SRB2/src/r_draw.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 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_draw.c
/// \brief span / column drawer functions, for 8bpp and 16bpp
/// 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.
/// The frame buffer is a linear one, and we need only the base address.
#include "doomdef.h"
#include "doomstat.h"
#include "r_local.h"
#include "st_stuff.h" // need ST_HEIGHT
#include "i_video.h"
#include "v_video.h"
#include "m_misc.h"
#include "w_wad.h"
#include "z_zone.h"
#include "console.h" // Until buffering gets finished
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
// ==========================================================================
// COMMON DATA FOR 8bpp AND 16bpp
// ==========================================================================
/** \brief view info
*/
INT32 viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
/** \brief pointer to the start of each line of the screen,
*/
UINT8 *ylookup[MAXVIDHEIGHT*4];
/** \brief pointer to the start of each line of the screen, for view1 (splitscreen)
*/
UINT8 *ylookup1[MAXVIDHEIGHT*4];
/** \brief pointer to the start of each line of the screen, for view2 (splitscreen)
*/
UINT8 *ylookup2[MAXVIDHEIGHT*4];
/** \brief x byte offset for columns inside the viewwindow,
so the first column starts at (SCRWIDTH - VIEWWIDTH)/2
*/
INT32 columnofs[MAXVIDWIDTH*4];
UINT8 *topleft;
// =========================================================================
// COLUMN DRAWING CODE STUFF
// =========================================================================
lighttable_t *dc_colormap;
INT32 dc_x = 0, dc_yl = 0, dc_yh = 0;
fixed_t dc_iscale, dc_texturemid;
UINT8 dc_hires; // under MSVC boolean is a byte, while on other systems, it a bit,
// soo lets make it a byte on all system for the ASM code
UINT8 *dc_source;
// -----------------------
// translucency stuff here
// -----------------------
#define NUMTRANSTABLES 9 // how many translucency tables are used
UINT8 *transtables; // translucency tables
/** \brief R_DrawTransColumn uses this
*/
UINT8 *dc_transmap; // one of the translucency tables
// ----------------------
// translation stuff here
// ----------------------
/** \brief R_DrawTranslatedColumn uses this
*/
UINT8 *dc_translation;
struct r_lightlist_s *dc_lightlist = NULL;
INT32 dc_numlights = 0, dc_maxlights, dc_texheight;
// =========================================================================
// SPAN DRAWING CODE STUFF
// =========================================================================
INT32 ds_y, ds_x1, ds_x2;
lighttable_t *ds_colormap;
fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep;
UINT8 *ds_source; // start of a 64*64 tile image
UINT8 *ds_transmap; // one of the translucency tables
/** \brief Variable flat sizes
*/
UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
// ==========================================================================
// OLD DOOM FUZZY EFFECT
// ==========================================================================
// =========================================================================
// TRANSLATION COLORMAP CODE
// =========================================================================
#define DEFAULT_TT_CACHE_INDEX MAXSKINS
#define BOSS_TT_CACHE_INDEX (MAXSKINS + 1)
#define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2)
#define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3)
#define SKIN_RAMP_LENGTH 16
#define DEFAULT_STARTTRANSCOLOR 160
#define NUM_PALETTE_ENTRIES 256
static UINT8** translationtablecache[MAXSKINS + 4] = {NULL};
// See also the enum skincolors_t
// TODO Callum: Can this be translated?
const char *Color_Names[MAXSKINCOLORS] =
{
"None", // SKINCOLOR_NONE
"White", // SKINCOLOR_WHITE
"Silver", // SKINCOLOR_SILVER
"Grey", // SKINCOLOR_GREY
"Black", // SKINCOLOR_BLACK
"Cyan", // SKINCOLOR_CYAN
"Teal", // SKINCOLOR_TEAL
"Steel_Blue",// SKINCOLOR_STEELBLUE
"Blue", // SKINCOLOR_BLUE
"Peach", // SKINCOLOR_PEACH
"Tan", // SKINCOLOR_TAN
"Pink", // SKINCOLOR_PINK
"Lavender", // SKINCOLOR_LAVENDER
"Purple", // SKINCOLOR_PURPLE
"Orange", // SKINCOLOR_ORANGE
"Rosewood", // SKINCOLOR_ROSEWOOD
"Beige", // SKINCOLOR_BEIGE
"Brown", // SKINCOLOR_BROWN
"Red", // SKINCOLOR_RED
"Dark_Red", // SKINCOLOR_DARKRED
"Neon_Green",// SKINCOLOR_NEONGREEN
"Green", // SKINCOLOR_GREEN
"Zim", // SKINCOLOR_ZIM
"Olive", // SKINCOLOR_OLIVE
"Yellow", // SKINCOLOR_YELLOW
"Gold" // SKINCOLOR_GOLD
};
const UINT8 Color_Opposite[MAXSKINCOLORS*2] =
{
SKINCOLOR_NONE,8, // SKINCOLOR_NONE
SKINCOLOR_BLACK,10, // SKINCOLOR_WHITE
SKINCOLOR_GREY,4, // SKINCOLOR_SILVER
SKINCOLOR_SILVER,12,// SKINCOLOR_GREY
SKINCOLOR_WHITE,8, // SKINCOLOR_BLACK
SKINCOLOR_NONE,8, // SKINCOLOR_CYAN
SKINCOLOR_NONE,8, // SKINCOLOR_TEAL
SKINCOLOR_NONE,8, // SKINCOLOR_STEELBLUE
SKINCOLOR_ORANGE,9, // SKINCOLOR_BLUE
SKINCOLOR_NONE,8, // SKINCOLOR_PEACH
SKINCOLOR_NONE,8, // SKINCOLOR_TAN
SKINCOLOR_NONE,8, // SKINCOLOR_PINK
SKINCOLOR_NONE,8, // SKINCOLOR_LAVENDER
SKINCOLOR_NONE,8, // SKINCOLOR_PURPLE
SKINCOLOR_BLUE,12, // SKINCOLOR_ORANGE
SKINCOLOR_NONE,8, // SKINCOLOR_ROSEWOOD
SKINCOLOR_NONE,8, // SKINCOLOR_BEIGE
SKINCOLOR_NONE,8, // SKINCOLOR_BROWN
SKINCOLOR_GREEN,5, // SKINCOLOR_RED
SKINCOLOR_NONE,8, // SKINCOLOR_DARKRED
SKINCOLOR_NONE,8, // SKINCOLOR_NEONGREEN
SKINCOLOR_RED,11, // SKINCOLOR_GREEN
SKINCOLOR_PURPLE,3, // SKINCOLOR_ZIM
SKINCOLOR_NONE,8, // SKINCOLOR_OLIVE
SKINCOLOR_NONE,8, // SKINCOLOR_YELLOW
SKINCOLOR_NONE,8 // SKINCOLOR_GOLD
};
CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
/** \brief The R_InitTranslationTables
load in color translation tables
*/
void R_InitTranslationTables(void)
{
#ifdef _NDS
// Ugly temporary NDS hack.
transtables = (UINT8*)0x2000000;
#else
// Load here the transparency lookup tables 'TINTTAB'
// NOTE: the TINTTAB resource MUST BE aligned on 64k for the asm
// optimised code (in other words, transtables pointer low word is 0)
transtables = Z_MallocAlign(NUMTRANSTABLES*0x10000, PU_STATIC,
NULL, 16);
W_ReadLump(W_GetNumForName("TRANS10"), transtables);
W_ReadLump(W_GetNumForName("TRANS20"), transtables+0x10000);
W_ReadLump(W_GetNumForName("TRANS30"), transtables+0x20000);
W_ReadLump(W_GetNumForName("TRANS40"), transtables+0x30000);
W_ReadLump(W_GetNumForName("TRANS50"), transtables+0x40000);
W_ReadLump(W_GetNumForName("TRANS60"), transtables+0x50000);
W_ReadLump(W_GetNumForName("TRANS70"), transtables+0x60000);
W_ReadLump(W_GetNumForName("TRANS80"), transtables+0x70000);
W_ReadLump(W_GetNumForName("TRANS90"), transtables+0x80000);
#endif
}
/** \brief Generates a translation colormap.
\param dest_colormap colormap to populate
\param skinnum number of skin, TC_DEFAULT or TC_BOSS
\param color translation color
\return void
*/
static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color)
{
// Table of indices into the palette of the first entries of each translated ramp
const UINT8 skinbasecolors[] = {
0x00, // SKINCOLOR_WHITE
0x03, // SKINCOLOR_SILVER
0x08, // SKINCOLOR_GREY
0x18, // SKINCOLOR_BLACK
0xd0, // SKINCOLOR_CYAN
0xdc, // SKINCOLOR_TEAL
0xc8, // SKINCOLOR_STEELBLUE
0xe2, // SKINCOLOR_BLUE
0x40, // SKINCOLOR_PEACH
0x48, // SKINCOLOR_TAN
0x90, // SKINCOLOR_PINK
0xf8, // SKINCOLOR_LAVENDER
0xc0, // SKINCOLOR_PURPLE
0x52, // SKINCOLOR_ORANGE
0x5c, // SKINCOLOR_ROSEWOOD
0x20, // SKINCOLOR_BEIGE
0x30, // SKINCOLOR_BROWN
0x7d, // SKINCOLOR_RED
0x85, // SKINCOLOR_DARKRED
0xb8, // SKINCOLOR_NEONGREEN
0xa0, // SKINCOLOR_GREEN
0xb0, // SKINCOLOR_ZIM
0x69, // SKINCOLOR_OLIVE
0x67, // SKINCOLOR_YELLOW
0x70, // SKINCOLOR_GOLD
};
INT32 i;
INT32 starttranscolor;
// Handle a couple of simple special cases
if (skinnum == TC_BOSS || skinnum == TC_ALLWHITE || skinnum == TC_METALSONIC || color == SKINCOLOR_NONE)
{
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (skinnum == TC_ALLWHITE) dest_colormap[i] = 0;
else dest_colormap[i] = (UINT8)i;
}
// White!
if (skinnum == TC_BOSS)
dest_colormap[31] = 0;
else if (skinnum == TC_METALSONIC)
dest_colormap[239] = 0;
return;
}
starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR;
// Fill in the entries of the palette that are fixed
for (i = 0; i < starttranscolor; i++)
dest_colormap[i] = (UINT8)i;
for (i = (UINT8)(starttranscolor + 16); i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
// Build the translated ramp
switch (color)
{
case SKINCOLOR_SILVER:
case SKINCOLOR_GREY:
case SKINCOLOR_PEACH:
case SKINCOLOR_BEIGE:
case SKINCOLOR_BROWN:
case SKINCOLOR_RED:
case SKINCOLOR_GREEN:
case SKINCOLOR_BLUE:
// 16 color ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + i);
break;
case SKINCOLOR_ORANGE:
// 14 colors of orange + brown
for (i = 0; i < SKIN_RAMP_LENGTH-2; i++)
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + i);
for (i = 0; i < 2; i++)
dest_colormap[starttranscolor + (i+SKIN_RAMP_LENGTH-2)] = (UINT8)(152 + i);
break;
case SKINCOLOR_CYAN:
// 12 color ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (12*i/SKIN_RAMP_LENGTH));
break;
case SKINCOLOR_WHITE:
case SKINCOLOR_BLACK:
case SKINCOLOR_STEELBLUE:
case SKINCOLOR_PINK:
case SKINCOLOR_LAVENDER:
case SKINCOLOR_PURPLE:
case SKINCOLOR_DARKRED:
case SKINCOLOR_ZIM:
case SKINCOLOR_YELLOW:
case SKINCOLOR_GOLD:
// 8 color ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (i >> 1));
break;
case SKINCOLOR_TEAL:
// 5 color ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
{
if (5*i/16 == 0)
dest_colormap[starttranscolor + i] = 0xf7;
else
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (5*i/SKIN_RAMP_LENGTH) - 1);
}
break;
case SKINCOLOR_OLIVE:
// 7 color ramp
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (7*i/SKIN_RAMP_LENGTH));
break;
case SKINCOLOR_TAN:
// 16 color ramp, from two color ranges
for (i = 0; i < SKIN_RAMP_LENGTH/2; i++) // Peach half
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + i);
for (i = 0; i < SKIN_RAMP_LENGTH/2; i++) // Brown half
dest_colormap[starttranscolor + (i+8)] = (UINT8)(48 + i);
break;
case SKINCOLOR_ROSEWOOD:
// 12 color ramp, from two color ranges!
for (i = 0; i < 6; i++) // Orange ...third?
dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (12*i/SKIN_RAMP_LENGTH));
for (i = 0; i < 10; i++) // Rosewood two-thirds-ish
dest_colormap[starttranscolor + (i+6)] = (UINT8)(152 + (12*i/SKIN_RAMP_LENGTH));
break;
case SKINCOLOR_NEONGREEN:
// Multi-color ramp
dest_colormap[starttranscolor] = 0xA0; // Brighter green
for (i = 0; i < SKIN_RAMP_LENGTH-1; i++) // Neon Green
dest_colormap[starttranscolor + (i+1)] = (UINT8)(skinbasecolors[color - 1] + (6*i/(SKIN_RAMP_LENGTH-1)));
break;
// Super colors, from lightest to darkest!
case SKINCOLOR_SUPER1:
// Super White
for (i = 0; i < 14; i++)
dest_colormap[starttranscolor + i] = 120; // True white
for (; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = 112; // Golden shine
break;
case SKINCOLOR_SUPER2:
// Super Bright
for (i = 0; i < 5; i++) // White-yellow fade
dest_colormap[starttranscolor + i] = (UINT8)(96 + i);
dest_colormap[starttranscolor + 5] = 112; // Golden shine
for (i = 0; i < 8; i++) // Yellow
dest_colormap[starttranscolor + (i+6)] = (UINT8)(101 + (i>>1));
for (i = 0; i < 2; i++) // With a fine golden finish! :3
dest_colormap[starttranscolor + (i+14)] = (UINT8)(113 + i);
break;
case SKINCOLOR_SUPER3:
// Super Yellow
for (i = 0; i < 3; i++) // White-yellow fade
dest_colormap[starttranscolor + i] = (UINT8)(98 + i);
dest_colormap[starttranscolor + 3] = 112; // Golden shine
for (i = 0; i < 8; i++) // Yellow
dest_colormap[starttranscolor + (i+4)] = (UINT8)(101 + (i>>1));
for (i = 0; i < 4; i++) // With a fine golden finish! :3
dest_colormap[starttranscolor + (i+12)] = (UINT8)(113 + i);
break;
case SKINCOLOR_SUPER4:
// "The SSNTails"
dest_colormap[starttranscolor] = 112; // Golden shine
for (i = 0; i < 8; i++) // Yellow
dest_colormap[starttranscolor + (i+1)] = (UINT8)(101 + (i>>1));
for (i = 0; i < 7; i++) // With a fine golden finish! :3
dest_colormap[starttranscolor + (i+9)] = (UINT8)(113 + i);
break;
case SKINCOLOR_SUPER5:
// Golden Delicious
for (i = 0; i < 8; i++) // Yellow
dest_colormap[starttranscolor + i] = (UINT8)(101 + (i>>1));
for (i = 0; i < 7; i++) // With a fine golden finish! :3
dest_colormap[starttranscolor + (i+8)] = (UINT8)(113 + i);
dest_colormap[starttranscolor + 15] = 155;
break;
// Super Knuckles
case SKINCOLOR_KSUPER1:
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(120 + (i >> 2));
break;
case SKINCOLOR_KSUPER2:
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(120 + (6*i/SKIN_RAMP_LENGTH));
break;
case SKINCOLOR_KSUPER3:
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(120 + (i >> 1));
break;
case SKINCOLOR_KSUPER4:
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(121 + (i >> 1));
break;
case SKINCOLOR_KSUPER5:
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
dest_colormap[starttranscolor + i] = (UINT8)(122 + (i >> 1));
break;
default:
I_Error("Invalid skin color #%hu.", (UINT16)color);
break;
}
}
/** \brief Retrieves a translation colormap from the cache.
\param skinnum number of skin, TC_DEFAULT or TC_BOSS
\param color translation color
\param flags set GTC_CACHE to use the cache
\return Colormap. If not cached, caller should Z_Free.
*/
UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags)
{
UINT8* ret;
INT32 skintableindex;
// Adjust if we want the default colormap
if (skinnum == TC_DEFAULT) skintableindex = DEFAULT_TT_CACHE_INDEX;
else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX;
else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX;
else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX;
else skintableindex = skinnum;
if (flags & GTC_CACHE)
{
// Allocate table for skin if necessary
if (!translationtablecache[skintableindex])
translationtablecache[skintableindex] = Z_Calloc(MAXTRANSLATIONS * sizeof(UINT8**), PU_STATIC, NULL);
// Get colormap
ret = translationtablecache[skintableindex][color];
}
else ret = NULL;
// Generate the colormap if necessary
if (!ret)
{
ret = Z_MallocAlign(NUM_PALETTE_ENTRIES, (flags & GTC_CACHE) ? PU_LEVEL : PU_STATIC, NULL, 8);
R_GenerateTranslationColormap(ret, skinnum, color);
// Cache the colormap if desired
if (flags & GTC_CACHE)
translationtablecache[skintableindex][color] = ret;
}
return ret;
}
/** \brief Flushes cache of translation colormaps.
Flushes cache of translation colormaps, but doesn't actually free the
colormaps themselves. These are freed when PU_LEVEL blocks are purged,
at or before which point, this function should be called.
\return void
*/
void R_FlushTranslationColormapCache(void)
{
INT32 i;
for (i = 0; i < (INT32)(sizeof(translationtablecache) / sizeof(translationtablecache[0])); i++)
if (translationtablecache[i])
memset(translationtablecache[i], 0, MAXTRANSLATIONS * sizeof(UINT8**));
}
UINT8 R_GetColorByName(const char *name)
{
UINT8 color = (UINT8)atoi(name);
if (color > 0 && color < MAXSKINCOLORS)
return color;
for (color = 1; color < MAXSKINCOLORS; color++)
if (!stricmp(Color_Names[color], name))
return color;
return 0;
}
// ==========================================================================
// COMMON DRAWER FOR 8 AND 16 BIT COLOR MODES
// ==========================================================================
// in a perfect world, all routines would be compatible for either mode,
// and optimised enough
//
// in reality, the few routines that can work for either mode, are
// put here
/** \brief The R_InitViewBuffer function
Creates lookup tables for getting the framebuffer address
of a pixel to draw.
\param width witdh of buffer
\param height hieght of buffer
\return void
*/
void R_InitViewBuffer(INT32 width, INT32 height)
{
INT32 i, bytesperpixel = vid.bpp;
if (width > MAXVIDWIDTH)
width = MAXVIDWIDTH;
if (height > MAXVIDHEIGHT)
height = MAXVIDHEIGHT;
if (bytesperpixel < 1 || bytesperpixel > 4)
I_Error("R_InitViewBuffer: wrong bytesperpixel value %d\n", bytesperpixel);
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (vid.width - width) >> 1;
// Column offset for those columns of the view window, but relative to the entire screen
for (i = 0; i < width; i++)
columnofs[i] = (viewwindowx + i) * bytesperpixel;
// Same with base row offset.
if (width == vid.width)
viewwindowy = 0;
else
viewwindowy = (vid.height - height) >> 1;
// Precalculate all row offsets.
for (i = 0; i < height; i++)
{
ylookup[i] = ylookup1[i] = screens[0] + (i+viewwindowy)*vid.width*bytesperpixel;
ylookup2[i] = screens[0] + (i+(vid.height>>1))*vid.width*bytesperpixel; // for splitscreen
}
}
/** \brief viewborder patches lump numbers
*/
lumpnum_t viewborderlump[8];
/** \brief Store the lumpnumber of the viewborder patches
*/
void R_InitViewBorder(void)
{
viewborderlump[BRDR_T] = W_GetNumForName("brdr_t");
viewborderlump[BRDR_B] = W_GetNumForName("brdr_b");
viewborderlump[BRDR_L] = W_GetNumForName("brdr_l");
viewborderlump[BRDR_R] = W_GetNumForName("brdr_r");
viewborderlump[BRDR_TL] = W_GetNumForName("brdr_tl");
viewborderlump[BRDR_BL] = W_GetNumForName("brdr_bl");
viewborderlump[BRDR_TR] = W_GetNumForName("brdr_tr");
viewborderlump[BRDR_BR] = W_GetNumForName("brdr_br");
}
#if 0
/** \brief R_FillBackScreen
Fills the back screen with a pattern for variable screen sizes
Also draws a beveled edge.
*/
void R_FillBackScreen(void)
{
UINT8 *src, *dest;
patch_t *patch;
INT32 x, y, step, boff;
// quickfix, don't cache lumps in both modes
if (rendermode != render_soft)
return;
// draw pattern around the status bar too (when hires),
// so return only when in full-screen without status bar.
if (scaledviewwidth == vid.width && viewheight == vid.height)
return;
src = scr_borderpatch;
dest = screens[1];
for (y = 0; y < vid.height; y++)
{
for (x = 0; x < vid.width/128; x++)
{
M_Memcpy (dest, src+((y&127)<<7), 128);
dest += 128;
}
if (vid.width&127)
{
M_Memcpy(dest, src+((y&127)<<7), vid.width&127);
dest += (vid.width&127);
}
}
// don't draw the borders when viewwidth is full vid.width.
if (scaledviewwidth == vid.width)
return;
step = 8;
boff = 8;
patch = W_CacheLumpNum(viewborderlump[BRDR_T], PU_CACHE);
for (x = 0; x < scaledviewwidth; x += step)
V_DrawPatch(viewwindowx + x, viewwindowy - boff, 1, patch);
patch = W_CacheLumpNum(viewborderlump[BRDR_B], PU_CACHE);
for (x = 0; x < scaledviewwidth; x += step)
V_DrawPatch(viewwindowx + x, viewwindowy + viewheight, 1, patch);
patch = W_CacheLumpNum(viewborderlump[BRDR_L], PU_CACHE);
for (y = 0; y < viewheight; y += step)
V_DrawPatch(viewwindowx - boff, viewwindowy + y, 1, patch);
patch = W_CacheLumpNum(viewborderlump[BRDR_R],PU_CACHE);
for (y = 0; y < viewheight; y += step)
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + y, 1,
patch);
// Draw beveled corners.
V_DrawPatch(viewwindowx - boff, viewwindowy - boff, 1,
W_CacheLumpNum(viewborderlump[BRDR_TL], PU_CACHE));
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy - boff, 1,
W_CacheLumpNum(viewborderlump[BRDR_TR], PU_CACHE));
V_DrawPatch(viewwindowx - boff, viewwindowy + viewheight, 1,
W_CacheLumpNum(viewborderlump[BRDR_BL], PU_CACHE));
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + viewheight, 1,
W_CacheLumpNum(viewborderlump[BRDR_BR], PU_CACHE));
}
#endif
/** \brief The R_VideoErase function
Copy a screen buffer.
\param ofs offest from buffer
\param count bytes to erase
\return void
*/
void R_VideoErase(size_t ofs, INT32 count)
{
// LFB copy.
// This might not be a good idea if memcpy
// is not optimal, e.g. byte by byte on
// a 32bit CPU, as GNU GCC/Linux libc did
// at one point.
M_Memcpy(screens[0] + ofs, screens[1] + ofs, count);
}
#if 0
/** \brief The R_DrawViewBorder
Draws the border around the view
for different size windows?
*/
void R_DrawViewBorder(void)
{
INT32 top, side, ofs;
if (rendermode == render_none)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
{
HWR_DrawViewBorder(0);
return;
}
else
#endif
#ifdef DEBUG
fprintf(stderr,"RDVB: vidwidth %d vidheight %d scaledviewwidth %d viewheight %d\n",
vid.width, vid.height, scaledviewwidth, viewheight);
#endif
if (scaledviewwidth == vid.width)
return;
top = (vid.height - viewheight)>>1;
side = (vid.width - scaledviewwidth)>>1;
// copy top and one line of left side
R_VideoErase(0, top*vid.width+side);
// copy one line of right side and bottom
ofs = (viewheight+top)*vid.width - side;
R_VideoErase(ofs, top*vid.width + side);
// copy sides using wraparound
ofs = top*vid.width + vid.width-side;
side <<= 1;
// simpler using our VID_Blit routine
VID_BlitLinearScreen(screens[1] + ofs, screens[0] + ofs, side, viewheight - 1,
vid.width, vid.width);
}
#endif
// ==========================================================================
// INCLUDE 8bpp DRAWING CODE HERE
// ==========================================================================
#include "r_draw8.c"
// ==========================================================================
// INCLUDE 16bpp DRAWING CODE HERE
// ==========================================================================
#include "r_draw16.c"