// 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 #include #include #include "i_system.h" #include "m_alloc.h" #include "m_swap.h" #include "m_png.h" #include "w_wad.h" #include "doomdef.h" #include "r_local.h" #include "p_local.h" #include "doomstat.h" #include "r_sky.h" #include "c_dispatch.h" #include "c_console.h" #include "r_data.h" #include "sc_man.h" #include "v_palette.h" #include "v_video.h" #include "v_text.h" #include "gi.h" #include "cmdlib.h" #include "templates.h" #include "st_start.h" static void R_InitPatches (); static int R_CountGroup (const char *start, const char *end); static int R_CountTexturesX (); static int R_CountLumpTextures (int lumpnum); extern void R_DeinitBuildTiles(); extern int R_CountBuildTiles(); // // Graphics. // DOOM graphics for walls and sprites // is stored in vertical runs of opaque pixels (posts). // A column is composed of zero or more posts, // a patch or sprite is composed of zero or more columns. // // for global animation bool* flatwarp; BYTE** warpedflats; int* flatwarpedwhen; static struct FakeCmap { char name[8]; PalEntry blend; } *fakecmaps; size_t numfakecmaps; int firstfakecmap; BYTE *realcolormaps; int lastusedcolormap; void R_SetDefaultColormap (const char *name) { if (strnicmp (fakecmaps[0].name, name, 8) != 0) { int lump, i, j; BYTE map[256]; BYTE unremap[256]; BYTE remap[256]; // [RH] If using BUILD's palette, generate the colormap if (Wads.CheckNumForFullName("palette.dat") >= 0 || Wads.CheckNumForFullName("blood.pal") >= 0) { Printf ("Make colormap\n"); FDynamicColormap foo; foo.Color = 0xFFFFFF; foo.Fade = 0; foo.Maps = realcolormaps; foo.Desaturate = 0; foo.Next = NULL; foo.BuildLights (); } else { lump = Wads.CheckNumForName (name, ns_colormaps); if (lump == -1) lump = Wads.CheckNumForName (name, ns_global); FWadLump lumpr = Wads.OpenLumpNum (lump); // [RH] The colormap may not have been designed for the specific // palette we are using, so remap it to match the current palette. memcpy (remap, GPalette.Remap, 256); memset (unremap, 0, 256); for (i = 0; i < 256; ++i) { unremap[remap[i]] = i; } // Mapping to color 0 is okay, because the colormap won't be used to // produce a masked texture. remap[0] = 0; for (i = 0; i < NUMCOLORMAPS; ++i) { BYTE *map2 = &realcolormaps[i*256]; lumpr.Read (map, 256); for (j = 0; j < 256; ++j) { map2[j] = remap[map[unremap[j]]]; } } } uppercopy (fakecmaps[0].name, name); fakecmaps[0].blend = 0; } } // // R_InitColormaps // void R_InitColormaps () { // [RH] Try and convert BOOM colormaps into blending values. // This is a really rough hack, but it's better than // not doing anything with them at all (right?) int lastfakecmap = Wads.CheckNumForName ("C_END"); firstfakecmap = Wads.CheckNumForName ("C_START"); if (firstfakecmap == -1 || lastfakecmap == -1) numfakecmaps = 1; else numfakecmaps = lastfakecmap - firstfakecmap; realcolormaps = new BYTE[256*NUMCOLORMAPS*numfakecmaps]; fakecmaps = new FakeCmap[numfakecmaps]; fakecmaps[0].name[0] = 0; R_SetDefaultColormap ("COLORMAP"); if (numfakecmaps > 1) { BYTE unremap[256], remap[256], mapin[256]; int i; size_t j; memcpy (remap, GPalette.Remap, 256); memset (unremap, 0, 256); for (i = 0; i < 256; ++i) { unremap[remap[i]] = i; } remap[0] = 0; for (i = ++firstfakecmap, j = 1; j < numfakecmaps; i++, j++) { if (Wads.LumpLength (i) >= (NUMCOLORMAPS+1)*256) { int k, r, g, b; FWadLump lump = Wads.OpenLumpNum (i); BYTE *const map = realcolormaps + NUMCOLORMAPS*256*j; for (k = 0; k < NUMCOLORMAPS; ++k) { BYTE *map2 = &map[k*256]; lump.Read (mapin, 256); map2[0] = 0; for (r = 1; r < 256; ++r) { map2[r] = remap[mapin[unremap[r]]]; } } r = g = b = 0; for (k = 0; k < 256; k++) { r += GPalette.BaseColors[map[k]].r; g += GPalette.BaseColors[map[k]].g; b += GPalette.BaseColors[map[k]].b; } Wads.GetLumpName (fakecmaps[j].name, i); fakecmaps[j].blend = PalEntry (255, r/256, g/256, b/256); } } } NormalLight.Maps = realcolormaps; } void R_DeinitColormaps () { if (fakecmaps != NULL) { delete[] fakecmaps; fakecmaps = NULL; } if (realcolormaps != NULL) { delete[] realcolormaps; realcolormaps = NULL; } } // [RH] Returns an index into realcolormaps. Multiply it by // 256*NUMCOLORMAPS to find the start of the colormap to use. // WATERMAP is an exception and returns a blending value instead. DWORD R_ColormapNumForName (const char *name) { int lump; DWORD blend = 0; if (strnicmp (name, "COLORMAP", 8)) { // COLORMAP always returns 0 if (-1 != (lump = Wads.CheckNumForName (name, ns_colormaps)) ) blend = lump - firstfakecmap + 1; else if (!strnicmp (name, "WATERMAP", 8)) blend = MAKEARGB (128,0,0x4f,0xa5); } return blend; } DWORD R_BlendForColormap (DWORD map) { return APART(map) ? map : map < numfakecmaps ? DWORD(fakecmaps[map].blend) : 0; } // // R_InitData // Locates all the lumps that will be used by all views // Must be called after W_Init. // void R_InitData () { FTexture::InitGrayMap(); StartScreen->Progress(); TexMan.Init(); V_InitFonts(); StartScreen->Progress(); R_InitColormaps (); StartScreen->Progress(); } //=========================================================================== // // R_GuesstimateNumTextures // // Returns an estimate of the number of textures R_InitData will have to // process. Used by D_DoomMain() when it calls ST_Init(). // //=========================================================================== int R_GuesstimateNumTextures () { int numtex; numtex = R_CountGroup ("S_START", "S_END"); numtex += R_CountGroup ("F_START", "F_END"); numtex += R_CountGroup ("TX_START", "TX_END"); numtex += R_CountGroup ("HI_START", "HI_END"); numtex += R_CountBuildTiles (); numtex += R_CountTexturesX (); return numtex; } //=========================================================================== // // R_CountGroup // //=========================================================================== static int R_CountGroup (const char *start, const char *end) { int startl = Wads.CheckNumForName (start); int endl = Wads.CheckNumForName (end); if (startl < 0 || endl < 0) { return 0; } else { return endl - startl - 1; } } //=========================================================================== // // R_CountTexturesX // // See R_InitTextures() for the logic in deciding what lumps to check. // //=========================================================================== static int R_CountTexturesX () { int lastlump = 0, lump; int texlump1 = -1, texlump2 = -1, texlump1a, texlump2a; int count = 0; int pfile = -1; while ((lump = Wads.FindLump ("PNAMES", &lastlump)) != -1) { pfile = Wads.GetLumpFile (lump); count += R_CountLumpTextures (lump); texlump1 = Wads.CheckNumForName ("TEXTURE1", ns_global, pfile); texlump2 = Wads.CheckNumForName ("TEXTURE2", ns_global, pfile); count += R_CountLumpTextures (texlump1) - 1; count += R_CountLumpTextures (texlump2) - 1; } 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; } count += R_CountLumpTextures (texlump1a) - 1; count += R_CountLumpTextures (texlump2a) - 1; return count; } //=========================================================================== // // R_CountLumpTextures // // Returns the number of patches in a PNAMES/TEXTURE1/TEXTURE2 lump. // //=========================================================================== static int R_CountLumpTextures (int lumpnum) { if (lumpnum >= 0) { FWadLump file = Wads.OpenLumpNum (lumpnum); DWORD numtex; file >> numtex; return numtex >= 0 ? numtex : 0; } return 0; } //=========================================================================== // // R_DeinitData // //=========================================================================== void R_DeinitData () { R_DeinitColormaps (); R_DeinitBuildTiles(); FCanvasTextureInfo::EmptyList(); // Free openings if (openings != NULL) { free (openings); openings = NULL; } // Free drawsegs if (drawsegs != NULL) { free (drawsegs); drawsegs = NULL; } } //=========================================================================== // // R_PrecacheLevel // // Preloads all relevant graphics for the level. // //=========================================================================== void R_PrecacheLevel (void) { BYTE *hitlist; BYTE *spritelist; int i; if (demoplayback) return; hitlist = new BYTE[TexMan.NumTextures()]; spritelist = new BYTE[sprites.Size()]; // Precache textures (and sprites). memset (hitlist, 0, TexMan.NumTextures()); memset (spritelist, 0, sprites.Size()); { AActor *actor; TThinkerIterator 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); } #ifdef _DEBUG // Prints the spans generated for a texture. Only needed for debugging. CCMD (printspans) { if (argv.argc() != 2) return; int picnum = TexMan.CheckForTexture (argv[1], FTexture::TEX_Any); if (picnum < 0) { Printf ("Unknown texture %s\n", argv[1]); return; } FTexture *tex = TexMan[picnum]; for (int x = 0; x < tex->GetWidth(); ++x) { const FTexture::Span *spans; Printf ("%4d:", x); tex->GetColumn (x, &spans); while (spans->Length != 0) { Printf (" (%4d,%4d)", spans->TopOffset, spans->TopOffset+spans->Length-1); spans++; } Printf ("\n"); } } CCMD (picnum) { int picnum = TexMan.GetTexture (argv[1], FTexture::TEX_Any); Printf ("%d: %s - %s\n", picnum, TexMan[picnum]->Name, TexMan(picnum)->Name); } #endif