greed/CODE/D_VIDEO.C

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C
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2014-12-12 00:00:00 +00:00
/***************************************************************************/
/* */
/* */
/* Raven 3D Engine */
/* Copyright (C) 1996 by Softdisk Publishing */
/* */
/* Original Design: */
/* John Carmack of id Software */
/* */
/* Enhancements by: */
/* Robert Morgan of Channel 7............................Main Engine Code */
/* Todd Lewis of Softdisk Publishing......Tools,Utilities,Special Effects */
/* John Bianca of Softdisk Publishing..............Low-level Optimization */
/* Carlos Hasan..........................................Music/Sound Code */
/* */
/* */
/***************************************************************************/
#include <BIOS.H>
#include <I86.H>
#include <STRING.H>
#include <MALLOC.H>
#include <STDLIB.H>
#include <CONIO.H>
#include "d_global.h"
#include "d_ints.h"
#include "d_video.h"
#include "d_misc.h"
#include "d_disk.h"
#include "r_public.h"
#include "r_refdef.h"
#include "audio.h"
/**** CONSTANTS ****/
#define CRTCOFF (inbyte(STATUS_REGISTER_1)&1)
/**** VARIABLES ****/
byte *screen=(byte *)SCREEN;
byte *ylookup[SCREENHEIGHT];
byte *transparency;
byte *translookup[255];
extern SoundCard SC;
/**** FUNCTIONS ****/
void VI_SetTextMode(void)
{
union REGS r;
r.w.ax = 3;
int386(0x10,(const union REGS *)&r,&r);
}
void VI_SetVGAMode(void)
{
union REGS r;
r.w.ax = 0x13;
int386(0x10,(const union REGS *)&r,&r);
}
void VI_WaitVBL(int vbls)
{
while (vbls--)
{
while (inp(0x3da) & 0x08) ;
while (!(inp(0x3da) & 0x08)) ;
while (!(inp(0x3da) & 0x01)) ;
}
}
void VI_FillPalette(int red, int green, int blue)
{
int i;
outbyte(PEL_WRITE_ADR,0);
for (i=0;i<256;i++)
{
outbyte(PEL_DATA,red);
outbyte(PEL_DATA,green);
outbyte(PEL_DATA,blue);
}
}
void VI_SetColor(int color,int red,int green,int blue)
{
outbyte(PEL_WRITE_ADR,color);
outbyte(PEL_DATA,red);
outbyte(PEL_DATA,green);
outbyte(PEL_DATA,blue);
}
void VI_GetColor(int color,int *red,int *green,int *blue)
{
outbyte(PEL_READ_ADR,color);
*red=inbyte(PEL_DATA);
*green=inbyte(PEL_DATA);
*blue=inbyte(PEL_DATA);
}
void VI_SetPalette(byte *palette)
{
int i;
while (inp(0x3da) & 0x08) ;
while (!(inp(0x3da) & 0x08)) ;
while (!(inp(0x3da) & 0x01)) ;
outbyte(PEL_WRITE_ADR,0);
for (i=0;i<768;i++)
outbyte(PEL_DATA,*palette++);
}
void VI_GetPalette(byte *palette)
{
int i;
outbyte (PEL_READ_ADR,0);
for (i=0;i<768;i++)
*palette++=inbyte(PEL_DATA);
}
void VI_FadeOut(int start,int end,int red,int green,int blue,int steps)
{
byte basep[768];
signed char px[768], pdx[768], dx[768];
int i, j;
VI_GetPalette(basep);
memset(dx,0,768);
for(j=start;j<end;j++)
{
pdx[j*3]=(basep[j*3]-red)%steps;
px[j*3]=(basep[j*3]-red)/steps;
pdx[j*3+1]=(basep[j*3+1]-green)%steps;
px[j*3+1]=(basep[j*3+1]-green)/steps;
pdx[j*3+2]=(basep[j*3+2]-blue)%steps;
px[j*3+2]=(basep[j*3+2]-blue)/steps;
}
start*=3;
end*=3;
for (i=0;i<steps;i++)
{
for (j=start;j<end;j++)
{
basep[j]-=px[j];
dx[j]+=pdx[j];
if (dx[j]>=steps)
{
dx[j]-=steps;
--basep[j];
}
else if (dx[j]<=-steps)
{
dx[j]+=steps;
++basep[j];
}
}
Wait(1);
VI_SetPalette(basep);
}
VI_FillPalette(red,green,blue);
}
void VI_FadeIn(int start,int end,byte *palette,int steps)
{
byte basep[768], work[768];
signed char px[768], pdx[768], dx[768];
int i, j;
VI_GetPalette(basep);
memset(dx,0,768);
memset(work,0,768);
start*=3;
end*=3;
for(j=start;j<end;j++)
{
pdx[j]=(palette[j]-basep[j])%steps;
px[j]=(palette[j]-basep[j])/steps;
}
for (i=0;i<steps;i++)
{
for (j=start;j<end;j++)
{
work[j]+=px[j];
dx[j]+=pdx[j];
if (dx[j]>=steps)
{
dx[j]-=steps;
++work[j];
}
else if (dx[j]<=-steps)
{
dx[j]+=steps;
--work[j];
}
}
Wait(1);
VI_SetPalette(work);
}
VI_SetPalette(palette);
}
void VI_ColorBorder(int color)
{
if (SC.vrhelmet==1)
return;
inbyte(STATUS_REGISTER_1);
outbyte(ATR_INDEX,ATR_OVERSCAN);
outbyte(ATR_INDEX,color);
outbyte(ATR_INDEX,0x20);
}
void VI_Plot(int x,int y,int color)
{
*(ylookup[y]+x)=color;
}
void VI_Hlin(int x,int y,int width,int color)
{
memset(ylookup[y]+x,color,(size_t)width);
}
void VI_Vlin(int x,int y,int height,int color)
{
byte *dest;
dest=ylookup[y]+x;
while (height--)
{
*dest=color;
dest+=SCREENWIDTH;
}
}
void VI_Bar(int x,int y,int width,int height,int color)
{
byte *dest;
dest=ylookup[y]+x;
while (height--)
{
memset(dest,color,(size_t)width);
dest+=SCREENWIDTH;
}
}
void VI_DrawPic(int x,int y,pic_t *pic)
{
byte *dest, *source;
int width, height;
width=pic->width;
height=pic->height;
source=&pic->data;
dest=ylookup[y]+x;
while (height--)
{
memcpy(dest,source,width);
dest+=SCREENWIDTH;
source+=width;
}
}
void VI_DrawMaskedPic(int x, int y, pic_t *pic)
/* Draws a formatted image to the screen, masked with zero */
{
byte *dest, *source;
int width, height, xcor;
x -= pic->orgx;
y -= pic->orgy;
height=pic->height;
source=&pic->data;
while (y<0)
{
source+=pic->width;
height--;
y++;
}
while (height--)
{
if (y<200)
{
dest=ylookup[y]+x;
xcor=x;
width=pic->width;
while (width--)
{
if (xcor>=0 && xcor<=319 && *source) *dest=*source;
xcor++;
source++;
dest++;
}
}
y++;
}
}
void VI_DrawTransPicToBuffer(int x,int y,pic_t *pic)
/* Draws a transpartent, masked pic to the view buffer */
{
byte *dest,*source;
int width,height;
x -= pic->orgx;
y -= pic->orgy;
height=pic->height;
source=&pic->data;
while (y<0)
{
source+=pic->width;
height--;
y++;
}
while (height-->0)
{
if (y<200)
{
dest=viewylookup[y]+x;
width=pic->width;
while (width--)
{
if (*source) *dest=*(translookup[*source-1]+*dest);
source++;
dest++;
}
}
y++;
}
}
void VI_DrawMaskedPicToBuffer2(int x,int y,pic_t *pic)
/* Draws a masked pic to the view buffer */
{
byte *dest, *source, *colormap;
int width, height, maplight;
// x-=pic->orgx;
// y-=pic->orgy;
height=pic->height;
source=&pic->data;
wallshadow=mapeffects[player.mapspot];
if (wallshadow==0)
{
maplight=((int)maplights[player.mapspot]<<3)+reallight[player.mapspot];
if (maplight<0) colormap=zcolormap[0];
else if (maplight>MAXZLIGHT) colormap=zcolormap[MAXZLIGHT];
else colormap=zcolormap[maplight];
}
else if (wallshadow==1) colormap=colormaps+(wallglow<<8);
else if (wallshadow==2) colormap=colormaps+(wallflicker1<<8);
else if (wallshadow==3) colormap=colormaps+(wallflicker2<<8);
else if (wallshadow==4) colormap=colormaps+(wallflicker3<<8);
else if (wallshadow>=5 && wallshadow<=8)
{
if (wallcycle==wallshadow-5) colormap=colormaps;
else
{
maplight=((int)maplights[player.mapspot]<<3)+reallight[player.mapspot];
if (maplight<0) colormap=zcolormap[0];
else if (maplight>MAXZLIGHT) colormap=zcolormap[MAXZLIGHT];
else colormap=zcolormap[maplight];
}
}
else if (wallshadow==9)
{
maplight=((int)maplights[player.mapspot]<<3)+reallight[player.mapspot]+wallflicker4;
if (maplight<0) colormap=zcolormap[0];
else if (maplight>MAXZLIGHT) colormap=zcolormap[MAXZLIGHT];
else colormap=zcolormap[maplight];
}
if (height+y>windowHeight)
height=windowHeight-y;
while (height-->0)
{
dest=viewylookup[y]+x;
width=pic->width;
while (width--)
{
if (*source) *dest=*(colormap + *(source));
source++;
dest++;
}
y++;
}
}
void VI_Init(int specialbuffer)
{
int y;
if (specialbuffer)
{
screen=(byte *)malloc(64000);
if (screen==NULL)
MS_Error("VI_Init: Out of memory for vrscreen");
}
else
screen=(byte *)SCREEN;
for (y=0;y<SCREENHEIGHT;y++)
ylookup[y]=screen + y*SCREENWIDTH;
transparency=CA_CacheLump(CA_GetNamedNum("TRANSPARENCY"));
for(y=0;y<255;y++)
translookup[y]=transparency+256*y;
VI_SetVGAMode();
}