doom3-bfg/doomclassic/doom/r_draw.cpp
2022-09-05 22:25:33 +02:00

883 lines
19 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 "doomdef.h"
#include "i_system.h"
#include "z_zone.h"
#include "w_wad.h"
#include "r_local.h"
// Needs access to LFB (guess what).
#include "v_video.h"
// State.
#include "doomstat.h"
// ?
// status bar height at bottom of screen
//
// All drawing to the view buffer is accomplished in this file.
// The other refresh files only know about ccordinates,
// not the architecture of the frame buffer.
// Conveniently, the frame buffer is a linear one,
// and we need only the base address,
// and the total size == width*height*depth/8.,
//
// Color tables for different ::g->players,
// translate a limited part to another
// (color ramps used for suit colors).
//
//
// R_DrawColumn
// Source is the top of the column to scale.
//
// first pixel in a column (possibly virtual)
// just for profiling
//
// A column is a vertical slice/span from a wall texture that,
// given the DOOM style restrictions on the view orientation,
// will always have constant z depth.
// Thus a special case loop for very fast rendering can
// be used. It has also been used with Wolfenstein 3D.
//
void R_DrawColumn( lighttable_t* dc_colormap,
byte* dc_source )
{
int count;
byte* dest;
fixed_t frac;
fixed_t fracstep;
count = ::g->dc_yh - ::g->dc_yl;
// Zero length, column does not exceed a pixel.
if( count >= 0 )
{
//return;
#ifdef RANGECHECK
if( ( unsigned )::g->dc_x >= SCREENWIDTH
|| ::g->dc_yl < 0
|| ::g->dc_yh >= SCREENHEIGHT )
{
I_Error( "R_DrawColumn: %i to %i at %i", ::g->dc_yl, ::g->dc_yh, ::g->dc_x );
}
#endif
// Framebuffer destination address.
// Use ::g->ylookup LUT to avoid multiply with ScreenWidth.
// Use ::g->columnofs LUT for subwindows?
dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
// Determine scaling,
// which is the only mapping to be done.
fracstep = ::g->dc_iscale;
frac = ::g->dc_texturemid + ( ::g->dc_yl -::g->centery ) * fracstep;
// Inner loop that does the actual texture mapping,
// e.g. a DDA-lile scaling.
// This is as fast as it gets.
do
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
const int truncated1 = frac >> FRACBITS;
const int wrapped1 = truncated1 & 127;
*dest = dc_colormap[dc_source[wrapped1]];
frac += fracstep;
dest += SCREENWIDTH;
}
while( count-- );
}
}
// UNUSED.
// Loop unrolled.
#if 0
void R_DrawColumn( void )
{
int count;
byte* source;
byte* dest;
byte* colormap;
unsigned frac;
unsigned fracstep;
unsigned fracstep2;
unsigned fracstep3;
unsigned fracstep4;
count = ::g->dc_yh - ::g->dc_yl + 1;
source = ::g->dc_source;
colormap = ::g->dc_colormap;
dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
fracstep = ::g->dc_iscale << 9;
frac = ( ::g->dc_texturemid + ( ::g->dc_yl -::g->centery )*::g->dc_iscale ) << 9;
fracstep2 = fracstep + fracstep;
fracstep3 = fracstep2 + fracstep;
fracstep4 = fracstep3 + fracstep;
while( count >= 8 )
{
dest[0] = colormap[source[frac >> 25]];
dest[SCREENWIDTH] = colormap[source[( frac + fracstep ) >> 25]];
dest[SCREENWIDTH * 2] = colormap[source[( frac + fracstep2 ) >> 25]];
dest[SCREENWIDTH * 3] = colormap[source[( frac + fracstep3 ) >> 25]];
frac += fracstep4;
dest[SCREENWIDTH * 4] = colormap[source[frac >> 25]];
dest[SCREENWIDTH * 5] = colormap[source[( frac + fracstep ) >> 25]];
dest[SCREENWIDTH * 6] = colormap[source[( frac + fracstep2 ) >> 25]];
dest[SCREENWIDTH * 7] = colormap[source[( frac + fracstep3 ) >> 25]];
frac += fracstep4;
dest += SCREENWIDTH * 8;
count -= 8;
}
while( count > 0 )
{
*dest = colormap[source[frac >> 25]];
dest += SCREENWIDTH;
frac += fracstep;
count--;
}
}
#endif
void R_DrawColumnLow( lighttable_t* dc_colormap,
byte* dc_source )
{
int count;
byte* dest;
byte* dest2;
fixed_t frac;
fixed_t fracstep;
count = ::g->dc_yh - ::g->dc_yl;
// Zero length.
if( count < 0 )
{
return;
}
#ifdef RANGECHECK
if( ( unsigned )::g->dc_x >= SCREENWIDTH
|| ::g->dc_yl < 0
|| ::g->dc_yh >= SCREENHEIGHT )
{
I_Error( "R_DrawColumn: %i to %i at %i", ::g->dc_yl, ::g->dc_yh, ::g->dc_x );
}
// ::g->dccount++;
#endif
// Blocky mode, need to multiply by 2.
::g->dc_x <<= 1;
dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
dest2 = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x + 1];
fracstep = ::g->dc_iscale;
frac = ::g->dc_texturemid + ( ::g->dc_yl -::g->centery ) * fracstep;
do
{
// Hack. Does not work corretly.
*dest2 = *dest = ::g->dc_colormap[::g->dc_source[( frac >> FRACBITS ) & 127]];
dest += SCREENWIDTH;
dest2 += SCREENWIDTH;
frac += fracstep;
}
while( count-- );
}
//
// Spectre/Invisibility.
//
//
// Framebuffer postprocessing.
// Creates a fuzzy image by copying pixels
// from adjacent ones to left and right.
// Used with an all black colormap, this
// could create the SHADOW effect,
// i.e. spectres and invisible ::g->players.
//
void R_DrawFuzzColumn( lighttable_t* dc_colormap,
byte* dc_source )
{
int count;
byte* dest;
fixed_t frac;
fixed_t fracstep;
// Adjust borders. Low...
if( !::g->dc_yl )
{
::g->dc_yl = 1;
}
// .. and high.
if( ::g->dc_yh == ::g->viewheight - 1 )
{
::g->dc_yh = ::g->viewheight - 2;
}
count = ::g->dc_yh - ::g->dc_yl;
// Zero length.
if( count < 0 )
{
return;
}
#ifdef RANGECHECK
if( ( unsigned )::g->dc_x >= SCREENWIDTH
|| ::g->dc_yl < 0 || ::g->dc_yh >= SCREENHEIGHT )
{
I_Error( "R_DrawFuzzColumn: %i to %i at %i",
::g->dc_yl, ::g->dc_yh, ::g->dc_x );
}
#endif
// Keep till ::g->detailshift bug in blocky mode fixed,
// or blocky mode removed.
/* WATCOM code
if (::g->detailshift)
{
if (::g->dc_x & 1)
{
outpw (GC_INDEX,GC_READMAP+(2<<8) );
outp (SC_INDEX+1,12);
}
else
{
outpw (GC_INDEX,GC_READMAP);
outp (SC_INDEX+1,3);
}
dest = destview + ::g->dc_yl*80 + (::g->dc_x>>1);
}
else
{
outpw (GC_INDEX,GC_READMAP+((::g->dc_x&3)<<8) );
outp (SC_INDEX+1,1<<(::g->dc_x&3));
dest = destview + ::g->dc_yl*80 + (::g->dc_x>>2);
}*/
// Does not work with blocky mode.
dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
// Looks familiar.
fracstep = ::g->dc_iscale;
frac = ::g->dc_texturemid + ( ::g->dc_yl -::g->centery ) * fracstep;
// Looks like an attempt at dithering,
// using the colormap #6 (of 0-31, a bit
// brighter than average).
do
{
// Lookup framebuffer, and retrieve
// a pixel that is either one column
// left or right of the current one.
// Add index from colormap to index.
*dest = ::g->colormaps[6 * 256 + dest[::g->fuzzoffset[::g->fuzzpos]]];
// Clamp table lookup index.
if( ++::g->fuzzpos == FUZZTABLE )
{
::g->fuzzpos = 0;
}
dest += SCREENWIDTH;
frac += fracstep;
}
while( count-- );
}
//
// R_DrawTranslatedColumn
// Used to draw player ::g->sprites
// with the green colorramp mapped to others.
// Could be used with different translation
// tables, e.g. the lighter colored version
// of the BaronOfHell, the HellKnight, uses
// identical ::g->sprites, kinda brightened up.
//
void R_DrawTranslatedColumn( lighttable_t* dc_colormap,
byte* dc_source )
{
int count;
byte* dest;
fixed_t frac;
fixed_t fracstep;
count = ::g->dc_yh - ::g->dc_yl;
if( count < 0 )
{
return;
}
#ifdef RANGECHECK
if( ( unsigned )::g->dc_x >= SCREENWIDTH
|| ::g->dc_yl < 0
|| ::g->dc_yh >= SCREENHEIGHT )
{
I_Error( "R_DrawColumn: %i to %i at %i",
::g->dc_yl, ::g->dc_yh, ::g->dc_x );
}
#endif
// WATCOM VGA specific.
/* Keep for fixing.
if (::g->detailshift)
{
if (::g->dc_x & 1)
outp (SC_INDEX+1,12);
else
outp (SC_INDEX+1,3);
dest = destview + ::g->dc_yl*80 + (::g->dc_x>>1);
}
else
{
outp (SC_INDEX+1,1<<(::g->dc_x&3));
dest = destview + ::g->dc_yl*80 + (::g->dc_x>>2);
}*/
// FIXME. As above.
dest = ::g->ylookup[::g->dc_yl] + ::g->columnofs[::g->dc_x];
// Looks familiar.
fracstep = ::g->dc_iscale;
frac = ::g->dc_texturemid + ( ::g->dc_yl -::g->centery ) * fracstep;
// Here we do an additional index re-mapping.
do
{
// Translation tables are used
// to map certain colorramps to other ones,
// used with PLAY ::g->sprites.
// Thus the "green" ramp of the player 0 sprite
// is mapped to gray, red, black/indigo.
*dest = dc_colormap[::g->dc_translation[dc_source[frac >> FRACBITS]]];
dest += SCREENWIDTH;
frac += fracstep;
}
while( count-- );
}
//
// R_InitTranslationTables
// Creates the translation tables to map
// the green color ramp to gray, brown, red.
// Assumes a given structure of the PLAYPAL.
// Could be read from a lump instead.
//
void R_InitTranslationTables( void )
{
int i;
::g->translationtables = ( byte* )DoomLib::Z_Malloc( 256 * 3 + 255, PU_STATIC, 0 );
::g->translationtables = ( byte* )( ( ( intptr_t )::g->translationtables + 255 ) & ~255 );
// translate just the 16 green colors
for( i = 0 ; i < 256 ; i++ )
{
if( i >= 0x70 && i <= 0x7f )
{
// map green ramp to gray, brown, red
::g->translationtables[i] = 0x60 + ( i & 0xf );
::g->translationtables [i + 256] = 0x40 + ( i & 0xf );
::g->translationtables [i + 512] = 0x20 + ( i & 0xf );
}
else
{
// Keep all other colors as is.
::g->translationtables[i] = ::g->translationtables[i + 256]
= ::g->translationtables[i + 512] = i;
}
}
}
//
// R_DrawSpan
// With DOOM style restrictions on view orientation,
// the floors and ceilings consist of horizontal slices
// or spans with constant z depth.
// However, rotation around the world z axis is possible,
// thus this mapping, while simpler and faster than
// perspective correct texture mapping, has to traverse
// the texture at an angle in all but a few cases.
// In consequence, flats are not stored by column (like walls),
// and the inner loop has to step in texture space u and v.
//
// start of a 64*64 tile image
// just for profiling
//
// Draws the actual span.
void R_DrawSpan( 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
dest = ::g->ylookup[::g->ds_y] + ::g->columnofs[::g->ds_x1];
// We do not check for zero spans here?
count = ds_x2 - g->ds_x1;
if( ds_x2 < ds_x1 )
{
return; // SMF - think this is the sky
}
do
{
// Current texture index in u,v.
spot = ( ( yfrac >> ( 16 - 6 ) ) & ( 63 * 64 ) ) + ( ( xfrac >> 16 ) & 63 );
// Lookup pixel from flat texture tile,
// re-index using light/colormap.
*dest++ = ds_colormap[ds_source[spot]];
// Next step in u,v.
xfrac += ds_xstep;
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 );
}