// Draw_CachePic public static glpic_t CachePic(string path) { for (int i = 0; i < _MenuNumCachePics; i++) { cachepic_t p = _MenuCachePics[i]; if (p.name == path)// !strcmp(path, pic->name)) { return(p.pic); } } if (_MenuNumCachePics == MAX_CACHED_PICS) { Sys.Error("menu_numcachepics == MAX_CACHED_PICS"); } cachepic_t pic = _MenuCachePics[_MenuNumCachePics]; _MenuNumCachePics++; pic.name = path; // // load the pic from disk // byte[] data = Common.LoadFile(path); if (data == null) { Sys.Error("Draw_CachePic: failed to load {0}", path); } dqpicheader_t header = Sys.BytesToStructure <dqpicheader_t>(data, 0); Wad.SwapPic(header); int headerSize = Marshal.SizeOf(typeof(dqpicheader_t)); // HACK HACK HACK --- we need to keep the bytes for // the translatable player picture just for the menu // configuration dialog if (path == "gfx/menuplyr.lmp") { Buffer.BlockCopy(data, headerSize, _MenuPlayerPixels, 0, header.width * header.height); //memcpy (menuplyr_pixels, dat->data, dat->width*dat->height); } glpic_t gl = new glpic_t(); gl.width = header.width; gl.height = header.height; //gl = (glpic_t *)pic->pic.data; gl.texnum = LoadTexture(gl, new ByteArraySegment(data, headerSize)); gl.sl = 0; gl.sh = 1; gl.tl = 0; gl.th = 1; pic.pic = gl; return(gl); }
// W_LoadWadFile (char *filename) public static void LoadWadFile(string filename) { _Data = Common.LoadFile(filename); if (_Data == null) { Sys.Error("Wad.LoadWadFile: couldn't load {0}", filename); } if (_Handle.IsAllocated) { _Handle.Free(); } _Handle = GCHandle.Alloc(_Data, GCHandleType.Pinned); _DataPtr = _Handle.AddrOfPinnedObject(); wadinfo_t header = Sys.BytesToStructure <wadinfo_t>(_Data, 0); if (header.identification[0] != 'W' || header.identification[1] != 'A' || header.identification[2] != 'D' || header.identification[3] != '2') { Sys.Error("Wad file {0} doesn't have WAD2 id\n", filename); } int numlumps = Common.LittleLong(header.numlumps); int infotableofs = Common.LittleLong(header.infotableofs); int lumpInfoSize = Marshal.SizeOf(typeof(lumpinfo_t)); _Lumps = new Dictionary <string, lumpinfo_t>(numlumps); for (int i = 0; i < numlumps; i++) { IntPtr ptr = new IntPtr(_DataPtr.ToInt64() + infotableofs + i * lumpInfoSize); lumpinfo_t lump = (lumpinfo_t)Marshal.PtrToStructure(ptr, typeof(lumpinfo_t)); lump.filepos = Common.LittleLong(lump.filepos); lump.size = Common.LittleLong(lump.size); if (lump.type == TYP_QPIC) { ptr = new IntPtr(_DataPtr.ToInt64() + lump.filepos); dqpicheader_t pic = (dqpicheader_t)Marshal.PtrToStructure(ptr, typeof(dqpicheader_t)); SwapPic(pic); Marshal.StructureToPtr(pic, ptr, true); } _Lumps.Add(Encoding.ASCII.GetString(lump.name).TrimEnd('\0').ToLower(), lump); } }
//qpic_t *Draw_PicFromWad (char *name); public static glpic_t PicFromWad(string name) { int offset = Wad.GetLumpNameOffset(name); IntPtr ptr = new IntPtr(Wad.DataPointer.ToInt64() + offset); dqpicheader_t header = (dqpicheader_t)Marshal.PtrToStructure(ptr, typeof(dqpicheader_t)); glpic_t gl = new glpic_t(); // (glpic_t)Marshal.PtrToStructure(ptr, typeof(glpic_t)); gl.width = header.width; gl.height = header.height; offset += Marshal.SizeOf(typeof(dqpicheader_t)); // load little ones into the scrap if (gl.width < 64 && gl.height < 64) { int x, y; int texnum = AllocScrapBlock(gl.width, gl.height, out x, out y); _ScrapDirty = true; int k = 0; for (int i = 0; i < gl.height; i++) { for (int j = 0; j < gl.width; j++, k++) { _ScrapTexels[texnum][(y + i) * BLOCK_WIDTH + x + j] = Wad.Data[offset + k];// p->data[k]; } } texnum += _ScrapTexNum; gl.texnum = texnum; gl.sl = (float)((x + 0.01) / (float)BLOCK_WIDTH); gl.sh = (float)((x + gl.width - 0.01) / (float)BLOCK_WIDTH); gl.tl = (float)((y + 0.01) / (float)BLOCK_WIDTH); gl.th = (float)((y + gl.height - 0.01) / (float)BLOCK_WIDTH); _PicCount++; _PicTexels += gl.width * gl.height; } else { gl.texnum = LoadTexture(gl, new ByteArraySegment(Wad.Data, offset)); } return(gl); }
// SwapPic (qpic_t *pic) public static void SwapPic(dqpicheader_t pic) { pic.width = Common.LittleLong(pic.width); pic.height = Common.LittleLong(pic.height); }
// Draw_Init public static void Init() { for (int i = 0; i < _MenuCachePics.Length; i++) { _MenuCachePics[i] = new cachepic_t(); } if (_glNoBind == null) { _glNoBind = new Cvar("gl_nobind", "0"); _glMaxSize = new Cvar("gl_max_size", "1024"); _glPicMip = new Cvar("gl_picmip", "0"); } // 3dfx can only handle 256 wide textures string renderer = GL.GetString(StringName.Renderer); if (renderer.Contains("3dfx") || renderer.Contains("Glide")) { Cvar.Set("gl_max_size", "256"); } Cmd.Add("gl_texturemode", TextureMode_f); // load the console background and the charset // by hand, because we need to write the version // string into the background before turning // it into a texture int offset = Wad.GetLumpNameOffset("conchars"); byte[] draw_chars = Wad.Data; // draw_chars for (int i = 0; i < 256 * 64; i++) { if (draw_chars[offset + i] == 0) { draw_chars[offset + i] = 255; // proper transparent color } } // now turn them into textures _CharTexture = LoadTexture("charset", 128, 128, new ByteArraySegment(draw_chars, offset), false, true); byte[] buf = Common.LoadFile("gfx/conback.lmp"); if (buf == null) { Sys.Error("Couldn't load gfx/conback.lmp"); } dqpicheader_t cbHeader = Sys.BytesToStructure <dqpicheader_t>(buf, 0); Wad.SwapPic(cbHeader); // hack the version number directly into the pic string ver = String.Format("(c# {0,7:F2}) {1,7:F2}", (float)QDef.CSQUAKE_VERSION, (float)QDef.VERSION); int offset2 = Marshal.SizeOf(typeof(dqpicheader_t)) + 320 * 186 + 320 - 11 - 8 * ver.Length; int y = ver.Length; for (int x = 0; x < y; x++) { CharToConback(ver[x], new ByteArraySegment(buf, offset2 + (x << 3)), new ByteArraySegment(draw_chars, offset)); } _ConBack = new glpic_t(); _ConBack.width = cbHeader.width; _ConBack.height = cbHeader.height; int ncdataIndex = Marshal.SizeOf(typeof(dqpicheader_t)); // cb->data; SetTextureFilters(TextureMinFilter.Nearest, TextureMagFilter.Nearest); _ConBack.texnum = LoadTexture("conback", _ConBack.width, _ConBack.height, new ByteArraySegment(buf, ncdataIndex), false, false); _ConBack.width = Scr.vid.width; _ConBack.height = Scr.vid.height; // save a texture slot for translated picture _TranslateTexture = _TextureExtensionNumber++; // save slots for scraps _ScrapTexNum = _TextureExtensionNumber; _TextureExtensionNumber += MAX_SCRAPS; // // get the other pics we need // _Disc = PicFromWad("disc"); _BackTile = PicFromWad("backtile"); }