mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-25 02:52:12 +00:00
883 lines
19 KiB
C++
883 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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{
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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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#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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}
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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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{
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return;
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}
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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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}
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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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{
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::g->dc_yl = 1;
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}
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// .. and high.
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if( ::g->dc_yh == ::g->viewheight - 1 )
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{
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::g->dc_yh = ::g->viewheight - 2;
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}
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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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{
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return;
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}
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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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{
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::g->fuzzpos = 0;
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}
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dest += SCREENWIDTH;
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frac += fracstep;
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}
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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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{
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return;
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}
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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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}
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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* )( ( ( intptr_t )::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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{
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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;
|
|
|
|
}
|
|
while( count-- );
|
|
}
|
|
|
|
|
|
|
|
// UNUSED.
|
|
// Loop unrolled by 4.
|
|
#if 0
|
|
void R_DrawSpan( void )
|
|
{
|
|
unsigned position, step;
|
|
|
|
byte* source;
|
|
byte* colormap;
|
|
byte* dest;
|
|
|
|
unsigned count;
|
|
usingned spot;
|
|
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 );
|
|
}
|
|
|
|
|
|
|