// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_plane.c /// \brief Here is a core component: drawing the floors and ceilings, /// while maintaining a per column clipping list only. /// Moreover, the sky areas have to be determined. #include "doomdef.h" #include "console.h" #include "g_game.h" #include "r_data.h" #include "r_local.h" #include "r_state.h" #include "r_splats.h" // faB(21jan):testing #include "r_sky.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "p_tick.h" #include "p_setup.h" // levelflats #include "p_slopes.h" // // opening // // Quincunx antialiasing of flats! //#define QUINCUNX //SoM: 3/23/2000: Use Boom visplane hashing. #define MAXVISPLANES 512 static visplane_t *visplanes[MAXVISPLANES]; static visplane_t *freetail; static visplane_t **freehead = &freetail; visplane_t *floorplane; visplane_t *ceilingplane; static visplane_t *currentplane; planemgr_t ffloor[MAXFFLOORS]; INT32 numffloors; //SoM: 3/23/2000: Boom visplane hashing routine. #define visplane_hash(picnum,lightlevel,height) \ ((unsigned)((picnum)*3+(lightlevel)+(height)*7) & (MAXVISPLANES-1)) //SoM: 3/23/2000: Use boom opening limit removal size_t maxopenings; INT16 *openings, *lastopening; /// \todo free leak // // Clip values are the solid pixel bounding the range. // floorclip starts out SCREENHEIGHT // ceilingclip starts out -1 // INT16 floorclip[MAXVIDWIDTH], ceilingclip[MAXVIDWIDTH]; fixed_t frontscale[MAXVIDWIDTH]; // // spanstart holds the start of a plane span // initialized to 0 at start // static INT32 spanstart[MAXVIDHEIGHT]; // // texture mapping // lighttable_t **planezlight; static fixed_t planeheight; //added : 10-02-98: yslopetab is what yslope used to be, // yslope points somewhere into yslopetab, // now (viewheight/2) slopes are calculated above and // below the original viewheight for mouselook // (this is to calculate yslopes only when really needed) // (when mouselookin', yslope is moving into yslopetab) // Check R_SetupFrame, R_SetViewSize for more... fixed_t yslopetab[MAXVIDHEIGHT*4]; fixed_t *yslope; fixed_t distscale[MAXVIDWIDTH]; fixed_t basexscale, baseyscale; fixed_t cachedheight[MAXVIDHEIGHT]; fixed_t cacheddistance[MAXVIDHEIGHT]; fixed_t cachedxstep[MAXVIDHEIGHT]; fixed_t cachedystep[MAXVIDHEIGHT]; static fixed_t xoffs, yoffs; // // R_InitPlanes // Only at game startup. // void R_InitPlanes(void) { // FIXME: unused } // R_PortalStoreClipValues // Saves clipping values for later. -Red void R_PortalStoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor, fixed_t *scale) { INT32 i; for (i = 0; i < end-start; i++) { *ceil = ceilingclip[start+i]; ceil++; *floor = floorclip[start+i]; floor++; *scale = frontscale[start+i]; scale++; } } // R_PortalRestoreClipValues // Inverse of the above. Restores the old value! void R_PortalRestoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor, fixed_t *scale) { INT32 i; for (i = 0; i < end-start; i++) { ceilingclip[start+i] = *ceil; ceil++; floorclip[start+i] = *floor; floor++; frontscale[start+i] = *scale; scale++; } // HACKS FOLLOW for (i = 0; i < start; i++) { floorclip[i] = -1; ceilingclip[i] = (INT16)viewheight; } for (i = end; i < vid.width; i++) { floorclip[i] = -1; ceilingclip[i] = (INT16)viewheight; } } //profile stuff --------------------------------------------------------- //#define TIMING #ifdef TIMING #include "p5prof.h" INT64 mycount; INT64 mytotal = 0; UINT32 nombre = 100000; #endif //profile stuff --------------------------------------------------------- // // R_MapPlane // // Uses global vars: // planeheight // ds_source // basexscale // baseyscale // viewx // viewy // xoffs // yoffs // planeangle // // BASIC PRIMITIVE // #ifndef NOWATER static INT32 bgofs; static INT32 wtofs=0; static INT32 waterofs; static boolean itswater; #endif #ifdef __mips__ //#define NOWATER #endif #ifndef NOWATER static void R_DrawTranslucentWaterSpan_8(void) { UINT32 xposition; UINT32 yposition; UINT32 xstep, ystep; UINT8 *source; UINT8 *colormap; UINT8 *dest; UINT8 *dsrc; size_t count; // SoM: we only need 6 bits for the integer part (0 thru 63) so the rest // can be used for the fraction part. This allows calculation of the memory address in the // texture with two shifts, an OR and one AND. (see below) // for texture sizes > 64 the amount of precision we can allow will decrease, but only by one // bit per power of two (obviously) // Ok, because I was able to eliminate the variable spot below, this function is now FASTER // than the original span renderer. Whodathunkit? xposition = ds_xfrac << nflatshiftup; yposition = (ds_yfrac + waterofs) << nflatshiftup; xstep = ds_xstep << nflatshiftup; ystep = ds_ystep << nflatshiftup; source = ds_source; colormap = ds_colormap; dest = ylookup[ds_y] + columnofs[ds_x1]; dsrc = screens[1] + (ds_y+bgofs)*vid.width + ds_x1; count = ds_x2 - ds_x1 + 1; while (count >= 8) { // SoM: Why didn't I see this earlier? the spot variable is a waste now because we don't // have the uber complicated math to calculate it now, so that was a memory write we didn't // need! dest[0] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[1] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[2] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[3] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[4] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[5] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[6] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest[7] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; dest += 8; count -= 8; } while (count--) { *dest++ = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; xposition += xstep; yposition += ystep; } } #endif void R_MapPlane(INT32 y, INT32 x1, INT32 x2) { angle_t angle; fixed_t distance, length; size_t pindex; #ifdef RANGECHECK if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) I_Error("R_MapPlane: %d, %d at %d", x1, x2, y); #endif // from r_splats's R_RenderFloorSplat if (x1 >= vid.width) x1 = vid.width - 1; if (planeheight != cachedheight[y]) { cachedheight[y] = planeheight; distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]); ds_xstep = cachedxstep[y] = FixedMul(distance, basexscale); ds_ystep = cachedystep[y] = FixedMul(distance, baseyscale); } else { distance = cacheddistance[y]; ds_xstep = cachedxstep[y]; ds_ystep = cachedystep[y]; } length = FixedMul (distance,distscale[x1]); angle = (currentplane->viewangle + currentplane->plangle + xtoviewangle[x1])>>ANGLETOFINESHIFT; /// \note Wouldn't it be faster just to add viewx and viewy // to the plane's x/yoffs anyway?? ds_xfrac = FixedMul(FINECOSINE(angle), length) + xoffs; ds_yfrac = yoffs - FixedMul(FINESINE(angle), length); #ifndef NOWATER if (itswater) { const INT32 yay = (wtofs + (distance>>9) ) & 8191; // ripples da water texture bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS; angle = (angle + 2048) & 8191; //90� ds_xfrac += FixedMul(FINECOSINE(angle), (bgofs<=viewheight) bgofs = viewheight-y-1; if (y+bgofs<0) bgofs = -y; } #endif pindex = distance >> LIGHTZSHIFT; if (pindex >= MAXLIGHTZ) pindex = MAXLIGHTZ - 1; #ifdef ESLOPE if (currentplane->slope) ds_colormap = colormaps; else #endif ds_colormap = planezlight[pindex]; if (currentplane->extra_colormap) ds_colormap = currentplane->extra_colormap->colormap + (ds_colormap - colormaps); ds_y = y; ds_x1 = x1; ds_x2 = x2; // profile drawer #ifdef TIMING ProfZeroTimer(); #endif spanfunc(); #ifdef TIMING RDMSR(0x10, &mycount); mytotal += mycount; // 64bit add if (!(nombre--)) I_Error("spanfunc() CPU Spy reports: 0x%d %d\n", *((INT32 *)&mytotal+1), (INT32)mytotal); #endif } // // R_ClearPlanes // At begining of frame. // // NOTE: Uses con_clipviewtop, so that when console is on, // we don't draw the part of the view hidden under the console. void R_ClearPlanes(void) { INT32 i, p; angle_t angle; // opening / clipping determination for (i = 0; i < viewwidth; i++) { floorclip[i] = (INT16)viewheight; ceilingclip[i] = (INT16)con_clipviewtop; frontscale[i] = INT32_MAX; for (p = 0; p < MAXFFLOORS; p++) { ffloor[p].f_clip[i] = (INT16)viewheight; ffloor[p].c_clip[i] = (INT16)con_clipviewtop; } } numffloors = 0; for (i = 0; i < MAXVISPLANES; i++) for (*freehead = visplanes[i], visplanes[i] = NULL; freehead && *freehead ;) { freehead = &(*freehead)->next; } lastopening = openings; // texture calculation memset(cachedheight, 0, sizeof (cachedheight)); // left to right mapping angle = (viewangle-ANGLE_90)>>ANGLETOFINESHIFT; // scale will be unit scale at SCREENWIDTH/2 distance basexscale = FixedDiv (FINECOSINE(angle),centerxfrac); baseyscale = -FixedDiv (FINESINE(angle),centerxfrac); } static visplane_t *new_visplane(unsigned hash) { visplane_t *check = freetail; if (!check) { check = calloc(2, sizeof (*check)); if (check == NULL) I_Error("%s: Out of memory", "new_visplane"); // FIXME: ugly } else { freetail = freetail->next; if (!freetail) freehead = &freetail; } check->next = visplanes[hash]; visplanes[hash] = check; return check; } // // R_FindPlane: Seek a visplane having the identical values: // Same height, same flattexture, same lightlevel. // If not, allocates another of them. // visplane_t *R_FindPlane(fixed_t height, INT32 picnum, INT32 lightlevel, fixed_t xoff, fixed_t yoff, angle_t plangle, extracolormap_t *planecolormap, ffloor_t *pfloor #ifdef POLYOBJECTS_PLANES , polyobj_t *polyobj #endif #ifdef ESLOPE , pslope_t *slope #endif ) { visplane_t *check; unsigned hash; #ifdef ESLOPE if (slope); else // Don't mess with this right now if a slope is involved #endif if (plangle != 0) { // Add the view offset, rotated by the plane angle. angle_t angle = plangle>>ANGLETOFINESHIFT; xoff += FixedMul(viewx,FINECOSINE(angle))-FixedMul(viewy,FINESINE(angle)); yoff += -FixedMul(viewx,FINESINE(angle))-FixedMul(viewy,FINECOSINE(angle)); } else { xoff += viewx; yoff -= viewy; } // This appears to fix the Nimbus Ruins sky bug. if (picnum == skyflatnum && pfloor) { height = 0; // all skies map together lightlevel = 0; } // New visplane algorithm uses hash table hash = visplane_hash(picnum, lightlevel, height); for (check = visplanes[hash]; check; check = check->next) { #ifdef POLYOBJECTS_PLANES if (check->polyobj && pfloor) continue; if (polyobj != check->polyobj) continue; #endif if (height == check->height && picnum == check->picnum && lightlevel == check->lightlevel && xoff == check->xoffs && yoff == check->yoffs && planecolormap == check->extra_colormap && !pfloor && !check->ffloor && check->viewx == viewx && check->viewy == viewy && check->viewz == viewz && check->viewangle == viewangle #ifdef ESLOPE && check->slope == slope #endif ) { return check; } } check = new_visplane(hash); check->height = height; check->picnum = picnum; check->lightlevel = lightlevel; check->minx = vid.width; check->maxx = -1; check->xoffs = xoff; check->yoffs = yoff; check->extra_colormap = planecolormap; check->ffloor = pfloor; check->viewx = viewx; check->viewy = viewy; check->viewz = viewz; check->viewangle = viewangle; check->plangle = plangle; #ifdef POLYOBJECTS_PLANES check->polyobj = polyobj; #endif #ifdef ESLOPE check->slope = slope; #endif memset(check->top, 0xff, sizeof (check->top)); memset(check->bottom, 0x00, sizeof (check->bottom)); return check; } // // R_CheckPlane: return same visplane or alloc a new one if needed // visplane_t *R_CheckPlane(visplane_t *pl, INT32 start, INT32 stop) { INT32 intrl, intrh; INT32 unionl, unionh; INT32 x; if (start < pl->minx) { intrl = pl->minx; unionl = start; } else { unionl = pl->minx; intrl = start; } if (stop > pl->maxx) { intrh = pl->maxx; unionh = stop; } else { unionh = pl->maxx; intrh = stop; } // 0xff is not equal to -1 with shorts... for (x = intrl; x <= intrh; x++) if (pl->top[x] != 0xffff || pl->bottom[x] != 0x0000) break; if (x > intrh) /* Can use existing plane; extend range */ { pl->minx = unionl; pl->maxx = unionh; } else /* Cannot use existing plane; create a new one */ { unsigned hash = visplane_hash(pl->picnum, pl->lightlevel, pl->height); visplane_t *new_pl = new_visplane(hash); new_pl->height = pl->height; new_pl->picnum = pl->picnum; new_pl->lightlevel = pl->lightlevel; new_pl->xoffs = pl->xoffs; new_pl->yoffs = pl->yoffs; new_pl->extra_colormap = pl->extra_colormap; new_pl->ffloor = pl->ffloor; new_pl->viewx = pl->viewx; new_pl->viewy = pl->viewy; new_pl->viewz = pl->viewz; new_pl->viewangle = pl->viewangle; new_pl->plangle = pl->plangle; #ifdef POLYOBJECTS_PLANES new_pl->polyobj = pl->polyobj; #endif #ifdef ESLOPE new_pl->slope = pl->slope; #endif pl = new_pl; pl->minx = start; pl->maxx = stop; memset(pl->top, 0xff, sizeof pl->top); memset(pl->bottom, 0x00, sizeof pl->bottom); } return pl; } // // R_ExpandPlane // // This function basically expands the visplane or I_Errors. // The reason for this is that when creating 3D floor planes, there is no // need to create new ones with R_CheckPlane, because 3D floor planes // are created by subsector and there is no way a subsector can graphically // overlap. void R_ExpandPlane(visplane_t *pl, INT32 start, INT32 stop) { INT32 unionl, unionh; // INT32 x; #ifdef POLYOBJECTS_PLANES // Don't expand polyobject planes here - we do that on our own. if (pl->polyobj) return; #endif if (start < pl->minx) { unionl = start; } else { unionl = pl->minx; } if (stop > pl->maxx) { unionh = stop; } else { unionh = pl->maxx; } /* for (x = start; x <= stop; x++) if (pl->top[x] != 0xffff || pl->bottom[x] != 0x0000) break; if (x <= stop) I_Error("R_ExpandPlane: planes in same subsector overlap?!\nminx: %d, maxx: %d, start: %d, stop: %d\n", pl->minx, pl->maxx, start, stop); */ pl->minx = unionl, pl->maxx = unionh; } // // R_MakeSpans // void R_MakeSpans(INT32 x, INT32 t1, INT32 b1, INT32 t2, INT32 b2) { // Alam: from r_splats's R_RenderFloorSplat if (t1 >= vid.height) t1 = vid.height-1; if (b1 >= vid.height) b1 = vid.height-1; if (t2 >= vid.height) t2 = vid.height-1; if (b2 >= vid.height) b2 = vid.height-1; if (x-1 >= vid.width) x = vid.width; while (t1 < t2 && t1 <= b1) { R_MapPlane(t1, spanstart[t1], x - 1); t1++; } while (b1 > b2 && b1 >= t1) { R_MapPlane(b1, spanstart[b1], x - 1); b1--; } while (t2 < t1 && t2 <= b2) spanstart[t2++] = x; while (b2 > b1 && b2 >= t2) spanstart[b2--] = x; } void R_DrawPlanes(void) { visplane_t *pl; INT32 x; INT32 angle; INT32 i; spanfunc = basespanfunc; wallcolfunc = walldrawerfunc; for (i = 0; i < MAXVISPLANES; i++, pl++) { for (pl = visplanes[i]; pl; pl = pl->next) { // sky flat if (pl->picnum == skyflatnum) { if (!viewsky) { skyVisible = true; continue; } // use correct aspect ratio scale dc_iscale = skyscale; // Sky is always drawn full bright, // i.e. colormaps[0] is used. // Because of this hack, sky is not affected // by INVUL inverse mapping. dc_colormap = colormaps; dc_texturemid = skytexturemid; dc_texheight = textureheight[skytexture] >>FRACBITS; for (x = pl->minx; x <= pl->maxx; x++) { dc_yl = pl->top[x]; dc_yh = pl->bottom[x]; if (dc_yl <= dc_yh) { angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT; dc_x = x; dc_source = R_GetColumn(skytexture, angle); wallcolfunc(); } } continue; } if (pl->ffloor != NULL #ifdef POLYOBJECTS_PLANES || pl->polyobj != NULL #endif ) continue; R_DrawSinglePlane(pl); } } #ifndef NOWATER waterofs = (leveltime & 1)*16384; wtofs = leveltime * 140; #endif } void R_DrawSinglePlane(visplane_t *pl) { INT32 light = 0; INT32 x; INT32 stop, angle; size_t size; ffloor_t *rover; if (!(pl->minx <= pl->maxx)) return; #ifndef NOWATER itswater = false; #endif spanfunc = basespanfunc; #ifdef POLYOBJECTS_PLANES if (pl->polyobj && pl->polyobj->translucency != 0) { spanfunc = R_DrawTranslucentSpan_8; // Hacked up support for alpha value in software mode Tails 09-24-2002 (sidenote: ported to polys 10-15-2014, there was no time travel involved -Red) if (pl->polyobj->translucency >= 10) return; // Don't even draw it else if (pl->polyobj->translucency > 0) ds_transmap = transtables + ((pl->polyobj->translucency-1)<extra_colormap && pl->extra_colormap->fog) light = (pl->lightlevel >> LIGHTSEGSHIFT); else light = LIGHTLEVELS-1; } else #endif if (pl->ffloor) { // Don't draw planes that shouldn't be drawn. for (rover = pl->ffloor->target->ffloors; rover; rover = rover->next) { if ((pl->ffloor->flags & FF_CUTEXTRA) && (rover->flags & FF_EXTRA)) { if (pl->ffloor->flags & FF_EXTRA) { // The plane is from an extra 3D floor... Check the flags so // there are no undesired cuts. if (((pl->ffloor->flags & (FF_FOG|FF_SWIMMABLE)) == (rover->flags & (FF_FOG|FF_SWIMMABLE))) && pl->height < *rover->topheight && pl->height > *rover->bottomheight) return; } } } if (pl->ffloor->flags & FF_TRANSLUCENT) { spanfunc = R_DrawTranslucentSpan_8; // Hacked up support for alpha value in software mode Tails 09-24-2002 if (pl->ffloor->alpha < 12) return; // Don't even draw it else if (pl->ffloor->alpha < 38) ds_transmap = transtables + ((tr_trans90-1)<ffloor->alpha < 64) ds_transmap = transtables + ((tr_trans80-1)<ffloor->alpha < 89) ds_transmap = transtables + ((tr_trans70-1)<ffloor->alpha < 115) ds_transmap = transtables + ((tr_trans60-1)<ffloor->alpha < 140) ds_transmap = transtables + ((tr_trans50-1)<ffloor->alpha < 166) ds_transmap = transtables + ((tr_trans40-1)<ffloor->alpha < 192) ds_transmap = transtables + ((tr_trans30-1)<ffloor->alpha < 217) ds_transmap = transtables + ((tr_trans20-1)<ffloor->alpha < 243) ds_transmap = transtables + ((tr_trans10-1)<extra_colormap && pl->extra_colormap->fog) light = (pl->lightlevel >> LIGHTSEGSHIFT); else light = LIGHTLEVELS-1; } else if (pl->ffloor->flags & FF_FOG) { spanfunc = R_DrawFogSpan_8; light = (pl->lightlevel >> LIGHTSEGSHIFT); } else light = (pl->lightlevel >> LIGHTSEGSHIFT); #ifndef NOWATER if (pl->ffloor->flags & FF_RIPPLE #ifdef ESLOPE && !pl->slope #endif ) { INT32 top, bottom; UINT8 *scr; itswater = true; if (spanfunc == R_DrawTranslucentSpan_8) { spanfunc = R_DrawTranslucentWaterSpan_8; // Copy the current scene, ugh top = pl->high-8; bottom = pl->low+8; if (top < 0) top = 0; if (bottom > vid.height) bottom = vid.height; if (splitscreen4 && viewplayer == &players[fourthdisplayplayer]) // Only copy the part of the screen we need scr = (screens[0] + (top+(viewheight))*vid.width + viewwidth); else if ((splitscreen && viewplayer == &players[secondarydisplayplayer]) || ((splitscreen3 || splitscreen4) && viewplayer == &players[thirddisplayplayer])) scr = (screens[0] + (top+(viewheight))*vid.width); else if ((splitscreen3 || splitscreen4) && viewplayer == &players[secondarydisplayplayer]) scr = (screens[0] + ((top)*vid.width) + viewwidth); else scr = (screens[0] + ((top)*vid.width)); VID_BlitLinearScreen(scr, screens[1]+((top)*vid.width), vid.width, bottom-top, vid.width, vid.width); } } #endif } else light = (pl->lightlevel >> LIGHTSEGSHIFT); #ifdef ESLOPE if (!pl->slope) // Don't mess with angle on slopes! We'll handle this ourselves later #endif if (viewangle != pl->viewangle+pl->plangle) { memset(cachedheight, 0, sizeof (cachedheight)); angle = (pl->viewangle+pl->plangle-ANGLE_90)>>ANGLETOFINESHIFT; basexscale = FixedDiv(FINECOSINE(angle),centerxfrac); baseyscale = -FixedDiv(FINESINE(angle),centerxfrac); viewangle = pl->viewangle+pl->plangle; } currentplane = pl; ds_source = (UINT8 *) W_CacheLumpNum(levelflats[pl->picnum].lumpnum, PU_STATIC); // Stay here until Z_ChangeTag size = W_LumpLength(levelflats[pl->picnum].lumpnum); switch (size) { case 4194304: // 2048x2048 lump nflatmask = 0x3FF800; nflatxshift = 21; nflatyshift = 10; nflatshiftup = 5; break; case 1048576: // 1024x1024 lump nflatmask = 0xFFC00; nflatxshift = 22; nflatyshift = 12; nflatshiftup = 6; break; case 262144:// 512x512 lump' nflatmask = 0x3FE00; nflatxshift = 23; nflatyshift = 14; nflatshiftup = 7; break; case 65536: // 256x256 lump nflatmask = 0xFF00; nflatxshift = 24; nflatyshift = 16; nflatshiftup = 8; break; case 16384: // 128x128 lump nflatmask = 0x3F80; nflatxshift = 25; nflatyshift = 18; nflatshiftup = 9; break; case 1024: // 32x32 lump nflatmask = 0x3E0; nflatxshift = 27; nflatyshift = 22; nflatshiftup = 11; break; default: // 64x64 lump nflatmask = 0xFC0; nflatxshift = 26; nflatyshift = 20; nflatshiftup = 10; break; } xoffs = pl->xoffs; yoffs = pl->yoffs; planeheight = abs(pl->height - pl->viewz); if (light >= LIGHTLEVELS) light = LIGHTLEVELS-1; if (light < 0) light = 0; #ifdef ESLOPE if (pl->slope) { // Potentially override other stuff for now cus we're mean. :< But draw a slope plane! // I copied ZDoom's code and adapted it to SRB2... -Red floatv3_t p, m, n; float ang; float vx, vy, vz; float fudge; // compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly // use this as a temp var to store P_GetZAt's return value each time fixed_t temp; xoffs &= ((1 << (32-nflatshiftup))-1); yoffs &= ((1 << (32-nflatshiftup))-1); xoffs -= (pl->slope->o.x + (1 << (31-nflatshiftup))) & ~((1 << (32-nflatshiftup))-1); yoffs += (pl->slope->o.y + (1 << (31-nflatshiftup))) & ~((1 << (32-nflatshiftup))-1); // Okay, look, don't ask me why this works, but without this setup there's a disgusting-looking misalignment with the textures. -Red fudge = ((1<viewx+xoffs); vy = FIXED_TO_FLOAT(pl->viewy-yoffs); vz = FIXED_TO_FLOAT(pl->viewz); temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy); zeroheight = FIXED_TO_FLOAT(temp); #define ANG2RAD(angle) ((float)((angle)*M_PI)/ANGLE_180) // p is the texture origin in view space // Don't add in the offsets at this stage, because doing so can result in // errors if the flat is rotated. ang = ANG2RAD(ANGLE_270 - pl->viewangle); p.x = vx * cos(ang) - vy * sin(ang); p.z = vx * sin(ang) + vy * cos(ang); temp = P_GetZAt(pl->slope, -xoffs, yoffs); p.y = FIXED_TO_FLOAT(temp) - vz; // m is the v direction vector in view space ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle)); m.x = cos(ang); m.z = sin(ang); // n is the u direction vector in view space n.x = sin(ang); n.z = -cos(ang); ang = ANG2RAD(pl->plangle); temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang))); m.y = FIXED_TO_FLOAT(temp) - zeroheight; temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang))); n.y = FIXED_TO_FLOAT(temp) - zeroheight; m.x /= fudge; m.y /= fudge; m.z /= fudge; n.x *= fudge; n.y *= fudge; n.z *= fudge; // Eh. I tried making this stuff fixed-point and it exploded on me. Here's a macro for the only floating-point vector function I recall using. #define CROSS(d, v1, v2) \ d.x = (v1.y * v2.z) - (v1.z * v2.y);\ d.y = (v1.z * v2.x) - (v1.x * v2.z);\ d.z = (v1.x * v2.y) - (v1.y * v2.x) CROSS(ds_su, p, m); CROSS(ds_sv, p, n); CROSS(ds_sz, m, n); #undef CROSS ds_su.z *= focallengthf; ds_sv.z *= focallengthf; ds_sz.z *= focallengthf; // Premultiply the texture vectors with the scale factors #define SFMULT 65536.f*(1<top[pl->maxx+1] = 0xffff; pl->top[pl->minx-1] = 0xffff; pl->bottom[pl->maxx+1] = 0x0000; pl->bottom[pl->minx-1] = 0x0000; stop = pl->maxx + 1; if (viewx != pl->viewx || viewy != pl->viewy) { viewx = pl->viewx; viewy = pl->viewy; } if (viewz != pl->viewz) viewz = pl->viewz; for (x = pl->minx; x <= stop; x++) { R_MakeSpans(x, pl->top[x-1], pl->bottom[x-1], pl->top[x], pl->bottom[x]); } /* QUINCUNX anti-aliasing technique (sort of) Normally, Quincunx antialiasing staggers pixels in a 5-die pattern like so: o o o o o To simulate this, we offset the plane by FRACUNIT/4 in each direction, and draw at 50% translucency. The result is a 'smoothing' of the texture while using the palette colors. */ #ifdef QUINCUNX if (spanfunc == R_DrawSpan_8) { INT32 i; ds_transmap = transtables + ((tr_trans50-1)<xoffs; yoffs = pl->yoffs; switch(i) { case 0: xoffs -= FRACUNIT/4; yoffs -= FRACUNIT/4; break; case 1: xoffs -= FRACUNIT/4; yoffs += FRACUNIT/4; break; case 2: xoffs += FRACUNIT/4; yoffs -= FRACUNIT/4; break; case 3: xoffs += FRACUNIT/4; yoffs += FRACUNIT/4; break; } planeheight = abs(pl->height - pl->viewz); if (light >= LIGHTLEVELS) light = LIGHTLEVELS-1; if (light < 0) light = 0; planezlight = zlight[light]; // set the maximum value for unsigned pl->top[pl->maxx+1] = 0xffff; pl->top[pl->minx-1] = 0xffff; pl->bottom[pl->maxx+1] = 0x0000; pl->bottom[pl->minx-1] = 0x0000; stop = pl->maxx + 1; for (x = pl->minx; x <= stop; x++) R_MakeSpans(x, pl->top[x-1], pl->bottom[x-1], pl->top[x], pl->bottom[x]); } } #endif Z_ChangeTag(ds_source, PU_CACHE); } void R_PlaneBounds(visplane_t *plane) { INT32 i; INT32 hi, low; hi = plane->top[plane->minx]; low = plane->bottom[plane->minx]; for (i = plane->minx + 1; i <= plane->maxx; i++) { if (plane->top[i] < hi) hi = plane->top[i]; if (plane->bottom[i] > low) low = plane->bottom[i]; } plane->high = hi; plane->low = low; }