doom3-bfg/doomclassic/doom/r_main.cpp
2012-11-26 12:58:24 -06:00

897 lines
16 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include <stdlib.h>
#include <math.h>
#include "doomdef.h"
#include "d_net.h"
#include "m_bbox.h"
#include "r_local.h"
#include "r_sky.h"
#include "i_system.h"
// Fineangles in the SCREENWIDTH wide window.
// increment every time a check is made
// just for profiling purposes
// 0 = high, 1 = low
//
// precalculated math tables
//
// The ::g->viewangletox[::g->viewangle + FINEANGLES/4] lookup
// maps the visible view angles to screen X coordinates,
// flattening the arc to a flat ::g->projection plane.
// There will be many angles mapped to the same X.
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest ::g->viewangle that maps back to x ranges
// from ::g->clipangle to -::g->clipangle.
// UNUSED.
// The finetangentgent[angle+FINEANGLES/4] table
// holds the fixed_t tangent values for view angles,
// ranging from MININT to 0 to MAXINT.
// fixed_t finetangent[FINEANGLES/2];
// fixed_t finesine[5*FINEANGLES/4];
const fixed_t* finecosine = &finesine[FINEANGLES/4];
// bumped light from gun blasts
void (*colfunc) (lighttable_t * dc_colormap,
byte * dc_source);
void (*basecolfunc) (lighttable_t * dc_colormap,
byte * dc_source);
void (*fuzzcolfunc) (lighttable_t * dc_colormap,
byte * dc_source);
void (*transcolfunc) (lighttable_t * dc_colormap,
byte * dc_source);
void (*spanfunc) (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);
//
// R_AddPointToBox
// Expand a given bbox
// so that it encloses a given point.
//
void
R_AddPointToBox
( int x,
int y,
fixed_t* box )
{
if (x< box[BOXLEFT])
box[BOXLEFT] = x;
if (x> box[BOXRIGHT])
box[BOXRIGHT] = x;
if (y< box[BOXBOTTOM])
box[BOXBOTTOM] = y;
if (y> box[BOXTOP])
box[BOXTOP] = y;
}
//
// R_PointOnSide
// Traverse BSP (sub) tree,
// check point against partition plane.
// Returns side 0 (front) or 1 (back).
//
int
R_PointOnSide
( fixed_t x,
fixed_t y,
node_t* node )
{
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t right;
if (!node->dx)
{
if (x <= node->x)
return node->dy > 0;
return node->dy < 0;
}
if (!node->dy)
{
if (y <= node->y)
return node->dx < 0;
return node->dx > 0;
}
dx = (x - node->x);
dy = (y - node->y);
// Try to quickly decide by looking at sign bits.
if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
{
if ( (node->dy ^ dx) & 0x80000000 )
{
// (left is negative)
return 1;
}
return 0;
}
left = FixedMul ( node->dy>>FRACBITS , dx );
right = FixedMul ( dy , node->dx>>FRACBITS );
if (right < left)
{
// front side
return 0;
}
// back side
return 1;
}
int
R_PointOnSegSide
( fixed_t x,
fixed_t y,
seg_t* line )
{
fixed_t lx;
fixed_t ly;
fixed_t ldx;
fixed_t ldy;
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t right;
lx = line->v1->x;
ly = line->v1->y;
ldx = line->v2->x - lx;
ldy = line->v2->y - ly;
if (!ldx)
{
if (x <= lx)
return ldy > 0;
return ldy < 0;
}
if (!ldy)
{
if (y <= ly)
return ldx < 0;
return ldx > 0;
}
dx = (x - lx);
dy = (y - ly);
// Try to quickly decide by looking at sign bits.
if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
{
if ( (ldy ^ dx) & 0x80000000 )
{
// (left is negative)
return 1;
}
return 0;
}
left = FixedMul ( ldy>>FRACBITS , dx );
right = FixedMul ( dy , ldx>>FRACBITS );
if (right < left)
{
// front side
return 0;
}
// back side
return 1;
}
//
// R_PointToAngle
// To get a global angle from cartesian coordinates,
// the coordinates are flipped until they are in
// the first octant of the coordinate system, then
// the y (<=x) is scaled and divided by x to get a
// tangent (slope) value which is looked up in the
// tantoangle[] table.
//
angle_t
R_PointToAngle
( fixed_t x,
fixed_t y )
{
extern fixed_t GetViewX(); extern fixed_t GetViewY();
x -= GetViewX();
y -= GetViewY();
if ( (!x) && (!y) )
return 0;
if (x>= 0)
{
// x >=0
if (y>= 0)
{
// y>= 0
if (x>y)
{
// octant 0
return tantoangle[ SlopeDiv(y,x)];
}
else
{
// octant 1
return ANG90-1-tantoangle[ SlopeDiv(x,y)];
}
}
else
{
// y<0
y = -y;
if (x>y)
{
// octant 8
return -tantoangle[SlopeDiv(y,x)]; // // ALANHACK UNSIGNED
}
else
{
// octant 7
return ANG270+tantoangle[ SlopeDiv(x,y)];
}
}
}
else
{
// x<0
x = -x;
if (y>= 0)
{
// y>= 0
if (x>y)
{
// octant 3
return ANG180-1-tantoangle[ SlopeDiv(y,x)];
}
else
{
// octant 2
return ANG90+ tantoangle[ SlopeDiv(x,y)];
}
}
else
{
// y<0
y = -y;
if (x>y)
{
// octant 4
return ANG180+tantoangle[ SlopeDiv(y,x)];
}
else
{
// octant 5
return ANG270-1-tantoangle[ SlopeDiv(x,y)];
}
}
}
return 0;
}
angle_t
R_PointToAngle2
( fixed_t x1,
fixed_t y1,
fixed_t x2,
fixed_t y2 )
{
extern void SetViewX( fixed_t ); extern void SetViewY( fixed_t );
SetViewX( x1 );
SetViewY( y1 );
return R_PointToAngle (x2, y2);
}
fixed_t
R_PointToDist
( fixed_t x,
fixed_t y )
{
int angle;
fixed_t dx;
fixed_t dy;
fixed_t temp;
fixed_t dist;
extern fixed_t GetViewX(); extern fixed_t GetViewY();
dx = abs(x - GetViewX());
dy = abs(y - GetViewY());
if (dy>dx)
{
temp = dx;
dx = dy;
dy = temp;
}
angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT;
// use as cosine
dist = FixedDiv (dx, finesine[angle] );
return dist;
}
//
// R_InitPointToAngle
//
void R_InitPointToAngle (void)
{
// UNUSED - now getting from tables.c
#if 0
int i;
long t;
float f;
//
// slope (tangent) to angle lookup
//
for (i=0 ; i<=SLOPERANGE ; i++)
{
f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
t = 0xffffffff*f;
tantoangle[i] = t;
}
#endif
}
//
// R_ScaleFromGlobalAngle
// Returns the texture mapping scale
// for the current line (horizontal span)
// at the given angle.
// ::g->rw_distance must be calculated first.
//
fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
{
fixed_t scale;
//int anglea;
//int angleb;
angle_t anglea;
angle_t angleb;
int sinea;
int sineb;
fixed_t num;
int den;
// UNUSED
#if 0
{
fixed_t dist;
fixed_t z;
fixed_t sinv;
fixed_t cosv;
sinv = finesine[(visangle-::g->rw_normalangle)>>ANGLETOFINESHIFT];
dist = FixedDiv (::g->rw_distance, sinv);
cosv = finecosine[(::g->viewangle-visangle)>>ANGLETOFINESHIFT];
z = abs(FixedMul (dist, cosv));
scale = FixedDiv(::g->projection, z);
return scale;
}
#endif
extern angle_t GetViewAngle();
anglea = ANG90 + (visangle-GetViewAngle());
angleb = ANG90 + (visangle-::g->rw_normalangle);
// both sines are allways positive
sinea = finesine[anglea>>ANGLETOFINESHIFT];
sineb = finesine[angleb>>ANGLETOFINESHIFT];
num = FixedMul(::g->projection,sineb) << ::g->detailshift;
den = FixedMul(::g->rw_distance,sinea);
// DHM - Nerve :: If the den is pretty much 0, don't try the divide
if (den>>8 > 0 && den > num>>16)
{
scale = FixedDiv (num, den);
if (scale > 64*FRACUNIT)
scale = 64*FRACUNIT;
else if (scale < 256)
scale = 256;
}
else
scale = 64*FRACUNIT;
return scale;
}
//
// R_InitTables
//
void R_InitTables (void)
{
// UNUSED: now getting from tables.c
#if 0
int i;
float a;
float fv;
int t;
// ::g->viewangle tangent table
for (i=0 ; i<FINEANGLES/2 ; i++)
{
a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
fv = FRACUNIT*tan (a);
t = fv;
finetangent[i] = t;
}
// finesine table
for (i=0 ; i<5*FINEANGLES/4 ; i++)
{
// OPTIMIZE: mirror...
a = (i+0.5)*PI*2/FINEANGLES;
t = FRACUNIT*sin (a);
finesine[i] = t;
}
#endif
}
//
// R_InitTextureMapping
//
void R_InitTextureMapping (void)
{
int i;
int x;
int t;
fixed_t focallength;
// Use tangent table to generate viewangletox:
// ::g->viewangletox will give the next greatest x
// after the view angle.
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv (::g->centerxfrac,
finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
for (i=0 ; i<FINEANGLES/2 ; i++)
{
if (finetangent[i] > FRACUNIT*2)
t = -1;
else if (finetangent[i] < -FRACUNIT*2)
t = ::g->viewwidth+1;
else
{
t = FixedMul (finetangent[i], focallength);
t = (::g->centerxfrac - t+FRACUNIT-1)>>FRACBITS;
if (t < -1)
t = -1;
else if (t>::g->viewwidth+1)
t = ::g->viewwidth+1;
}
::g->viewangletox[i] = t;
}
// Scan ::g->viewangletox[] to generate ::g->xtoviewangle[]:
// ::g->xtoviewangle will give the smallest view angle
// that maps to x.
for (x=0;x<=::g->viewwidth;x++)
{
i = 0;
while (::g->viewangletox[i]>x)
i++;
::g->xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
}
// Take out the fencepost cases from ::g->viewangletox.
for (i=0 ; i<FINEANGLES/2 ; i++)
{
t = FixedMul (finetangent[i], focallength);
t = ::g->centerx - t;
if (::g->viewangletox[i] == -1)
::g->viewangletox[i] = 0;
else if (::g->viewangletox[i] == ::g->viewwidth+1)
::g->viewangletox[i] = ::g->viewwidth;
}
::g->clipangle = ::g->xtoviewangle[0];
}
//
// R_InitLightTables
// Only inits the ::g->zlight table,
// because the ::g->scalelight table changes with view size.
//
void R_InitLightTables (void)
{
int i;
int j;
int level;
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 );
}