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IPUDOOM/src/r_data.c

820 lines
19 KiB
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 <string.h>
#include <strings.h>
#include "d_think.h"
#include "doomstat.h"
#include "i_swap.h"
#include "i_system.h"
#include "m_fixed.h"
#include "m_misc.h"
#include "p_local.h"
#include "p_mobj.h"
#include "r_data.h"
#include "r_defs.h"
#include "r_sky.h"
#include "r_state.h"
#include "v_patch.h"
#include "w_wad.h"
#include "z_zone.h"
struct texture_s;
//
// 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.
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++) {
// 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);
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]) {
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 totalwidth;
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(("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.
// The data is contained in one or two lumps,
// TEXTURE1 for shareware, plus TEXTURE2 for commercial.
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(*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);
totalwidth = 0;
// Really complex printing shit...
temp1 = W_GetNumForName(("S_START")); // P_???????
temp2 = W_GetNumForName(("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");
}
int totaltexturesize = 0; // JOSEF TMP
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);
totaltexturesize += texture->width * texture->height; // JOSEF TMP
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;
totalwidth += texture->width;
}
printf("\n JOSEF: Total Texture Size = %d bytes (%dKb), numtextures = %d\n",
totaltexturesize,
totaltexturesize / 1000,
numtextures
);
Z_Free(patchlookup);
W_ReleaseLumpName(("TEXTURE1"));
if (maptex2)
W_ReleaseLumpName(("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(("F_START")) + 1;
lastflat = W_GetNumForName(("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(("S_START")) + 1;
lastspritelump = W_GetNumForName(("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(("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(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(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(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);
}