mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
839 lines
19 KiB
C++
839 lines
19 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 "doomdef.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "w_wad.h"
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#include "r_local.h"
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// Needs access to LFB (guess what).
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#include "v_video.h"
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// State.
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#include "doomstat.h"
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// ?
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// status bar height at bottom of screen
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//
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// All drawing to the view buffer is accomplished in this file.
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// The other refresh files only know about ccordinates,
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// not the architecture of the frame buffer.
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// Conveniently, the frame buffer is a linear one,
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// and we need only the base address,
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// and the total size == width*height*depth/8.,
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//
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// Color tables for different ::g->players,
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// translate a limited part to another
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// (color ramps used for suit colors).
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//
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//
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// R_DrawColumn
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// Source is the top of the column to scale.
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//
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// first pixel in a column (possibly virtual)
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// just for profiling
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//
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// A column is a vertical slice/span from a wall texture that,
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// given the DOOM style restrictions on the view orientation,
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// will always have constant z depth.
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// Thus a special case loop for very fast rendering can
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// be used. It has also been used with Wolfenstein 3D.
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//
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void R_DrawColumn ( lighttable_t * dc_colormap,
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byte * dc_source )
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = ::g->dc_yh - ::g->dc_yl;
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// Zero length, column does not exceed a pixel.
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if (count >= 0) {
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//return;
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#ifdef RANGECHECK
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if ((unsigned)::g->dc_x >= SCREENWIDTH
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|| ::g->dc_yl < 0
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|| ::g->dc_yh >= SCREENHEIGHT)
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I_Error ("R_DrawColumn: %i to %i at %i", ::g->dc_yl, ::g->dc_yh, ::g->dc_x);
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#endif
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// Framebuffer destination address.
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// Use ::g->ylookup LUT to avoid multiply with ScreenWidth.
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// Use ::g->columnofs LUT for subwindows?
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dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
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// Determine scaling,
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// which is the only mapping to be done.
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fracstep = ::g->dc_iscale;
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frac = ::g->dc_texturemid + (::g->dc_yl-::g->centery)*fracstep;
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// Inner loop that does the actual texture mapping,
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// e.g. a DDA-lile scaling.
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// This is as fast as it gets.
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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const int truncated1 = frac >> FRACBITS;
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const int wrapped1 = truncated1 & 127;
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*dest = dc_colormap[dc_source[wrapped1]];
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frac += fracstep;
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dest += SCREENWIDTH;
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} while (count--);
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}
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}
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// UNUSED.
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// Loop unrolled.
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#if 0
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void R_DrawColumn (void)
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{
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int count;
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byte* source;
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byte* dest;
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byte* colormap;
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unsigned frac;
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unsigned fracstep;
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unsigned fracstep2;
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unsigned fracstep3;
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unsigned fracstep4;
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count = ::g->dc_yh - ::g->dc_yl + 1;
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source = ::g->dc_source;
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colormap = ::g->dc_colormap;
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dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
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fracstep = ::g->dc_iscale<<9;
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frac = (::g->dc_texturemid + (::g->dc_yl-::g->centery)*::g->dc_iscale)<<9;
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fracstep2 = fracstep+fracstep;
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fracstep3 = fracstep2+fracstep;
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fracstep4 = fracstep3+fracstep;
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while (count >= 8)
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{
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dest[0] = colormap[source[frac>>25]];
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dest[SCREENWIDTH] = colormap[source[(frac+fracstep)>>25]];
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dest[SCREENWIDTH*2] = colormap[source[(frac+fracstep2)>>25]];
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dest[SCREENWIDTH*3] = colormap[source[(frac+fracstep3)>>25]];
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frac += fracstep4;
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dest[SCREENWIDTH*4] = colormap[source[frac>>25]];
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dest[SCREENWIDTH*5] = colormap[source[(frac+fracstep)>>25]];
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dest[SCREENWIDTH*6] = colormap[source[(frac+fracstep2)>>25]];
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dest[SCREENWIDTH*7] = colormap[source[(frac+fracstep3)>>25]];
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frac += fracstep4;
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dest += SCREENWIDTH*8;
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count -= 8;
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}
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while (count > 0)
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{
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*dest = colormap[source[frac>>25]];
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dest += SCREENWIDTH;
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frac += fracstep;
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count--;
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}
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}
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#endif
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void R_DrawColumnLow ( lighttable_t * dc_colormap,
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byte * dc_source )
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{
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int count;
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byte* dest;
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byte* dest2;
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fixed_t frac;
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fixed_t fracstep;
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count = ::g->dc_yh - ::g->dc_yl;
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// Zero length.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)::g->dc_x >= SCREENWIDTH
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|| ::g->dc_yl < 0
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|| ::g->dc_yh >= SCREENHEIGHT)
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{
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I_Error ("R_DrawColumn: %i to %i at %i", ::g->dc_yl, ::g->dc_yh, ::g->dc_x);
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}
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// ::g->dccount++;
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#endif
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// Blocky mode, need to multiply by 2.
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::g->dc_x <<= 1;
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dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
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dest2 = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x+1];
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fracstep = ::g->dc_iscale;
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frac = ::g->dc_texturemid + (::g->dc_yl-::g->centery)*fracstep;
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do
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{
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// Hack. Does not work corretly.
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*dest2 = *dest = ::g->dc_colormap[::g->dc_source[(frac>>FRACBITS)&127]];
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dest += SCREENWIDTH;
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dest2 += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// Spectre/Invisibility.
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//
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//
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// Framebuffer postprocessing.
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// Creates a fuzzy image by copying pixels
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// from adjacent ones to left and right.
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// Used with an all black colormap, this
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// could create the SHADOW effect,
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// i.e. spectres and invisible ::g->players.
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//
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void R_DrawFuzzColumn ( lighttable_t * dc_colormap,
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byte * dc_source )
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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// Adjust borders. Low...
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if (!::g->dc_yl)
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::g->dc_yl = 1;
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// .. and high.
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if (::g->dc_yh == ::g->viewheight-1)
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::g->dc_yh = ::g->viewheight - 2;
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count = ::g->dc_yh - ::g->dc_yl;
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// Zero length.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)::g->dc_x >= SCREENWIDTH
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|| ::g->dc_yl < 0 || ::g->dc_yh >= SCREENHEIGHT)
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{
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I_Error ("R_DrawFuzzColumn: %i to %i at %i",
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::g->dc_yl, ::g->dc_yh, ::g->dc_x);
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}
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#endif
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// Keep till ::g->detailshift bug in blocky mode fixed,
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// or blocky mode removed.
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/* WATCOM code
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if (::g->detailshift)
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{
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if (::g->dc_x & 1)
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{
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outpw (GC_INDEX,GC_READMAP+(2<<8) );
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outp (SC_INDEX+1,12);
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}
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else
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{
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outpw (GC_INDEX,GC_READMAP);
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outp (SC_INDEX+1,3);
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}
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dest = destview + ::g->dc_yl*80 + (::g->dc_x>>1);
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}
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else
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{
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outpw (GC_INDEX,GC_READMAP+((::g->dc_x&3)<<8) );
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outp (SC_INDEX+1,1<<(::g->dc_x&3));
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dest = destview + ::g->dc_yl*80 + (::g->dc_x>>2);
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}*/
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// Does not work with blocky mode.
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dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
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// Looks familiar.
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fracstep = ::g->dc_iscale;
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frac = ::g->dc_texturemid + (::g->dc_yl-::g->centery)*fracstep;
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// Looks like an attempt at dithering,
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// using the colormap #6 (of 0-31, a bit
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// brighter than average).
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do
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{
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// Lookup framebuffer, and retrieve
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// a pixel that is either one column
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// left or right of the current one.
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// Add index from colormap to index.
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*dest = ::g->colormaps[6*256+dest[::g->fuzzoffset[::g->fuzzpos]]];
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// Clamp table lookup index.
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if (++::g->fuzzpos == FUZZTABLE)
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::g->fuzzpos = 0;
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// R_DrawTranslatedColumn
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// Used to draw player ::g->sprites
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// with the green colorramp mapped to others.
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// Could be used with different translation
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// tables, e.g. the lighter colored version
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// of the BaronOfHell, the HellKnight, uses
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// identical ::g->sprites, kinda brightened up.
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//
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void R_DrawTranslatedColumn ( lighttable_t * dc_colormap,
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byte * dc_source )
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = ::g->dc_yh - ::g->dc_yl;
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)::g->dc_x >= SCREENWIDTH
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|| ::g->dc_yl < 0
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|| ::g->dc_yh >= SCREENHEIGHT)
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{
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I_Error ( "R_DrawColumn: %i to %i at %i",
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::g->dc_yl, ::g->dc_yh, ::g->dc_x);
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}
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#endif
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// WATCOM VGA specific.
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/* Keep for fixing.
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if (::g->detailshift)
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{
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if (::g->dc_x & 1)
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outp (SC_INDEX+1,12);
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else
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outp (SC_INDEX+1,3);
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dest = destview + ::g->dc_yl*80 + (::g->dc_x>>1);
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}
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else
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{
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outp (SC_INDEX+1,1<<(::g->dc_x&3));
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dest = destview + ::g->dc_yl*80 + (::g->dc_x>>2);
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}*/
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// FIXME. As above.
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dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
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// Looks familiar.
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fracstep = ::g->dc_iscale;
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frac = ::g->dc_texturemid + (::g->dc_yl-::g->centery)*fracstep;
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// Here we do an additional index re-mapping.
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do
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{
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// Translation tables are used
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// to map certain colorramps to other ones,
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// used with PLAY ::g->sprites.
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// Thus the "green" ramp of the player 0 sprite
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// is mapped to gray, red, black/indigo.
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*dest = dc_colormap[::g->dc_translation[dc_source[frac>>FRACBITS]]];
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// R_InitTranslationTables
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// Creates the translation tables to map
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// the green color ramp to gray, brown, red.
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// Assumes a given structure of the PLAYPAL.
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// Could be read from a lump instead.
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//
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void R_InitTranslationTables (void)
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{
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int i;
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::g->translationtables = (byte*)DoomLib::Z_Malloc (256*3+255, PU_STATIC, 0);
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::g->translationtables = (byte *)(( (int)::g->translationtables + 255 )& ~255);
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// translate just the 16 green colors
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for (i=0 ; i<256 ; i++)
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{
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if (i >= 0x70 && i<= 0x7f)
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{
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// map green ramp to gray, brown, red
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::g->translationtables[i] = 0x60 + (i&0xf);
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::g->translationtables [i+256] = 0x40 + (i&0xf);
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::g->translationtables [i+512] = 0x20 + (i&0xf);
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}
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else
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{
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// Keep all other colors as is.
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::g->translationtables[i] = ::g->translationtables[i+256]
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= ::g->translationtables[i+512] = i;
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}
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}
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}
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//
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// R_DrawSpan
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// With DOOM style restrictions on view orientation,
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// the floors and ceilings consist of horizontal slices
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// or spans with constant z depth.
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// However, rotation around the world z axis is possible,
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// thus this mapping, while simpler and faster than
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// perspective correct texture mapping, has to traverse
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// the texture at an angle in all but a few cases.
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// In consequence, flats are not stored by column (like walls),
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// and the inner loop has to step in texture space u and v.
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//
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// start of a 64*64 tile image
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// just for profiling
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//
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// Draws the actual span.
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void R_DrawSpan ( 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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byte* dest;
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int count;
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int spot;
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#ifdef RANGECHECK
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if (::g->ds_x2 < ::g->ds_x1
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|| ::g->ds_x1<0
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|| ::g->ds_x2>=SCREENWIDTH
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|| (unsigned)::g->ds_y>SCREENHEIGHT)
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{
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I_Error( "R_DrawSpan: %i to %i at %i",
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::g->ds_x1,::g->ds_x2,::g->ds_y);
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}
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// ::g->dscount++;
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#endif
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dest = ::g->ylookup[::g->ds_y] + ::g->columnofs[::g->ds_x1];
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// We do not check for zero spans here?
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count = ds_x2 - g->ds_x1;
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if ( ds_x2 < ds_x1 ) {
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return; // SMF - think this is the sky
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}
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do
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{
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// Current texture index in u,v.
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spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
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// Lookup pixel from flat texture tile,
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// re-index using light/colormap.
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*dest++ = ds_colormap[ds_source[spot]];
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// Next step in u,v.
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xfrac += ds_xstep;
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yfrac += ds_ystep;
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} while (count--);
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}
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// UNUSED.
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// Loop unrolled by 4.
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#if 0
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void R_DrawSpan (void)
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{
|
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unsigned position, step;
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|
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byte* source;
|
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byte* colormap;
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byte* dest;
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|
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unsigned count;
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usingned spot;
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unsigned value;
|
|
unsigned temp;
|
|
unsigned xtemp;
|
|
unsigned ytemp;
|
|
|
|
position = ((::g->ds_xfrac<<10)&0xffff0000) | ((::g->ds_yfrac>>6)&0xffff);
|
|
step = ((::g->ds_xstep<<10)&0xffff0000) | ((::g->ds_ystep>>6)&0xffff);
|
|
|
|
source = ::g->ds_source;
|
|
colormap = ::g->ds_colormap;
|
|
dest = ::g->ylookup[::g->ds_y] + ::g->columnofs[::g->ds_x1];
|
|
count = ::g->ds_x2 - ::g->ds_x1 + 1;
|
|
|
|
while (count >= 4)
|
|
{
|
|
ytemp = position>>4;
|
|
ytemp = ytemp & 4032;
|
|
xtemp = position>>26;
|
|
spot = xtemp | ytemp;
|
|
position += step;
|
|
dest[0] = colormap[source[spot]];
|
|
|
|
ytemp = position>>4;
|
|
ytemp = ytemp & 4032;
|
|
xtemp = position>>26;
|
|
spot = xtemp | ytemp;
|
|
position += step;
|
|
dest[1] = colormap[source[spot]];
|
|
|
|
ytemp = position>>4;
|
|
ytemp = ytemp & 4032;
|
|
xtemp = position>>26;
|
|
spot = xtemp | ytemp;
|
|
position += step;
|
|
dest[2] = colormap[source[spot]];
|
|
|
|
ytemp = position>>4;
|
|
ytemp = ytemp & 4032;
|
|
xtemp = position>>26;
|
|
spot = xtemp | ytemp;
|
|
position += step;
|
|
dest[3] = colormap[source[spot]];
|
|
|
|
count -= 4;
|
|
dest += 4;
|
|
}
|
|
while (count > 0)
|
|
{
|
|
ytemp = position>>4;
|
|
ytemp = ytemp & 4032;
|
|
xtemp = position>>26;
|
|
spot = xtemp | ytemp;
|
|
position += step;
|
|
*dest++ = colormap[source[spot]];
|
|
count--;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//
|
|
// Again..
|
|
//
|
|
void R_DrawSpanLow ( fixed_t xfrac,
|
|
fixed_t yfrac,
|
|
fixed_t ds_y,
|
|
int ds_x1,
|
|
int ds_x2,
|
|
fixed_t ds_xstep,
|
|
fixed_t ds_ystep,
|
|
lighttable_t * ds_colormap,
|
|
byte * ds_source )
|
|
{
|
|
byte* dest;
|
|
int count;
|
|
int spot;
|
|
|
|
#ifdef RANGECHECK
|
|
if (::g->ds_x2 < ::g->ds_x1
|
|
|| ::g->ds_x1<0
|
|
|| ::g->ds_x2>=SCREENWIDTH
|
|
|| (unsigned)::g->ds_y>SCREENHEIGHT)
|
|
{
|
|
I_Error( "R_DrawSpan: %i to %i at %i",
|
|
::g->ds_x1,::g->ds_x2,::g->ds_y);
|
|
}
|
|
// ::g->dscount++;
|
|
#endif
|
|
|
|
// Blocky mode, need to multiply by 2.
|
|
::g->ds_x1 <<= 1;
|
|
::g->ds_x2 <<= 1;
|
|
|
|
dest = ::g->ylookup[::g->ds_y] + ::g->columnofs[::g->ds_x1];
|
|
|
|
|
|
count = ::g->ds_x2 - ::g->ds_x1;
|
|
do
|
|
{
|
|
spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
|
|
// Lowres/blocky mode does it twice,
|
|
// while scale is adjusted appropriately.
|
|
*dest++ = ::g->ds_colormap[::g->ds_source[spot]];
|
|
*dest++ = ::g->ds_colormap[::g->ds_source[spot]];
|
|
|
|
xfrac += ::g->ds_xstep;
|
|
yfrac += ::g->ds_ystep;
|
|
|
|
} while (count--);
|
|
}
|
|
|
|
//
|
|
// R_InitBuffer
|
|
// Creats lookup tables that avoid
|
|
// multiplies and other hazzles
|
|
// for getting the framebuffer address
|
|
// of a pixel to draw.
|
|
//
|
|
void
|
|
R_InitBuffer
|
|
( int width,
|
|
int height )
|
|
{
|
|
int i;
|
|
|
|
// Handle resize,
|
|
// e.g. smaller view windows
|
|
// with border and/or status bar.
|
|
::g->viewwindowx = (SCREENWIDTH-width) >> 1;
|
|
|
|
// Column offset. For windows.
|
|
for (i=0 ; i<width ; i++)
|
|
::g->columnofs[i] = ::g->viewwindowx + i;
|
|
|
|
// Samw with base row offset.
|
|
if (width == SCREENWIDTH)
|
|
::g->viewwindowy = 0;
|
|
else
|
|
::g->viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1;
|
|
|
|
// Preclaculate all row offsets.
|
|
for (i=0 ; i<height ; i++)
|
|
::g->ylookup[i] = ::g->screens[0] + (i+::g->viewwindowy)*SCREENWIDTH;
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_FillBackScreen
|
|
// Fills the back screen with a pattern
|
|
// for variable screen sizes
|
|
// Also draws a beveled edge.
|
|
//
|
|
void R_FillBackScreen (void)
|
|
{
|
|
byte* src;
|
|
byte* dest;
|
|
int x;
|
|
int y;
|
|
int width, height, windowx, windowy;
|
|
patch_t* patch;
|
|
|
|
// DOOM border patch.
|
|
char name1[] = "FLOOR7_2";
|
|
// DOOM II border patch.
|
|
char name2[] = "GRNROCK";
|
|
|
|
char* name;
|
|
|
|
if (::g->scaledviewwidth == SCREENWIDTH)
|
|
return;
|
|
|
|
if ( ::g->gamemode == commercial)
|
|
name = name2;
|
|
else
|
|
name = name1;
|
|
|
|
src = (byte*)W_CacheLumpName (name, PU_CACHE_SHARED);
|
|
dest = ::g->screens[1];
|
|
|
|
for (y=0 ; y<SCREENHEIGHT-SBARHEIGHT ; y++) {
|
|
for (x=0 ; x<SCREENWIDTH/64 ; x++) {
|
|
memcpy(dest, src+((y&63)<<6), 64);
|
|
dest += 64;
|
|
}
|
|
if (SCREENWIDTH&63)
|
|
{
|
|
memcpy(dest, src+((y&63)<<6), SCREENWIDTH&63);
|
|
dest += (SCREENWIDTH&63);
|
|
}
|
|
}
|
|
|
|
width = ::g->scaledviewwidth / GLOBAL_IMAGE_SCALER;
|
|
height = ::g->viewheight / GLOBAL_IMAGE_SCALER;
|
|
windowx = ::g->viewwindowx / GLOBAL_IMAGE_SCALER;
|
|
windowy = ::g->viewwindowy / GLOBAL_IMAGE_SCALER;
|
|
|
|
patch = (patch_t*)W_CacheLumpName ("brdr_t",PU_CACHE_SHARED);
|
|
for (x=0 ; x<width ; x+=8) {
|
|
V_DrawPatch (windowx+x,windowy-8,1,patch);
|
|
}
|
|
|
|
patch = (patch_t*)W_CacheLumpName ("brdr_b",PU_CACHE_SHARED);
|
|
for (x=0 ; x<width ; x+=8) {
|
|
V_DrawPatch (windowx+x,windowy+height,1,patch);
|
|
}
|
|
|
|
patch = (patch_t*)W_CacheLumpName ("brdr_l",PU_CACHE_SHARED);
|
|
for (y=0 ; y<height ; y+=8) {
|
|
V_DrawPatch (windowx-8,windowy+y,1,patch);
|
|
}
|
|
|
|
patch = (patch_t*)W_CacheLumpName ("brdr_r",PU_CACHE_SHARED);
|
|
for (y=0 ; y<height ; y+=8) {
|
|
V_DrawPatch (windowx+width,windowy+y,1,patch);
|
|
}
|
|
|
|
// Draw beveled edge.
|
|
V_DrawPatch(windowx-8, windowy-8, 1, (patch_t*)W_CacheLumpName ("brdr_tl",PU_CACHE_SHARED));
|
|
V_DrawPatch(windowx+width, windowy-8, 1, (patch_t*)W_CacheLumpName ("brdr_tr",PU_CACHE_SHARED));
|
|
V_DrawPatch(windowx-8, windowy+height, 1, (patch_t*)W_CacheLumpName ("brdr_bl",PU_CACHE_SHARED));
|
|
V_DrawPatch (windowx+width, windowy+height, 1, (patch_t*)W_CacheLumpName ("brdr_br",PU_CACHE_SHARED));
|
|
}
|
|
|
|
|
|
//
|
|
// Copy a screen buffer.
|
|
//
|
|
void
|
|
R_VideoErase
|
|
( unsigned ofs,
|
|
int count )
|
|
{
|
|
// LFB copy.
|
|
// This might not be a good idea if memcpy
|
|
// is not optiomal, e.g. byte by byte on
|
|
// a 32bit CPU, as GNU GCC/Linux libc did
|
|
// at one point.
|
|
memcpy(::g->screens[0]+ofs, ::g->screens[1]+ofs, count);
|
|
}
|
|
|
|
|
|
//
|
|
// R_DrawViewBorder
|
|
// Draws the border around the view
|
|
// for different size windows?
|
|
//
|
|
void
|
|
V_MarkRect
|
|
( int x,
|
|
int y,
|
|
int width,
|
|
int height );
|
|
|
|
void R_DrawViewBorder (void)
|
|
{
|
|
int top;
|
|
int side;
|
|
int ofs;
|
|
int i;
|
|
|
|
if (::g->scaledviewwidth == SCREENWIDTH)
|
|
return;
|
|
|
|
top = ((SCREENHEIGHT-SBARHEIGHT)-::g->viewheight)/2;
|
|
side = (SCREENWIDTH-::g->scaledviewwidth)/2;
|
|
|
|
// copy top and one line of left side
|
|
R_VideoErase (0, top*SCREENWIDTH+side);
|
|
|
|
// copy one line of right side and bottom
|
|
ofs = (::g->viewheight+top)*SCREENWIDTH-side;
|
|
R_VideoErase (ofs, top*SCREENWIDTH+side);
|
|
|
|
// copy ::g->sides using wraparound
|
|
ofs = top*SCREENWIDTH + SCREENWIDTH-side;
|
|
side <<= 1;
|
|
|
|
for (i=1 ; i < ::g->viewheight ; i++)
|
|
{
|
|
R_VideoErase (ofs, side);
|
|
ofs += SCREENWIDTH;
|
|
}
|
|
|
|
// ?
|
|
V_MarkRect (0,0,SCREENWIDTH, SCREENHEIGHT-SBARHEIGHT);
|
|
}
|
|
|
|
|
|
|