxel *voxel = new FVoxel;
const BYTE *rawmip;
int mip, maxmipsize;
int i, j, n;
FMemLump lump = Wads.ReadLump(lumpnum); // FMemLump adds an extra 0 byte to the end.
BYTE *rawvoxel = (BYTE *)lump.GetMem();
int voxelsize = (int)(lump.GetSize()-1);
// Oh, KVX, why couldn't you have a proper header? We'll just go through
// and collect each MIP level, doing lots of range checking, and if the
// last one doesn't end exactly 768 bytes before the end of the file,
// we'll reject it.
for (mip = 0, rawmip = rawvoxel, maxmipsize = voxelsize - 768 - 4;
mip < MAXVOXMIPS;
mip++)
{
int numbytes = GetInt(rawmip);
if (numbytes > maxmipsize || numbytes < 24)
{
break;
}
rawmip += 4;
FVoxelMipLevel *mipl = &voxel->Mips[mip];
// Load header data.
mipl->SizeX = GetInt(rawmip + 0);
mipl->SizeY = GetInt(rawmip + 4);
mipl->SizeZ = GetInt(rawmip + 8);
mipl->PivotX = GetInt(rawmip + 12);
mipl->PivotY = GetInt(rawmip + 16);
mipl->PivotZ = GetInt(rawmip + 20);
// How much space do we have for voxdata?
int offsetsize = (mipl->SizeX + 1) * 4 + mipl->SizeX * (mipl->SizeY + 1) * 2;
int voxdatasize = numbytes - 24 - offsetsize;
if (voxdatasize < 0)
{ // Clearly, not enough.
break;
}
if (voxdatasize == 0)
{ // This mip level is empty.
goto nextmip;
}
// Allocate slab data space.
mipl->OffsetX = new int[(numbytes - 24 + 3) / 4];
mipl->OffsetXY = (short *)(mipl->OffsetX + mipl->SizeX + 1);
mipl->SlabData = (BYTE *)(mipl->OffsetXY + mipl->SizeX * (mipl->SizeY + 1));
// Load x offsets.
for (i = 0, n = mipl->SizeX; i <= n; ++i)
{
// The X offsets stored in the KVX file are relative to the start of the
// X offsets array. Make them relative to voxdata instead.
mipl->OffsetX[i] = GetInt(rawmip + 24 + i * 4) - offsetsize;
}
// The first X offset must be 0 (since we subtracted offsetsize), according to the spec:
// NOTE: xoffset[0] = (xsiz+1)*4 + xsiz*(ysiz+1)*2 (ALWAYS)
if (mipl->OffsetX[0] != 0)
{
break;
}
// And the final X offset must point just past the end of the voxdata.
if (mipl->OffsetX[mipl->SizeX] != voxdatasize)
{
break;
}
// Load xy offsets.
i = 24 + i * 4;
for (j = 0, n *= mipl->SizeY + 1; j < n; ++j)
{
mipl->OffsetXY[j] = GetShort(rawmip + i + j * 2);
}
// Ensure all offsets are within bounds.
for (i = 0; i < mipl->SizeX; ++i)
{
int xoff = mipl->OffsetX[i];
for (j = 0; j < mipl->SizeY; ++j)
{
int yoff = mipl->OffsetXY[(mipl->SizeY + 1) * i + j];
if (unsigned(xoff + yoff) > unsigned(voxdatasize))
{
goto bad;
}
}
}
// Record slab location for the end.
slabs[mip] = (kvxslab_t *)(rawmip + 24 + offsetsize);
// Time for the next mip Level.
nextmip:
rawmip += numbytes;
maxmipsize -= numbytes + 4;
}
// Did we get any mip levels, and if so, does the last one leave just
// enough room for the palette after it?
if (mip == 0 || rawmip != rawvoxel + voxelsize - 768)
{
bad: delete voxel;
return NULL;
}
// Do not count empty mips at the end.
for (; mip > 0; --mip)
{
if (voxel->Mips[mip - 1].SlabData != NULL)
break;
}
voxel->NumMips = mip;
for (i = 0; i < mip; ++i)
{
if (!CopyVoxelSlabs((kvxslab_t *)voxel->Mips[i].SlabData, slabs[i], voxel->Mips[i].OffsetX[voxel->Mips[i].SizeX]))
{ // Invalid slabs encountered. Reject this voxel.
delete voxel;
return NULL;
}
}
voxel->LumpNum = lumpnum;
voxel->Palette = new BYTE[768];
memcpy(voxel->Palette, rawvoxel + voxelsize - 768, 768);
return voxel;
}
//==========================================================================
//
// FVoxelMipLevel Constructor
//
//==========================================================================
FVoxelMipLevel::FVoxelMipLevel()
{
SizeZ = SizeY = SizeX = 0;
PivotZ = PivotY = PivotX = 0;
OffsetX = NULL;
OffsetXY = NULL;
SlabData = NULL;
}
//==========================================================================
//
// FVoxelMipLevel Destructor
//
//==========================================================================
FVoxelMipLevel::~FVoxelMipLevel()
{
if (OffsetX != NULL)
{
delete[] OffsetX;
}
}
//==========================================================================
//
// FVoxel Constructor
//
//==========================================================================
FVoxel::FVoxel()
{
Palette = NULL;
}
FVoxel::~FVoxel()
{
if (Palette != NULL) delete [] Palette;
}
//==========================================================================
//
// Remap the voxel to the game palette
//
//==========================================================================
void FVoxel::Remap()
{
if (Palette != NULL)
{
BYTE *remap = GetVoxelRemap(Palette);
for (int i = 0; i < NumMips; ++i)
{
RemapVoxelSlabs((kvxslab_t *)Mips[i].SlabData, Mips[i].OffsetX[Mips[i].SizeX], remap);
}
delete [] Palette;
Palette = NULL;
}
}
//==========================================================================
//
// Debug stuff
//
//==========================================================================
#ifdef _DEBUG
// Prints the spans generated for a texture. Only needed for debugging.
CCMD (printspans)
{
if (argv.argc() != 2)
return;
FTextureID picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any);
if (!picnum.Exists())
{
Printf ("Unknown texture %s\n", argv[1]);
return;
}
FTexture *tex = TexMan[picnum];
for (int x = 0; x < tex->GetWidth(); ++x)
{
const FTexture::Span *spans;
Printf ("%4d:", x);
tex->GetColumn (x, &spans);
while (spans->Length != 0)
{
Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1);
spans++;
}
Printf ("\n");
}
}
#endif