ref: ab56f8d2ce035f9b6f165f6d63dc031f069d6b45
dir: /src/hexen/r_data.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // #include "h2def.h" #include "i_system.h" #include "i_swap.h" #include "m_misc.h" #include "r_local.h" #include "p_local.h" typedef struct { int originx; // block origin (allways UL), which has allready int originy; // accounted for the patch's internal origin 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 { char name[8]; // for switch changing, etc short width; short height; short patchcount; texpatch_t patches[1]; // [patchcount] drawn back to front // into the cached texture } texture_t; int firstflat, lastflat, numflats; int firstpatch, lastpatch, numpatches; int firstspritelump, lastspritelump, numspritelumps; int numtextures; texture_t **textures; int *texturewidthmask; fixed_t *textureheight; // needed for texture pegging int *texturecompositesize; short **texturecolumnlump; unsigned short **texturecolumnofs; byte **texturecomposite; int *flattranslation; // for global animation int *texturetranslation; // for global animation fixed_t *spritewidth; // needed for pre rendering fixed_t *spriteoffset; fixed_t *spritetopoffset; lighttable_t *colormaps; /* ============================================================================== 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. ============================================================================== */ /* =================== = = R_DrawColumnInCache = = Clip and draw a column from a patch into a cached post = =================== */ void R_DrawColumnInCache(column_t * patch, byte * cache, int originy, int cacheheight) { int count, position; byte *source; while (patch->topdelta != 0xff) { source = (byte *) patch + 3; count = patch->length; position = originy + patch->topdelta; if (position < 0) { count += position; position = 0; } if (position + count > cacheheight) count = cacheheight - position; if (count > 0) memcpy(cache + position, source, count); patch = (column_t *) ((byte *) patch + patch->length + 4); } } /* =================== = = R_GenerateComposite = =================== */ void R_GenerateComposite(int texnum) { byte *block; texture_t *texture; texpatch_t *patch; patch_t *realpatch; int x, x1, x2; int i; column_t *patchcol; short *collump; unsigned short *colofs; texture = textures[texnum]; block = Z_Malloc(texturecompositesize[texnum], PU_STATIC, &texturecomposite[texnum]); collump = texturecolumnlump[texnum]; colofs = texturecolumnofs[texnum]; // // composite the columns together // patch = texture->patches; for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++) { realpatch = W_CacheLumpNum(patch->patch, PU_CACHE); x1 = patch->originx; x2 = x1 + SHORT(realpatch->width); if (x1 < 0) x = 0; else x = x1; if (x2 > texture->width) x2 = texture->width; for (; x < x2; x++) { if (collump[x] >= 0) continue; // column does not have multiple patches patchcol = (column_t *) ((byte *) realpatch + LONG(realpatch->columnofs[x - x1])); R_DrawColumnInCache(patchcol, block + colofs[x], patch->originy, texture->height); } } // now that the texture has been built, it is purgable Z_ChangeTag(block, PU_CACHE); } /* =================== = = R_GenerateLookup = =================== */ void R_GenerateLookup(int texnum) { texture_t *texture; byte *patchcount; // [texture->width] texpatch_t *patch; patch_t *realpatch; int x, x1, x2; int i; short *collump; unsigned short *colofs; texture = textures[texnum]; texturecomposite[texnum] = 0; // composited not created yet texturecompositesize[texnum] = 0; collump = texturecolumnlump[texnum]; colofs = texturecolumnofs[texnum]; // // 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 // patchcount = (byte *) Z_Malloc(texture->width, PU_STATIC, &patchcount); memset(patchcount, 0, texture->width); patch = texture->patches; for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++) { realpatch = W_CacheLumpNum(patch->patch, PU_CACHE); x1 = patch->originx; x2 = x1 + SHORT(realpatch->width); if (x1 < 0) x = 0; else x = x1; if (x2 > texture->width) x2 = texture->width; for (; x < x2; x++) { patchcount[x]++; collump[x] = patch->patch; colofs[x] = LONG(realpatch->columnofs[x - x1]) + 3; } } for (x = 0; x < texture->width; x++) { if (!patchcount[x]) { ST_Message("R_GenerateLookup: column without a patch (%s)\n", texture->name); return; } // I_Error ("R_GenerateLookup: column without a patch"); if (patchcount[x] > 1) { collump[x] = -1; // use the cached block colofs[x] = texturecompositesize[texnum]; if (texturecompositesize[texnum] > 0x10000 - texture->height) I_Error("R_GenerateLookup: texture %i is >64k", texnum); texturecompositesize[texnum] += texture->height; } } Z_Free(patchcount); } /* ================ = = R_GetColumn = ================ */ byte *R_GetColumn(int tex, int col) { int lump, ofs; col &= texturewidthmask[tex]; lump = texturecolumnlump[tex][col]; ofs = texturecolumnofs[tex][col]; 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, j; int *maptex, *maptex2, *maptex1; char name[9], *names, *name_p; int *patchlookup; int totalwidth; int nummappatches; int offset, maxoff, maxoff2; int numtextures1, numtextures2; int *directory; // // load the patch names from pnames.lmp // names = W_CacheLumpName("PNAMES", PU_STATIC); nummappatches = LONG(*((int *) names)); name_p = names + 4; patchlookup = Z_Malloc(nummappatches * sizeof(*patchlookup), PU_STATIC, NULL); for (i = 0; i < nummappatches; i++) { M_StringCopy(name, name_p + i * 8, sizeof(name)); patchlookup[i] = W_CheckNumForName(name); } W_ReleaseLumpName("PNAMES"); // // load the map texture definitions from textures.lmp // 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; textures = Z_Malloc(numtextures * sizeof(texture_t *), PU_STATIC, 0); texturecolumnlump = Z_Malloc(numtextures * sizeof(short *), PU_STATIC, 0); texturecolumnofs = Z_Malloc(numtextures * sizeof(short *), PU_STATIC, 0); texturecomposite = Z_Malloc(numtextures * sizeof(byte *), PU_STATIC, 0); texturecompositesize = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0); texturewidthmask = Z_Malloc(numtextures * sizeof(int), PU_STATIC, 0); textureheight = Z_Malloc(numtextures * sizeof(fixed_t), PU_STATIC, 0); totalwidth = 0; 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_Error("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); memcpy(texture->name, mtexture->name, sizeof(texture->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) I_Error("R_InitTextures: Missing patch in texture %s", texture->name); } texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0); texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0); j = 1; while (j * 2 <= texture->width) j <<= 1; texturewidthmask[i] = j - 1; textureheight[i] = texture->height << FRACBITS; totalwidth += texture->width; } Z_Free(patchlookup); W_ReleaseLumpName("TEXTURE1"); if (maptex2) W_ReleaseLumpName("TEXTURE2"); // // precalculate whatever possible // for (i = 0; i < numtextures; i++) { R_GenerateLookup(i); if (!(i & 31)) ST_Progress(); } // // translation table for global animation // texturetranslation = Z_Malloc((numtextures + 1) * sizeof(int), 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; // 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 doesn't = need to be cached just for the header during rendering ================= */ void R_InitSpriteLumps(void) { int i; patch_t *patch; firstspritelump = W_GetNumForName("S_START") + 1; lastspritelump = W_GetNumForName("S_END") - 1; numspritelumps = lastspritelump - firstspritelump + 1; spritewidth = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0); spriteoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0); spritetopoffset = Z_Malloc(numspritelumps * sizeof(fixed_t), PU_STATIC, 0); for (i = 0; i < numspritelumps; i++) { if (!(i & 127)) ST_Progress(); patch = W_CacheLumpNum(firstspritelump + i, PU_CACHE); spritewidth[i] = SHORT(patch->width) << FRACBITS; spriteoffset[i] = SHORT(patch->leftoffset) << FRACBITS; spritetopoffset[i] = SHORT(patch->topoffset) << FRACBITS; } } /* ================ = = R_InitColormaps = ================= */ void R_InitColormaps(void) { int lump, length; // // load in the light tables // 256 byte align tables // lump = W_GetNumForName("COLORMAP"); length = W_LumpLength(lump); colormaps = Z_Malloc(length, PU_STATIC, 0); W_ReadLump(lump, colormaps); } /* ================ = = 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 = ================ */ int R_FlatNumForName(const char *name) { int i; char namet[9]; i = W_CheckNumForName(name); if (i == -1) { namet[8] = 0; memcpy(namet, name, 8); I_Error("R_FlatNumForName: %s not found", namet); } return i - firstflat; } /* ================ = = R_CheckTextureNumForName = ================ */ int R_CheckTextureNumForName(const char *name) { int i; if (name[0] == '-') // no texture marker return 0; for (i = 0; i < numtextures; i++) if (!strncasecmp(textures[i]->name, name, 8)) return i; return -1; } /* ================ = = R_TextureNumForName = ================ */ int R_TextureNumForName(const char *name) { int i; //char namet[9]; i = R_CheckTextureNumForName(name); if (i == -1) I_Error("R_TextureNumForName: %s not found", name); return i; } /* ================= = = R_PrecacheLevel = = Preloads all relevent graphics for the level ================= */ int flatmemory, texturememory, spritememory; void R_PrecacheLevel(void) { char *flatpresent; char *texturepresent; char *spritepresent; int i, j, k, lump; texture_t *texture; thinker_t *th; spriteframe_t *sf; if (demoplayback) return; // // precache flats // flatpresent = Z_Malloc(numflats, PU_STATIC, NULL); memset(flatpresent, 0, numflats); for (i = 0; i < numsectors; i++) { flatpresent[sectors[i].floorpic] = 1; flatpresent[sectors[i].ceilingpic] = 1; } flatmemory = 0; for (i = 0; i < numflats; i++) if (flatpresent[i]) { lump = firstflat + i; flatmemory += lumpinfo[lump]->size; W_CacheLumpNum(lump, PU_CACHE); } Z_Free(flatpresent); // // precache textures // texturepresent = Z_Malloc(numtextures, PU_STATIC, NULL); memset(texturepresent, 0, numtextures); for (i = 0; i < numsides; i++) { texturepresent[sides[i].toptexture] = 1; texturepresent[sides[i].midtexture] = 1; texturepresent[sides[i].bottomtexture] = 1; } texturepresent[Sky1Texture] = 1; texturepresent[Sky2Texture] = 1; texturememory = 0; for (i = 0; i < numtextures; i++) { if (!texturepresent[i]) continue; texture = textures[i]; for (j = 0; j < texture->patchcount; j++) { lump = texture->patches[j].patch; texturememory += lumpinfo[lump]->size; W_CacheLumpNum(lump, PU_CACHE); } } Z_Free(texturepresent); // // precache sprites // spritepresent = Z_Malloc(numsprites, PU_STATIC, NULL); memset(spritepresent, 0, numsprites); for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function == P_MobjThinker) spritepresent[((mobj_t *) th)->sprite] = 1; } spritememory = 0; for (i = 0; i < numsprites; i++) { if (!spritepresent[i]) continue; for (j = 0; j < sprites[i].numframes; j++) { sf = &sprites[i].spriteframes[j]; for (k = 0; k < 8; k++) { lump = firstspritelump + sf->lump[k]; spritememory += lumpinfo[lump]->size; W_CacheLumpNum(lump, PU_CACHE); } } } Z_Free(spritepresent); }