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
|
|
|
/*
|
2000-03-09 12:28:44 +00:00
|
|
|
r_surf.c - surface-related refresh code
|
2000-01-06 13:48:07 +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
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
2000-03-19 15:59:51 +00:00
|
|
|
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
|
|
|
|
|
|
|
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 the Free Software
|
|
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-03-09 12:28:44 +00:00
|
|
|
#include <quakedef.h>
|
|
|
|
#include <r_local.h>
|
2000-01-27 17:06:02 +00:00
|
|
|
#include <mathlib.h>
|
|
|
|
#include <cvars.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <sys.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
|
|
|
|
|
|
|
drawsurf_t r_drawsurf;
|
|
|
|
|
|
|
|
int lightleft, sourcesstep, blocksize, sourcetstep;
|
|
|
|
int lightdelta, lightdeltastep;
|
|
|
|
int lightright, lightleftstep, lightrightstep, blockdivshift;
|
|
|
|
unsigned blockdivmask;
|
|
|
|
void *prowdestbase;
|
|
|
|
unsigned char *pbasesource;
|
|
|
|
int surfrowbytes; // used by ASM files
|
|
|
|
unsigned *r_lightptr;
|
|
|
|
int r_stepback;
|
|
|
|
int r_lightwidth;
|
|
|
|
int r_numhblocks, r_numvblocks;
|
|
|
|
unsigned char *r_source, *r_sourcemax;
|
|
|
|
|
|
|
|
void R_DrawSurfaceBlock8_mip0 (void);
|
|
|
|
void R_DrawSurfaceBlock8_mip1 (void);
|
|
|
|
void R_DrawSurfaceBlock8_mip2 (void);
|
|
|
|
void R_DrawSurfaceBlock8_mip3 (void);
|
|
|
|
|
|
|
|
static void (*surfmiptable[4])(void) = {
|
|
|
|
R_DrawSurfaceBlock8_mip0,
|
|
|
|
R_DrawSurfaceBlock8_mip1,
|
|
|
|
R_DrawSurfaceBlock8_mip2,
|
|
|
|
R_DrawSurfaceBlock8_mip3
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
unsigned blocklights[18*18];
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_AddDynamicLights
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_AddDynamicLights (void)
|
|
|
|
{
|
|
|
|
msurface_t *surf;
|
2000-03-09 12:28:44 +00:00
|
|
|
int lnum;
|
|
|
|
int sd, td;
|
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
|
|
|
float dist, rad, minlight;
|
|
|
|
vec3_t impact, local;
|
2000-03-09 12:28:44 +00:00
|
|
|
int s, t;
|
|
|
|
int i;
|
|
|
|
int smax, tmax;
|
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
|
|
|
mtexinfo_t *tex;
|
|
|
|
|
|
|
|
surf = r_drawsurf.surf;
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
tex = surf->texinfo;
|
|
|
|
|
|
|
|
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
|
|
|
|
{
|
|
|
|
if ( !(surf->dlightbits & (1<<lnum) ) )
|
|
|
|
continue; // not lit by this light
|
|
|
|
|
|
|
|
rad = cl_dlights[lnum].radius;
|
2000-03-09 12:28:44 +00:00
|
|
|
dist = DotProduct (cl_dlights[lnum].origin,
|
|
|
|
surf->plane->normal) - surf->plane->dist;
|
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
|
|
|
rad -= fabs(dist);
|
|
|
|
minlight = cl_dlights[lnum].minlight;
|
|
|
|
if (rad < minlight)
|
|
|
|
continue;
|
|
|
|
minlight = rad - minlight;
|
|
|
|
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
impact[i] = cl_dlights[lnum].origin[i] -
|
|
|
|
surf->plane->normal[i]*dist;
|
|
|
|
}
|
|
|
|
|
|
|
|
local[0] = DotProduct (impact, tex->vecs[0]) + tex->vecs[0][3];
|
|
|
|
local[1] = DotProduct (impact, tex->vecs[1]) + tex->vecs[1][3];
|
|
|
|
|
|
|
|
local[0] -= surf->texturemins[0];
|
|
|
|
local[1] -= surf->texturemins[1];
|
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
|
|
|
for (t = 0 ; t<tmax ; t++)
|
|
|
|
{
|
|
|
|
td = local[1] - t*16;
|
|
|
|
if (td < 0)
|
|
|
|
td = -td;
|
|
|
|
for (s=0 ; s<smax ; s++)
|
|
|
|
{
|
|
|
|
sd = local[0] - s*16;
|
|
|
|
if (sd < 0)
|
|
|
|
sd = -sd;
|
|
|
|
if (sd > td)
|
|
|
|
dist = sd + (td>>1);
|
|
|
|
else
|
|
|
|
dist = td + (sd>>1);
|
|
|
|
if (dist < minlight)
|
|
|
|
#ifdef QUAKE2
|
|
|
|
{
|
|
|
|
unsigned temp;
|
|
|
|
temp = (rad - dist)*256;
|
|
|
|
i = t*smax + s;
|
|
|
|
if (!cl_dlights[lnum].dark)
|
|
|
|
blocklights[i] += temp;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (blocklights[i] > temp)
|
|
|
|
blocklights[i] -= temp;
|
|
|
|
else
|
|
|
|
blocklights[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
blocklights[t*smax + s] += (rad - dist)*256;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_BuildLightMap
|
|
|
|
|
|
|
|
Combine and scale multiple lightmaps into the 8.8 format in blocklights
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_BuildLightMap (void)
|
|
|
|
{
|
|
|
|
int smax, tmax;
|
|
|
|
int t;
|
2000-03-09 12:28:44 +00:00
|
|
|
int i, j, size;
|
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
|
|
|
byte *lightmap;
|
|
|
|
unsigned scale;
|
|
|
|
int maps;
|
|
|
|
msurface_t *surf;
|
|
|
|
|
|
|
|
surf = r_drawsurf.surf;
|
|
|
|
|
|
|
|
smax = (surf->extents[0]>>4)+1;
|
|
|
|
tmax = (surf->extents[1]>>4)+1;
|
|
|
|
size = smax*tmax;
|
|
|
|
lightmap = surf->samples;
|
|
|
|
|
2000-02-27 07:13:32 +00:00
|
|
|
if (r_fullbright->value || !cl.worldmodel->lightdata)
|
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
|
|
|
{
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i] = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// clear to ambient
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
blocklights[i] = r_refdef.ambientlight<<8;
|
|
|
|
|
|
|
|
|
|
|
|
// add all the lightmaps
|
|
|
|
if (lightmap)
|
2000-03-09 12:28:44 +00:00
|
|
|
for (maps = 0;
|
|
|
|
(maps < MAXLIGHTMAPS) && (surf->styles[maps] != 255);
|
|
|
|
maps++)
|
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
|
|
|
{
|
2000-03-19 15:59:51 +00:00
|
|
|
scale = r_drawsurf.lightadj[maps]; // 8.8 fraction
|
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
|
|
|
for (i=0 ; i<size ; i++)
|
2000-03-09 12:28:44 +00:00
|
|
|
if (bspver == CBSPVERSION)
|
|
|
|
{
|
|
|
|
// no color, so we'll just add the
|
|
|
|
// color values together
|
|
|
|
for (j=0 ; j<3 ; j++)
|
|
|
|
blocklights[i] +=
|
|
|
|
lightmap[j] * scale;
|
|
|
|
} else {
|
|
|
|
blocklights[i] += lightmap[i] * scale;
|
|
|
|
}
|
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
|
|
|
lightmap += size; // skip to next lightmap
|
|
|
|
}
|
|
|
|
|
|
|
|
// add all the dynamic lights
|
|
|
|
if (surf->dlightframe == r_framecount)
|
|
|
|
R_AddDynamicLights ();
|
|
|
|
|
|
|
|
// bound, invert, and shift
|
|
|
|
for (i=0 ; i<size ; i++)
|
|
|
|
{
|
|
|
|
t = (255*256 - (int)blocklights[i]) >> (8 - VID_CBITS);
|
|
|
|
|
|
|
|
if (t < (1 << 6))
|
|
|
|
t = (1 << 6);
|
|
|
|
|
|
|
|
blocklights[i] = t;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_TextureAnimation
|
|
|
|
|
|
|
|
Returns the proper texture for a given time and base texture
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
texture_t *R_TextureAnimation (texture_t *base)
|
|
|
|
{
|
|
|
|
int reletive;
|
|
|
|
int count;
|
|
|
|
|
|
|
|
if (currententity->frame)
|
|
|
|
{
|
|
|
|
if (base->alternate_anims)
|
|
|
|
base = base->alternate_anims;
|
|
|
|
}
|
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
|
|
|
if (!base->anim_total)
|
|
|
|
return base;
|
|
|
|
|
|
|
|
reletive = (int)(cl.time*10) % base->anim_total;
|
|
|
|
|
2000-03-19 15:59:51 +00:00
|
|
|
count = 0;
|
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
|
|
|
while (base->anim_min > reletive || base->anim_max <= reletive)
|
|
|
|
{
|
|
|
|
base = base->anim_next;
|
|
|
|
if (!base)
|
|
|
|
Sys_Error ("R_TextureAnimation: broken cycle");
|
|
|
|
if (++count > 100)
|
|
|
|
Sys_Error ("R_TextureAnimation: infinite cycle");
|
|
|
|
}
|
|
|
|
|
|
|
|
return base;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
R_DrawSurface
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void R_DrawSurface (void)
|
|
|
|
{
|
|
|
|
unsigned char *basetptr;
|
|
|
|
int smax, tmax, twidth;
|
|
|
|
int u;
|
|
|
|
int soffset, basetoffset, texwidth;
|
|
|
|
int horzblockstep;
|
|
|
|
unsigned char *pcolumndest;
|
|
|
|
void (*pblockdrawer)(void);
|
|
|
|
texture_t *mt;
|
|
|
|
|
|
|
|
// calculate the lightings
|
|
|
|
R_BuildLightMap ();
|
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
|
|
|
surfrowbytes = r_drawsurf.rowbytes;
|
|
|
|
|
|
|
|
mt = r_drawsurf.texture;
|
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_source = (byte *)mt + mt->offsets[r_drawsurf.surfmip];
|
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
|
|
|
// the fractional light values should range from 0 to (VID_GRADES - 1) << 16
|
|
|
|
// from a source range of 0 - 255
|
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
|
|
|
texwidth = mt->width >> r_drawsurf.surfmip;
|
|
|
|
|
|
|
|
blocksize = 16 >> r_drawsurf.surfmip;
|
|
|
|
blockdivshift = 4 - r_drawsurf.surfmip;
|
|
|
|
blockdivmask = (1 << blockdivshift) - 1;
|
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_lightwidth = (r_drawsurf.surf->extents[0]>>4)+1;
|
|
|
|
|
|
|
|
r_numhblocks = r_drawsurf.surfwidth >> blockdivshift;
|
|
|
|
r_numvblocks = r_drawsurf.surfheight >> blockdivshift;
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
|
|
|
|
if (r_pixbytes == 1)
|
|
|
|
{
|
|
|
|
pblockdrawer = surfmiptable[r_drawsurf.surfmip];
|
|
|
|
// TODO: only needs to be set when there is a display settings change
|
|
|
|
horzblockstep = blocksize;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pblockdrawer = R_DrawSurfaceBlock16;
|
|
|
|
// TODO: only needs to be set when there is a display settings change
|
|
|
|
horzblockstep = blocksize << 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
smax = mt->width >> r_drawsurf.surfmip;
|
|
|
|
twidth = texwidth;
|
|
|
|
tmax = mt->height >> r_drawsurf.surfmip;
|
|
|
|
sourcetstep = texwidth;
|
|
|
|
r_stepback = tmax * twidth;
|
|
|
|
|
|
|
|
r_sourcemax = r_source + (tmax * smax);
|
|
|
|
|
|
|
|
soffset = r_drawsurf.surf->texturemins[0];
|
|
|
|
basetoffset = r_drawsurf.surf->texturemins[1];
|
|
|
|
|
|
|
|
// << 16 components are to guarantee positive values for %
|
|
|
|
soffset = ((soffset >> r_drawsurf.surfmip) + (smax << 16)) % smax;
|
2000-03-19 15:59:51 +00:00
|
|
|
basetptr = &r_source[((((basetoffset >> r_drawsurf.surfmip)
|
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
|
|
|
+ (tmax << 16)) % tmax) * twidth)];
|
|
|
|
|
|
|
|
pcolumndest = r_drawsurf.surfdat;
|
|
|
|
|
|
|
|
for (u=0 ; u<r_numhblocks; u++)
|
|
|
|
{
|
|
|
|
r_lightptr = blocklights + u;
|
|
|
|
|
|
|
|
prowdestbase = pcolumndest;
|
|
|
|
|
|
|
|
pbasesource = basetptr + soffset;
|
|
|
|
|
|
|
|
(*pblockdrawer)();
|
|
|
|
|
|
|
|
soffset = soffset + blocksize;
|
|
|
|
if (soffset >= smax)
|
|
|
|
soffset = 0;
|
|
|
|
|
|
|
|
pcolumndest += horzblockstep;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
#if !id386
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSurfaceBlock8_mip0
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_DrawSurfaceBlock8_mip0 (void)
|
|
|
|
{
|
|
|
|
int v, i, b, lightstep, lighttemp, light;
|
|
|
|
unsigned char pix, *psource, *prowdest;
|
|
|
|
|
|
|
|
psource = pbasesource;
|
|
|
|
prowdest = prowdestbase;
|
|
|
|
|
|
|
|
for (v=0 ; v<r_numvblocks ; v++)
|
|
|
|
{
|
|
|
|
// FIXME: make these locals?
|
|
|
|
// FIXME: use delta rather than both right and left, like ASM?
|
|
|
|
lightleft = r_lightptr[0];
|
|
|
|
lightright = r_lightptr[1];
|
|
|
|
r_lightptr += r_lightwidth;
|
|
|
|
lightleftstep = (r_lightptr[0] - lightleft) >> 4;
|
|
|
|
lightrightstep = (r_lightptr[1] - lightright) >> 4;
|
|
|
|
|
|
|
|
for (i=0 ; i<16 ; i++)
|
|
|
|
{
|
|
|
|
lighttemp = lightleft - lightright;
|
|
|
|
lightstep = lighttemp >> 4;
|
|
|
|
|
|
|
|
light = lightright;
|
|
|
|
|
|
|
|
for (b=15; b>=0; b--)
|
|
|
|
{
|
|
|
|
pix = psource[b];
|
|
|
|
prowdest[b] = ((unsigned char *)vid.colormap)
|
|
|
|
[(light & 0xFF00) + pix];
|
|
|
|
light += lightstep;
|
|
|
|
}
|
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
|
|
|
psource += sourcetstep;
|
|
|
|
lightright += lightrightstep;
|
|
|
|
lightleft += lightleftstep;
|
|
|
|
prowdest += surfrowbytes;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (psource >= r_sourcemax)
|
|
|
|
psource -= r_stepback;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSurfaceBlock8_mip1
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_DrawSurfaceBlock8_mip1 (void)
|
|
|
|
{
|
|
|
|
int v, i, b, lightstep, lighttemp, light;
|
|
|
|
unsigned char pix, *psource, *prowdest;
|
|
|
|
|
|
|
|
psource = pbasesource;
|
|
|
|
prowdest = prowdestbase;
|
|
|
|
|
|
|
|
for (v=0 ; v<r_numvblocks ; v++)
|
|
|
|
{
|
|
|
|
// FIXME: make these locals?
|
|
|
|
// FIXME: use delta rather than both right and left, like ASM?
|
|
|
|
lightleft = r_lightptr[0];
|
|
|
|
lightright = r_lightptr[1];
|
|
|
|
r_lightptr += r_lightwidth;
|
|
|
|
lightleftstep = (r_lightptr[0] - lightleft) >> 3;
|
|
|
|
lightrightstep = (r_lightptr[1] - lightright) >> 3;
|
|
|
|
|
|
|
|
for (i=0 ; i<8 ; i++)
|
|
|
|
{
|
|
|
|
lighttemp = lightleft - lightright;
|
|
|
|
lightstep = lighttemp >> 3;
|
|
|
|
|
|
|
|
light = lightright;
|
|
|
|
|
|
|
|
for (b=7; b>=0; b--)
|
|
|
|
{
|
|
|
|
pix = psource[b];
|
|
|
|
prowdest[b] = ((unsigned char *)vid.colormap)
|
|
|
|
[(light & 0xFF00) + pix];
|
|
|
|
light += lightstep;
|
|
|
|
}
|
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
|
|
|
psource += sourcetstep;
|
|
|
|
lightright += lightrightstep;
|
|
|
|
lightleft += lightleftstep;
|
|
|
|
prowdest += surfrowbytes;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (psource >= r_sourcemax)
|
|
|
|
psource -= r_stepback;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSurfaceBlock8_mip2
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_DrawSurfaceBlock8_mip2 (void)
|
|
|
|
{
|
|
|
|
int v, i, b, lightstep, lighttemp, light;
|
|
|
|
unsigned char pix, *psource, *prowdest;
|
|
|
|
|
|
|
|
psource = pbasesource;
|
|
|
|
prowdest = prowdestbase;
|
|
|
|
|
|
|
|
for (v=0 ; v<r_numvblocks ; v++)
|
|
|
|
{
|
|
|
|
// FIXME: make these locals?
|
|
|
|
// FIXME: use delta rather than both right and left, like ASM?
|
|
|
|
lightleft = r_lightptr[0];
|
|
|
|
lightright = r_lightptr[1];
|
|
|
|
r_lightptr += r_lightwidth;
|
|
|
|
lightleftstep = (r_lightptr[0] - lightleft) >> 2;
|
|
|
|
lightrightstep = (r_lightptr[1] - lightright) >> 2;
|
|
|
|
|
|
|
|
for (i=0 ; i<4 ; i++)
|
|
|
|
{
|
|
|
|
lighttemp = lightleft - lightright;
|
|
|
|
lightstep = lighttemp >> 2;
|
|
|
|
|
|
|
|
light = lightright;
|
|
|
|
|
|
|
|
for (b=3; b>=0; b--)
|
|
|
|
{
|
|
|
|
pix = psource[b];
|
|
|
|
prowdest[b] = ((unsigned char *)vid.colormap)
|
|
|
|
[(light & 0xFF00) + pix];
|
|
|
|
light += lightstep;
|
|
|
|
}
|
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
|
|
|
psource += sourcetstep;
|
|
|
|
lightright += lightrightstep;
|
|
|
|
lightleft += lightleftstep;
|
|
|
|
prowdest += surfrowbytes;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (psource >= r_sourcemax)
|
|
|
|
psource -= r_stepback;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSurfaceBlock8_mip3
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_DrawSurfaceBlock8_mip3 (void)
|
|
|
|
{
|
|
|
|
int v, i, b, lightstep, lighttemp, light;
|
|
|
|
unsigned char pix, *psource, *prowdest;
|
|
|
|
|
|
|
|
psource = pbasesource;
|
|
|
|
prowdest = prowdestbase;
|
|
|
|
|
|
|
|
for (v=0 ; v<r_numvblocks ; v++)
|
|
|
|
{
|
|
|
|
// FIXME: make these locals?
|
|
|
|
// FIXME: use delta rather than both right and left, like ASM?
|
|
|
|
lightleft = r_lightptr[0];
|
|
|
|
lightright = r_lightptr[1];
|
|
|
|
r_lightptr += r_lightwidth;
|
|
|
|
lightleftstep = (r_lightptr[0] - lightleft) >> 1;
|
|
|
|
lightrightstep = (r_lightptr[1] - lightright) >> 1;
|
|
|
|
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
|
|
{
|
|
|
|
lighttemp = lightleft - lightright;
|
|
|
|
lightstep = lighttemp >> 1;
|
|
|
|
|
|
|
|
light = lightright;
|
|
|
|
|
|
|
|
for (b=1; b>=0; b--)
|
|
|
|
{
|
|
|
|
pix = psource[b];
|
|
|
|
prowdest[b] = ((unsigned char *)vid.colormap)
|
|
|
|
[(light & 0xFF00) + pix];
|
|
|
|
light += lightstep;
|
|
|
|
}
|
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
|
|
|
psource += sourcetstep;
|
|
|
|
lightright += lightrightstep;
|
|
|
|
lightleft += lightleftstep;
|
|
|
|
prowdest += surfrowbytes;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (psource >= r_sourcemax)
|
|
|
|
psource -= r_stepback;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
R_DrawSurfaceBlock16
|
|
|
|
|
|
|
|
FIXME: make this work
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void R_DrawSurfaceBlock16 (void)
|
|
|
|
{
|
|
|
|
int k;
|
|
|
|
unsigned char *psource;
|
|
|
|
int lighttemp, lightstep, light;
|
|
|
|
unsigned short *prowdest;
|
|
|
|
|
|
|
|
prowdest = (unsigned short *)prowdestbase;
|
|
|
|
|
|
|
|
for (k=0 ; k<blocksize ; k++)
|
|
|
|
{
|
|
|
|
unsigned short *pdest;
|
|
|
|
unsigned char pix;
|
|
|
|
int b;
|
|
|
|
|
|
|
|
psource = pbasesource;
|
|
|
|
lighttemp = lightright - lightleft;
|
|
|
|
lightstep = lighttemp >> blockdivshift;
|
|
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light = lightleft;
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pdest = prowdest;
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for (b=0; b<blocksize; b++)
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{
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pix = *psource;
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*pdest = vid.colormap16[(light & 0xFF00) + pix];
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psource += sourcesstep;
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pdest++;
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light += lightstep;
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}
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pbasesource += sourcetstep;
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lightright += lightrightstep;
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lightleft += lightleftstep;
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prowdest = (unsigned short *)((long)prowdest + surfrowbytes);
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}
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prowdestbase = prowdest;
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}
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#endif
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