mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
897 lines
16 KiB
C++
897 lines
16 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include <stdlib.h>
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#include <math.h>
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#include "doomdef.h"
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#include "d_net.h"
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#include "m_bbox.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "i_system.h"
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// Fineangles in the SCREENWIDTH wide window.
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// increment every time a check is made
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// just for profiling purposes
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// 0 = high, 1 = low
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//
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// precalculated math tables
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//
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// The ::g->viewangletox[::g->viewangle + FINEANGLES/4] lookup
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// maps the visible view angles to screen X coordinates,
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// flattening the arc to a flat ::g->projection plane.
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// There will be many angles mapped to the same X.
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// The xtoviewangleangle[] table maps a screen pixel
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// to the lowest ::g->viewangle that maps back to x ranges
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// from ::g->clipangle to -::g->clipangle.
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// UNUSED.
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// The finetangentgent[angle+FINEANGLES/4] table
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// holds the fixed_t tangent values for view angles,
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// ranging from MININT to 0 to MAXINT.
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// fixed_t finetangent[FINEANGLES/2];
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// fixed_t finesine[5*FINEANGLES/4];
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const fixed_t* finecosine = &finesine[FINEANGLES/4];
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// bumped light from gun blasts
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void (*colfunc) (lighttable_t * dc_colormap,
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byte * dc_source);
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void (*basecolfunc) (lighttable_t * dc_colormap,
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byte * dc_source);
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void (*fuzzcolfunc) (lighttable_t * dc_colormap,
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byte * dc_source);
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void (*transcolfunc) (lighttable_t * dc_colormap,
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byte * dc_source);
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void (*spanfunc) (fixed_t xfrac,
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fixed_t yfrac,
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fixed_t ds_y,
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int ds_x1,
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int ds_x2,
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fixed_t ds_xstep,
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fixed_t ds_ystep,
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lighttable_t * ds_colormap,
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byte * ds_source);
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//
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// R_AddPointToBox
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// Expand a given bbox
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// so that it encloses a given point.
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//
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void
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R_AddPointToBox
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( int x,
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int y,
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fixed_t* box )
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{
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if (x< box[BOXLEFT])
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box[BOXLEFT] = x;
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if (x> box[BOXRIGHT])
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box[BOXRIGHT] = x;
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if (y< box[BOXBOTTOM])
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box[BOXBOTTOM] = y;
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if (y> box[BOXTOP])
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box[BOXTOP] = y;
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}
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//
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// R_PointOnSide
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// Traverse BSP (sub) tree,
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// check point against partition plane.
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// Returns side 0 (front) or 1 (back).
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//
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int
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R_PointOnSide
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( fixed_t x,
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fixed_t y,
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node_t* node )
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{
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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if (!node->dx)
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{
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if (x <= node->x)
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return node->dy > 0;
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return node->dy < 0;
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}
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if (!node->dy)
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{
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if (y <= node->y)
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return node->dx < 0;
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return node->dx > 0;
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}
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dx = (x - node->x);
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dy = (y - node->y);
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// Try to quickly decide by looking at sign bits.
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if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
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{
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if ( (node->dy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( node->dy>>FRACBITS , dx );
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right = FixedMul ( dy , node->dx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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}
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int
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R_PointOnSegSide
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( fixed_t x,
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fixed_t y,
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seg_t* line )
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{
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fixed_t lx;
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fixed_t ly;
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fixed_t ldx;
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fixed_t ldy;
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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lx = line->v1->x;
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ly = line->v1->y;
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ldx = line->v2->x - lx;
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ldy = line->v2->y - ly;
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if (!ldx)
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{
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if (x <= lx)
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return ldy > 0;
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return ldy < 0;
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}
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if (!ldy)
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{
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if (y <= ly)
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return ldx < 0;
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return ldx > 0;
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}
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dx = (x - lx);
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dy = (y - ly);
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// Try to quickly decide by looking at sign bits.
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if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
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{
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if ( (ldy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( ldy>>FRACBITS , dx );
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right = FixedMul ( dy , ldx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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}
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//
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// R_PointToAngle
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// To get a global angle from cartesian coordinates,
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// the coordinates are flipped until they are in
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// the first octant of the coordinate system, then
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// the y (<=x) is scaled and divided by x to get a
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// tangent (slope) value which is looked up in the
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// tantoangle[] table.
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//
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angle_t
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R_PointToAngle
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( fixed_t x,
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fixed_t y )
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{
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extern fixed_t GetViewX(); extern fixed_t GetViewY();
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x -= GetViewX();
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y -= GetViewY();
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if ( (!x) && (!y) )
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return 0;
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if (x>= 0)
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{
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// x >=0
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if (y>= 0)
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{
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// y>= 0
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if (x>y)
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{
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// octant 0
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return tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 1
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return ANG90-1-tantoangle[ SlopeDiv(x,y)];
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}
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}
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else
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{
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// y<0
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y = -y;
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if (x>y)
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{
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// octant 8
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return -tantoangle[SlopeDiv(y,x)]; // // ALANHACK UNSIGNED
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}
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else
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{
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// octant 7
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return ANG270+tantoangle[ SlopeDiv(x,y)];
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}
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}
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}
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else
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{
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// x<0
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x = -x;
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if (y>= 0)
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{
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// y>= 0
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if (x>y)
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{
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// octant 3
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return ANG180-1-tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 2
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return ANG90+ tantoangle[ SlopeDiv(x,y)];
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}
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}
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else
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{
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// y<0
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y = -y;
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if (x>y)
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{
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// octant 4
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return ANG180+tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 5
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return ANG270-1-tantoangle[ SlopeDiv(x,y)];
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}
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}
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}
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return 0;
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}
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angle_t
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R_PointToAngle2
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( fixed_t x1,
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fixed_t y1,
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fixed_t x2,
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fixed_t y2 )
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{
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extern void SetViewX( fixed_t ); extern void SetViewY( fixed_t );
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SetViewX( x1 );
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SetViewY( y1 );
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return R_PointToAngle (x2, y2);
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}
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fixed_t
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R_PointToDist
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( fixed_t x,
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fixed_t y )
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{
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int angle;
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fixed_t dx;
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fixed_t dy;
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fixed_t temp;
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fixed_t dist;
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extern fixed_t GetViewX(); extern fixed_t GetViewY();
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dx = abs(x - GetViewX());
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dy = abs(y - GetViewY());
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if (dy>dx)
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{
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temp = dx;
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dx = dy;
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dy = temp;
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}
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angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT;
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// use as cosine
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dist = FixedDiv (dx, finesine[angle] );
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return dist;
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}
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//
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// R_InitPointToAngle
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//
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void R_InitPointToAngle (void)
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{
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// UNUSED - now getting from tables.c
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#if 0
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int i;
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long t;
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float f;
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//
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// slope (tangent) to angle lookup
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//
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for (i=0 ; i<=SLOPERANGE ; i++)
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{
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f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
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t = 0xffffffff*f;
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tantoangle[i] = t;
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}
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#endif
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}
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//
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// R_ScaleFromGlobalAngle
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// Returns the texture mapping scale
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// for the current line (horizontal span)
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// at the given angle.
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// ::g->rw_distance must be calculated first.
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//
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fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
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{
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fixed_t scale;
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//int anglea;
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//int angleb;
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angle_t anglea;
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angle_t angleb;
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int sinea;
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int sineb;
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fixed_t num;
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int den;
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// UNUSED
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#if 0
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{
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fixed_t dist;
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fixed_t z;
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fixed_t sinv;
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fixed_t cosv;
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sinv = finesine[(visangle-::g->rw_normalangle)>>ANGLETOFINESHIFT];
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dist = FixedDiv (::g->rw_distance, sinv);
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cosv = finecosine[(::g->viewangle-visangle)>>ANGLETOFINESHIFT];
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z = abs(FixedMul (dist, cosv));
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scale = FixedDiv(::g->projection, z);
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return scale;
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}
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#endif
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extern angle_t GetViewAngle();
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anglea = ANG90 + (visangle-GetViewAngle());
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angleb = ANG90 + (visangle-::g->rw_normalangle);
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// both sines are allways positive
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sinea = finesine[anglea>>ANGLETOFINESHIFT];
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sineb = finesine[angleb>>ANGLETOFINESHIFT];
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num = FixedMul(::g->projection,sineb) << ::g->detailshift;
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den = FixedMul(::g->rw_distance,sinea);
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// DHM - Nerve :: If the den is pretty much 0, don't try the divide
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if (den>>8 > 0 && den > num>>16)
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{
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scale = FixedDiv (num, den);
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if (scale > 64*FRACUNIT)
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scale = 64*FRACUNIT;
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else if (scale < 256)
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scale = 256;
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}
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else
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scale = 64*FRACUNIT;
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return scale;
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}
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//
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// R_InitTables
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//
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void R_InitTables (void)
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{
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// UNUSED: now getting from tables.c
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#if 0
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int i;
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float a;
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float fv;
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int t;
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// ::g->viewangle tangent table
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
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fv = FRACUNIT*tan (a);
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t = fv;
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finetangent[i] = t;
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}
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// finesine table
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for (i=0 ; i<5*FINEANGLES/4 ; i++)
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{
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// OPTIMIZE: mirror...
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a = (i+0.5)*PI*2/FINEANGLES;
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t = FRACUNIT*sin (a);
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finesine[i] = t;
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}
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#endif
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}
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//
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// R_InitTextureMapping
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//
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void R_InitTextureMapping (void)
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{
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int i;
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int x;
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int t;
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fixed_t focallength;
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// Use tangent table to generate viewangletox:
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// ::g->viewangletox will give the next greatest x
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// after the view angle.
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//
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// Calc focallength
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// so FIELDOFVIEW angles covers SCREENWIDTH.
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focallength = FixedDiv (::g->centerxfrac,
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finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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if (finetangent[i] > FRACUNIT*2)
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t = -1;
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else if (finetangent[i] < -FRACUNIT*2)
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t = ::g->viewwidth+1;
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else
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{
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t = FixedMul (finetangent[i], focallength);
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t = (::g->centerxfrac - t+FRACUNIT-1)>>FRACBITS;
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if (t < -1)
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t = -1;
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else if (t>::g->viewwidth+1)
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t = ::g->viewwidth+1;
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}
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::g->viewangletox[i] = t;
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}
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// Scan ::g->viewangletox[] to generate ::g->xtoviewangle[]:
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// ::g->xtoviewangle will give the smallest view angle
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// that maps to x.
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for (x=0;x<=::g->viewwidth;x++)
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{
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i = 0;
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while (::g->viewangletox[i]>x)
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i++;
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::g->xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
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}
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// Take out the fencepost cases from ::g->viewangletox.
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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t = FixedMul (finetangent[i], focallength);
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t = ::g->centerx - t;
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if (::g->viewangletox[i] == -1)
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::g->viewangletox[i] = 0;
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else if (::g->viewangletox[i] == ::g->viewwidth+1)
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::g->viewangletox[i] = ::g->viewwidth;
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}
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::g->clipangle = ::g->xtoviewangle[0];
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}
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//
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// R_InitLightTables
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// Only inits the ::g->zlight table,
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// because the ::g->scalelight table changes with view size.
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//
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void R_InitLightTables (void)
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{
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int i;
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int j;
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int level;
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int nocollide_startmap;
|
|
int scale;
|
|
|
|
// Calculate the light levels to use
|
|
// for each level / distance combination.
|
|
for (i=0 ; i< LIGHTLEVELS ; i++)
|
|
{
|
|
nocollide_startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
|
|
for (j=0 ; j<MAXLIGHTZ ; j++)
|
|
{
|
|
scale = FixedDiv ((SCREENWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
|
|
scale >>= LIGHTSCALESHIFT;
|
|
level = nocollide_startmap - scale/DISTMAP;
|
|
|
|
if (level < 0)
|
|
level = 0;
|
|
|
|
if (level >= NUMCOLORMAPS)
|
|
level = NUMCOLORMAPS-1;
|
|
|
|
::g->zlight[i][j] = ::g->colormaps + level*256;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_SetViewSize
|
|
// Do not really change anything here,
|
|
// because it might be in the middle of a refresh.
|
|
// The change will take effect next refresh.
|
|
//
|
|
|
|
|
|
void
|
|
R_SetViewSize
|
|
( int blocks,
|
|
int detail )
|
|
{
|
|
::g->setsizeneeded = true;
|
|
::g->setblocks = blocks;
|
|
::g->setdetail = detail;
|
|
}
|
|
|
|
|
|
//
|
|
// R_ExecuteSetViewSize
|
|
//
|
|
void R_ExecuteSetViewSize (void)
|
|
{
|
|
fixed_t cosadj;
|
|
fixed_t dy;
|
|
int i;
|
|
int j;
|
|
int level;
|
|
int nocollide_startmap;
|
|
|
|
::g->setsizeneeded = false;
|
|
|
|
if (::g->setblocks == 11)
|
|
{
|
|
::g->scaledviewwidth = ORIGINAL_WIDTH;
|
|
::g->viewheight = ORIGINAL_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
::g->scaledviewwidth = ::g->setblocks*32;
|
|
::g->viewheight = (::g->setblocks*168/10)&~7;
|
|
}
|
|
|
|
// SMF - temp
|
|
::g->scaledviewwidth *= GLOBAL_IMAGE_SCALER;
|
|
::g->viewheight *= GLOBAL_IMAGE_SCALER;
|
|
|
|
::g->detailshift = ::g->setdetail;
|
|
::g->viewwidth = ::g->scaledviewwidth>>::g->detailshift;
|
|
|
|
::g->centery = ::g->viewheight/2;
|
|
::g->centerx = ::g->viewwidth/2;
|
|
::g->centerxfrac = ::g->centerx<<FRACBITS;
|
|
::g->centeryfrac = ::g->centery<<FRACBITS;
|
|
::g->projection = ::g->centerxfrac;
|
|
|
|
if (!::g->detailshift)
|
|
{
|
|
colfunc = basecolfunc = R_DrawColumn;
|
|
fuzzcolfunc = R_DrawFuzzColumn;
|
|
transcolfunc = R_DrawTranslatedColumn;
|
|
spanfunc = R_DrawSpan;
|
|
}
|
|
else
|
|
{
|
|
colfunc = basecolfunc = R_DrawColumnLow;
|
|
fuzzcolfunc = R_DrawFuzzColumn;
|
|
transcolfunc = R_DrawTranslatedColumn;
|
|
spanfunc = R_DrawSpanLow;
|
|
}
|
|
|
|
R_InitBuffer (::g->scaledviewwidth, ::g->viewheight);
|
|
|
|
R_InitTextureMapping ();
|
|
|
|
// psprite scales
|
|
::g->pspritescale = FRACUNIT*::g->viewwidth/ORIGINAL_WIDTH;
|
|
::g->pspriteiscale = FRACUNIT*ORIGINAL_WIDTH/::g->viewwidth;
|
|
|
|
// thing clipping
|
|
for (i=0 ; i < ::g->viewwidth ; i++)
|
|
::g->screenheightarray[i] = ::g->viewheight;
|
|
|
|
// planes
|
|
for (i=0 ; i < ::g->viewheight ; i++)
|
|
{
|
|
dy = ((i-::g->viewheight/2)<<FRACBITS)+FRACUNIT/2;
|
|
dy = abs(dy);
|
|
::g->yslope[i] = FixedDiv ( (::g->viewwidth << ::g->detailshift)/2*FRACUNIT, dy);
|
|
}
|
|
|
|
for (i=0 ; i < ::g->viewwidth ; i++)
|
|
{
|
|
cosadj = abs(finecosine[::g->xtoviewangle[i]>>ANGLETOFINESHIFT]);
|
|
::g->distscale[i] = FixedDiv (FRACUNIT,cosadj);
|
|
}
|
|
|
|
// Calculate the light levels to use
|
|
// for each level / scale combination.
|
|
for (i=0 ; i< LIGHTLEVELS ; i++)
|
|
{
|
|
nocollide_startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
|
|
for (j=0 ; j<MAXLIGHTSCALE ; j++)
|
|
{
|
|
level = nocollide_startmap - j*SCREENWIDTH/(::g->viewwidth << ::g->detailshift)/DISTMAP;
|
|
|
|
if (level < 0)
|
|
level = 0;
|
|
|
|
if (level >= NUMCOLORMAPS)
|
|
level = NUMCOLORMAPS-1;
|
|
|
|
::g->scalelight[i][j] = ::g->colormaps + level*256;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_Init
|
|
//
|
|
|
|
|
|
|
|
void R_Init (void)
|
|
{
|
|
R_InitData ();
|
|
I_Printf ("\nR_InitData");
|
|
R_InitPointToAngle ();
|
|
I_Printf ("\nR_InitPointToAngle");
|
|
R_InitTables ();
|
|
// ::g->viewwidth / ::g->viewheight / ::g->detailLevel are set by the defaults
|
|
I_Printf ("\nR_InitTables");
|
|
|
|
R_SetViewSize (::g->screenblocks, ::g->detailLevel);
|
|
R_InitPlanes ();
|
|
I_Printf ("\nR_InitPlanes");
|
|
R_InitLightTables ();
|
|
I_Printf ("\nR_InitLightTables");
|
|
R_InitSkyMap ();
|
|
I_Printf ("\nR_InitSkyMap");
|
|
R_InitTranslationTables ();
|
|
I_Printf ("\nR_InitTranslationsTables");
|
|
|
|
::g->framecount = 0;
|
|
}
|
|
|
|
|
|
//
|
|
// R_PointInSubsector
|
|
//
|
|
subsector_t*
|
|
R_PointInSubsector
|
|
( fixed_t x,
|
|
fixed_t y )
|
|
{
|
|
node_t* node;
|
|
int side;
|
|
int nodenum;
|
|
|
|
// single subsector is a special case
|
|
if (!::g->numnodes)
|
|
return ::g->subsectors;
|
|
|
|
nodenum = ::g->numnodes-1;
|
|
|
|
while (! (nodenum & NF_SUBSECTOR) )
|
|
{
|
|
node = &::g->nodes[nodenum];
|
|
side = R_PointOnSide (x, y, node);
|
|
nodenum = node->children[side];
|
|
}
|
|
|
|
return &::g->subsectors[nodenum & ~NF_SUBSECTOR];
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_SetupFrame
|
|
//
|
|
void R_SetupFrame (player_t* player)
|
|
{
|
|
int i;
|
|
|
|
::g->viewplayer = player;
|
|
extern void SetViewX( fixed_t ); extern void SetViewY( fixed_t ); extern void SetViewAngle( angle_t );
|
|
SetViewX( player->mo->x );
|
|
SetViewY( player->mo->y );
|
|
SetViewAngle( player->mo->angle + ::g->viewangleoffset );
|
|
::g->extralight = player->extralight;
|
|
|
|
::g->viewz = player->viewz;
|
|
|
|
extern angle_t GetViewAngle();
|
|
|
|
::g->viewsin = finesine[GetViewAngle()>>ANGLETOFINESHIFT];
|
|
::g->viewcos = finecosine[GetViewAngle()>>ANGLETOFINESHIFT];
|
|
|
|
::g->sscount = 0;
|
|
|
|
if (player->fixedcolormap)
|
|
{
|
|
::g->fixedcolormap =
|
|
::g->colormaps
|
|
+ player->fixedcolormap*256*sizeof(lighttable_t);
|
|
|
|
::g->walllights = ::g->scalelightfixed;
|
|
|
|
for (i=0 ; i<MAXLIGHTSCALE ; i++)
|
|
::g->scalelightfixed[i] = ::g->fixedcolormap;
|
|
}
|
|
else
|
|
::g->fixedcolormap = 0;
|
|
|
|
::g->framecount++;
|
|
::g->validcount++;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_RenderView
|
|
//
|
|
void R_RenderPlayerView (player_t* player)
|
|
{
|
|
if ( player->mo == NULL ) {
|
|
return;
|
|
}
|
|
|
|
R_SetupFrame (player);
|
|
|
|
// Clear buffers.
|
|
R_ClearClipSegs ();
|
|
R_ClearDrawSegs ();
|
|
R_ClearPlanes ();
|
|
R_ClearSprites ();
|
|
|
|
// check for new console commands.
|
|
NetUpdate ( NULL );
|
|
|
|
// The head node is the last node output.
|
|
R_RenderBSPNode (::g->numnodes-1);
|
|
|
|
// Check for new console commands.
|
|
NetUpdate ( NULL );
|
|
|
|
R_DrawPlanes ();
|
|
|
|
// Check for new console commands.
|
|
NetUpdate ( NULL );
|
|
|
|
R_DrawMasked ();
|
|
|
|
// Check for new console commands.
|
|
NetUpdate ( NULL );
|
|
}
|
|
|