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https://github.com/KolibriOS/kolibrios.git
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c682e2d8c0
git-svn-id: svn://kolibrios.org@333 a494cfbc-eb01-0410-851d-a64ba20cac60
846 lines
22 KiB
C
846 lines
22 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// Revision 1.3 1997/01/29 20:10
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// DESCRIPTION:
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// Preparation of data for rendering,
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// generation of lookups, caching, retrieval by name.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: r_data.c,v 1.4 1997/02/03 16:47:55 b1 Exp $";
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#include "i_system.h"
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#include "z_zone.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include <malloc.h>
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#include "r_data.h"
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//
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// Graphics.
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// DOOM graphics for walls and sprites
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// is stored in vertical runs of opaque pixels (posts).
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// A column is composed of zero or more posts,
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// a patch or sprite is composed of zero or more columns.
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//
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//
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// Texture definition.
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// Each texture is composed of one or more patches,
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// with patches being lumps stored in the WAD.
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// The lumps are referenced by number, and patched
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// into the rectangular texture space using origin
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// and possibly other attributes.
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//
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typedef struct
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{
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short originx;
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short originy;
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short patch;
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short stepdir;
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short colormap;
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} mappatch_t;
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//
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// Texture definition.
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// A DOOM wall texture is a list of patches
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// which are to be combined in a predefined order.
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//
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typedef struct
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{
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char name[8];
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int masked;
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short width;
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short height;
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void **columndirectory; // OBSOLETE
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short patchcount;
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mappatch_t patches[1];
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} maptexture_t;
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// A single patch from a texture definition,
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// basically a rectangular area within
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// the texture rectangle.
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typedef struct
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{
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// Block origin (allways UL),
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// which has allready accounted
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// for the internal origin of the patch.
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int originx;
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int originy;
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int patch;
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} texpatch_t;
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// A maptexturedef_t describes a rectangular texture,
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// which is composed of one or more mappatch_t structures
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// that arrange graphic patches.
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typedef struct
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{
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// Keep name for switch changing, etc.
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char name[8];
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short int width;
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short int height;
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// All the patches[patchcount]
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// are drawn back to front into the cached texture.
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short int patchcount;
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texpatch_t patches[1];
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} texture_t;
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int firstflat;
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int lastflat;
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int numflats;
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int firstpatch;
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int lastpatch;
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int numpatches;
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int firstspritelump;
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int lastspritelump;
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int numspritelumps;
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int numtextures;
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texture_t** textures;
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int* texturewidthmask;
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// needed for texture pegging
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fixed_t* textureheight;
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int* texturecompositesize;
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short** texturecolumnlump;
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unsigned short** texturecolumnofs;
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byte** texturecomposite;
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// for global animation
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int* flattranslation;
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int* texturetranslation;
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// needed for pre rendering
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fixed_t* spritewidth;
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fixed_t* spriteoffset;
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fixed_t* spritetopoffset;
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lighttable_t *colormaps;
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//
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// MAPTEXTURE_T CACHING
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// When a texture is first needed,
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// it counts the number of composite columns
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// required in the texture and allocates space
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// for a column directory and any new columns.
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// The directory will simply point inside other patches
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// if there is only one patch in a given column,
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// but any columns with multiple patches
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// will have new column_ts generated.
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//
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//
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// R_DrawColumnInCache
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// Clip and draw a column
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// from a patch into a cached post.
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//
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void
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R_DrawColumnInCache
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( column_t* patch,
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byte* cache,
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int originy,
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int cacheheight )
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{
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int count;
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int position;
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byte* source;
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byte* dest;
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dest = (byte *)cache + 3;
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while (patch->topdelta != 0xff)
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{
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source = (byte *)patch + 3;
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count = patch->length;
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position = originy + patch->topdelta;
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if (position < 0)
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{
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count += position;
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position = 0;
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}
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if (position + count > cacheheight)
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count = cacheheight - position;
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if (count > 0)
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memcpy (cache + position, source, count);
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patch = (column_t *)( (byte *)patch + patch->length + 4);
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}
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}
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//
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// R_GenerateComposite
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// Using the texture definition,
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// the composite texture is created from the patches,
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// and each column is cached.
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//
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void R_GenerateComposite (int texnum)
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{
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byte* block;
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texture_t* texture;
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texpatch_t* patch;
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patch_t* realpatch;
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int x;
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int x1;
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int x2;
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int i;
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column_t* patchcol;
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short* collump;
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unsigned short* colofs;
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texture = textures[texnum];
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block = Z_Malloc (texturecompositesize[texnum],
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PU_STATIC,
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&texturecomposite[texnum]);
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collump = texturecolumnlump[texnum];
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colofs = texturecolumnofs[texnum];
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// Composite the columns together.
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patch = texture->patches;
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for (i=0 , patch = texture->patches;
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i<texture->patchcount;
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i++, patch++)
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{
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realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
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x1 = patch->originx;
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x2 = x1 + SHORT(realpatch->width);
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if (x1<0)
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x = 0;
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else
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x = x1;
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if (x2 > texture->width)
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x2 = texture->width;
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for ( ; x<x2 ; x++)
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{
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// Column does not have multiple patches?
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if (collump[x] >= 0)
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continue;
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patchcol = (column_t *)((byte *)realpatch
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+ LONG(realpatch->columnofs[x-x1]));
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R_DrawColumnInCache (patchcol,
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block + colofs[x],
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patch->originy,
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texture->height);
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}
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}
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// Now that the texture has been built in column cache,
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// it is purgable from zone memory.
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Z_ChangeTag (block, PU_CACHE);
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}
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//
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// R_GenerateLookup
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//
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void R_GenerateLookup (int texnum)
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{
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texture_t* texture;
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byte* patchcount; // patchcount[texture->width]
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texpatch_t* patch;
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patch_t* realpatch;
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int x;
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int x1;
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int x2;
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int i;
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short* collump;
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unsigned short* colofs;
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texture = textures[texnum];
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// Composited texture not created yet.
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texturecomposite[texnum] = 0;
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texturecompositesize[texnum] = 0;
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collump = texturecolumnlump[texnum];
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colofs = texturecolumnofs[texnum];
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// Now count the number of columns
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// that are covered by more than one patch.
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// Fill in the lump / offset, so columns
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// with only a single patch are all done.
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patchcount = (byte *)alloca (texture->width);
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memset (patchcount, 0, texture->width);
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patch = texture->patches;
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for (i=0 , patch = texture->patches;
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i<texture->patchcount;
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i++, patch++)
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{
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realpatch = W_CacheLumpNum (patch->patch, PU_CACHE);
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x1 = patch->originx;
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x2 = x1 + SHORT(realpatch->width);
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if (x1 < 0)
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x = 0;
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else
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x = x1;
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if (x2 > texture->width)
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x2 = texture->width;
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for ( ; x<x2 ; x++)
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{
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patchcount[x]++;
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collump[x] = patch->patch;
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colofs[x] = LONG(realpatch->columnofs[x-x1])+3;
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}
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}
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for (x=0 ; x<texture->width ; x++)
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{
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if (!patchcount[x])
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{
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printf ("R_GenerateLookup: column without a patch (%s)\n",
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texture->name);
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return;
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}
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// I_Error ("R_GenerateLookup: column without a patch");
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if (patchcount[x] > 1)
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{
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// Use the cached block.
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collump[x] = -1;
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colofs[x] = texturecompositesize[texnum];
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if (texturecompositesize[texnum] > 0x10000-texture->height)
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{
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I_Error ("R_GenerateLookup: texture %i is >64k",
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texnum);
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}
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texturecompositesize[texnum] += texture->height;
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}
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}
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}
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//
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// R_GetColumn
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//
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byte*
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R_GetColumn
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( int tex,
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int col )
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{
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int lump;
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int ofs;
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col &= texturewidthmask[tex];
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lump = texturecolumnlump[tex][col];
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ofs = texturecolumnofs[tex][col];
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if (lump > 0)
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return (byte *)W_CacheLumpNum(lump,PU_CACHE)+ofs;
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if (!texturecomposite[tex])
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R_GenerateComposite (tex);
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return texturecomposite[tex] + ofs;
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}
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//
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// R_InitTextures
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// Initializes the texture list
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// with the textures from the world map.
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//
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void R_InitTextures (void)
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{
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maptexture_t* mtexture;
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texture_t* texture;
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mappatch_t* mpatch;
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texpatch_t* patch;
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int i;
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int j;
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int* maptex;
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int* maptex2;
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int* maptex1;
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char name[9];
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char* names;
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char* name_p;
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int* patchlookup;
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int totalwidth;
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int nummappatches;
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int offset;
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int maxoff;
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int maxoff2;
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int numtextures1;
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int numtextures2;
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int* directory;
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int temp1;
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int temp2;
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int temp3;
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// Load the patch names from pnames.lmp.
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name[8] = 0;
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names = W_CacheLumpName ("PNAMES", PU_STATIC);
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nummappatches = LONG ( *((int *)names) );
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name_p = names+4;
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patchlookup = alloca (nummappatches*sizeof(*patchlookup));
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for (i=0 ; i<nummappatches ; i++)
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{
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strncpy (name,name_p+i*8, 8);
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patchlookup[i] = W_CheckNumForName (name);
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}
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Z_Free (names);
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// Load the map texture definitions from textures.lmp.
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// The data is contained in one or two lumps,
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// TEXTURE1 for shareware, plus TEXTURE2 for commercial.
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maptex = maptex1 = W_CacheLumpName ("TEXTURE1", PU_STATIC);
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numtextures1 = LONG(*maptex);
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maxoff = W_LumpLength (W_GetNumForName ("TEXTURE1"));
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directory = maptex+1;
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if (W_CheckNumForName ("TEXTURE2") != -1)
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{
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maptex2 = W_CacheLumpName ("TEXTURE2", PU_STATIC);
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numtextures2 = LONG(*maptex2);
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maxoff2 = W_LumpLength (W_GetNumForName ("TEXTURE2"));
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}
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else
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{
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maptex2 = NULL;
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numtextures2 = 0;
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maxoff2 = 0;
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}
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numtextures = numtextures1 + numtextures2;
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textures = Z_Malloc (numtextures*4, PU_STATIC, 0);
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texturecolumnlump = Z_Malloc (numtextures*4, PU_STATIC, 0);
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texturecolumnofs = Z_Malloc (numtextures*4, PU_STATIC, 0);
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texturecomposite = Z_Malloc (numtextures*4, PU_STATIC, 0);
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texturecompositesize = Z_Malloc (numtextures*4, PU_STATIC, 0);
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texturewidthmask = Z_Malloc (numtextures*4, PU_STATIC, 0);
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textureheight = Z_Malloc (numtextures*4, PU_STATIC, 0);
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totalwidth = 0;
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// Really complex printing shit...
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temp1 = W_GetNumForName ("S_START"); // P_???????
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temp2 = W_GetNumForName ("S_END") - 1;
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temp3 = ((temp2-temp1+63)/64) + ((numtextures+63)/64);
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printf("[");
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for (i = 0; i < temp3; i++)
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printf(" ");
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printf(" ]");
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for (i = 0; i < temp3; i++)
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printf("\x8");
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printf("\x8\x8\x8\x8\x8\x8\x8\x8\x8\x8");
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for (i=0 ; i<numtextures ; i++, directory++)
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{
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if (!(i&63))
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printf (".");
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if (i == numtextures1)
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{
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// Start looking in second texture file.
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maptex = maptex2;
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maxoff = maxoff2;
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directory = maptex+1;
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}
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offset = LONG(*directory);
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if (offset > maxoff)
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I_Error ("R_InitTextures: bad texture directory");
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mtexture = (maptexture_t *) ( (byte *)maptex + offset);
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texture = textures[i] =
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Z_Malloc (sizeof(texture_t)
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+ sizeof(texpatch_t)*(SHORT(mtexture->patchcount)-1),
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PU_STATIC, 0);
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texture->width = SHORT(mtexture->width);
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texture->height = SHORT(mtexture->height);
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texture->patchcount = SHORT(mtexture->patchcount);
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memcpy (texture->name, mtexture->name, sizeof(texture->name));
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mpatch = &mtexture->patches[0];
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patch = &texture->patches[0];
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for (j=0 ; j<texture->patchcount ; j++, mpatch++, patch++)
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{
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patch->originx = SHORT(mpatch->originx);
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patch->originy = SHORT(mpatch->originy);
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patch->patch = patchlookup[SHORT(mpatch->patch)];
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if (patch->patch == -1)
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{
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I_Error ("R_InitTextures: Missing patch in texture %s",
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texture->name);
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}
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}
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texturecolumnlump[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
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texturecolumnofs[i] = Z_Malloc (texture->width*2, PU_STATIC,0);
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j = 1;
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while (j*2 <= texture->width)
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j<<=1;
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texturewidthmask[i] = j-1;
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textureheight[i] = texture->height<<FRACBITS;
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totalwidth += texture->width;
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}
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Z_Free (maptex1);
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if (maptex2)
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Z_Free (maptex2);
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// Precalculate whatever possible.
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for (i=0 ; i<numtextures ; i++)
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R_GenerateLookup (i);
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// Create translation table for global animation.
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texturetranslation = Z_Malloc ((numtextures+1)*4, PU_STATIC, 0);
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for (i=0 ; i<numtextures ; i++)
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texturetranslation[i] = i;
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}
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//
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// R_InitFlats
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//
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void R_InitFlats (void)
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{
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int i;
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firstflat = W_GetNumForName ("F_START") + 1;
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lastflat = W_GetNumForName ("F_END") - 1;
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numflats = lastflat - firstflat + 1;
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// Create translation table for global animation.
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flattranslation = Z_Malloc ((numflats+1)*4, PU_STATIC, 0);
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for (i=0 ; i<numflats ; i++)
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flattranslation[i] = i;
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}
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//
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// R_InitSpriteLumps
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// Finds the width and hoffset of all sprites in the wad,
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|
// so the sprite does not need to be cached completely
|
|
// just for having the header info ready during rendering.
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//
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|
void R_InitSpriteLumps (void)
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|
{
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int i;
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patch_t *patch;
|
|
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|
firstspritelump = W_GetNumForName ("S_START") + 1;
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lastspritelump = W_GetNumForName ("S_END") - 1;
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|
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numspritelumps = lastspritelump - firstspritelump + 1;
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spritewidth = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
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spriteoffset = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
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spritetopoffset = Z_Malloc (numspritelumps*4, PU_STATIC, 0);
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|
|
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for (i=0 ; i< numspritelumps ; i++)
|
|
{
|
|
if (!(i&63))
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printf (".");
|
|
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patch = W_CacheLumpNum (firstspritelump+i, PU_CACHE);
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spritewidth[i] = SHORT(patch->width)<<FRACBITS;
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spriteoffset[i] = SHORT(patch->leftoffset)<<FRACBITS;
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spritetopoffset[i] = SHORT(patch->topoffset)<<FRACBITS;
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|
}
|
|
}
|
|
|
|
|
|
|
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//
|
|
// 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)
|
|
{
|
|
R_InitTextures ();
|
|
printf ("InitTextures\n\r");
|
|
R_InitFlats ();
|
|
printf ("InitFlats\n\r");
|
|
R_InitSpriteLumps ();
|
|
printf ("InitSprites\n\r");
|
|
R_InitColormaps ();
|
|
printf ("InitColormaps\n\r");
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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)
|
|
{
|
|
int i;
|
|
|
|
// "NoTexture" marker.
|
|
if (name[0] == '-')
|
|
return 0;
|
|
|
|
for (i=0 ; i<numtextures ; i++)
|
|
if (!strnicmp (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 ("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 = 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;
|
|
}
|
|
|
|
// 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 = alloca(numsprites);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|