ref: b5d26d5bc453c2b28050cd2a1a88fd49af0c11a0
dir: /src/doom/r_data.c/
// // Copyright(C) 1993-1996 Id Software, Inc. // 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. // // DESCRIPTION: // Preparation of data for rendering, // generation of lookups, caching, retrieval by name. // #include <stdio.h> #include "deh_main.h" #include "i_swap.h" #include "i_system.h" #include "z_zone.h" #include "w_wad.h" #include "doomdef.h" #include "m_misc.h" #include "r_local.h" #include "p_local.h" #include "doomstat.h" #include "r_sky.h" #include "r_data.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. // // // Texture definition. // Each texture is composed of one or more patches, // with patches being lumps stored in the WAD. // The lumps are referenced by number, and patched // into the rectangular texture space using origin // and possibly other attributes. // typedef PACKED_STRUCT ( { short originx; short originy; short patch; short stepdir; short colormap; }) mappatch_t; // // Texture definition. // A DOOM wall texture is a list of patches // which are to be combined in a predefined order. // typedef PACKED_STRUCT ( { char name[8]; int masked; short width; short height; int obsolete; short patchcount; mappatch_t patches[1]; }) maptexture_t; // A single patch from a texture definition, // basically a rectangular area within // the texture rectangle. typedef struct { // Block origin (allways UL), // which has allready accounted // for the internal origin of the patch. short originx; short 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 texture_s texture_t; struct texture_s { // Keep name for switch changing, etc. char name[8]; short width; short height; // Index in textures list int index; // Next in hash table chain texture_t *next; // All the patches[patchcount] // are drawn back to front into the cached texture. short patchcount; texpatch_t patches[1]; }; int firstflat; int lastflat; int numflats; int firstpatch; int lastpatch; int numpatches; int firstspritelump; int lastspritelump; int numspritelumps; int numtextures; texture_t** textures; texture_t** textures_hashtable; int* texturewidthmask; // needed for texture pegging fixed_t* textureheight; int* texturecompositesize; short** texturecolumnlump; unsigned short** texturecolumnofs; byte** texturecomposite; // for global animation int* flattranslation; int* texturetranslation; // needed for pre rendering fixed_t* spritewidth; 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; int 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 // Using the texture definition, // the composite texture is created from the patches, // and each column is cached. // void R_GenerateComposite (int texnum) { byte* block; texture_t* texture; texpatch_t* patch; patch_t* realpatch; int x; int x1; int 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. 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++) { // Column does not have multiple patches? if (collump[x] >= 0) continue; 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 in column cache, // it is purgable from zone memory. Z_ChangeTag (block, PU_CACHE); } // // R_GenerateLookup // void R_GenerateLookup (int texnum) { texture_t* texture; byte* patchcount; // patchcount[texture->width] texpatch_t* patch; patch_t* realpatch; int x; int x1; int x2; int i; short* collump; unsigned short* colofs; texture = textures[texnum]; // Composited texture not created yet. texturecomposite[texnum] = 0; texturecompositesize[texnum] = 0; collump = texturecolumnlump[texnum]; colofs = texturecolumnofs[texnum]; // 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. patchcount = (byte *) Z_Malloc(texture->width, PU_STATIC, &patchcount); memset (patchcount, 0, texture->width); 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]) { printf ("R_GenerateLookup: column without a patch (%s)\n", texture->name); return; } // I_Error ("R_GenerateLookup: column without a patch"); if (patchcount[x] > 1) { // Use the cached block. collump[x] = -1; 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; int 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; } static void GenerateTextureHashTable(void) { texture_t **rover; int i; int key; textures_hashtable = Z_Malloc(sizeof(texture_t *) * numtextures, PU_STATIC, 0); memset(textures_hashtable, 0, sizeof(texture_t *) * numtextures); // Add all textures to hash table for (i=0; i<numtextures; ++i) { // Store index textures[i]->index = i; // Vanilla Doom does a linear search of the texures array // and stops at the first entry it finds. If there are two // entries with the same name, the first one in the array // wins. The new entry must therefore be added at the end // of the hash chain, so that earlier entries win. key = W_LumpNameHash(textures[i]->name) % numtextures; rover = &textures_hashtable[key]; while (*rover != NULL) { rover = &(*rover)->next; } // Hook into hash table textures[i]->next = NULL; *rover = textures[i]; } } // // 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; char name[9]; char* names; char* name_p; int* patchlookup; int nummappatches; int offset; int maxoff; int maxoff2; int numtextures1; int numtextures2; int* directory; int temp1; int temp2; int temp3; // Load the patch names from pnames.lmp. name[8] = 0; names = W_CacheLumpName (DEH_String("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(DEH_String("PNAMES")); // 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 (DEH_String("TEXTURE1"), PU_STATIC); numtextures1 = LONG(*maptex); maxoff = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE1"))); directory = maptex+1; if (W_CheckNumForName (DEH_String("TEXTURE2")) != -1) { maptex2 = W_CacheLumpName (DEH_String("TEXTURE2"), PU_STATIC); numtextures2 = LONG(*maptex2); maxoff2 = W_LumpLength (W_GetNumForName (DEH_String("TEXTURE2"))); } else { maptex2 = NULL; numtextures2 = 0; maxoff2 = 0; } numtextures = numtextures1 + numtextures2; textures = Z_Malloc (numtextures * sizeof(*textures), PU_STATIC, 0); texturecolumnlump = Z_Malloc (numtextures * sizeof(*texturecolumnlump), PU_STATIC, 0); texturecolumnofs = Z_Malloc (numtextures * sizeof(*texturecolumnofs), PU_STATIC, 0); texturecomposite = Z_Malloc (numtextures * sizeof(*texturecomposite), PU_STATIC, 0); texturecompositesize = Z_Malloc (numtextures * sizeof(*texturecompositesize), PU_STATIC, 0); texturewidthmask = Z_Malloc (numtextures * sizeof(*texturewidthmask), PU_STATIC, 0); textureheight = Z_Malloc (numtextures * sizeof(*textureheight), PU_STATIC, 0); // Really complex printing shit... temp1 = W_GetNumForName (DEH_String("S_START")); // P_??????? temp2 = W_GetNumForName (DEH_String("S_END")) - 1; temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64); // If stdout is a real console, use the classic vanilla "filling // up the box" effect, which uses backspace to "step back" inside // the box. If stdout is a file, don't draw the box. if (I_ConsoleStdout()) { printf("["); for (i = 0; i < temp3 + 9; i++) printf(" "); printf("]"); for (i = 0; i < temp3 + 10; i++) printf("\b"); } for (i=0 ; i<numtextures ; i++, directory++) { if (!(i&63)) printf ("."); 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(**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; } Z_Free(patchlookup); W_ReleaseLumpName(DEH_String("TEXTURE1")); if (maptex2) W_ReleaseLumpName(DEH_String("TEXTURE2")); // Precalculate whatever possible. for (i=0 ; i<numtextures ; i++) R_GenerateLookup (i); // 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; GenerateTextureHashTable(); } // // R_InitFlats // void R_InitFlats (void) { int i; firstflat = W_GetNumForName (DEH_String("F_START")) + 1; lastflat = W_GetNumForName (DEH_String("F_END")) - 1; numflats = lastflat - firstflat + 1; // Create translation table for global animation. flattranslation = Z_Malloc ((numflats+1)*sizeof(*flattranslation), 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) { int i; patch_t *patch; firstspritelump = W_GetNumForName (DEH_String("S_START")) + 1; lastspritelump = W_GetNumForName (DEH_String("S_END")) - 1; numspritelumps = lastspritelump - firstspritelump + 1; spritewidth = Z_Malloc (numspritelumps*sizeof(*spritewidth), PU_STATIC, 0); spriteoffset = Z_Malloc (numspritelumps*sizeof(*spriteoffset), PU_STATIC, 0); spritetopoffset = Z_Malloc (numspritelumps*sizeof(*spritetopoffset), PU_STATIC, 0); for (i=0 ; i< numspritelumps ; i++) { if (!(i&63)) printf ("."); 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; // Load in the light tables, // 256 byte align tables. lump = W_GetNumForName(DEH_String("COLORMAP")); colormaps = W_CacheLumpNum(lump, PU_STATIC); } // // 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 (); printf ("."); R_InitFlats (); printf ("."); R_InitSpriteLumps (); printf ("."); R_InitColormaps (); } // // R_FlatNumForName // Retrieval, get a flat number for a flat name. // 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 // Check whether texture is available. // Filter out NoTexture indicator. // int R_CheckTextureNumForName(const char *name) { texture_t *texture; int key; // "NoTexture" marker. if (name[0] == '-') return 0; key = W_LumpNameHash(name) % numtextures; texture=textures_hashtable[key]; while (texture != NULL) { if (!strncasecmp (texture->name, name, 8) ) return texture->index; texture = texture->next; } return -1; } // // R_TextureNumForName // Calls R_CheckTextureNumForName, // aborts with error message. // int R_TextureNumForName(const char *name) { int i; i = R_CheckTextureNumForName (name); if (i==-1) { I_Error ("R_TextureNumForName: %s not found", name); } return i; } // // R_PrecacheLevel // Preloads all relevant graphics for the level. // int flatmemory; int texturememory; int spritememory; void R_PrecacheLevel (void) { char* flatpresent; char* texturepresent; char* spritepresent; int i; int j; int k; int 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; } // 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. texturepresent[skytexture] = 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.acp1 == (actionf_p1)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); }