v4k-git-backup/demos/ports/doom/src/r_data.c

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// Revision 1.3 1997/01/29 20:10
// DESCRIPTION:
// Preparation of data for rendering,
// generation of lookups, caching, retrieval by name.
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "i_system.h"
#include "z_zone.h"
#include "m_swap.h"
#include "w_wad.h"
#include "doomdef.h"
#include "r_local.h"
#include "p_local.h"
#include "doomstat.h"
#include "r_sky.h"
#if defined(DOOM_WIN32)
// #define strncasecmp strnicmp
#elif defined(DOOM_APPLE)
#else
#ifdef LINUX
#include <alloca.h>
#endif
#endif
#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 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 struct
{
char name[8];
doom_boolean masked;
short width;
short height;
//void **columndirectory; // OBSOLETE
int columndirectory; // [pd] If it's not used, at least make sure it's the right size! Pointers are 8 bytes in x64
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.
int originx;
int 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
{
// Keep name for switch changing, etc.
char name[8];
short width;
short height;
// All the patches[patchcount]
// are drawn back to front into the cached texture.
short patchcount;
texpatch_t patches[1];
} texture_t;
int firstflat;
int lastflat;
int numflats;
int firstpatch;
int lastpatch;
int numpatches;
int firstspritelump;
int lastspritelump;
int numspritelumps;
int numtextures;
texture_t** textures;
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;
int flatmemory;
int texturememory;
int spritememory;
//
// 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;
byte* 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)
doom_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*)doom_malloc(texture->width);
doom_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])
{
//doom_print("R_GenerateLookup: column without a patch (%s)\n",
// texture->name);
doom_print("R_GenerateLookup: column without a patch (");
doom_print(texture->name);
doom_print(")\n");
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("Error: R_GenerateLookup: texture %i is >64k",
// texnum);
doom_strcpy(error_buf, "Error: R_GenerateLookup: texture ");
doom_concat(error_buf, doom_itoa(texnum, 10));
doom_concat(error_buf, " is >64k");
I_Error(error_buf);
}
texturecompositesize[texnum] += texture->height;
}
}
doom_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;
}
//
// 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 = doom_malloc(nummappatches * sizeof(*patchlookup));
for (i = 0; i < nummappatches; i++)
{
doom_strncpy(name, name_p + i * 8, 8);
patchlookup[i] = W_CheckNumForName(name);
}
Z_Free(names);
// 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 = 0;
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(unsigned 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;
// Really complex printing shit...
temp1 = W_GetNumForName("S_START"); // P_???????
temp2 = W_GetNumForName("S_END") - 1;
temp3 = ((temp2 - temp1 + 63) / 64) + ((numtextures + 63) / 64);
doom_print("[");
for (i = 0; i < temp3; i++)
doom_print(" ");
doom_print(" ]");
for (i = 0; i < temp3; i++)
doom_print("\x8");
doom_print("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8");
for (i = 0; i < numtextures; i++, directory++)
{
if (!(i & 63))
doom_print(".");
if (i == numtextures1)
{
// Start looking in second texture file.
maptex = maptex2;
maxoff = maxoff2;
directory = maptex + 1;
}
offset = LONG(*directory);
if (offset > maxoff)
I_Error("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);
doom_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("Error: R_InitTextures: Missing patch in texture %s",
// texture->name);
doom_strcpy(error_buf, "Error: R_InitTextures: Missing patch in texture ");
doom_concat(error_buf, texture->name);
I_Error(error_buf);
}
}
texturecolumnlump[i] = Z_Malloc(texture->width * sizeof(short), PU_STATIC, 0);
texturecolumnofs[i] = Z_Malloc(texture->width * sizeof(unsigned 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(maptex1);
if (maptex2)
Z_Free(maptex2);
// Precalculate whatever possible.
for (i = 0; i < numtextures; i++)
R_GenerateLookup(i);
// Create translation table for global animation.
texturetranslation = Z_Malloc((numtextures + 1) * sizeof(int), PU_STATIC, 0);
for (i = 0; i < numtextures; i++)
texturetranslation[i] = i;
doom_free(patchlookup);
}
//
// 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(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 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(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 & 63))
doom_print(".");
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*)(((unsigned long long)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)
{
R_InitTextures();
doom_print("\nInitTextures");
R_InitFlats();
doom_print("\nInitFlats");
R_InitSpriteLumps();
doom_print("\nInitSprites");
R_InitColormaps();
doom_print("\nInitColormaps");
}
//
// 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;
doom_memcpy(namet, name, 8);
//I_Error("Error: R_FlatNumForName: %s not found", namet);
doom_strcpy(error_buf, "Error: R_FlatNumForName: ");
doom_concat(error_buf, namet);
doom_concat(error_buf, " not found");
I_Error(error_buf);
}
return i - firstflat;
}
//
// R_CheckTextureNumForName
// Check whether texture is available.
// Filter out NoTexture indicator.
//
int R_CheckTextureNumForName(char* name)
{
int i;
// "NoTexture" marker.
if (name[0] == '-')
return 0;
for (i = 0; i < numtextures; i++)
if (!doom_strncasecmp(textures[i]->name, name, 8))
return i;
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("Error: R_TextureNumForName: %s not found",
// name);
doom_strcpy(error_buf, "Error: R_TextureNumForName: ");
doom_concat(error_buf, name);
doom_concat(error_buf, " not found");
I_Error(error_buf);
}
return i;
}
//
// R_PrecacheLevel
// Preloads all relevant graphics for the level.
//
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 = doom_malloc(numflats);
doom_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 = doom_malloc(numtextures);
doom_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);
}
}
// Precache sprites.
spritepresent = doom_malloc(numsprites);
doom_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);
}
}
}
doom_free(texturepresent);
doom_free(flatpresent);
doom_free(spritepresent);
}