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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
//
// 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.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------
// R_data.c
#include "doomdef.h"
#include "i_swap.h"
#include "r_local.h"
#include "p_local.h"
extern void CheckAbortStartup(void);
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, *dest;
dest = (byte *) cache + 3;
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 *) alloca(texture->width);
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)
{
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;
}
}
}
/*
================
=
= 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
//
name[8] = 0;
names = W_CacheLumpName("PNAMES", PU_STATIC);
nummappatches = LONG(*((int *) names));
name_p = names + 4;
patchlookup = alloca(nummappatches * sizeof(*patchlookup));
for (i = 0; i < nummappatches; i++)
{
strncpy(name, name_p + i * 8, 8);
patchlookup[i] = W_CheckNumForName(name);
}
Z_Free(names);
//
// 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;
//
// Init the startup thermometer at this point...
//
{
int spramount;
spramount = W_GetNumForName("S_END") - W_GetNumForName("S_START") + 1;
InitThermo(spramount + numtextures + 6);
}
textures = Z_Malloc(numtextures * 4, PU_STATIC, 0);
texturecolumnlump = Z_Malloc(numtextures * 4, PU_STATIC, 0);
texturecolumnofs = Z_Malloc(numtextures * 4, PU_STATIC, 0);
texturecomposite = Z_Malloc(numtextures * 4, PU_STATIC, 0);
texturecompositesize = Z_Malloc(numtextures * 4, PU_STATIC, 0);
texturewidthmask = Z_Malloc(numtextures * 4, PU_STATIC, 0);
textureheight = Z_Malloc(numtextures * 4, PU_STATIC, 0);
totalwidth = 0;
for (i = 0; i < numtextures; i++, directory++)
{
#ifdef __NEXT__
if (!(i & 63))
printf(".");
#else
IncThermo();
#endif
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 * 2, PU_STATIC, 0);
texturecolumnofs[i] = Z_Malloc(texture->width * 2, 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(maptex1);
if (maptex2)
Z_Free(maptex2);
//
// precalculate whatever possible
//
for (i = 0; i < numtextures; i++)
{
R_GenerateLookup(i);
CheckAbortStartup();
}
//
// translation table for global animation
//
texturetranslation = Z_Malloc((numtextures + 1) * 4, 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) * 4, 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 * 4, PU_STATIC, 0);
spriteoffset = Z_Malloc(numspritelumps * 4, PU_STATIC, 0);
spritetopoffset = Z_Malloc(numspritelumps * 4, PU_STATIC, 0);
for (i = 0; i < numspritelumps; i++)
{
#ifdef __NEXT__
if (!(i & 63))
printf(".");
#else
IncThermo();
#endif
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) + 255;
colormaps = Z_Malloc(length, PU_STATIC, 0);
colormaps = (byte *) (((int) colormaps + 255) & ~0xff);
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)
{
tprintf("\nR_InitTextures ", 0);
R_InitTextures();
//printf (".");
tprintf("R_InitFlats\n", 0);
R_InitFlats();
IncThermo();
//printf (".");
tprintf("R_InitSpriteLumps ", 0);
R_InitSpriteLumps();
IncThermo();
//printf (".");
R_InitColormaps();
}
//=============================================================================
/*
================
=
= R_FlatNumForName
=
================
*/
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
=
================
*/
int R_CheckTextureNumForName(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(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 = alloca(numflats);
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);
}
//
// precache textures
//
texturepresent = alloca(numtextures);
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[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);
}
}
//
// precache sprites
//
spritepresent = alloca(numsprites);
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);
}
}
}
}
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