diff --git a/src/android/i_video.c b/src/android/i_video.c index bf0decb74..896a5b899 100644 --- a/src/android/i_video.c +++ b/src/android/i_video.c @@ -11,8 +11,6 @@ rendermode_t rendermode = render_soft; rendermode_t chosenrendermode = render_none; -boolean highcolor = false; - boolean allow_fullscreen = false; diff --git a/src/console.c b/src/console.c index 0d296ca74..5ef0ce919 100644 --- a/src/console.c +++ b/src/console.c @@ -70,14 +70,9 @@ static boolean consoleready; // console prompt is ready INT32 con_destlines; // vid lines used by console at final position static INT32 con_curlines; // vid lines currently used by console - INT32 con_clipviewtop; // (useless) - static UINT8 con_hudlines; // number of console heads up message lines static UINT32 con_hudtime[MAXHUDLINES]; // remaining time of display for hud msg lines - INT32 con_clearlines; // top screen lines to refresh when view reduced - boolean con_hudupdate; // when messages scroll, we need a backgrnd refresh - // console text output static char *con_line; // console text output current line static size_t con_cx; // cursor position in current line @@ -473,9 +468,6 @@ void CON_Init(void) Lock_state(); - //note: CON_Ticker should always execute at least once before D_Display() - con_clipviewtop = -1; // -1 does not clip - con_hudlines = atoi(cons_hudlines.defaultvalue); Unlock_state(); @@ -751,7 +743,6 @@ void CON_ToggleOff(void) con_curlines = 0; CON_ClearHUD(); con_forcepic = 0; - con_clipviewtop = -1; // remove console clipping of view I_UpdateMouseGrab(); @@ -800,18 +791,6 @@ void CON_Ticker(void) CON_ChangeHeight(); } - // clip the view, so that the part under the console is not drawn - con_clipviewtop = -1; - if (cons_backpic.value) // clip only when using an opaque background - { - if (con_curlines > 0) - con_clipviewtop = con_curlines - viewwindowy - 1 - 10; - // NOTE: BIG HACK::SUBTRACT 10, SO THAT WATER DON'T COPY LINES OF THE CONSOLE - // WINDOW!!! (draw some more lines behind the bottom of the console) - if (con_clipviewtop < 0) - con_clipviewtop = -1; // maybe not necessary, provided it's < 0 - } - // check if console ready for prompt if (con_destlines >= minheight) consoleready = true; @@ -1358,9 +1337,6 @@ static void CON_Linefeed(void) con_line = &con_buffer[(con_cy%con_totallines)*con_width]; memset(con_line, ' ', con_width); - - // make sure the view borders are refreshed if hud messages scroll - con_hudupdate = true; // see HU_Erase() } // Outputs text into the console text buffer @@ -1749,9 +1725,6 @@ static void CON_DrawHudlines(void) //V_DrawCharacter(x, y, (p[c]&0xff) | cv_constextsize.value | V_NOSCALESTART, true); y += charheight; } - - // top screen lines that might need clearing when view is reduced - con_clearlines = y; // this is handled by HU_Erase(); } // Lactozilla: Draws the console's background picture. @@ -1817,10 +1790,6 @@ static void CON_DrawConsole(void) if (con_curlines <= 0) return; - //FIXME: refresh borders only when console bg is translucent - con_clearlines = con_curlines; // clear console draw from view borders - con_hudupdate = true; // always refresh while console is on - // draw console background if (cons_backpic.value || con_forcepic) CON_DrawBackpic(); diff --git a/src/console.h b/src/console.h index f22f8dcbc..6ad1dba1e 100644 --- a/src/console.h +++ b/src/console.h @@ -34,14 +34,9 @@ extern boolean con_startup; // needs explicit screen refresh until we are in the main game loop extern boolean con_refresh; -// top clip value for view render: do not draw part of view hidden by console -extern INT32 con_clipviewtop; - // 0 means console if off, or moving out extern INT32 con_destlines; -extern INT32 con_clearlines; // lines of top of screen to refresh -extern boolean con_hudupdate; // hud messages have changed, need refresh extern UINT32 con_scalefactor; // console text scale factor extern consvar_t cons_backcolor; diff --git a/src/d_main.c b/src/d_main.c index 83cb425c9..3886ad1ad 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -408,13 +408,11 @@ static void D_Display(void) case GS_LEVEL: if (!gametic) break; - HU_Erase(); AM_Drawer(); break; case GS_INTERMISSION: Y_IntermissionDrawer(); - HU_Erase(); HU_Drawer(); break; @@ -429,13 +427,11 @@ static void D_Display(void) case GS_ENDING: F_EndingDrawer(); - HU_Erase(); HU_Drawer(); break; case GS_CUTSCENE: F_CutsceneDrawer(); - HU_Erase(); HU_Drawer(); break; @@ -445,7 +441,6 @@ static void D_Display(void) case GS_EVALUATION: F_GameEvaluationDrawer(); - HU_Erase(); HU_Drawer(); break; @@ -455,7 +450,6 @@ static void D_Display(void) case GS_CREDITS: F_CreditDrawer(); - HU_Erase(); HU_Drawer(); break; @@ -465,7 +459,6 @@ static void D_Display(void) { // I don't think HOM from nothing drawing is independent... F_WaitingPlayersDrawer(); - HU_Erase(); HU_Drawer(); } case GS_DEDICATEDSERVER: @@ -480,8 +473,6 @@ static void D_Display(void) { wipegamestate = gamestate; - // clean up border stuff - // see if the border needs to be initially drawn if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction && curbghide && (!hidetitlemap))) { // draw the view directly @@ -506,23 +497,21 @@ static void D_Display(void) // render the second screen if (splitscreen && players[secondarydisplayplayer].mo) { - #ifdef HWRENDER - if (rendermode != render_soft) + viewwindowy = vid.height / 2; + +#ifdef HWRENDER + if (rendermode == render_opengl) HWR_RenderPlayerView(1, &players[secondarydisplayplayer]); else - #endif +#endif if (rendermode != render_none) { - viewwindowy = vid.height / 2; - M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); - topleft = screens[0] + viewwindowy*vid.width + viewwindowx; R_RenderPlayerView(&players[secondarydisplayplayer]); - - viewwindowy = 0; - M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } + + viewwindowy = 0; } // Image postprocessing effect @@ -1512,9 +1501,7 @@ void D_SRB2Main(void) G_LoadGameData(clientGamedata); M_CopyGameData(serverGamedata, clientGamedata); -#if defined (__unix__) || defined (UNIXCOMMON) || defined (HAVE_SDL) VID_PrepareModeList(); // Regenerate Modelist according to cv_fullscreen -#endif // set user default mode or mode set at cmdline SCR_CheckDefaultMode(); diff --git a/src/dedicated/i_video.c b/src/dedicated/i_video.c index bb796b676..2c998117a 100644 --- a/src/dedicated/i_video.c +++ b/src/dedicated/i_video.c @@ -5,8 +5,6 @@ rendermode_t rendermode = render_none; rendermode_t chosenrendermode = render_none; -boolean highcolor = false; - boolean allow_fullscreen = false; consvar_t cv_vidwait = CVAR_INIT ("vid_wait", "On", CV_SAVE, CV_OnOff, NULL); diff --git a/src/doomdef.h b/src/doomdef.h index 4c843f9e2..e682ca179 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -709,13 +709,6 @@ extern int /// Experimental attempts at preventing MF_PAPERCOLLISION objects from getting stuck in walls. //#define PAPER_COLLISIONCORRECTION -/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up -/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down) -/// on the bright side it fixes some weird issues with translucent walls -/// \note SRB2CB port. -/// SRB2CB itself ported this from PrBoom+ -#define NEWCLIP - /// OpenGL shaders #define GL_SHADERS diff --git a/src/dummy/i_video.c b/src/dummy/i_video.c index bb796b676..2c998117a 100644 --- a/src/dummy/i_video.c +++ b/src/dummy/i_video.c @@ -5,8 +5,6 @@ rendermode_t rendermode = render_none; rendermode_t chosenrendermode = render_none; -boolean highcolor = false; - boolean allow_fullscreen = false; consvar_t cv_vidwait = CVAR_INIT ("vid_wait", "On", CV_SAVE, CV_OnOff, NULL); diff --git a/src/hardware/hw_clip.c b/src/hardware/hw_clip.c index 86e0c58d2..74268423f 100644 --- a/src/hardware/hw_clip.c +++ b/src/hardware/hw_clip.c @@ -320,16 +320,13 @@ void gld_clipper_Clear(void) #define RMUL (1.6f/1.333333f) -angle_t gld_FrustumAngle(angle_t tiltangle) +angle_t gld_FrustumAngle(float render_fov, angle_t tiltangle) { double floatangle; angle_t a1; float tilt = (float)fabs(((double)(int)tiltangle) / ANG1); - // NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function - - float render_fov = FIXED_TO_FLOAT(cv_fov.value); float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right? float render_multiplier = 64.0f / render_fovratio / RMUL; diff --git a/src/hardware/hw_clip.h b/src/hardware/hw_clip.h index 27a2ed1ef..e3bb4c319 100644 --- a/src/hardware/hw_clip.h +++ b/src/hardware/hw_clip.h @@ -17,7 +17,7 @@ boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle); void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle); void gld_clipper_Clear(void); -angle_t gld_FrustumAngle(angle_t tiltangle); +angle_t gld_FrustumAngle(float render_fov, angle_t tiltangle); #ifdef HAVE_SPHEREFRUSTRUM void gld_FrustrumSetup(void); boolean gld_SphereInFrustum(float x, float y, float z, float radius); diff --git a/src/hardware/hw_draw.c b/src/hardware/hw_draw.c index ba1f339d0..a70b4ae13 100644 --- a/src/hardware/hw_draw.c +++ b/src/hardware/hw_draw.c @@ -22,7 +22,6 @@ #include "hw_drv.h" #include "../m_misc.h" //FIL_WriteFile() -#include "../r_draw.h" //viewborderlump #include "../r_main.h" #include "../w_wad.h" #include "../z_zone.h" @@ -32,11 +31,7 @@ #include "../g_game.h" // players #include -#include "../i_video.h" // for rendermode != render_glide - -#ifndef O_BINARY -#define O_BINARY 0 -#endif +#include "../i_video.h" #if defined(_MSC_VER) #pragma pack(1) @@ -62,63 +57,6 @@ static UINT8 softwaretranstogl[11] = { 0, 25, 51, 76,102,127,153,178,204,229 static UINT8 softwaretranstogl_hi[11] = { 0, 51,102,153,204,255,255,255,255,255,255}; static UINT8 softwaretranstogl_lo[11] = { 0, 12, 24, 36, 48, 60, 71, 83, 95,111,127}; -// -// -----------------+ -// HWR_DrawPatch : Draw a 'tile' graphic -// Notes : x,y : positions relative to the original Doom resolution -// : textes(console+score) + menus + status bar -// -----------------+ -void HWR_DrawPatch(patch_t *gpatch, INT32 x, INT32 y, INT32 option) -{ - FOutVector v[4]; - FBITFIELD flags; - GLPatch_t *hwrPatch; - -// 3--2 -// | /| -// |/ | -// 0--1 - float sdup = FIXED_TO_FLOAT(vid.fdup)*2.0f; - float pdup = FIXED_TO_FLOAT(vid.fdup)*2.0f; - - // make patch ready in hardware cache - HWR_GetPatch(gpatch); - hwrPatch = ((GLPatch_t *)gpatch->hardware); - - switch (option & V_SCALEPATCHMASK) - { - case V_NOSCALEPATCH: - pdup = 2.0f; - break; - case V_SMALLSCALEPATCH: - pdup = 2.0f * FIXED_TO_FLOAT(vid.fsmalldup); - break; - case V_MEDSCALEPATCH: - pdup = 2.0f * FIXED_TO_FLOAT(vid.fmeddup); - break; - } - - if (option & V_NOSCALESTART) - sdup = 2.0f; - - v[0].x = v[3].x = (x*sdup-(gpatch->leftoffset)*pdup)/vid.width - 1; - v[2].x = v[1].x = (x*sdup+(gpatch->width-gpatch->leftoffset)*pdup)/vid.width - 1; - v[0].y = v[1].y = 1-(y*sdup-(gpatch->topoffset)*pdup)/vid.height; - v[2].y = v[3].y = 1-(y*sdup+(gpatch->height-gpatch->topoffset)*pdup)/vid.height; - - v[0].z = v[1].z = v[2].z = v[3].z = 1.0f; - - v[0].s = v[3].s = 0.0f; - v[2].s = v[1].s = hwrPatch->max_s; - v[0].t = v[1].t = 0.0f; - v[2].t = v[3].t = hwrPatch->max_t; - - flags = PF_Translucent|PF_NoDepthTest; - - // clip it since it is used for bunny scroll in doom I - HWD.pfnDrawPolygon(NULL, v, 4, flags); -} - void HWR_DrawStretchyFixedPatch(patch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap) { FOutVector v[4]; @@ -960,136 +898,6 @@ void HWR_DrawTutorialBack(UINT32 color, INT32 boxheight) HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); } - -// ========================================================================== -// R_DRAW.C STUFF -// ========================================================================== - -// ------------------ -// HWR_DrawViewBorder -// Fill the space around the view window with a Doom flat texture, draw the -// beveled edges. -// 'clearlines' is useful to clear the heads up messages, when the view -// window is reduced, it doesn't refresh all the view borders. -// ------------------ -void HWR_DrawViewBorder(INT32 clearlines) -{ - INT32 x, y; - INT32 top, side; - INT32 baseviewwidth, baseviewheight; - INT32 basewindowx, basewindowy; - patch_t *patch; - -// if (gl_viewwidth == vid.width) -// return; - - if (!clearlines) - clearlines = BASEVIDHEIGHT; // refresh all - - // calc view size based on original game resolution - baseviewwidth = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_viewwidth), vid.fdup)); //(cv_viewsize.value * BASEVIDWIDTH/10)&~7; - baseviewheight = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_viewheight), vid.fdup)); - top = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_baseviewwindowy), vid.fdup)); - side = FixedInt(FixedDiv(FLOAT_TO_FIXED(gl_viewwindowx), vid.fdup)); - - // top - HWR_DrawFlatFill(0, 0, - BASEVIDWIDTH, (top < clearlines ? top : clearlines), - st_borderpatchnum); - - // left - if (top < clearlines) - HWR_DrawFlatFill(0, top, side, - (clearlines-top < baseviewheight ? clearlines-top : baseviewheight), - st_borderpatchnum); - - // right - if (top < clearlines) - HWR_DrawFlatFill(side + baseviewwidth, top, side, - (clearlines-top < baseviewheight ? clearlines-top : baseviewheight), - st_borderpatchnum); - - // bottom - if (top + baseviewheight < clearlines) - HWR_DrawFlatFill(0, top + baseviewheight, - BASEVIDWIDTH, BASEVIDHEIGHT, st_borderpatchnum); - - // - // draw the view borders - // - - basewindowx = (BASEVIDWIDTH - baseviewwidth)>>1; - if (baseviewwidth == BASEVIDWIDTH) - basewindowy = 0; - else - basewindowy = top; - - // top edge - if (clearlines > basewindowy - 8) - { - patch = W_CachePatchNum(viewborderlump[BRDR_T], PU_PATCH); - for (x = 0; x < baseviewwidth; x += 8) - HWR_DrawPatch(patch, basewindowx + x, basewindowy - 8, - 0); - } - - // bottom edge - if (clearlines > basewindowy + baseviewheight) - { - patch = W_CachePatchNum(viewborderlump[BRDR_B], PU_PATCH); - for (x = 0; x < baseviewwidth; x += 8) - HWR_DrawPatch(patch, basewindowx + x, - basewindowy + baseviewheight, 0); - } - - // left edge - if (clearlines > basewindowy) - { - patch = W_CachePatchNum(viewborderlump[BRDR_L], PU_PATCH); - for (y = 0; y < baseviewheight && basewindowy + y < clearlines; - y += 8) - { - HWR_DrawPatch(patch, basewindowx - 8, basewindowy + y, - 0); - } - } - - // right edge - if (clearlines > basewindowy) - { - patch = W_CachePatchNum(viewborderlump[BRDR_R], PU_PATCH); - for (y = 0; y < baseviewheight && basewindowy+y < clearlines; - y += 8) - { - HWR_DrawPatch(patch, basewindowx + baseviewwidth, - basewindowy + y, 0); - } - } - - // Draw beveled corners. - if (clearlines > basewindowy - 8) - HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TL], - PU_PATCH), - basewindowx - 8, basewindowy - 8, 0); - - if (clearlines > basewindowy - 8) - HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_TR], - PU_PATCH), - basewindowx + baseviewwidth, basewindowy - 8, 0); - - if (clearlines > basewindowy+baseviewheight) - HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BL], - PU_PATCH), - basewindowx - 8, basewindowy + baseviewheight, 0); - - if (clearlines > basewindowy + baseviewheight) - HWR_DrawPatch(W_CachePatchNum(viewborderlump[BRDR_BR], - PU_PATCH), - basewindowx + baseviewwidth, - basewindowy + baseviewheight, 0); -} - - // ========================================================================== // AM_MAP.C DRAWING STUFF // ========================================================================== @@ -1499,7 +1307,7 @@ static inline boolean saveTGA(const char *file_name, void *buffer, INT32 i; UINT8 *buf8 = buffer; - fd = open(file_name, O_WRONLY | O_CREAT | O_TRUNC | O_BINARY, 0666); + fd = open(file_name, O_WRONLY | O_CREAT | O_TRUNC, 0666); if (fd < 0) return false; diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h index 1c4cd99ab..29bc8408d 100644 --- a/src/hardware/hw_drv.h +++ b/src/hardware/hw_drv.h @@ -29,9 +29,6 @@ EXPORT boolean HWRAPI(Init) (void); #ifndef HAVE_SDL EXPORT void HWRAPI(Shutdown) (void); #endif -#ifdef _WINDOWS -EXPORT void HWRAPI(GetModeList) (vmode_t **pvidmodes, INT32 *numvidmodes); -#endif EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal); EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl); EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color); diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 9c1a95c93..28530f680 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -19,8 +19,10 @@ #include "hw_light.h" #include "hw_drv.h" #include "hw_batching.h" +#include "hw_md2.h" +#include "hw_clip.h" -#include "../i_video.h" // for rendermode == render_glide +#include "../i_video.h" #include "../v_video.h" #include "../p_local.h" #include "../p_setup.h" @@ -42,15 +44,6 @@ #include "../r_translation.h" #include "../d_main.h" #include "../p_slopes.h" -#include "hw_md2.h" - -#ifdef NEWCLIP -#include "hw_clip.h" -#endif - -#define R_FAKEFLOORS -#define HWPRECIP -//#define POLYSKY // ========================================================================== // the hardware driver object @@ -61,69 +54,21 @@ struct hwdriver_s hwdriver; // PROTOS // ========================================================================== - static void HWR_AddSprites(sector_t *sec); static void HWR_ProjectSprite(mobj_t *thing); -#ifdef HWPRECIP static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing); -#endif static void HWR_ProjectBoundingBox(mobj_t *thing); void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap); void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap); -boolean drawsky = true; - -// ========================================================================== -// VIEW GLOBALS -// ========================================================================== -// Fineangles in the SCREENWIDTH wide window. -#define FIELDOFVIEW ANGLE_90 -#define ABS(x) ((x) < 0 ? -(x) : (x)) - -static angle_t gl_clipangle; - -// The viewangletox[viewangle + FINEANGLES/4] lookup -// maps the visible view angles to screen X coordinates, -// flattening the arc to a flat projection plane. -// There will be many angles mapped to the same X. -static INT32 gl_viewangletox[FINEANGLES/2]; - -// The xtoviewangleangle[] table maps a screen pixel -// to the lowest viewangle that maps back to x ranges -// from clipangle to -clipangle. -static angle_t gl_xtoviewangle[MAXVIDWIDTH+1]; +static boolean drawsky = true; // ========================================================================== // GLOBALS // ========================================================================== -// uncomment to remove the plane rendering -#define DOPLANES -//#define DOWALLS - -// test of drawing sky by polygons like in software with visplane, unfortunately -// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow) -//#define POLYSKY - -// test change fov when looking up/down but bsp projection messup :( -//#define NOCRAPPYMLOOK - -// base values set at SetViewSize -static float gl_basecentery; - -float gl_baseviewwindowy, gl_basewindowcentery; -float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords) -float gl_viewwindowx; - -static float gl_centerx, gl_centery; -static float gl_viewwindowy; // top left corner of view window -static float gl_windowcenterx; // center of view window, for projection -static float gl_windowcentery; - -static float gl_pspritexscale, gl_pspriteyscale; - static seg_t *gl_curline; static side_t *gl_sidedef; static line_t *gl_linedef; @@ -135,16 +80,12 @@ static sector_t *gl_backsector; // -------------------------------------------------------------------------- FTransform atransform; -// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct, -// copied here for local use -static fixed_t dup_viewx, dup_viewy, dup_viewz; -static angle_t dup_viewangle; static float gl_viewx, gl_viewy, gl_viewz; float gl_viewsin, gl_viewcos; -// Maybe not necessary with the new T&L code (needs to be checked!) -static float gl_viewludsin, gl_viewludcos; // look up down kik test +// For HWR_RotateSpritePolyToAim +static float gl_viewludsin, gl_viewludcos; static float gl_fovlud; static angle_t gl_aimingangle; @@ -361,8 +302,6 @@ static FUINT HWR_CalcSlopeLight(FUINT lightnum, angle_t dir, fixed_t delta) // FLOOR/CEILING GENERATION FROM SUBSECTORS // ========================================================================== -#ifdef DOPLANES - // -----------------+ // HWR_RenderPlane : Render a floor or ceiling convex polygon // -----------------+ @@ -551,7 +490,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool for (i = 0; i < subsector->numlines; i++, line++) { - if (!line->glseg && line->linedef->special == SPECIAL_HORIZON_LINE && R_PointOnSegSide(dup_viewx, dup_viewy, line) == 0) + if (!line->glseg && line->linedef->special == SPECIAL_HORIZON_LINE && R_PointOnSegSide(viewx, viewy, line) == 0) { P_ClosestPointOnLine(viewx, viewy, line->linedef, &v); dist = FIXED_TO_FLOAT(R_PointToDist(v.x, v.y)); @@ -630,52 +569,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool #endif } -#ifdef POLYSKY -// this don't draw anything it only update the z-buffer so there isn't problem with -// wall/things upper that sky (map12) -static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight) -{ - polyvertex_t *pv; - float height; //constant y for all points on the convex flat polygon - FOutVector *v3d; - INT32 nrPlaneVerts; //verts original define of convex flat polygon - INT32 i; - - // no convex poly were generated for this subsector - if (!xsub->planepoly) - return; - - height = FIXED_TO_FLOAT(fixedheight); - - pv = xsub->planepoly->pts; - nrPlaneVerts = xsub->planepoly->numpts; - - if (nrPlaneVerts < 3) // not even a triangle? - return; - - if (nrPlaneVerts > MAXPLANEVERTICES) // FIXME: exceeds plVerts size - { - CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, MAXPLANEVERTICES); - return; - } - - // transform - v3d = planeVerts; - for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++) - { - v3d->s = 0.0f; - v3d->t = 0.0f; - v3d->x = pv->x; - v3d->y = height; - v3d->z = pv->y; - } - - HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts, PF_Invisible|PF_NoTexture|PF_Occlude); -} -#endif //polysky - -#endif //doplanes - FBITFIELD HWR_GetBlendModeFlag(INT32 style) { switch (style) @@ -776,41 +669,6 @@ static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIEL // BSP, CULL, ETC.. // ========================================================================== -// return the frac from the interception of the clipping line -// (in fact a clipping plane that has a constant, so can clip with simple 2d) -// with the wall segment -// -#ifndef NEWCLIP -static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2) -{ - float num, den; - float v1x, v1y, v1dx, v1dy, v2dx, v2dy; - angle_t pclipangle = gl_xtoviewangle[x]; - - // a segment of a polygon - v1x = v1->x; - v1y = v1->y; - v1dx = (v2->x - v1->x); - v1dy = (v2->y - v1->y); - - // the clipping line - pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative) - v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT)); - v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT)); - - den = v2dy*v1dx - v2dx*v1dy; - if (den == 0) - return -1; // parallel - - // calc the frac along the polygon segment, - //num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx; - //num = -v1x * v2dy + v1y * v2dx; - num = (gl_viewx - v1x)*v2dy + (v1y - gl_viewy)*v2dx; - - return num / den; -} -#endif - // SoM: split up and light walls according to the lightlist. // This may also include leaving out parts of the wall that can't be seen static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags) @@ -998,7 +856,7 @@ static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf) // PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer } -// Returns true if the midtexture is visible, and false if... it isn't... +// Returns true if the midtexture is visible, false if not static boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf) { FUINT blendmode = PF_Masked; @@ -1034,14 +892,8 @@ static boolean HWR_BlendMidtextureSurface(FSurfaceInfo *pSurf) return true; } -// -// HWR_ProcessSeg -// A portion or all of a wall segment will be drawn, from startfrac to endfrac, -// where 0 is the start of the segment, 1 the end of the segment -// Anything between means the wall segment has been clipped with solidsegs, -// reducing wall overdraw to a minimum -// -static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom +// Sort of like GLWall::Process in GZDoom +static void HWR_ProcessSeg(void) { FOutVector wallVerts[4]; v2d_t vs, ve; // start, end vertices of 2d line (view from above) @@ -1868,8 +1720,8 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom // // e6y: Check whether the player can look beyond this line // -#ifdef NEWCLIP -boolean checkforemptylines = true; +static boolean checkforemptylines = true; + // Don't modify anything here, just check // Kalaron: Modified for sloped linedefs static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector) @@ -1961,295 +1813,6 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks return false; } -#else -//Hurdler: just like in r_bsp.c -#if 1 -#define MAXSEGS MAXVIDWIDTH/2+1 -#else -//Alam_GBC: Or not (may cause overflow) -#define MAXSEGS 128 -#endif - -// hw_newend is one past the last valid seg -static cliprange_t * hw_newend; -static cliprange_t gl_solidsegs[MAXSEGS]; - -// needs fix: walls are incorrectly clipped one column less -static consvar_t cv_glclipwalls = CVAR_INIT ("gr_clipwalls", "Off", 0, CV_OnOff, NULL); - -static void printsolidsegs(void) -{ - cliprange_t * start; - if (!hw_newend) - return; - for (start = gl_solidsegs;start != hw_newend;start++) - { - CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last); - } - CONS_Debug(DBG_RENDER, "\n\n"); -} - -// -// -// -static void HWR_ClipSolidWallSegment(INT32 first, INT32 last) -{ - cliprange_t *next, *start; - float lowfrac, highfrac; - boolean poorhack = false; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gl_solidsegs; - while (start->last < first-1) - start++; - - if (first < start->first) - { - if (last < start->first-1) - { - // Post is entirely visible (above start), - // so insert a new clippost. - HWR_StoreWallRange(first, last); - - next = hw_newend; - hw_newend++; - - while (next != start) - { - *next = *(next-1); - next--; - } - - next->first = first; - next->last = last; - printsolidsegs(); - return; - } - - // There is a fragment above *start. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first, last); - poorhack = true; - } - else - { - highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(0, highfrac); - } - // Now adjust the clip size. - start->first = first; - } - - // Bottom contained in start? - if (last <= start->last) - { - printsolidsegs(); - return; - } - next = start; - while (last >= (next+1)->first-1) - { - // There is a fragment between two posts. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, highfrac); - } - next++; - - if (last <= next->last) - { - // Bottom is contained in next. - // Adjust the clip size. - start->last = next->last; - goto crunch; - } - } - - if (first == next->first+1) // 1 line texture - { - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - HWR_StoreWallRange(0, 1); - } - else - { - // There is a fragment after *next. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(first,last); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, 1); - } - } - - // Adjust the clip size. - start->last = last; - - // Remove start+1 to next from the clip list, - // because start now covers their area. -crunch: - if (next == start) - { - printsolidsegs(); - // Post just extended past the bottom of one post. - return; - } - - - while (next++ != hw_newend) - { - // Remove a post. - *++start = *next; - } - - hw_newend = start; - printsolidsegs(); -} - -// -// handle LineDefs with upper and lower texture (windows) -// -static void HWR_ClipPassWallSegment(INT32 first, INT32 last) -{ - cliprange_t *start; - float lowfrac, highfrac; - //to allow noclipwalls but still solidseg reject of non-visible walls - boolean poorhack = false; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gl_solidsegs; - while (start->last < first - 1) - start++; - - if (first < start->first) - { - if (last < start->first-1) - { - // Post is entirely visible (above start). - HWR_StoreWallRange(0, 1); - return; - } - - // There is a fragment above *start. - if (!cv_glclipwalls.value) - { //20/08/99: Changed by Hurdler (taken from faB's code) - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - { - highfrac = HWR_ClipViewSegment(min(start->first + 1, - start->last), (polyvertex_t *)gl_curline->pv1, - (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(0, highfrac); - } - } - - // Bottom contained in start? - if (last <= start->last) - return; - - while (last >= (start+1)->first-1) - { - // There is a fragment between two posts. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, highfrac); - } - start++; - - if (last <= start->last) - return; - } - - if (first == start->first+1) // 1 line texture - { - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0, 1); - poorhack = true; - } - else - HWR_StoreWallRange(0, 1); - } - else - { - // There is a fragment after *next. - if (!cv_glclipwalls.value) - { - if (!poorhack) HWR_StoreWallRange(0,1); - poorhack = true; - } - else - { - lowfrac = HWR_ClipViewSegment(max(start->last - 1, - start->first), (polyvertex_t *)gl_curline->pv1, - (polyvertex_t *)gl_curline->pv2); - HWR_StoreWallRange(lowfrac, 1); - } - } -} - -// -------------------------------------------------------------------------- -// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs) -// -------------------------------------------------------------------------- -static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last) -{ - cliprange_t * start; - - // Find the first range that touches the range - // (adjacent pixels are touching). - start = gl_solidsegs; - while (start->last < first-1) - start++; - - if (first < start->first) - return true; - - // Bottom contained in start? - if (last <= start->last) - return false; - - return true; -} - -// -// HWR_ClearClipSegs -// -static void HWR_ClearClipSegs(void) -{ - gl_solidsegs[0].first = -0x7fffffff; - gl_solidsegs[0].last = -1; - gl_solidsegs[1].first = vid.width; //viewwidth; - gl_solidsegs[1].last = 0x7fffffff; - hw_newend = gl_solidsegs+2; -} -#endif // NEWCLIP // -----------------+ // HWR_AddLine : Clips the given segment and adds any visible pieces to the line list. @@ -2259,11 +1822,6 @@ static void HWR_ClearClipSegs(void) static void HWR_AddLine(seg_t * line) { angle_t angle1, angle2; -#ifndef NEWCLIP - INT32 x1, x2; - angle_t span, tspan; - boolean bothceilingssky = false, bothfloorssky = false; -#endif // SoM: Backsector needs to be run through R_FakeFlat static sector_t tempsec; @@ -2299,8 +1857,7 @@ static void HWR_AddLine(seg_t * line) angle1 = R_PointToAngle64(v1x, v1y); angle2 = R_PointToAngle64(v2x, v2y); -#ifdef NEWCLIP - // PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle! + // PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle! if (angle2 - angle1 < ANGLE_180) return; @@ -2312,91 +1869,10 @@ static void HWR_AddLine(seg_t * line) } checkforemptylines = true; -#else - // Clip to view edges. - span = angle1 - angle2; - - // backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing - if (span >= ANGLE_180) - return; - - // Global angle needed by segcalc. - //rw_angle1 = angle1; - angle1 -= dup_viewangle; - angle2 -= dup_viewangle; - - tspan = angle1 + gl_clipangle; - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return; - - angle1 = gl_clipangle; - } - tspan = gl_clipangle - angle2; - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return; - - angle2 = (angle_t)-(signed)gl_clipangle; - } - -#if 0 - { - float fx1,fx2,fy1,fy2; - //BP: test with a better projection than viewangletox[R_PointToAngle(angle)] - // do not enable this at release 4 mul and 2 div - fx1 = ((polyvertex_t *)(line->pv1))->x-gl_viewx; - fy1 = ((polyvertex_t *)(line->pv1))->y-gl_viewy; - fy2 = (fx1 * gl_viewcos + fy1 * gl_viewsin); - if (fy2 < 0) - // the point is back - fx1 = 0; - else - fx1 = gl_windowcenterx + (fx1 * gl_viewsin - fy1 * gl_viewcos) * gl_centerx / fy2; - - fx2 = ((polyvertex_t *)(line->pv2))->x-gl_viewx; - fy2 = ((polyvertex_t *)(line->pv2))->y-gl_viewy; - fy1 = (fx2 * gl_viewcos + fy2 * gl_viewsin); - if (fy1 < 0) - // the point is back - fx2 = vid.width; - else - fx2 = gl_windowcenterx + (fx2 * gl_viewsin - fy2 * gl_viewcos) * gl_centerx / fy1; - - x1 = fx1+0.5f; - x2 = fx2+0.5f; - } -#else - // The seg is in the view range, - // but not necessarily visible. - angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; - angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; - - x1 = gl_viewangletox[angle1]; - x2 = gl_viewangletox[angle2]; -#endif - // Does not cross a pixel? -// if (x1 == x2) -/* { - // BP: HERE IS THE MAIN PROBLEM ! - //CONS_Debug(DBG_RENDER, "tineline\n"); - return; - } -*/ -#endif gl_backsector = line->backsector; bothceilingssky = bothfloorssky = false; -#ifdef NEWCLIP if (!line->backsector) { gld_clipper_SafeAddClipRange(angle2, angle1); @@ -2439,115 +1915,6 @@ static void HWR_AddLine(seg_t * line) } HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D - return; -#else - // Single sided line? - if (!gl_backsector) - goto clipsolid; - - gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true); - - if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum) - bothceilingssky = true; - if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum) - bothfloorssky = true; - - if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then - { - if (!line->polyseg && - !line->sidedef->midtexture - && ((!gl_frontsector->ffloors && !gl_backsector->ffloors) - || Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags))) - return; // line is empty, don't even bother - - goto clippass; // treat like wide open window instead - } - - if (gl_frontsector->f_slope || gl_frontsector->c_slope || gl_backsector->f_slope || gl_backsector->c_slope) - { - fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends - fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends - -#define SLOPEPARAMS(slope, end1, end2, normalheight) \ - end1 = P_GetZAt(slope, v1x, v1y, normalheight); \ - end2 = P_GetZAt(slope, v2x, v2y, normalheight); - - SLOPEPARAMS(gl_frontsector->f_slope, frontf1, frontf2, gl_frontsector-> floorheight) - SLOPEPARAMS(gl_frontsector->c_slope, frontc1, frontc2, gl_frontsector->ceilingheight) - SLOPEPARAMS( gl_backsector->f_slope, backf1, backf2, gl_backsector-> floorheight) - SLOPEPARAMS( gl_backsector->c_slope, backc1, backc2, gl_backsector->ceilingheight) -#undef SLOPEPARAMS - // if both ceilings are skies, consider it always "open" - // same for floors - if (!bothceilingssky && !bothfloorssky) - { - // Closed door. - if ((backc1 <= frontf1 && backc2 <= frontf2) - || (backf1 >= frontc1 && backf2 >= frontc2)) - { - goto clipsolid; - } - - // Check for automap fix. - if (backc1 <= backf1 && backc2 <= backf2 - && ((backc1 >= frontc1 && backc2 >= frontc2) || gl_curline->sidedef->toptexture) - && ((backf1 <= frontf1 && backf2 >= frontf2) || gl_curline->sidedef->bottomtexture)) - goto clipsolid; - } - - // Window. - if (!bothceilingssky) // ceilings are always the "same" when sky - if (backc1 != frontc1 || backc2 != frontc2) - goto clippass; - if (!bothfloorssky) // floors are always the "same" when sky - if (backf1 != frontf1 || backf2 != frontf2) - goto clippass; - } - else - { - // if both ceilings are skies, consider it always "open" - // same for floors - if (!bothceilingssky && !bothfloorssky) - { - // Closed door. - if (gl_backsector->ceilingheight <= gl_frontsector->floorheight || - gl_backsector->floorheight >= gl_frontsector->ceilingheight) - goto clipsolid; - - // Check for automap fix. - if (gl_backsector->ceilingheight <= gl_backsector->floorheight - && ((gl_backsector->ceilingheight >= gl_frontsector->ceilingheight) || gl_curline->sidedef->toptexture) - && ((gl_backsector->floorheight <= gl_backsector->floorheight) || gl_curline->sidedef->bottomtexture)) - goto clipsolid; - } - - // Window. - if (!bothceilingssky) // ceilings are always the "same" when sky - if (gl_backsector->ceilingheight != gl_frontsector->ceilingheight) - goto clippass; - if (!bothfloorssky) // floors are always the "same" when sky - if (gl_backsector->floorheight != gl_frontsector->floorheight) - goto clippass; - } - - // Reject empty lines used for triggers and special events. - // Identical floor and ceiling on both sides, - // identical light levels on both sides, - // and no middle texture. - if (R_IsEmptyLine(gl_curline, gl_frontsector, gl_backsector)) - return; - -clippass: - if (x1 == x2) - { x2++;x1 -= 2; } - HWR_ClipPassWallSegment(x1, x2-1); - return; - -clipsolid: - if (x1 == x2) - goto clippass; - HWR_ClipSolidWallSegment(x1, x2-1); -#endif } // HWR_CheckBBox @@ -2562,23 +1929,19 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) INT32 boxpos; fixed_t px1, py1, px2, py2; angle_t angle1, angle2; -#ifndef NEWCLIP - INT32 sx1, sx2; - angle_t span, tspan; -#endif // Find the corners of the box // that define the edges from current viewpoint. - if (dup_viewx <= bspcoord[BOXLEFT]) + if (viewx <= bspcoord[BOXLEFT]) boxpos = 0; - else if (dup_viewx < bspcoord[BOXRIGHT]) + else if (viewx < bspcoord[BOXRIGHT]) boxpos = 1; else boxpos = 2; - if (dup_viewy >= bspcoord[BOXTOP]) + if (viewy >= bspcoord[BOXTOP]) boxpos |= 0; - else if (dup_viewy > bspcoord[BOXBOTTOM]) + else if (viewy > bspcoord[BOXBOTTOM]) boxpos |= 1<<2; else boxpos |= 2<<2; @@ -2591,59 +1954,9 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord) px2 = bspcoord[checkcoord[boxpos][2]]; py2 = bspcoord[checkcoord[boxpos][3]]; -#ifdef NEWCLIP angle1 = R_PointToAngle64(px1, py1); angle2 = R_PointToAngle64(px2, py2); return gld_clipper_SafeCheckRange(angle2, angle1); -#else - // check clip list for an open space - angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle; - angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle; - - span = angle1 - angle2; - - // Sitting on a line? - if (span >= ANGLE_180) - return true; - - tspan = angle1 + gl_clipangle; - - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return false; - - angle1 = gl_clipangle; - } - tspan = gl_clipangle - angle2; - if (tspan > 2*gl_clipangle) - { - tspan -= 2*gl_clipangle; - - // Totally off the left edge? - if (tspan >= span) - return false; - - angle2 = (angle_t)-(signed)gl_clipangle; - } - - // Find the first clippost - // that touches the source post - // (adjacent pixels are touching). - angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT; - angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT; - sx1 = gl_viewangletox[angle1]; - sx2 = gl_viewangletox[angle2]; - - // Does not cross a pixel. - if (sx1 == sx2) - return false; - - return HWR_ClipToSolidSegs(sx1, sx2 - 1); -#endif } // @@ -3005,9 +2318,8 @@ static void HWR_Subsector(size_t num) sub->sector->extra_colormap = gl_frontsector->extra_colormap; // render floor ? -#ifdef DOPLANES // yeah, easy backface cull! :) - if (cullFloorHeight < dup_viewz) + if (cullFloorHeight < viewz) { if (gl_frontsector->floorpic != skyflatnum) { @@ -3021,15 +2333,9 @@ static void HWR_Subsector(size_t num) PF_Occlude, floorlightlevel, &levelflats[gl_frontsector->floorpic], NULL, 255, floorcolormap); } } - else - { -#ifdef POLYSKY - HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight); -#endif - } } - if (cullCeilingHeight > dup_viewz) + if (cullCeilingHeight > viewz) { if (gl_frontsector->ceilingpic != skyflatnum) { @@ -3043,21 +2349,12 @@ static void HWR_Subsector(size_t num) PF_Occlude, ceilinglightlevel, &levelflats[gl_frontsector->ceilingpic], NULL, 255, ceilingcolormap); } } - else - { -#ifdef POLYSKY - HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight); -#endif - } } -#ifndef POLYSKY // Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky if (gl_frontsector->ceilingpic == skyflatnum || gl_frontsector->floorpic == skyflatnum) drawsky = true; -#endif -#ifdef R_FAKEFLOORS if (gl_frontsector->ffloors) { /// \todo fix light, xoffs, yoffs, extracolormap ? @@ -3086,14 +2383,14 @@ static void HWR_Subsector(size_t num) if (centerHeight <= locCeilingHeight && centerHeight >= locFloorHeight && - ((dup_viewz < bottomCullHeight && (rover->fofflags & FOF_BOTHPLANES || !(rover->fofflags & FOF_INVERTPLANES))) || - (dup_viewz > bottomCullHeight && (rover->fofflags & FOF_BOTHPLANES || rover->fofflags & FOF_INVERTPLANES)))) + ((viewz < bottomCullHeight && (rover->fofflags & FOF_BOTHPLANES || !(rover->fofflags & FOF_INVERTPLANES))) || + (viewz > bottomCullHeight && (rover->fofflags & FOF_BOTHPLANES || rover->fofflags & FOF_INVERTPLANES)))) { if (rover->fofflags & FOF_FOG) { UINT8 alpha; - light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < bottomCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); HWR_AddTransparentFloor(0, @@ -3106,7 +2403,7 @@ static void HWR_Subsector(size_t num) } else if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend) // SoM: Flags are more efficient { - light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < bottomCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); HWR_AddTransparentFloor(&levelflats[*rover->bottompic], &extrasubsectors[num], @@ -3120,7 +2417,7 @@ static void HWR_Subsector(size_t num) else { HWR_GetLevelFlat(&levelflats[*rover->bottompic]); - light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < bottomCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < bottomCullHeight ? true : false); HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic], rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap); } @@ -3131,14 +2428,14 @@ static void HWR_Subsector(size_t num) if (centerHeight >= locFloorHeight && centerHeight <= locCeilingHeight && - ((dup_viewz > topCullHeight && (rover->fofflags & FOF_BOTHPLANES || !(rover->fofflags & FOF_INVERTPLANES))) || - (dup_viewz < topCullHeight && (rover->fofflags & FOF_BOTHPLANES || rover->fofflags & FOF_INVERTPLANES)))) + ((viewz > topCullHeight && (rover->fofflags & FOF_BOTHPLANES || !(rover->fofflags & FOF_INVERTPLANES))) || + (viewz < topCullHeight && (rover->fofflags & FOF_BOTHPLANES || rover->fofflags & FOF_INVERTPLANES)))) { if (rover->fofflags & FOF_FOG) { UINT8 alpha; - light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < topCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < topCullHeight ? true : false); alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap); HWR_AddTransparentFloor(0, @@ -3151,7 +2448,7 @@ static void HWR_Subsector(size_t num) } else if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend) { - light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < topCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < topCullHeight ? true : false); HWR_AddTransparentFloor(&levelflats[*rover->toppic], &extrasubsectors[num], @@ -3165,15 +2462,13 @@ static void HWR_Subsector(size_t num) else { HWR_GetLevelFlat(&levelflats[*rover->toppic]); - light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < topCullHeight ? true : false); + light = R_GetPlaneLight(gl_frontsector, centerHeight, viewz < topCullHeight ? true : false); HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic], rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap); } } } } -#endif -#endif //doplanes // Draw all the polyobjects in this subsector if (sub->polyList) @@ -3205,10 +2500,10 @@ static void HWR_Subsector(size_t num) } } -// Hurder ici se passe les choses INT32�essantes! -// on vient de tracer le sol et le plafond -// on trace �pr�ent d'abord les sprites et ensuite les murs -// hurdler: faux: on ajoute seulement les sprites, le murs sont trac� d'abord + // Hurdler: here interesting things are happening! + // we have just drawn the floor and ceiling + // we now draw the sprites first and then the walls + // hurdler: false: we only add the sprites, the walls are drawn first if (line) { // draw sprites first, coz they are clipped to the solidsegs of @@ -3240,59 +2535,11 @@ static void HWR_Subsector(size_t num) // traversing subtree recursively. // Just call with BSP root. -#ifdef coolhack -//t;b;l;r -static fixed_t hackbbox[4]; -//BOXTOP, -//BOXBOTTOM, -//BOXLEFT, -//BOXRIGHT -static boolean HWR_CheckHackBBox(fixed_t *bb) -{ - if (bb[BOXTOP] < hackbbox[BOXBOTTOM]) //y up - return false; - if (bb[BOXBOTTOM] > hackbbox[BOXTOP]) - return false; - if (bb[BOXLEFT] > hackbbox[BOXRIGHT]) - return false; - if (bb[BOXRIGHT] < hackbbox[BOXLEFT]) - return false; - return true; -} -#endif - // BP: big hack for a test in lighning ref : 1249753487AB fixed_t *hwbbox; static void HWR_RenderBSPNode(INT32 bspnum) { - /*//GZDoom code - if(bspnum == -1) - { - HWR_Subsector(subsectors); - return; - } - while(!((size_t)bspnum&(~NF_SUBSECTOR))) // Keep going until found a subsector - { - node_t *bsp = &nodes[bspnum]; - - // Decide which side the view point is on - INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp); - - // Recursively divide front space (toward the viewer) - HWR_RenderBSPNode(bsp->children[side]); - - // Possibly divide back space (away from viewer) - side ^= 1; - - if (!HWR_CheckBBox(bsp->bbox[side])) - return; - - bspnum = bsp->children[side]; - } - - HWR_Subsector(bspnum-1); -*/ node_t *bsp = &nodes[bspnum]; // Decide which side the view point is on @@ -3317,7 +2564,7 @@ static void HWR_RenderBSPNode(INT32 bspnum) } // Decide which side the view point is on. - side = R_PointOnSide(dup_viewx, dup_viewy, bsp); + side = R_PointOnSide(viewx, viewy, bsp); // BP: big hack for a test in lighning ref : 1249753487AB hwbbox = bsp->bbox[side]; @@ -3334,100 +2581,6 @@ static void HWR_RenderBSPNode(INT32 bspnum) } } -/* -// -// Clear 'stack' of subsectors to draw -// -static void HWR_ClearDrawSubsectors(void) -{ - gl_drawsubsector_p = gl_drawsubsectors; -} - -// -// Draw subsectors pushed on the drawsubsectors 'stack', back to front -// -static void HWR_RenderSubsectors(void) -{ - while (gl_drawsubsector_p > gl_drawsubsectors) - { - HWR_RenderBSPNode( - lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR); - } -} -*/ - -// ========================================================================== -// FROM R_MAIN.C -// ========================================================================== - -//BP : exactely the same as R_InitTextureMapping -void HWR_InitTextureMapping(void) -{ - angle_t i; - INT32 x; - INT32 t; - fixed_t focallength; - fixed_t grcenterx; - fixed_t grcenterxfrac; - INT32 grviewwidth; - -#define clipanglefov (FIELDOFVIEW>>ANGLETOFINESHIFT) - - grviewwidth = vid.width; - grcenterx = grviewwidth/2; - grcenterxfrac = grcenterx< FRACUNIT*2) - t = -1; - else if (FINETANGENT(i) < -FRACUNIT*2) - t = grviewwidth+1; - else - { - t = FixedMul(FINETANGENT(i), focallength); - t = (grcenterxfrac - t+FRACUNIT-1)>>FRACBITS; - - if (t < -1) - t = -1; - else if (t > grviewwidth+1) - t = grviewwidth+1; - } - gl_viewangletox[i] = t; - } - - // Scan viewangletox[] to generate xtoviewangle[]: - // xtoviewangle will give the smallest view angle - // that maps to x. - for (x = 0; x <= grviewwidth; x++) - { - i = 0; - while (gl_viewangletox[i]>x) - i++; - gl_xtoviewangle[x] = (i<fixedheight - viewz) - ABS(sortnode[n1].plane->fixedheight - viewz); + return abs(sortnode[n2].plane->fixedheight - viewz) - abs(sortnode[n1].plane->fixedheight - viewz); } // @@ -4884,12 +4035,9 @@ static void HWR_DrawSprites(void) gl_vissprite_t *spr = gl_vsprorder[i]; if (spr->bbox) HWR_DrawBoundingBox(spr); - else -#ifdef HWPRECIP - if (spr->precip) + else if (spr->precip) HWR_DrawPrecipitationSprite(spr); else -#endif { if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value && !skipshadow) { @@ -4960,9 +4108,7 @@ static UINT8 sectorlight; static void HWR_AddSprites(sector_t *sec) { mobj_t *thing; -#ifdef HWPRECIP precipmobj_t *precipthing; -#endif fixed_t limit_dist, hoop_limit_dist; // BSP is traversed by subsector. @@ -4995,7 +4141,6 @@ static void HWR_AddSprites(sector_t *sec) } } -#ifdef HWPRECIP // no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) { @@ -5005,7 +4150,6 @@ static void HWR_AddSprites(sector_t *sec) HWR_ProjectPrecipitationSprite(precipthing); } } -#endif } // -------------------------------------------------------------------------- @@ -5502,7 +4646,6 @@ static void HWR_ProjectSprite(mobj_t *thing) vis->angle = interp.angle; } -#ifdef HWPRECIP // Precipitation projector for hardware mode static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) { @@ -5631,7 +4774,6 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) thing->precipflags |= PCF_THUNK; } } -#endif static void HWR_ProjectBoundingBox(mobj_t *thing) { @@ -5841,41 +4983,18 @@ static void HWR_DrawSkyBackground(player_t *player) if (cv_glskydome.value) { FTransform dometransform; - const float fpov = FixedToFloat(R_GetPlayerFov(player)); - postimg_t *type; - if (splitscreen && player == &players[secondarydisplayplayer]) - type = &postimgtype2; - else - type = &postimgtype; + memcpy(&dometransform, &atransform, sizeof(FTransform)); - memset(&dometransform, 0x00, sizeof(FTransform)); + dometransform.x = 0.0; + dometransform.y = 0.0; + dometransform.z = 0.0; //04/01/2000: Hurdler: added for T&L // It should replace all other gl_viewxxx when finished HWR_SetTransformAiming(&dometransform, player, false); dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - if (*type == postimg_flip) - dometransform.flip = true; - else - dometransform.flip = false; - - dometransform.scalex = 1; - dometransform.scaley = (float)vid.width/vid.height; - dometransform.scalez = 1; - dometransform.fovxangle = fpov; // Tails - dometransform.fovyangle = fpov; // Tails - if (player->viewrollangle != 0) - { - fixed_t rol = AngleFixed(player->viewrollangle); - dometransform.rollangle = FIXED_TO_FLOAT(rol); - dometransform.roll = true; - dometransform.rollx = 1.0f; - dometransform.rollz = 0.0f; - } - dometransform.splitscreen = splitscreen; - HWR_GetTexture(texturetranslation[skytexture]); if (gl_sky.texture != texturetranslation[skytexture]) @@ -5921,7 +5040,7 @@ static void HWR_DrawSkyBackground(player_t *player) // software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly // The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture - angle = (dup_viewangle + gl_xtoviewangle[0]); + angle = (viewangle + xtoviewangle[0]); dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f); @@ -5987,10 +5106,10 @@ static inline void HWR_ClearView(void) /// \bug faB - enable depth mask, disable color mask - HWD.pfnGClipRect((INT32)gl_viewwindowx, - (INT32)gl_viewwindowy, - (INT32)(gl_viewwindowx + gl_viewwidth), - (INT32)(gl_viewwindowy + gl_viewheight), + HWD.pfnGClipRect((INT32)viewwindowx, + (INT32)viewwindowy, + (INT32)(viewwindowx + viewwidth), + (INT32)(viewwindowy + viewheight), ZCLIP_PLANE); HWD.pfnClearBuffer(false, true, 0); @@ -6005,32 +5124,6 @@ static inline void HWR_ClearView(void) // -----------------+ void HWR_SetViewSize(void) { - // setup view size - gl_viewwidth = (float)vid.width; - gl_viewheight = (float)vid.height; - - if (splitscreen) - gl_viewheight /= 2; - - gl_centerx = gl_viewwidth / 2; - gl_basecentery = gl_viewheight / 2; //note: this is (gl_centerx * gl_viewheight / gl_viewwidth) - - gl_viewwindowx = (vid.width - gl_viewwidth) / 2; - gl_windowcenterx = (float)(vid.width / 2); - if (fabsf(gl_viewwidth - vid.width) < 1.0E-36f) - { - gl_baseviewwindowy = 0; - gl_basewindowcentery = gl_viewheight / 2; // window top left corner at 0,0 - } - else - { - gl_baseviewwindowy = (vid.height-gl_viewheight) / 2; - gl_basewindowcentery = (float)(vid.height / 2); - } - - gl_pspritexscale = gl_viewwidth / BASEVIDWIDTH; - gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width; - HWD.pfnFlushScreenTextures(); } @@ -6070,12 +5163,8 @@ static void HWR_SetShaderState(void) HWD.pfnSetShader(SHADER_DEFAULT); } -// ========================================================================== -// Same as rendering the player view, but from the skybox object -// ========================================================================== -void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) +static void HWR_SetupView(player_t *player, float fpov, boolean skybox) { - const float fpov = FixedToFloat(R_GetPlayerFov(player)); postimg_t *type; if (splitscreen && player == &players[secondarydisplayplayer]) @@ -6083,63 +5172,36 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) else type = &postimgtype; - { - // do we really need to save player (is it not the same)? - player_t *saved_player = stplyr; - stplyr = player; - ST_doPaletteStuff(); - stplyr = saved_player; -#ifdef ALAM_LIGHTING - HWR_SetLights(viewnumber); -#endif - } - // note: sets viewangle, viewx, viewy, viewz - R_SkyboxFrame(player); + if (skybox) + R_SkyboxFrame(player); + else + R_SetupFrame(player); - // copy view cam position for local use - dup_viewx = viewx; - dup_viewy = viewy; - dup_viewz = viewz; - dup_viewangle = viewangle; - - // set window position - gl_centery = gl_basecentery; - gl_viewwindowy = gl_baseviewwindowy; - gl_windowcentery = gl_basewindowcentery; - if (splitscreen && viewnumber == 1) - { - gl_viewwindowy += (vid.height/2); - gl_windowcentery += (vid.height/2); - } - - // check for new console commands. - NetUpdate(); - - gl_viewx = FIXED_TO_FLOAT(dup_viewx); - gl_viewy = FIXED_TO_FLOAT(dup_viewy); - gl_viewz = FIXED_TO_FLOAT(dup_viewz); - gl_viewsin = FIXED_TO_FLOAT(viewsin); - gl_viewcos = FIXED_TO_FLOAT(viewcos); + gl_viewx = FixedToFloat(viewx); + gl_viewy = FixedToFloat(viewy); + gl_viewz = FixedToFloat(viewz); + gl_viewsin = FixedToFloat(viewsin); + gl_viewcos = FixedToFloat(viewcos); //04/01/2000: Hurdler: added for T&L // It should replace all other gl_viewxxx when finished memset(&atransform, 0x00, sizeof(FTransform)); - HWR_SetTransformAiming(&atransform, player, true); + HWR_SetTransformAiming(&atransform, player, skybox); atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT)); - gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT)); + gl_viewludsin = FixedToFloat(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT)); + gl_viewludcos = FixedToFloat(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT)); if (*type == postimg_flip) atransform.flip = true; else atransform.flip = false; - atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx) - atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy) - atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz) + atransform.x = gl_viewx; + atransform.y = gl_viewy; + atransform.z = gl_viewz; atransform.scalex = 1; atransform.scaley = (float)vid.width/vid.height; atransform.scalez = 1; @@ -6149,7 +5211,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) if (player->viewrollangle != 0) { fixed_t rol = AngleFixed(player->viewrollangle); - atransform.rollangle = FIXED_TO_FLOAT(rol); + atransform.rollangle = FixedToFloat(rol); atransform.roll = true; atransform.rollx = 1.0f; atransform.rollz = 0.0f; @@ -6157,6 +5219,32 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) atransform.splitscreen = splitscreen; gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); +} + +// ========================================================================== +// Same as rendering the player view, but from the skybox object +// ========================================================================== +void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) +{ + const float fpov = FixedToFloat(R_GetPlayerFov(player)); + + { + // do we really need to save player (is it not the same)? + player_t *saved_player = stplyr; + stplyr = player; + ST_doPaletteStuff(); + stplyr = saved_player; +#ifdef ALAM_LIGHTING + HWR_SetLights(viewnumber); +#else + (void)viewnumber; +#endif + } + + HWR_SetupView(player, fpov, true); + + // check for new console commands. + NetUpdate(); //------------------------------------------------------------------------ HWR_ClearView(); @@ -6171,19 +5259,15 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) drawcount = 0; -#ifdef NEWCLIP if (rendermode == render_opengl) { - angle_t a1 = gld_FrustumAngle(gl_aimingangle); + angle_t a1 = gld_FrustumAngle(fpov, gl_aimingangle); gld_clipper_Clear(); gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); #ifdef HAVE_SPHEREFRUSTRUM gld_FrustrumSetup(); #endif } -#else - HWR_ClearClipSegs(); -#endif //04/01/2000: Hurdler: added for T&L // Actually it only works on Walls and Planes @@ -6248,17 +5332,11 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player) void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) { const float fpov = FixedToFloat(R_GetPlayerFov(player)); - postimg_t *type; const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on FRGBAFloat ClearColor; - if (splitscreen && player == &players[secondarydisplayplayer]) - type = &postimgtype2; - else - type = &postimgtype; - ClearColor.red = 0.0f; ClearColor.green = 0.0f; ClearColor.blue = 0.0f; @@ -6286,71 +5364,13 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) #endif } - // note: sets viewangle, viewx, viewy, viewz - R_SetupFrame(player); + HWR_SetupView(player, fpov, false); + framecount++; // timedemo - // copy view cam position for local use - dup_viewx = viewx; - dup_viewy = viewy; - dup_viewz = viewz; - dup_viewangle = viewangle; - - // set window position - gl_centery = gl_basecentery; - gl_viewwindowy = gl_baseviewwindowy; - gl_windowcentery = gl_basewindowcentery; - if (splitscreen && viewnumber == 1) - { - gl_viewwindowy += (vid.height/2); - gl_windowcentery += (vid.height/2); - } - // check for new console commands. NetUpdate(); - gl_viewx = FIXED_TO_FLOAT(dup_viewx); - gl_viewy = FIXED_TO_FLOAT(dup_viewy); - gl_viewz = FIXED_TO_FLOAT(dup_viewz); - gl_viewsin = FIXED_TO_FLOAT(viewsin); - gl_viewcos = FIXED_TO_FLOAT(viewcos); - - //04/01/2000: Hurdler: added for T&L - // It should replace all other gl_viewxxx when finished - memset(&atransform, 0x00, sizeof(FTransform)); - - HWR_SetTransformAiming(&atransform, player, false); - atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES); - - gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT)); - gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT)); - - if (*type == postimg_flip) - atransform.flip = true; - else - atransform.flip = false; - - atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx) - atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy) - atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz) - atransform.scalex = 1; - atransform.scaley = (float)vid.width/vid.height; - atransform.scalez = 1; - - atransform.fovxangle = fpov; // Tails - atransform.fovyangle = fpov; // Tails - if (player->viewrollangle != 0) - { - fixed_t rol = AngleFixed(player->viewrollangle); - atransform.rollangle = FIXED_TO_FLOAT(rol); - atransform.roll = true; - atransform.rollx = 1.0f; - atransform.rollz = 0.0f; - } - atransform.splitscreen = splitscreen; - - gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); - //------------------------------------------------------------------------ HWR_ClearView(); // Clears the depth buffer and resets the view I believe @@ -6364,19 +5384,15 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player) drawcount = 0; -#ifdef NEWCLIP if (rendermode == render_opengl) { - angle_t a1 = gld_FrustumAngle(gl_aimingangle); + angle_t a1 = gld_FrustumAngle(fpov, gl_aimingangle); gld_clipper_Clear(); gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1); #ifdef HAVE_SPHEREFRUSTRUM gld_FrustrumSetup(); #endif } -#else - HWR_ClearClipSegs(); -#endif //04/01/2000: Hurdler: added for T&L // Actually it only works on Walls and Planes @@ -6554,10 +5570,6 @@ void HWR_AddCommands(void) CV_RegisterVar(&cv_glbatching); CV_RegisterVar(&cv_glwireframe); - -#ifndef NEWCLIP - CV_RegisterVar(&cv_glclipwalls); -#endif } // -------------------------------------------------------------------------- diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 0639bcffe..aef254b72 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -35,11 +35,8 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player); void HWR_RenderPlayerView(INT32 viewnumber, player_t *player); void HWR_ClearSkyDome(void); void HWR_BuildSkyDome(void); -void HWR_DrawViewBorder(INT32 clearlines); void HWR_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum); -void HWR_InitTextureMapping(void); void HWR_SetViewSize(void); -void HWR_DrawPatch(patch_t *gpatch, INT32 x, INT32 y, INT32 option); void HWR_DrawStretchyFixedPatch(patch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap); void HWR_DrawCroppedPatch(patch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale, fixed_t vscale, INT32 option, const UINT8 *colormap, fixed_t sx, fixed_t sy, fixed_t w, fixed_t h); void HWR_MakePatch(const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipmap, boolean makebitmap); @@ -108,16 +105,11 @@ extern consvar_t cv_glbatching; extern consvar_t cv_glwireframe; -extern float gl_viewwidth, gl_viewheight, gl_baseviewwindowy; - -extern float gl_viewwindowx, gl_basewindowcentery; - // BP: big hack for a test in lighting ref : 1249753487AB extern fixed_t *hwbbox; extern FTransform atransform; extern float gl_viewsin, gl_viewcos; - // Render stats extern ps_metric_t ps_hw_skyboxtime; extern ps_metric_t ps_hw_nodesorttime; diff --git a/src/hu_stuff.c b/src/hu_stuff.c index 4b199f6b3..c9744e598 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -2044,76 +2044,6 @@ void HU_Drawer(void) } } -//====================================================================== -// HUD MESSAGES CLEARING FROM SCREEN -//====================================================================== - -// Clear old messages from the borders around the view window -// (only for reduced view, refresh the borders when needed) -// -// startline: y coord to start clear, -// clearlines: how many lines to clear. -// -static INT32 oldclearlines; - -void HU_Erase(void) -{ - INT32 topline, bottomline; - INT32 y, yoffset; - -#ifdef HWRENDER - // clear hud msgs on double buffer (OpenGL mode) - boolean secondframe; - static INT32 secondframelines; -#endif - - if (con_clearlines == oldclearlines && !con_hudupdate && !chat_on) - return; - -#ifdef HWRENDER - // clear the other frame in double-buffer modes - secondframe = (con_clearlines != oldclearlines); - if (secondframe) - secondframelines = oldclearlines; -#endif - - // clear the message lines that go away, so use _oldclearlines_ - bottomline = oldclearlines; - oldclearlines = con_clearlines; - if (chat_on && OLDCHAT) - if (bottomline < 8) - bottomline = 8; // only do it for consolechat. consolechat is gay. - - if (automapactive || viewwindowx == 0) // hud msgs don't need to be cleared - return; - - // software mode copies view border pattern & beveled edges from the backbuffer - if (rendermode == render_soft) - { - topline = 0; - for (y = topline, yoffset = y*vid.width; y < bottomline; y++, yoffset += vid.width) - { - if (y < viewwindowy || y >= viewwindowy + viewheight) - R_VideoErase(yoffset, vid.width); // erase entire line - else - { - R_VideoErase(yoffset, viewwindowx); // erase left border - // erase right border - R_VideoErase(yoffset + viewwindowx + viewwidth, viewwindowx); - } - } - con_hudupdate = false; // if it was set.. - } -#ifdef HWRENDER - else if (rendermode != render_none) - { - // refresh just what is needed from the view borders - HWR_DrawViewBorder(secondframelines); - con_hudupdate = secondframe; - } -#endif -} - //====================================================================== // IN-LEVEL MULTIPLAYER RANKINGS //====================================================================== diff --git a/src/hu_stuff.h b/src/hu_stuff.h index 8647e4500..b3069c215 100644 --- a/src/hu_stuff.h +++ b/src/hu_stuff.h @@ -111,7 +111,6 @@ boolean HU_Responder(event_t *ev); void HU_Ticker(void); void HU_Drawer(void); char HU_dequeueChatChar(void); -void HU_Erase(void); void HU_clearChatChars(void); void HU_drawPing(INT32 x, INT32 y, UINT32 ping, boolean notext, INT32 flags); // Lat': Ping drawer for scoreboard. void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer); diff --git a/src/i_video.h b/src/i_video.h index 8efca5f9a..4b459e25b 100644 --- a/src/i_video.h +++ b/src/i_video.h @@ -40,10 +40,6 @@ extern rendermode_t rendermode; */ extern rendermode_t chosenrendermode; -/** \brief use highcolor modes if true -*/ -extern boolean highcolor; - /** \brief setup video mode */ void I_StartupGraphics(void); @@ -108,8 +104,8 @@ void VID_CheckGLLoaded(rendermode_t oldrender); \return name of video mode */ const char *VID_GetModeName(INT32 modenum); -void VID_PrepareModeList(void); /// note hack for SDL +void VID_PrepareModeList(void); /** \brief can video system do fullscreen */ diff --git a/src/m_menu.c b/src/m_menu.c index edbbdf2c1..dd6a8c83d 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -4098,53 +4098,6 @@ void M_DrawTextBox(INT32 x, INT32 y, INT32 width, INT32 boxlines) { // Solid color textbox. V_DrawFill(x+5, y+5, width*8+6, boxlines*8+6, 159); - //V_DrawFill(x+8, y+8, width*8, boxlines*8, 31); -/* - patch_t *p; - INT32 cx, cy, n; - INT32 step, boff; - - step = 8; - boff = 8; - - // draw left side - cx = x; - cy = y; - V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TL], PU_PATCH)); - cy += boff; - p = W_CachePatchNum(viewborderlump[BRDR_L], PU_PATCH); - for (n = 0; n < boxlines; n++) - { - V_DrawScaledPatch(cx, cy, 0, p); - cy += step; - } - V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BL], PU_PATCH)); - - // draw middle - V_DrawFlatFill(x + boff, y + boff, width*step, boxlines*step, st_borderpatchnum); - - cx += boff; - cy = y; - while (width > 0) - { - V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_T], PU_PATCH)); - V_DrawScaledPatch(cx, y + boff + boxlines*step, 0, W_CachePatchNum(viewborderlump[BRDR_B], PU_PATCH)); - width--; - cx += step; - } - - // draw right side - cy = y; - V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_TR], PU_PATCH)); - cy += boff; - p = W_CachePatchNum(viewborderlump[BRDR_R], PU_PATCH); - for (n = 0; n < boxlines; n++) - { - V_DrawScaledPatch(cx, cy, 0, p); - cy += step; - } - V_DrawScaledPatch(cx, cy, 0, W_CachePatchNum(viewborderlump[BRDR_BR], PU_PATCH)); -*/ } // @@ -13672,23 +13625,14 @@ static void M_VideoModeMenu(INT32 choice) memset(modedescs, 0, sizeof(modedescs)); -#if defined (__unix__) || defined (UNIXCOMMON) || defined (HAVE_SDL) VID_PrepareModeList(); // FIXME: hack -#endif + vidm_nummodes = 0; vidm_selected = 0; nummodes = VID_NumModes(); -#ifdef _WINDOWS - // clean that later: skip windowed mode 0, video modes menu only shows FULL SCREEN modes - if (nummodes <= NUMSPECIALMODES) - i = 0; // unless we have nothing - else - i = NUMSPECIALMODES; -#else - // DOS does not skip mode 0, because mode 0 is ALWAYS present i = 0; -#endif + for (; i < nummodes && vidm_nummodes < MAXMODEDESCS; i++) { desc = VID_GetModeName(i); diff --git a/src/r_data.c b/src/r_data.c index 0a13d27db..035e2c5dd 100644 --- a/src/r_data.c +++ b/src/r_data.c @@ -50,10 +50,6 @@ lighttable_t *fadecolormap; // for debugging/info purposes size_t flatmemory, spritememory, texturememory; -// highcolor stuff -INT16 color8to16[256]; // remap color index to highcolor rgb value -INT16 *hicolormaps; // test a 32k colormap remaps high -> high - // Blends two pixels together, using the equation // that matches the specified alpha style. UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha) @@ -1170,40 +1166,6 @@ const char *R_NameForColormap(extracolormap_t *extra_colormap) } #endif -// -// build a table for quick conversion from 8bpp to 15bpp -// - -// -// added "static inline" keywords, linking with the debug version -// of allegro, it have a makecol15 function of it's own, now -// with "static inline" keywords,it sloves this problem ;) -// -FUNCMATH static inline int makecol15(int r, int g, int b) -{ - return (((r >> 3) << 10) | ((g >> 3) << 5) | ((b >> 3))); -} - -static void R_Init8to16(void) -{ - UINT8 *palette; - int i; - - palette = W_CacheLumpName("PLAYPAL",PU_CACHE); - - for (i = 0; i < 256; i++) - { - // PLAYPAL uses 8 bit values - color8to16[i] = (INT16)makecol15(palette[0], palette[1], palette[2]); - palette += 3; - } - - // test a big colormap - hicolormaps = Z_Malloc(16384*sizeof(*hicolormaps), PU_STATIC, NULL); - for (i = 0; i < 16384; i++) - hicolormaps[i] = (INT16)(i<<1); -} - // // R_InitData // @@ -1212,12 +1174,6 @@ static void R_Init8to16(void) // void R_InitData(void) { - if (highcolor) - { - CONS_Printf("InitHighColor...\n"); - R_Init8to16(); - } - CONS_Printf("R_LoadParsedTranslations()...\n"); R_LoadParsedTranslations(); diff --git a/src/r_data.h b/src/r_data.h index 364f85b6d..9340ed284 100644 --- a/src/r_data.h +++ b/src/r_data.h @@ -36,9 +36,6 @@ UINT8 ASTBlendPaletteIndexes(UINT8 background, UINT8 foreground, int style, UINT extern INT32 ASTTextureBlendingThreshold[2]; -extern INT16 color8to16[256]; // remap color index to highcolor -extern INT16 *hicolormaps; // remap high colors to high colors.. - extern CV_PossibleValue_t Color_cons_t[]; // I/O, setting up the stuff. diff --git a/src/r_draw.c b/src/r_draw.c index 513a54f4a..86f7e488c 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -40,23 +40,6 @@ */ 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; // ========================================================================= @@ -67,8 +50,6 @@ 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; // ----------------------- @@ -677,7 +658,7 @@ UINT16 R_GetSuperColorByName(const char *name) void R_InitViewBuffer(INT32 width, INT32 height) { - INT32 i, bytesperpixel = vid.bpp; + INT32 bytesperpixel = vid.bpp; if (width > MAXVIDWIDTH) width = MAXVIDWIDTH; @@ -689,118 +670,13 @@ void R_InitViewBuffer(INT32 width, INT32 height) // 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. @@ -822,55 +698,6 @@ void R_VideoErase(size_t ofs, INT32 count) 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 - // R_CalcTiltedLighting // Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly. static INT32 tiltlighting[MAXVIDWIDTH]; @@ -912,11 +739,3 @@ static void R_CalcSlopeLight(void) #include "r_draw8.c" #include "r_draw8_npo2.c" - -// ========================================================================== -// INCLUDE 16bpp DRAWING CODE HERE -// ========================================================================== - -#ifdef HIGHCOLOR -#include "r_draw16.c" -#endif diff --git a/src/r_draw.h b/src/r_draw.h index 7eb001ebd..1a828312a 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -19,10 +19,6 @@ // ------------------------------- // COMMON STUFF FOR 8bpp AND 16bpp // ------------------------------- -extern UINT8 *ylookup[MAXVIDHEIGHT*4]; -extern UINT8 *ylookup1[MAXVIDHEIGHT*4]; -extern UINT8 *ylookup2[MAXVIDHEIGHT*4]; -extern INT32 columnofs[MAXVIDWIDTH*4]; extern UINT8 *topleft; // ------------------------- @@ -32,7 +28,6 @@ extern UINT8 *topleft; extern lighttable_t *dc_colormap; extern INT32 dc_x, dc_yl, dc_yh; extern fixed_t dc_iscale, dc_texturemid; -extern UINT8 dc_hires; extern UINT8 *dc_source; // first pixel in a column @@ -77,25 +72,6 @@ extern UINT32 nflatyshift; extern UINT32 nflatshiftup; extern UINT32 nflatmask; -/// \brief Top border -#define BRDR_T 0 -/// \brief Bottom border -#define BRDR_B 1 -/// \brief Left border -#define BRDR_L 2 -/// \brief Right border -#define BRDR_R 3 -/// \brief Topleft border -#define BRDR_TL 4 -/// \brief Topright border -#define BRDR_TR 5 -/// \brief Bottomleft border -#define BRDR_BL 6 -/// \brief Bottomright border -#define BRDR_BR 7 - -extern lumpnum_t viewborderlump[8]; - // ------------------------------------------------ // r_draw.c COMMON ROUTINES FOR BOTH 8bpp and 16bpp // ------------------------------------------------ @@ -169,17 +145,8 @@ boolean R_BlendLevelVisible(INT32 blendmode, INT32 alphalevel); extern boolean skincolor_modified[]; void R_InitViewBuffer(INT32 width, INT32 height); -void R_InitViewBorder(void); void R_VideoErase(size_t ofs, INT32 count); -// Rendering function. -#if 0 -void R_FillBackScreen(void); - -// If the view size is not full screen, draws a border around it. -void R_DrawViewBorder(void); -#endif - #define TRANSPARENTPIXEL 255 // ----------------- @@ -240,17 +207,5 @@ void R_DrawTiltedTransSolidColorSpan_8(void); void R_DrawWaterSolidColorSpan_8(void); void R_DrawTiltedWaterSolidColorSpan_8(void); -// ------------------ -// 16bpp DRAWING CODE -// ------------------ - -#ifdef HIGHCOLOR -void R_DrawColumn_16(void); -void R_DrawWallColumn_16(void); -void R_DrawTranslucentColumn_16(void); -void R_DrawTranslatedColumn_16(void); -void R_DrawSpan_16(void); -#endif - // ========================================================================= #endif // __R_DRAW__ diff --git a/src/r_draw16.c b/src/r_draw16.c deleted file mode 100644 index 2ed5a2a8e..000000000 --- a/src/r_draw16.c +++ /dev/null @@ -1,214 +0,0 @@ -// SONIC ROBO BLAST 2 -//----------------------------------------------------------------------------- -// Copyright (C) 1998-2000 by DooM Legacy Team. -// Copyright (C) 1999-2023 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_draw16.c -/// \brief 16bpp (HIGHCOLOR) span/column drawer functions -/// \note no includes because this is included as part of r_draw.c - -// ========================================================================== -// COLUMNS -// ========================================================================== - -/// \brief kick out the upper bit of each component (we're in 5 : 5 : 5) -#define HIMASK1 0x7bde - -/** \brief The R_DrawColumn_16 function - standard upto 128high posts column drawer -*/ -void R_DrawColumn_16(void) -{ - INT32 count; - INT16 *dest; - fixed_t frac, fracstep; - - count = dc_yh - dc_yl + 1; - - // Zero length, column does not exceed a pixel. - if (count <= 0) - return; - -#ifdef RANGECHECK - if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) - I_Error("R_DrawColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); -#endif - - // Framebuffer destination address. - // Use ylookup LUT to avoid multiply with ScreenWidth. - // Use columnofs LUT for subwindows? - dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); - - // Determine scaling, which is the only mapping to be done. - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl - centery)*fracstep; - - // Inner loop that does the actual texture mapping, e.g. a DDA-like scaling. - // This is as fast as it gets. - - do - { - // Re-map color indices from wall texture column using a lighting/special effects LUT. - *dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&127]>>1]; - - dest += vid.width; - frac += fracstep; - } while (--count); -} - -/** \brief The R_DrawWallColumn_16 function - LAME cutnpaste: same as R_DrawColumn_16 but wraps around 256 - instead of 128 for the tall sky textures (256x240) -*/ -void R_DrawWallColumn_16(void) -{ - INT32 count; - INT16 *dest; - fixed_t frac, fracstep; - - count = dc_yh - dc_yl + 1; - - // Zero length, column does not exceed a pixel. - if (count <= 0) - return; - -#ifdef RANGECHECK - if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) - I_Error("R_DrawWallColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); -#endif - - dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); - - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl - centery)*fracstep; - - do - { - *dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&255]>>1]; - - dest += vid.width; - frac += fracstep; - } while (--count); -} - -/** \brief The R_DrawTranslucentColumn_16 function - LAME cutnpaste: same as R_DrawColumn_16 but does - translucent -*/ -void R_DrawTranslucentColumn_16(void) -{ - INT32 count; - INT16 *dest; - fixed_t frac, fracstep; - - // check out coords for src* - if ((dc_yl < 0) || (dc_x >= vid.width)) - return; - - count = dc_yh - dc_yl; - if (count < 0) - return; - -#ifdef RANGECHECK - if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) - I_Error("R_DrawTranslucentColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); -#endif - - // FIXME. As above. - dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); - - // Looks familiar. - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl - centery)*fracstep; - - // Here we do an additional index re-mapping. - do - { - *dest = (INT16)((INT16)((color8to16[dc_source[frac>>FRACBITS]]>>1) & 0x39ce) - + (INT16)(((*dest & HIMASK1)) & 0x7fff)); - - dest += vid.width; - frac += fracstep; - } while (count--); -} - -/** \brief The R_DrawTranslatedColumn_16 function - ? -*/ -void R_DrawTranslatedColumn_16(void) -{ - INT32 count; - INT16 *dest; - fixed_t frac, fracstep; - - count = dc_yh - dc_yl; - if (count < 0) - return; - -#ifdef RANGECHECK - if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) - I_Error("R_DrawTranslatedColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); -#endif - - dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); - - // Looks familiar. - fracstep = dc_iscale; - frac = dc_texturemid + (dc_yl - centery)*fracstep; - - // Here we do an additional index re-mapping. - do - { - *dest = color8to16[dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]]; - dest += vid.width; - - frac += fracstep; - } while (count--); -} - -// ========================================================================== -// SPANS -// ========================================================================== - -/** \brief The R_*_16 function - Draws the actual span. -*/ -void R_DrawSpan_16(void) -{ - fixed_t xfrac, yfrac; - INT16 *dest; - INT32 count, spot; - -#ifdef RANGECHECK - if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= vid.width || ds_y > vid.height) - I_Error("R_DrawSpan_16: %d to %d at %d", ds_x1, ds_x2, ds_y); -#endif - - xfrac = ds_xfrac; - yfrac = ds_yfrac; - - dest = (INT16 *)(void *)(ylookup[ds_y] + columnofs[ds_x1]); - - // We do not check for zero spans here? - count = ds_x2 - ds_x1; - - if (count <= 0) // We do now! - return; - - do - { - // Current texture index in u, v. - spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63); - - // Lookup pixel from flat texture tile, re-index using light/colormap. - *dest++ = hicolormaps[((INT16 *)(void *)ds_source)[spot]>>1]; - - // Next step in u, v. - xfrac += ds_xstep; - yfrac += ds_ystep; - } while (count--); -} diff --git a/src/r_draw8.c b/src/r_draw8.c index 87545f418..99fb71e28 100644 --- a/src/r_draw8.c +++ b/src/r_draw8.c @@ -40,18 +40,13 @@ void R_DrawColumn_8(void) #endif // Framebuffer destination address. - // Use ylookup LUT to avoid multiply with ScreenWidth. - // Use columnofs LUT for subwindows? - - //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc_yl*vid.width + dc_x]; count++; // Determine scaling, which is the only mapping to be done. fracstep = dc_iscale; - //frac = dc_texturemid + (dc_yl - centery)*fracstep; - frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires); + frac = dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep); // Inner loop that does the actual texture mapping, e.g. a DDA-like scaling. // This is as fast as it gets. @@ -127,14 +122,11 @@ void R_DrawShadeColumn_8(void) I_Error("R_DrawShadeColumn_8: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif - // FIXME. As above. - //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc_yl*vid.width + dc_x]; // Looks familiar. fracstep = dc_iscale; - //frac = dc_texturemid + (dc_yl - centery)*fracstep; - frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires); + frac = dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep); // Here we do an additional index re-mapping. do @@ -166,14 +158,11 @@ void R_DrawTranslucentColumn_8(void) I_Error("R_DrawTranslucentColumn_8: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif - // FIXME. As above. - //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc_yl*vid.width + dc_x]; // Looks familiar. fracstep = dc_iscale; - //frac = dc_texturemid + (dc_yl - centery)*fracstep; - frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires); + frac = dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep); // Inner loop that does the actual texture mapping, e.g. a DDA-like scaling. // This is as fast as it gets. @@ -271,14 +260,11 @@ void R_DrawTranslatedTranslucentColumn_8(void) if (count <= 0) // Zero length, column does not exceed a pixel. return; - // FIXME. As above. - //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc_yl*vid.width + dc_x]; // Looks familiar. fracstep = dc_iscale; - //frac = dc_texturemid + (dc_yl - centery)*fracstep; - frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires); + frac = dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep); // Inner loop that does the actual texture mapping, e.g. a DDA-like scaling. // This is as fast as it gets. @@ -347,14 +333,11 @@ void R_DrawTranslatedColumn_8(void) I_Error("R_DrawTranslatedColumn_8: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif - // FIXME. As above. - //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc_yl*vid.width + dc_x]; // Looks familiar. fracstep = dc_iscale; - //frac = dc_texturemid + (dc_yl-centery)*fracstep; - frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires); + frac = dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep); // Here we do an additional index re-mapping. do @@ -410,7 +393,7 @@ void R_DrawSpan_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; if (dest+8 > deststop) return; @@ -489,7 +472,7 @@ void R_DrawTiltedSpan_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = ds_source; //colormap = ds_colormap; @@ -611,7 +594,7 @@ void R_DrawTiltedTranslucentSpan_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = ds_source; //colormap = ds_colormap; @@ -733,7 +716,7 @@ void R_DrawTiltedWaterSpan_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; source = ds_source; //colormap = ds_colormap; @@ -854,7 +837,7 @@ void R_DrawTiltedSplat_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = ds_source; //colormap = ds_colormap; @@ -991,7 +974,7 @@ void R_DrawSplat_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; while (count >= 8) { @@ -1111,7 +1094,7 @@ void R_DrawTranslucentSplat_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; while (count >= 8) { @@ -1214,7 +1197,7 @@ void R_DrawFloorSprite_8 (void) source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; while (count >= 8) { @@ -1325,7 +1308,7 @@ void R_DrawTranslucentFloorSprite_8 (void) source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; while (count >= 8) { @@ -1420,7 +1403,7 @@ void R_DrawTiltedFloorSprite_8(void) uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; @@ -1529,7 +1512,7 @@ void R_DrawTiltedTranslucentFloorSprite_8(void) uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; @@ -1644,7 +1627,7 @@ void R_DrawTranslucentSpan_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; while (count >= 8) { @@ -1721,7 +1704,7 @@ void R_DrawWaterSpan_8(void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; count = ds_x2 - ds_x1 + 1; @@ -1784,7 +1767,6 @@ void R_DrawFogSpan_8(void) size_t count; colormap = ds_colormap; - //dest = ylookup[ds_y] + columnofs[ds_x1]; dest = &topleft[ds_y *vid.width + ds_x1]; count = ds_x2 - ds_x1 + 1; @@ -1814,7 +1796,7 @@ void R_DrawTiltedFogSpan_8(void) { int width = ds_x2 - ds_x1; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; R_CalcSlopeLight(); @@ -1834,7 +1816,7 @@ void R_DrawSolidColorSpan_8(void) size_t count = (ds_x2 - ds_x1 + 1); UINT8 source = ds_colormap[ds_source[0]]; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; memset(dest, source, count); } @@ -1847,7 +1829,7 @@ void R_DrawTransSolidColorSpan_8(void) size_t count = (ds_x2 - ds_x1 + 1); UINT8 source = ds_colormap[ds_source[0]]; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height; @@ -1866,7 +1848,7 @@ void R_DrawTiltedSolidColorSpan_8(void) int width = ds_x2 - ds_x1; UINT8 source = ds_source[0]; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; R_CalcSlopeLight(); @@ -1885,7 +1867,7 @@ void R_DrawTiltedTransSolidColorSpan_8(void) int width = ds_x2 - ds_x1; UINT8 source = ds_source[0]; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; R_CalcSlopeLight(); @@ -1904,7 +1886,7 @@ void R_DrawWaterSolidColorSpan_8(void) { UINT8 source = ds_source[0]; UINT8 *colormap = ds_colormap; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; UINT8 *dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; size_t count = (ds_x2 - ds_x1 + 1); @@ -1925,7 +1907,7 @@ void R_DrawTiltedWaterSolidColorSpan_8(void) int width = ds_x2 - ds_x1; UINT8 source = ds_source[0]; - UINT8 *dest = ylookup[ds_y] + columnofs[ds_x1]; + UINT8 *dest = &topleft[ds_y*vid.width + ds_x1]; UINT8 *dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; R_CalcSlopeLight(); @@ -1957,9 +1939,6 @@ void R_DrawFogColumn_8(void) #endif // Framebuffer destination address. - // Use ylookup LUT to avoid multiply with ScreenWidth. - // Use columnofs LUT for subwindows? - //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc_yl*vid.width + dc_x]; // Determine scaling, which is the only mapping to be done. diff --git a/src/r_draw8_npo2.c b/src/r_draw8_npo2.c index 78cde8a2c..1ed3a8fa4 100644 --- a/src/r_draw8_npo2.c +++ b/src/r_draw8_npo2.c @@ -46,7 +46,7 @@ void R_DrawSpan_NPO2_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; if (dest+8 > deststop) return; @@ -120,7 +120,7 @@ void R_DrawTiltedSpan_NPO2_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = ds_source; //colormap = ds_colormap; @@ -309,7 +309,7 @@ void R_DrawTiltedTranslucentSpan_NPO2_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = ds_source; //colormap = ds_colormap; @@ -496,7 +496,7 @@ void R_DrawTiltedSplat_NPO2_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = ds_source; //colormap = ds_colormap; @@ -690,7 +690,7 @@ void R_DrawSplat_NPO2_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; fixedwidth = ds_flatwidth << FRACBITS; fixedheight = ds_flatheight << FRACBITS; @@ -758,7 +758,7 @@ void R_DrawTranslucentSplat_NPO2_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; fixedwidth = ds_flatwidth << FRACBITS; fixedheight = ds_flatheight << FRACBITS; @@ -828,7 +828,7 @@ void R_DrawFloorSprite_NPO2_8 (void) source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; fixedwidth = ds_flatwidth << FRACBITS; fixedheight = ds_flatheight << FRACBITS; @@ -898,7 +898,7 @@ void R_DrawTranslucentFloorSprite_NPO2_8 (void) source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; fixedwidth = ds_flatwidth << FRACBITS; fixedheight = ds_flatheight << FRACBITS; @@ -971,7 +971,7 @@ void R_DrawTiltedFloorSprite_NPO2_8(void) uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; @@ -1127,7 +1127,7 @@ void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void) uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; source = (UINT16 *)ds_source; colormap = ds_colormap; translation = ds_translation; @@ -1278,7 +1278,7 @@ void R_DrawTranslucentSpan_NPO2_8 (void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; fixedwidth = ds_flatwidth << FRACBITS; fixedheight = ds_flatheight << FRACBITS; @@ -1342,7 +1342,7 @@ void R_DrawWaterSpan_NPO2_8(void) source = ds_source; colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; fixedwidth = ds_flatwidth << FRACBITS; @@ -1414,7 +1414,7 @@ void R_DrawTiltedWaterSpan_NPO2_8(void) R_CalcSlopeLight(); - dest = ylookup[ds_y] + columnofs[ds_x1]; + dest = &topleft[ds_y*vid.width + ds_x1]; dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; source = ds_source; //colormap = ds_colormap; diff --git a/src/r_main.c b/src/r_main.c index aaab234ad..1c145ccad 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -318,7 +318,6 @@ angle_t R_PointToAngle(fixed_t x, fixed_t y) } // This version uses 64-bit variables to avoid overflows with large values. -// Currently used only by OpenGL rendering. angle_t R_PointToAngle64(INT64 x, INT64 y) { return (y -= viewy, (x -= viewx) || y) ? @@ -384,29 +383,6 @@ fixed_t R_PointToDist(fixed_t x, fixed_t y) return R_PointToDist2(viewx, viewy, x, y); } -angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1) -{ - INT64 dx = x1-x2; - INT64 dy = y1-y2; - if (dx < INT32_MIN || dx > INT32_MAX || dy < INT32_MIN || dy > INT32_MAX) - { - x1 = (int)(dx / 2 + x2); - y1 = (int)(dy / 2 + y2); - } - return (y1 -= y2, (x1 -= x2) || y1) ? - x1 >= 0 ? - y1 >= 0 ? - (x1 > y1) ? tantoangle[SlopeDivEx(y1,x1)] : // octant 0 - ANGLE_90-tantoangle[SlopeDivEx(x1,y1)] : // octant 1 - x1 > (y1 = -y1) ? 0-tantoangle[SlopeDivEx(y1,x1)] : // octant 8 - ANGLE_270+tantoangle[SlopeDivEx(x1,y1)] : // octant 7 - y1 >= 0 ? (x1 = -x1) > y1 ? ANGLE_180-tantoangle[SlopeDivEx(y1,x1)] : // octant 3 - ANGLE_90 + tantoangle[SlopeDivEx(x1,y1)] : // octant 2 - (x1 = -x1) > (y1 = -y1) ? ANGLE_180+tantoangle[SlopeDivEx(y1,x1)] : // octant 4 - ANGLE_270-tantoangle[SlopeDivEx(x1,y1)] : // octant 5 - 0; -} - // // R_ScaleFromGlobalAngle // Returns the texture mapping scale for the current line (horizontal span) @@ -1001,8 +977,6 @@ void R_Init(void) //I_OutputMsg("\nR_InitData"); R_InitData(); - //I_OutputMsg("\nR_InitViewBorder"); - R_InitViewBorder(); R_SetViewSize(); // setsizeneeded is set true // this is now done by SCR_Recalc() at the first mode set diff --git a/src/r_main.h b/src/r_main.h index c7dc06c90..3f8c55746 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -77,7 +77,6 @@ INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line); angle_t R_PointToAngle(fixed_t x, fixed_t y); angle_t R_PointToAngle64(INT64 x, INT64 y); angle_t R_PointToAngle2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1); -angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1); fixed_t R_PointToDist(fixed_t x, fixed_t y); fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1); diff --git a/src/r_plane.c b/src/r_plane.c index 4f9ce9ec8..b593eaf31 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -626,7 +626,7 @@ static void R_DrawSkyPlane(visplane_t *pl) { INT32 texture = texturetranslation[skytexture]; - // Reset column drawer function (note: couldn't we just call walldrawerfunc directly?) + // Reset column drawer function (note: couldn't we just call colfuncs[BASEDRAWFUNC] directly?) // (that is, unless we'll need to switch drawers in future for some reason) colfunc = colfuncs[BASEDRAWFUNC]; diff --git a/src/r_segs.c b/src/r_segs.c index 453debeb6..c70e8bfec 100644 --- a/src/r_segs.c +++ b/src/r_segs.c @@ -20,11 +20,7 @@ #include "w_wad.h" #include "z_zone.h" -#include "netcode/d_netcmd.h" -#include "m_misc.h" -#include "p_local.h" // Camera... #include "p_slopes.h" -#include "console.h" // con_clipviewtop #include "taglist.h" // OPTIMIZE: closed two sided lines as single sided @@ -484,8 +480,6 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor) sector_t tempsec; INT32 templight; INT32 i, p; - fixed_t bottombounds = viewheight << FRACBITS; - fixed_t topbounds = (con_clipviewtop - 1) << FRACBITS; fixed_t offsetvalue; lightlist_t *light; r_lightlist_t *rlight; @@ -791,7 +785,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor) bottom_frac += bottom_step; // SoM: If column is out of range, why bother with it?? - if (windowbottom < topbounds || windowtop > bottombounds) + if (windowbottom < 0 || windowtop > (viewheight << FRACBITS)) { if (dc_numlights) { diff --git a/src/r_things.c b/src/r_things.c index d6ef72b9d..8f448f577 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -941,7 +941,6 @@ static void R_DrawVisSprite(vissprite_t *vis) } colfunc = colfuncs[BASEDRAWFUNC]; - dc_hires = 0; vis->x1 = x1; vis->x2 = x2; @@ -3011,9 +3010,6 @@ void R_InitDrawNodes(void) // // R_DrawSprite // -//Fab : 26-04-98: -// NOTE : uses con_clipviewtop, so that when console is on, -// don't draw the part of sprites hidden under the console static void R_DrawSprite(vissprite_t *spr) { mfloorclip = spr->clipbot; diff --git a/src/screen.c b/src/screen.c index 76f546402..7828701fb 100644 --- a/src/screen.c +++ b/src/screen.c @@ -8,7 +8,7 @@ // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file screen.c -/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes +/// \brief Handles multiple resolutions #include "doomdef.h" #include "doomstat.h" @@ -91,19 +91,15 @@ consvar_t cv_fullscreen = CVAR_INIT ("fullscreen", "Yes", CV_SAVE|CV_CALL, CV_Ye // ========================================================================= INT32 scr_bpp; // current video mode bytes per pixel -UINT8 *scr_borderpatch; // flat used to fill the reduced view borders set at ST_Init() // ========================================================================= -// Short and Tall sky drawer, for the current color mode -void (*walldrawerfunc)(void); - void SCR_SetDrawFuncs(void) { // - // setup the right draw routines for either 8bpp or 16bpp + // setup the right draw routines // - if (true)//vid.bpp == 1) //Always run in 8bpp. todo: remove all 16bpp code? + if (vid.bpp == 1) //Always run in 8bpp. { colfuncs[BASEDRAWFUNC] = R_DrawColumn_8; spanfuncs[BASEDRAWFUNC] = R_DrawSpan_8; @@ -139,7 +135,6 @@ void SCR_SetDrawFuncs(void) spanfuncs[SPANDRAWFUNC_FOG] = R_DrawFogSpan_8; spanfuncs[SPANDRAWFUNC_TILTEDFOG] = R_DrawTiltedFogSpan_8; - // Lactozilla: Non-powers-of-two spanfuncs_npo2[BASEDRAWFUNC] = R_DrawSpan_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TRANS] = R_DrawTranslucentSpan_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_NPO2_8; @@ -153,26 +148,9 @@ void SCR_SetDrawFuncs(void) spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANSSPRITE] = R_DrawTiltedTranslucentFloorSprite_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_WATER] = R_DrawWaterSpan_NPO2_8; spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedWaterSpan_NPO2_8; - } -/* else if (vid.bpp > 1) - { - I_OutputMsg("using highcolor mode\n"); - spanfunc = basespanfunc = R_DrawSpan_16; - transcolfunc = R_DrawTranslatedColumn_16; - transtransfunc = R_DrawTranslucentColumn_16; // No 16bit operation for this function - - colfunc = basecolfunc = R_DrawColumn_16; - shadecolfunc = NULL; // detect error if used somewhere.. - fuzzcolfunc = R_DrawTranslucentColumn_16; - walldrawerfunc = R_DrawWallColumn_16; - }*/ else I_Error("unknown bytes per pixel mode %d\n", vid.bpp); -/* - if (SCR_IsAspectCorrect(vid.width, vid.height)) - CONS_Alert(CONS_WARNING, M_GetText("Resolution is not aspect-correct!\nUse a multiple of %dx%d\n"), BASEVIDWIDTH, BASEVIDHEIGHT); -*/ } void SCR_SetMode(void) diff --git a/src/screen.h b/src/screen.h index 64d92b9d3..d7a3a0454 100644 --- a/src/screen.h +++ b/src/screen.h @@ -8,7 +8,7 @@ // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file screen.h -/// \brief Handles multiple resolutions, 8bpp/16bpp(highcolor) modes +/// \brief Handles multiple resolutions #ifndef __SCREEN_H__ #define __SCREEN_H__ @@ -61,7 +61,7 @@ typedef struct viddef_s UINT8 *direct; // linear frame buffer, or vga base mem. INT32 dup; // scale 1, 2, 3 value for menus & overlays INT32/*fixed_t*/ fdup; // same as dup, but exact value when aspect ratio isn't 320/200 - INT32 bpp; // BYTES per pixel: 1 = 256color, 2 = highcolor + INT32 bpp; // BYTES per pixel: 1 = 256color INT32 baseratio; // Used to get the correct value for lighting walls @@ -83,35 +83,6 @@ enum VID_GL_LIBRARY_ERROR = -1, }; -// internal additional info for vesa modes only -typedef struct -{ - INT32 vesamode; // vesa mode number plus LINEAR_MODE bit - void *plinearmem; // linear address of start of frame buffer -} vesa_extra_t; -// a video modes from the video modes list, -// note: video mode 0 is always standard VGA320x200. -typedef struct vmode_s -{ - struct vmode_s *pnext; - char *name; - UINT32 width, height; - UINT32 rowbytes; // bytes per scanline - UINT32 bytesperpixel; // 1 for 256c, 2 for highcolor - INT32 windowed; // if true this is a windowed mode - INT32 numpages; - vesa_extra_t *pextradata; // vesa mode extra data -#ifdef _WIN32 - INT32 (WINAPI *setmode)(viddef_t *lvid, struct vmode_s *pcurrentmode); -#else - INT32 (*setmode)(viddef_t *lvid, struct vmode_s *pcurrentmode); -#endif - INT32 misc; // misc for display driver (r_opengl.dll etc) -} vmode_t; - -#define NUMSPECIALMODES 4 -extern vmode_t specialmodes[NUMSPECIALMODES]; - // --------------------------------------------- // color mode dependent drawer function pointers // --------------------------------------------- @@ -184,7 +155,6 @@ void SCR_ChangeRenderer(void); extern CV_PossibleValue_t cv_renderer_t[]; extern INT32 scr_bpp; -extern UINT8 *scr_borderpatch; // patch used to fill the view borders extern consvar_t cv_scr_width, cv_scr_height, cv_scr_width_w, cv_scr_height_w, cv_scr_depth, cv_fullscreen; extern consvar_t cv_renderview, cv_renderer; diff --git a/src/sdl/Srb2SDL-vc10.vcxproj b/src/sdl/Srb2SDL-vc10.vcxproj index 0f0355c6f..f321d85e4 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj +++ b/src/sdl/Srb2SDL-vc10.vcxproj @@ -572,9 +572,6 @@ - - true - true diff --git a/src/sdl/Srb2SDL-vc10.vcxproj.filters b/src/sdl/Srb2SDL-vc10.vcxproj.filters index 183843018..f755522a6 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj.filters +++ b/src/sdl/Srb2SDL-vc10.vcxproj.filters @@ -976,9 +976,6 @@ R_Rend - - R_Rend - R_Rend diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index d3a602c05..7ada5a548 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -100,8 +100,6 @@ static char vidModeName[33][32]; // allow 33 different modes rendermode_t rendermode = render_soft; rendermode_t chosenrendermode = render_none; // set by command line arguments -boolean highcolor = false; - static void VidWaitChanged(void); // synchronize page flipping with screen refresh @@ -1395,103 +1393,12 @@ INT32 VID_GetModeForSize(INT32 w, INT32 h) } } return -1; -#if 0 - INT32 matchMode = -1, i; - VID_PrepareModeList(); - if (USE_FULLSCREEN && numVidModes != -1) - { - for (i=firstEntry; iw == w && - modeList[i]->h == h) - { - matchMode = i; - break; - } - } - if (-1 == matchMode) // use smaller mode - { - w -= w%BASEVIDWIDTH; - h -= h%BASEVIDHEIGHT; - for (i=firstEntry; iw == w && - modeList[i]->h == h) - { - matchMode = i; - break; - } - } - if (-1 == matchMode) // use smallest mode - matchMode = numVidModes-1; - } - matchMode -= firstEntry; - } - else - { - for (i=0; iw <= MAXVIDWIDTH && - modeList[i]->h <= MAXVIDHEIGHT) - { - firstEntry = i; - break; - } - } - } - } - allow_fullscreen = true; -#endif } static SDL_bool Impl_CreateContext(void) diff --git a/src/st_stuff.c b/src/st_stuff.c index be676cff4..e3279ad8e 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -253,10 +253,6 @@ void ST_LoadGraphics(void) { int i; - // SRB2 border patch - // st_borderpatchnum = W_GetNumForName("GFZFLR01"); - // scr_borderpatch = W_CacheLumpNum(st_borderpatchnum, PU_HUDGFX); - // the original Doom uses 'STF' as base name for all face graphics // Graue 04-08-2004: face/name graphics are now indexed by skins // but load them in R_AddSkins, that gets called diff --git a/src/tables.h b/src/tables.h index 2736f03e8..65d7f7243 100644 --- a/src/tables.h +++ b/src/tables.h @@ -81,7 +81,7 @@ extern angle_t tantoangle[SLOPERANGE+1]; // Utility function, called by R_PointToAngle. FUNCMATH unsigned SlopeDiv(unsigned num, unsigned den); -// Only called by R_PointToAngleEx +// Only called by R_PointToAngle64 UINT64 SlopeDivEx(unsigned int num, unsigned int den); // 360 - angle_t(ANGLE_45) = ANGLE_315