Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-03-24 09:08:39 +00:00
|
|
|
d_scan.c
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
Portable C scan-level rasterization code, all pixel depths.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
Copyright (C) 1996-1997 Id Software, Inc.
|
|
|
|
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
|
|
|
Please see the file "AUTHORS" for a list of contributors
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
This program 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 2
|
|
|
|
of the License, or (at your option) any later version.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
This program 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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
See the GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program; if not, write to:
|
|
|
|
|
|
|
|
Free Software Foundation, Inc.
|
|
|
|
59 Temple Place - Suite 330
|
|
|
|
Boston, MA 02111-1307, USA
|
|
|
|
|
|
|
|
$Id$
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
|
2000-03-24 09:08:39 +00:00
|
|
|
#include <quakedef.h>
|
|
|
|
#include <r_local.h>
|
|
|
|
#include <d_local.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
unsigned char *r_turb_pbase, *r_turb_pdest;
|
|
|
|
fixed16_t r_turb_s, r_turb_t, r_turb_sstep, r_turb_tstep;
|
|
|
|
int *r_turb_turb;
|
|
|
|
int r_turb_spancount;
|
|
|
|
|
|
|
|
void D_DrawTurbulent8Span (void);
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
D_WarpScreen
|
|
|
|
|
|
|
|
// this performs a slight compression of the screen at the same time as
|
|
|
|
// the sine warp, to keep the edges from wrapping
|
|
|
|
=============
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
D_WarpScreen ( void )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int w, h;
|
|
|
|
int u,v;
|
|
|
|
byte *dest;
|
|
|
|
int *turb;
|
|
|
|
int *col;
|
|
|
|
byte **row;
|
|
|
|
byte *rowptr[MAXHEIGHT+(AMP2*2)];
|
|
|
|
int column[MAXWIDTH+(AMP2*2)];
|
|
|
|
float wratio, hratio;
|
|
|
|
|
|
|
|
w = r_refdef.vrect.width;
|
|
|
|
h = r_refdef.vrect.height;
|
|
|
|
|
|
|
|
wratio = w / (float)scr_vrect.width;
|
|
|
|
hratio = h / (float)scr_vrect.height;
|
|
|
|
|
|
|
|
for (v=0 ; v<scr_vrect.height+AMP2*2 ; v++)
|
|
|
|
{
|
|
|
|
rowptr[v] = d_viewbuffer + (r_refdef.vrect.y * screenwidth) +
|
|
|
|
(screenwidth * (int)((float)v * hratio * h / (h + AMP2 * 2)));
|
|
|
|
}
|
|
|
|
|
|
|
|
for (u=0 ; u<scr_vrect.width+AMP2*2 ; u++)
|
|
|
|
{
|
|
|
|
column[u] = r_refdef.vrect.x +
|
|
|
|
(int)((float)u * wratio * w / (w + AMP2 * 2));
|
|
|
|
}
|
|
|
|
|
|
|
|
turb = intsintable + ((int)(cl.time*SPEED)&(CYCLE-1));
|
|
|
|
dest = vid.buffer + scr_vrect.y * vid.rowbytes + scr_vrect.x;
|
|
|
|
|
|
|
|
for (v=0 ; v<scr_vrect.height ; v++, dest += vid.rowbytes)
|
|
|
|
{
|
|
|
|
col = &column[turb[v]];
|
|
|
|
row = &rowptr[v];
|
|
|
|
|
|
|
|
for (u=0 ; u<scr_vrect.width ; u+=4)
|
|
|
|
{
|
|
|
|
dest[u+0] = row[turb[u+0]][col[u+0]];
|
|
|
|
dest[u+1] = row[turb[u+1]][col[u+1]];
|
|
|
|
dest[u+2] = row[turb[u+2]][col[u+2]];
|
|
|
|
dest[u+3] = row[turb[u+3]][col[u+3]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if !id386
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
D_DrawTurbulent8Span
|
|
|
|
=============
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
D_DrawTurbulent8Span ( void )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int sturb, tturb;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
sturb = ((r_turb_s + r_turb_turb[(r_turb_t>>16)&(CYCLE-1)])>>16)&63;
|
|
|
|
tturb = ((r_turb_t + r_turb_turb[(r_turb_s>>16)&(CYCLE-1)])>>16)&63;
|
|
|
|
*r_turb_pdest++ = *(r_turb_pbase + (tturb<<6) + sturb);
|
|
|
|
r_turb_s += r_turb_sstep;
|
|
|
|
r_turb_t += r_turb_tstep;
|
|
|
|
} while (--r_turb_spancount > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif // !id386
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Turbulent8
|
|
|
|
=============
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
Turbulent8 ( espan_t *pspan )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int count;
|
|
|
|
fixed16_t snext, tnext;
|
|
|
|
float sdivz, tdivz, zi, z, du, dv, spancountminus1;
|
|
|
|
float sdivz16stepu, tdivz16stepu, zi16stepu;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
r_turb_turb = sintable + ((int)(cl.time*SPEED)&(CYCLE-1));
|
|
|
|
|
|
|
|
r_turb_sstep = 0; // keep compiler happy
|
|
|
|
r_turb_tstep = 0; // ditto
|
|
|
|
|
|
|
|
r_turb_pbase = (unsigned char *)cacheblock;
|
|
|
|
|
|
|
|
sdivz16stepu = d_sdivzstepu * 16;
|
|
|
|
tdivz16stepu = d_tdivzstepu * 16;
|
|
|
|
zi16stepu = d_zistepu * 16;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
r_turb_pdest = (unsigned char *)((byte *)d_viewbuffer +
|
|
|
|
(screenwidth * pspan->v) + pspan->u);
|
|
|
|
|
|
|
|
count = pspan->count;
|
|
|
|
|
|
|
|
// calculate the initial s/z, t/z, 1/z, s, and t and clamp
|
|
|
|
du = (float)pspan->u;
|
|
|
|
dv = (float)pspan->v;
|
|
|
|
|
|
|
|
sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;
|
|
|
|
tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;
|
|
|
|
zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
|
|
|
|
r_turb_s = (int)(sdivz * z) + sadjust;
|
|
|
|
if (r_turb_s > bbextents)
|
|
|
|
r_turb_s = bbextents;
|
|
|
|
else if (r_turb_s < 0)
|
|
|
|
r_turb_s = 0;
|
|
|
|
|
|
|
|
r_turb_t = (int)(tdivz * z) + tadjust;
|
|
|
|
if (r_turb_t > bbextentt)
|
|
|
|
r_turb_t = bbextentt;
|
|
|
|
else if (r_turb_t < 0)
|
|
|
|
r_turb_t = 0;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
// calculate s and t at the far end of the span
|
|
|
|
if (count >= 16)
|
|
|
|
r_turb_spancount = 16;
|
|
|
|
else
|
|
|
|
r_turb_spancount = count;
|
|
|
|
|
|
|
|
count -= r_turb_spancount;
|
|
|
|
|
|
|
|
if (count)
|
|
|
|
{
|
|
|
|
// calculate s/z, t/z, zi->fixed s and t at far end of span,
|
|
|
|
// calculate s and t steps across span by shifting
|
|
|
|
sdivz += sdivz16stepu;
|
|
|
|
tdivz += tdivz16stepu;
|
|
|
|
zi += zi16stepu;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
|
|
|
|
snext = (int)(sdivz * z) + sadjust;
|
|
|
|
if (snext > bbextents)
|
|
|
|
snext = bbextents;
|
|
|
|
else if (snext < 16)
|
|
|
|
snext = 16; // prevent round-off error on <0 steps from
|
2000-08-20 13:33:48 +00:00
|
|
|
// from causing overstepping & running off the
|
|
|
|
// edge of the texture
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
tnext = (int)(tdivz * z) + tadjust;
|
|
|
|
if (tnext > bbextentt)
|
|
|
|
tnext = bbextentt;
|
|
|
|
else if (tnext < 16)
|
|
|
|
tnext = 16; // guard against round-off error on <0 steps
|
|
|
|
|
|
|
|
r_turb_sstep = (snext - r_turb_s) >> 4;
|
|
|
|
r_turb_tstep = (tnext - r_turb_t) >> 4;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so
|
|
|
|
// can't step off polygon), clamp, calculate s and t steps across
|
|
|
|
// span by division, biasing steps low so we don't run off the
|
|
|
|
// texture
|
|
|
|
spancountminus1 = (float)(r_turb_spancount - 1);
|
|
|
|
sdivz += d_sdivzstepu * spancountminus1;
|
|
|
|
tdivz += d_tdivzstepu * spancountminus1;
|
|
|
|
zi += d_zistepu * spancountminus1;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
snext = (int)(sdivz * z) + sadjust;
|
|
|
|
if (snext > bbextents)
|
|
|
|
snext = bbextents;
|
|
|
|
else if (snext < 16)
|
|
|
|
snext = 16; // prevent round-off error on <0 steps from
|
2000-08-20 13:33:48 +00:00
|
|
|
// from causing overstepping & running off the
|
|
|
|
// edge of the texture
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
tnext = (int)(tdivz * z) + tadjust;
|
|
|
|
if (tnext > bbextentt)
|
|
|
|
tnext = bbextentt;
|
|
|
|
else if (tnext < 16)
|
|
|
|
tnext = 16; // guard against round-off error on <0 steps
|
|
|
|
|
|
|
|
if (r_turb_spancount > 1)
|
|
|
|
{
|
|
|
|
r_turb_sstep = (snext - r_turb_s) / (r_turb_spancount - 1);
|
|
|
|
r_turb_tstep = (tnext - r_turb_t) / (r_turb_spancount - 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
r_turb_s = r_turb_s & ((CYCLE<<16)-1);
|
|
|
|
r_turb_t = r_turb_t & ((CYCLE<<16)-1);
|
|
|
|
|
|
|
|
D_DrawTurbulent8Span ();
|
|
|
|
|
|
|
|
r_turb_s = snext;
|
|
|
|
r_turb_t = tnext;
|
|
|
|
|
|
|
|
} while (count > 0);
|
|
|
|
|
|
|
|
} while ((pspan = pspan->pnext) != NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if !id386
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
D_DrawSpans8
|
|
|
|
=============
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
D_DrawSpans8 ( espan_t *pspan )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int count, spancount;
|
|
|
|
unsigned char *pbase, *pdest;
|
|
|
|
fixed16_t s, t, snext, tnext, sstep, tstep;
|
|
|
|
float sdivz, tdivz, zi, z, du, dv, spancountminus1;
|
|
|
|
float sdivz8stepu, tdivz8stepu, zi8stepu;
|
|
|
|
|
|
|
|
sstep = 0; // keep compiler happy
|
|
|
|
tstep = 0; // ditto
|
|
|
|
|
|
|
|
pbase = (unsigned char *)cacheblock;
|
|
|
|
|
|
|
|
sdivz8stepu = d_sdivzstepu * 8;
|
|
|
|
tdivz8stepu = d_tdivzstepu * 8;
|
|
|
|
zi8stepu = d_zistepu * 8;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pdest = (unsigned char *)((byte *)d_viewbuffer +
|
|
|
|
(screenwidth * pspan->v) + pspan->u);
|
|
|
|
|
|
|
|
count = pspan->count;
|
|
|
|
|
|
|
|
// calculate the initial s/z, t/z, 1/z, s, and t and clamp
|
|
|
|
du = (float)pspan->u;
|
|
|
|
dv = (float)pspan->v;
|
|
|
|
|
|
|
|
sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;
|
|
|
|
tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;
|
|
|
|
zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
|
|
|
|
s = (int)(sdivz * z) + sadjust;
|
|
|
|
if (s > bbextents)
|
|
|
|
s = bbextents;
|
|
|
|
else if (s < 0)
|
|
|
|
s = 0;
|
|
|
|
|
|
|
|
t = (int)(tdivz * z) + tadjust;
|
|
|
|
if (t > bbextentt)
|
|
|
|
t = bbextentt;
|
|
|
|
else if (t < 0)
|
|
|
|
t = 0;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
// calculate s and t at the far end of the span
|
|
|
|
if (count >= 8)
|
|
|
|
spancount = 8;
|
|
|
|
else
|
|
|
|
spancount = count;
|
|
|
|
|
|
|
|
count -= spancount;
|
|
|
|
|
|
|
|
if (count)
|
|
|
|
{
|
|
|
|
// calculate s/z, t/z, zi->fixed s and t at far end of span,
|
|
|
|
// calculate s and t steps across span by shifting
|
|
|
|
sdivz += sdivz8stepu;
|
|
|
|
tdivz += tdivz8stepu;
|
|
|
|
zi += zi8stepu;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
|
|
|
|
snext = (int)(sdivz * z) + sadjust;
|
|
|
|
if (snext > bbextents)
|
|
|
|
snext = bbextents;
|
|
|
|
else if (snext < 8)
|
|
|
|
snext = 8; // prevent round-off error on <0 steps from
|
2000-08-20 13:33:48 +00:00
|
|
|
// from causing overstepping & running off the
|
|
|
|
// edge of the texture
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
tnext = (int)(tdivz * z) + tadjust;
|
|
|
|
if (tnext > bbextentt)
|
|
|
|
tnext = bbextentt;
|
|
|
|
else if (tnext < 8)
|
|
|
|
tnext = 8; // guard against round-off error on <0 steps
|
|
|
|
|
|
|
|
sstep = (snext - s) >> 3;
|
|
|
|
tstep = (tnext - t) >> 3;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so
|
|
|
|
// can't step off polygon), clamp, calculate s and t steps across
|
|
|
|
// span by division, biasing steps low so we don't run off the
|
|
|
|
// texture
|
|
|
|
spancountminus1 = (float)(spancount - 1);
|
|
|
|
sdivz += d_sdivzstepu * spancountminus1;
|
|
|
|
tdivz += d_tdivzstepu * spancountminus1;
|
|
|
|
zi += d_zistepu * spancountminus1;
|
|
|
|
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
|
|
|
|
snext = (int)(sdivz * z) + sadjust;
|
|
|
|
if (snext > bbextents)
|
|
|
|
snext = bbextents;
|
|
|
|
else if (snext < 8)
|
|
|
|
snext = 8; // prevent round-off error on <0 steps from
|
2000-08-20 13:33:48 +00:00
|
|
|
// from causing overstepping & running off the
|
|
|
|
// edge of the texture
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
tnext = (int)(tdivz * z) + tadjust;
|
|
|
|
if (tnext > bbextentt)
|
|
|
|
tnext = bbextentt;
|
|
|
|
else if (tnext < 8)
|
|
|
|
tnext = 8; // guard against round-off error on <0 steps
|
|
|
|
|
|
|
|
if (spancount > 1)
|
|
|
|
{
|
|
|
|
sstep = (snext - s) / (spancount - 1);
|
|
|
|
tstep = (tnext - t) / (spancount - 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
*pdest++ = *(pbase + (s >> 16) + (t >> 16) * cachewidth);
|
|
|
|
s += sstep;
|
|
|
|
t += tstep;
|
|
|
|
} while (--spancount > 0);
|
|
|
|
|
|
|
|
s = snext;
|
|
|
|
t = tnext;
|
|
|
|
|
|
|
|
} while (count > 0);
|
|
|
|
|
|
|
|
} while ((pspan = pspan->pnext) != NULL);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
#if !id386
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
D_DrawZSpans
|
|
|
|
=============
|
|
|
|
*/
|
2000-08-20 13:33:48 +00:00
|
|
|
void
|
|
|
|
D_DrawZSpans ( espan_t *pspan )
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
{
|
|
|
|
int count, doublecount, izistep;
|
|
|
|
int izi;
|
|
|
|
short *pdest;
|
|
|
|
unsigned ltemp;
|
|
|
|
double zi;
|
|
|
|
float du, dv;
|
|
|
|
|
|
|
|
// FIXME: check for clamping/range problems
|
|
|
|
// we count on FP exceptions being turned off to avoid range problems
|
|
|
|
izistep = (int)(d_zistepu * 0x8000 * 0x10000);
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
pdest = d_pzbuffer + (d_zwidth * pspan->v) + pspan->u;
|
|
|
|
|
|
|
|
count = pspan->count;
|
|
|
|
|
|
|
|
// calculate the initial 1/z
|
|
|
|
du = (float)pspan->u;
|
|
|
|
dv = (float)pspan->v;
|
|
|
|
|
|
|
|
zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;
|
|
|
|
// we count on FP exceptions being turned off to avoid range problems
|
|
|
|
izi = (int)(zi * 0x8000 * 0x10000);
|
|
|
|
|
|
|
|
if ((long)pdest & 0x02)
|
|
|
|
{
|
|
|
|
*pdest++ = (short)(izi >> 16);
|
|
|
|
izi += izistep;
|
|
|
|
count--;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((doublecount = count >> 1) > 0)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
ltemp = izi >> 16;
|
|
|
|
izi += izistep;
|
|
|
|
ltemp |= izi & 0xFFFF0000;
|
|
|
|
izi += izistep;
|
|
|
|
*(int *)pdest = ltemp;
|
|
|
|
pdest += 2;
|
|
|
|
} while (--doublecount > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (count & 1)
|
|
|
|
*pdest = (short)(izi >> 16);
|
|
|
|
|
|
|
|
} while ((pspan = pspan->pnext) != NULL);
|
|
|
|
}
|
|
|
|
#endif
|