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https://github.com/ZDoom/Raze.git
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693095bffb
The idea here is to completely merge the resource management into the file system so that Blood's DICTNODE is merely an alias to the internal FResourceLump. A two-tiered resource system is not something I consider worthwile, it made sense to get around Builds crappy cache but in the long term this is not a good solution for a multi-game port to have a resource management system in the backend and another one put over it in the front end, both with their own caching logic that might interfere with each other. Better merge it into one that can handle everything.
294 lines
7.3 KiB
C++
294 lines
7.3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include <string.h>
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#include "a.h"
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#include "build.h"
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#include "colmatch.h"
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#include "common_game.h"
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#include "globals.h"
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#include "config.h"
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#include "resource.h"
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#include "screen.h"
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BEGIN_BLD_NS
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LOADITEM PLU[15] = {
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{ 0, "NORMAL" },
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{ 1, "SATURATE" },
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{ 2, "BEAST" },
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{ 3, "TOMMY" },
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{ 4, "SPIDER3" },
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{ 5, "GRAY" },
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{ 6, "GRAYISH" },
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{ 7, "SPIDER1" },
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{ 8, "SPIDER2" },
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{ 9, "FLAME" },
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{ 10, "COLD" },
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{ 11, "P1" },
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{ 12, "P2" },
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{ 13, "P3" },
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{ 14, "P4" }
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};
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LOADITEM PAL[5] = {
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{ 0, "BLOOD" },
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{ 1, "WATER" },
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{ 2, "BEAST" },
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{ 3, "SEWER" },
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{ 4, "INVULN1" }
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};
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bool DacInvalid = true;
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static char(*gammaTable)[256];
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RGB curDAC[256];
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RGB baseDAC[256];
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static RGB fromDAC[256];
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static RGB toRGB;
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static RGB *palTable[5];
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static int curPalette;
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static int curGamma;
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int gGammaLevels;
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bool gFogMode = false;
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void scrResetPalette(void)
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{
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paletteSetColorTable(0, (uint8_t*)palTable[0]);
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}
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void gSetDacRange(int start, int end, RGB *pPal)
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{
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UNREFERENCED_PARAMETER(start);
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UNREFERENCED_PARAMETER(end);
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if (videoGetRenderMode() == REND_CLASSIC)
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{
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memcpy(palette, pPal, sizeof(palette));
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videoSetPalette(0, 0, 0);
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}
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}
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void scrLoadPLUs(void)
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{
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if (gFogMode)
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{
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DICTNODE *pFog = gSysRes.Lookup("FOG", "FLU");
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if (!pFog)
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ThrowError("FOG.FLU not found");
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palookup[0] = (char*)gSysRes.Lock(pFog);
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for (int i = 0; i < 15; i++)
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palookup[PLU[i].id] = palookup[0];
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parallaxvisibility = 3072;
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return;
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}
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for (int i = 0; i < 15; i++)
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{
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DICTNODE *pPlu = gSysRes.Lookup(PLU[i].name, "PLU");
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if (!pPlu)
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ThrowError("%s.PLU not found", PLU[i].name);
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if (pPlu->Size() / 256 != 64)
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ThrowError("Incorrect PLU size");
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palookup[PLU[i].id] = (char*)gSysRes.Lock(pPlu);
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}
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#ifdef USE_OPENGL
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palookupfog[1].r = 255;
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palookupfog[1].g = 255;
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palookupfog[1].b = 255;
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#endif
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}
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#ifdef USE_OPENGL
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glblend_t const bloodglblend =
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{
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{
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{ 1.f/3.f, BLENDFACTOR_SRC_ALPHA, BLENDFACTOR_ONE_MINUS_SRC_ALPHA, 0 },
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{ 2.f/3.f, BLENDFACTOR_SRC_ALPHA, BLENDFACTOR_ONE_MINUS_SRC_ALPHA, 0 },
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},
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};
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#endif
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void scrLoadPalette(void)
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{
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initfastcolorlookup_scale(30, 59, 11);
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initfastcolorlookup_gridvectors();
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paletteloaded = 0;
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initprintf("Loading palettes\n");
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for (int i = 0; i < 5; i++)
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{
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DICTNODE *pPal = gSysRes.Lookup(PAL[i].name, "PAL");
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if (!pPal)
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ThrowError("%s.PAL not found (RFF files may be wrong version)", PAL[i].name);
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palTable[PAL[i].id] = (RGB*)gSysRes.Lock(pPal);
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paletteSetColorTable(PAL[i].id, (uint8_t*)palTable[PAL[i].id]);
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}
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memcpy(palette, palTable[0], sizeof(palette));
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numshades = 64;
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paletteloaded |= PALETTE_MAIN;
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scrLoadPLUs();
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paletteloaded |= PALETTE_SHADE;
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initprintf("Loading translucency table\n");
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DICTNODE *pTrans = gSysRes.Lookup("TRANS", "TLU");
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if (!pTrans)
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ThrowError("TRANS.TLU not found");
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blendtable[0] = (char*)gSysRes.Lock(pTrans);
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paletteloaded |= PALETTE_TRANSLUC;
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#ifdef USE_OPENGL
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for (auto & x : glblend)
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x = bloodglblend;
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#endif
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initfastcolorlookup_palette(palette);
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palettePostLoadTables();
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}
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void scrSetPalette(int palId)
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{
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curPalette = palId;
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scrSetGamma(0/*curGamma*/);
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}
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void scrSetGamma(int nGamma)
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{
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dassert(nGamma < gGammaLevels);
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curGamma = nGamma;
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for (int i = 0; i < 256; i++)
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{
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baseDAC[i].red = gammaTable[curGamma][palTable[curPalette][i].red];
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baseDAC[i].green = gammaTable[curGamma][palTable[curPalette][i].green];
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baseDAC[i].blue = gammaTable[curGamma][palTable[curPalette][i].blue];
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}
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DacInvalid = 1;
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}
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void scrSetupFade(char red, char green, char blue)
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{
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memcpy(fromDAC, curDAC, sizeof(fromDAC));
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toRGB.red = red;
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toRGB.green = green;
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toRGB.blue = blue;
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}
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void scrSetupUnfade(void)
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{
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memcpy(fromDAC, baseDAC, sizeof(fromDAC));
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}
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void scrFadeAmount(int amount)
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{
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for (int i = 0; i < 256; i++)
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{
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curDAC[i].red = interpolate(fromDAC[i].red, toRGB.red, amount);
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curDAC[i].green = interpolate(fromDAC[i].green, toRGB.green, amount);
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curDAC[i].blue = interpolate(fromDAC[i].blue, toRGB.blue, amount);
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}
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gSetDacRange(0, 256, curDAC);
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}
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void scrSetDac(void)
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{
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if (DacInvalid)
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gSetDacRange(0, 256, baseDAC);
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DacInvalid = 0;
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}
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void scrInit(void)
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{
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initprintf("Initializing engine\n");
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#ifdef USE_OPENGL
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glrendmode = REND_POLYMOST;
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#endif
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engineInit();
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curPalette = 0;
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curGamma = 0;
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initprintf("Loading gamma correction table\n");
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DICTNODE *pGamma = gSysRes.Lookup("gamma", "DAT");
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if (!pGamma)
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ThrowError("Gamma table not found");
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gGammaLevels = pGamma->Size() / 256;
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gammaTable = (char(*)[256])gSysRes.Lock(pGamma);
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}
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void scrUnInit(void)
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{
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memset(palookup, 0, sizeof(palookup));
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memset(blendtable, 0, sizeof(blendtable));
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engineUnInit();
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}
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void scrSetGameMode(int vidMode, int XRes, int YRes, int nBits)
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{
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videoResetMode();
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//videoSetGameMode(vidMode, XRes, YRes, nBits, 0);
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if (videoSetGameMode(vidMode, XRes, YRes, nBits, 0) < 0)
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{
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initprintf("Failure setting video mode %dx%dx%d %s! Trying next mode...\n", XRes, YRes,
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nBits, vidMode ? "fullscreen" : "windowed");
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int resIdx = 0;
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for (int i=0; i < validmodecnt; i++)
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{
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if (validmode[i].xdim == XRes && validmode[i].ydim == YRes)
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{
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resIdx = i;
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break;
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}
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}
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int const savedIdx = resIdx;
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int bpp = nBits;
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while (videoSetGameMode(0, validmode[resIdx].xdim, validmode[resIdx].ydim, bpp, 0) < 0)
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{
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initprintf("Failure setting video mode %dx%dx%d windowed! Trying next mode...\n",
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validmode[resIdx].xdim, validmode[resIdx].ydim, bpp);
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if (++resIdx == validmodecnt)
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{
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if (bpp == 8)
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ThrowError("Fatal error: unable to set any video mode!");
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resIdx = savedIdx;
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bpp = 8;
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}
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}
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ScreenWidth = validmode[resIdx].xdim;
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ScreenHeight = validmode[resIdx].ydim;
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ScreenBPP = bpp;
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}
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videoClearViewableArea(0);
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scrNextPage();
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scrSetPalette(curPalette);
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}
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void scrNextPage(void)
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{
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videoNextPage();
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}
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END_BLD_NS
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