// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_main.c /// \brief Rendering main loop and setup functions, /// utility functions (BSP, geometry, trigonometry). /// See tables.c, too. #include "doomdef.h" #include "g_game.h" #include "g_input.h" #include "r_local.h" #include "r_splats.h" // faB(21jan): testing #include "r_sky.h" #include "st_stuff.h" #include "p_local.h" #include "keys.h" #include "i_video.h" #include "m_menu.h" #include "am_map.h" #include "d_main.h" #include "v_video.h" #include "p_spec.h" // skyboxmo #include "z_zone.h" #include "m_random.h" // quake camera shake #ifdef HWRENDER #include "hardware/hw_main.h" #endif //profile stuff --------------------------------------------------------- //#define TIMING #ifdef TIMING #include "p5prof.h" INT64 mycount; INT64 mytotal = 0; //unsigned long nombre = 100000; #endif //profile stuff --------------------------------------------------------- // Fineangles in the SCREENWIDTH wide window. #define FIELDOFVIEW 2048 // increment every time a check is made size_t validcount = 1; INT32 centerx, centery; fixed_t centerxfrac, centeryfrac; fixed_t projection; fixed_t projectiony; // aspect ratio // just for profiling purposes size_t framecount; size_t loopcount; fixed_t viewx, viewy, viewz; angle_t viewangle, aimingangle; fixed_t viewcos, viewsin; boolean viewsky, skyVisible; boolean skyVisible1, skyVisible2; // saved values of skyVisible for P1 and P2, for splitscreen sector_t *viewsector; player_t *viewplayer; // PORTALS! // You can thank and/or curse JTE for these. UINT8 portalrender; sector_t *portalcullsector; typedef struct portal_pair { INT32 line1; INT32 line2; UINT8 pass; struct portal_pair *next; fixed_t viewx; fixed_t viewy; fixed_t viewz; angle_t viewangle; INT32 start; INT32 end; INT16 *ceilingclip; INT16 *floorclip; fixed_t *frontscale; } portal_pair; portal_pair *portal_base, *portal_cap; line_t *portalclipline; INT32 portalclipstart, portalclipend; // // precalculated math tables // angle_t clipangle; angle_t doubleclipangle; // 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. INT32 viewangletox[FINEANGLES/2]; // The xtoviewangleangle[] table maps a screen pixel // to the lowest viewangle that maps back to x ranges // from clipangle to -clipangle. angle_t xtoviewangle[MAXVIDWIDTH+1]; lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; lighttable_t *scalelightfixed[MAXLIGHTSCALE]; lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ]; // Hack to support extra boom colormaps. size_t num_extra_colormaps; extracolormap_t extra_colormaps[MAXCOLORMAPS]; static CV_PossibleValue_t drawdist_cons_t[] = { {256, "256"}, {512, "512"}, {768, "768"}, {1024, "1024"}, {1536, "1536"}, {2048, "2048"}, {3072, "3072"}, {4096, "4096"}, {6144, "6144"}, {8192, "8192"}, {0, "Infinite"}, {0, NULL}}; static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}}; static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}}; static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}}; static void ChaseCam_OnChange(void); static void ChaseCam2_OnChange(void); static void FlipCam_OnChange(void); static void FlipCam2_OnChange(void); void SendWeaponPref(void); void SendWeaponPref2(void); consvar_t cv_tailspickup = {"tailspickup", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_chasecam = {"chasecam", "On", CV_CALL, CV_OnOff, ChaseCam_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_chasecam2 = {"chasecam2", "On", CV_CALL, CV_OnOff, ChaseCam2_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_flipcam = {"flipcam", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam2_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; // Okay, whoever said homremoval causes a performance hit should be shot. consvar_t cv_homremoval = {"homremoval", "No", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_maxportals = {"maxportals", "2", CV_SAVE, maxportals_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; void SplitScreen_OnChange(void) { if (!cv_debug && netgame) { if (splitscreen) { CONS_Alert(CONS_NOTICE, M_GetText("Splitscreen not supported in netplay, sorry!\n")); splitscreen = false; } return; } // recompute screen size R_ExecuteSetViewSize(); if (!demoplayback && !botingame) { if (splitscreen) CL_AddSplitscreenPlayer(); else CL_RemoveSplitscreenPlayer(); if (server && !netgame) multiplayer = splitscreen; } else { INT32 i; secondarydisplayplayer = consoleplayer; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && i != consoleplayer) { secondarydisplayplayer = i; break; } } } static void ChaseCam_OnChange(void) { if (!cv_chasecam.value || !cv_useranalog.value) CV_SetValue(&cv_analog, 0); else CV_SetValue(&cv_analog, 1); } static void ChaseCam2_OnChange(void) { if (botingame) return; if (!cv_chasecam2.value || !cv_useranalog2.value) CV_SetValue(&cv_analog2, 0); else CV_SetValue(&cv_analog2, 1); } static void FlipCam_OnChange(void) { if (cv_flipcam.value) players[consoleplayer].pflags |= PF_FLIPCAM; else players[consoleplayer].pflags &= ~PF_FLIPCAM; SendWeaponPref(); } static void FlipCam2_OnChange(void) { if (cv_flipcam2.value) players[secondarydisplayplayer].pflags |= PF_FLIPCAM; else players[secondarydisplayplayer].pflags &= ~PF_FLIPCAM; SendWeaponPref2(); } // // R_PointOnSide // Traverse BSP (sub) tree, // check point against partition plane. // Returns side 0 (front) or 1 (back). // // killough 5/2/98: reformatted // INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node) { if (!node->dx) return x <= node->x ? node->dy > 0 : node->dy < 0; if (!node->dy) return y <= node->y ? node->dx < 0 : node->dx > 0; x -= node->x; y -= node->y; // Try to quickly decide by looking at sign bits. if ((node->dy ^ node->dx ^ x ^ y) < 0) return (node->dy ^ x) < 0; // (left is negative) return FixedMul(y, node->dx>>FRACBITS) >= FixedMul(node->dy>>FRACBITS, x); } // killough 5/2/98: reformatted INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line) { fixed_t lx = line->v1->x; fixed_t ly = line->v1->y; fixed_t ldx = line->v2->x - lx; fixed_t ldy = line->v2->y - ly; if (!ldx) return x <= lx ? ldy > 0 : ldy < 0; if (!ldy) return y <= ly ? ldx < 0 : ldx > 0; x -= lx; y -= ly; // Try to quickly decide by looking at sign bits. if ((ldy ^ ldx ^ x ^ y) < 0) return (ldy ^ x) < 0; // (left is negative) return FixedMul(y, ldx>>FRACBITS) >= FixedMul(ldy>>FRACBITS, x); } // // R_PointToAngle // To get a global angle from cartesian coordinates, // the coordinates are flipped until they are in // the first octant of the coordinate system, then // the y (<=x) is scaled and divided by x to get a // tangent (slope) value which is looked up in the // tantoangle[] table. The +1 size of tantoangle[] // is to handle the case when x==y without additional // checking. // // killough 5/2/98: reformatted, cleaned up angle_t R_PointToAngle(fixed_t x, fixed_t y) { return (y -= viewy, (x -= viewx) || y) ? x >= 0 ? y >= 0 ? (x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0 ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1 x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8 ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7 y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3 ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2 (x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4 ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5 0; } angle_t R_PointToAngle2(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y) { return (y -= pviewy, (x -= pviewx) || y) ? x >= 0 ? y >= 0 ? (x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0 ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1 x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8 ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7 y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3 ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2 (x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4 ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5 0; } fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1) { angle_t angle; fixed_t dx, dy, dist; dx = abs(px1 - px2); dy = abs(py1 - py2); if (dy > dx) { fixed_t temp; temp = dx; dx = dy; dy = temp; } if (!dy) return dx; angle = (tantoangle[FixedDiv(dy, dx)>>DBITS] + ANGLE_90) >> ANGLETOFINESHIFT; // use as cosine dist = FixedDiv(dx, FINESINE(angle)); return dist; } // Little extra utility. Works in the same way as R_PointToAngle2 fixed_t R_PointToDist(fixed_t x, fixed_t y) { return R_PointToDist2(viewx, viewy, x, y); } // // R_ScaleFromGlobalAngle // Returns the texture mapping scale for the current line (horizontal span) // at the given angle. // rw_distance must be calculated first. // // killough 5/2/98: reformatted, cleaned up // // note: THIS IS USED ONLY FOR WALLS! fixed_t R_ScaleFromGlobalAngle(angle_t visangle) { angle_t anglea = ANGLE_90 + (visangle-viewangle); angle_t angleb = ANGLE_90 + (visangle-rw_normalangle); fixed_t den = FixedMul(rw_distance, FINESINE(anglea>>ANGLETOFINESHIFT)); // proff 11/06/98: Changed for high-res fixed_t num = FixedMul(projectiony, FINESINE(angleb>>ANGLETOFINESHIFT)); if (den > num>>16) { num = FixedDiv(num, den); if (num > 64*FRACUNIT) return 64*FRACUNIT; if (num < 256) return 256; return num; } return 64*FRACUNIT; } // // R_DoCulling // Checks viewz and top/bottom heights of an item against culling planes // Returns true if the item is to be culled, i.e it shouldn't be drawn! // if ML_NOCLIMB is set, the camera view is required to be in the same area for culling to occur boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph) { fixed_t cullplane; if (!cullheight) return false; cullplane = cullheight->frontsector->floorheight; if (cullheight->flags & ML_NOCLIMB) // Group culling { if (!viewcullheight) return false; // Make sure this is part of the same group if (viewcullheight->frontsector == cullheight->frontsector) { // OK, we can cull if (vz > cullplane && toph < cullplane) // Cull if below plane return true; if (bottomh > cullplane && vz <= cullplane) // Cull if above plane return true; } } else // Quick culling { if (vz > cullplane && toph < cullplane) // Cull if below plane return true; if (bottomh > cullplane && vz <= cullplane) // Cull if above plane return true; } return false; } // // R_InitTextureMapping // static void R_InitTextureMapping(void) { INT32 i; INT32 x; INT32 t; fixed_t focallength; // Use tangent table to generate viewangletox: // viewangletox will give the next greatest x // after the view angle. // // Calc focallength // so FIELDOFVIEW angles covers SCREENWIDTH. focallength = FixedDiv(centerxfrac, FINETANGENT(FINEANGLES/4+/*cv_fov.value*/ FIELDOFVIEW/2)); #ifdef ESLOPE focallengthf = FIXED_TO_FLOAT(focallength); #endif for (i = 0; i < FINEANGLES/2; i++) { if (FINETANGENT(i) > FRACUNIT*2) t = -1; else if (FINETANGENT(i) < -FRACUNIT*2) t = viewwidth+1; else { t = FixedMul(FINETANGENT(i), focallength); t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS; if (t < -1) t = -1; else if (t > viewwidth+1) t = viewwidth+1; } viewangletox[i] = t; } // Scan viewangletox[] to generate xtoviewangle[]: // xtoviewangle will give the smallest view angle // that maps to x. for (x = 0; x <= viewwidth;x++) { i = 0; while (viewangletox[i] > x) i++; xtoviewangle[x] = (i<>= LIGHTSCALESHIFT; level = startmapl - scale/DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS-1; zlight[i][j] = colormaps + level*256; } } } // // R_SetViewSize // Do not really change anything here, // because it might be in the middle of a refresh. // The change will take effect next refresh. // boolean setsizeneeded; void R_SetViewSize(void) { setsizeneeded = true; } // // R_ExecuteSetViewSize // void R_ExecuteSetViewSize(void) { fixed_t cosadj; fixed_t dy; INT32 i; INT32 j; INT32 level; INT32 startmapl; INT32 aspectx; //added : 02-02-98 : for aspect ratio calc. below... setsizeneeded = false; if (rendermode == render_none) return; // status bar overlay st_overlay = cv_showhud.value; scaledviewwidth = vid.width; viewheight = vid.height; if (splitscreen) viewheight >>= 1; viewwidth = scaledviewwidth; centerx = viewwidth/2; centery = viewheight/2; centerxfrac = centerx<>ANGLETOFINESHIFT)); distscale[i] = FixedDiv(FRACUNIT, cosadj); } memset(scalelight, 0xFF, sizeof(scalelight)); // Calculate the light levels to use for each level/scale combination. for (i = 0; i< LIGHTLEVELS; i++) { startmapl = ((LIGHTLEVELS - 1 - i)*2)*NUMCOLORMAPS/LIGHTLEVELS; for (j = 0; j < MAXLIGHTSCALE; j++) { level = startmapl - j*vid.width/(viewwidth)/DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1; scalelight[i][j] = colormaps + level*256; } } // continue to do the software setviewsize as long as we use the reference software view #ifdef HWRENDER if (rendermode != render_soft) HWR_SetViewSize(); #endif am_recalc = true; } // // R_Init // void R_Init(void) { // screensize independent //I_OutputMsg("\nR_InitData"); R_InitData(); //I_OutputMsg("\nR_InitViewBorder"); R_InitViewBorder(); R_SetViewSize(); // setsizeneeded is set true //I_OutputMsg("\nR_InitPlanes"); R_InitPlanes(); // this is now done by SCR_Recalc() at the first mode set //I_OutputMsg("\nR_InitLightTables"); R_InitLightTables(); //I_OutputMsg("\nR_InitTranslationTables\n"); R_InitTranslationTables(); R_InitDrawNodes(); framecount = 0; } // // R_PointInSubsector // subsector_t *R_PointInSubsector(fixed_t x, fixed_t y) { size_t nodenum = numnodes-1; while (!(nodenum & NF_SUBSECTOR)) nodenum = nodes[nodenum].children[R_PointOnSide(x, y, nodes+nodenum)]; return &subsectors[nodenum & ~NF_SUBSECTOR]; } // // R_IsPointInSubsector, same as above but returns 0 if not in subsector // subsector_t *R_IsPointInSubsector(fixed_t x, fixed_t y) { node_t *node; INT32 side, i; size_t nodenum; subsector_t *ret; // single subsector is a special case if (numnodes == 0) return subsectors; nodenum = numnodes - 1; while (!(nodenum & NF_SUBSECTOR)) { node = &nodes[nodenum]; side = R_PointOnSide(x, y, node); nodenum = node->children[side]; } ret = &subsectors[nodenum & ~NF_SUBSECTOR]; for (i = 0; i < ret->numlines; i++) //if (R_PointOnSegSide(x, y, &segs[ret->firstline + i])) -- breaks in ogl because polyvertex_t cast over vertex pointers if (P_PointOnLineSide(x, y, segs[ret->firstline + i].linedef) != segs[ret->firstline + i].side) return 0; return ret; } // // R_SetupFrame // static mobj_t *viewmobj; // WARNING: a should be unsigned but to add with 2048, it isn't! #define AIMINGTODY(a) ((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS) void R_SkyboxFrame(player_t *player) { INT32 dy = 0; camera_t *thiscam; if (splitscreen && player == &players[secondarydisplayplayer] && player != &players[consoleplayer]) thiscam = &camera2; else thiscam = &camera; // cut-away view stuff viewsky = true; viewmobj = skyboxmo[0]; #ifdef PARANOIA if (!viewmobj) { const size_t playeri = (size_t)(player - players); I_Error("R_SkyboxFrame: viewmobj null (player %s)", sizeu1(playeri)); } #endif if (player->awayviewtics) { aimingangle = player->awayviewaiming; viewangle = player->awayviewmobj->angle; } else if (thiscam->chase) { aimingangle = thiscam->aiming; viewangle = thiscam->angle; } else { aimingangle = player->aiming; viewangle = player->mo->angle; if (!demoplayback && player->playerstate != PST_DEAD) { if (player == &players[consoleplayer]) { viewangle = localangle; // WARNING: camera uses this aimingangle = localaiming; } else if (player == &players[secondarydisplayplayer]) { viewangle = localangle2; aimingangle = localaiming2; } } } viewangle += viewmobj->angle; viewplayer = player; viewx = viewmobj->x; viewy = viewmobj->y; viewz = viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle! if (mapheaderinfo[gamemap-1]) { mapheader_t *mh = mapheaderinfo[gamemap-1]; vector3_t campos = {0,0,0}; // Position of player's actual view point if (player->awayviewtics) { campos.x = player->awayviewmobj->x; campos.y = player->awayviewmobj->y; campos.z = player->awayviewmobj->z + 20*FRACUNIT; } else if (thiscam->chase) { campos.x = thiscam->x; campos.y = thiscam->y; campos.z = thiscam->z + (thiscam->height>>1); } else { campos.x = player->mo->x; campos.y = player->mo->y; campos.z = player->viewz; } // Earthquake effects should be scaled in the skybox // (if an axis isn't used, the skybox won't shake in that direction) campos.x += quake.x; campos.y += quake.y; campos.z += quake.z; if (skyboxmo[1]) // Is there a viewpoint? { fixed_t x = 0, y = 0; if (mh->skybox_scalex > 0) x = (campos.x - skyboxmo[1]->x) / mh->skybox_scalex; else if (mh->skybox_scalex < 0) x = (campos.x - skyboxmo[1]->x) * -mh->skybox_scalex; if (mh->skybox_scaley > 0) y = (campos.y - skyboxmo[1]->y) / mh->skybox_scaley; else if (mh->skybox_scaley < 0) y = (campos.y - skyboxmo[1]->y) * -mh->skybox_scaley; if (viewmobj->angle == 0) { viewx += x; viewy += y; } else if (viewmobj->angle == ANGLE_90) { viewx -= y; viewy += x; } else if (viewmobj->angle == ANGLE_180) { viewx -= x; viewy -= y; } else if (viewmobj->angle == ANGLE_270) { viewx += y; viewy -= x; } else { angle_t ang = viewmobj->angle>>ANGLETOFINESHIFT; viewx += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang)); viewy += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang)); } } if (mh->skybox_scalez > 0) viewz += campos.z / mh->skybox_scalez; else if (mh->skybox_scalez < 0) viewz += campos.z * -mh->skybox_scalez; } if (viewmobj->subsector) viewsector = viewmobj->subsector->sector; else viewsector = R_PointInSubsector(viewx, viewy)->sector; viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); // recalc necessary stuff for mouseaiming // slopes are already calculated for the full possible view (which is 4*viewheight). if (rendermode == render_soft) { // clip it in the case we are looking a hardware 90 degrees full aiming // (lmps, network and use F12...) G_SoftwareClipAimingPitch((INT32 *)&aimingangle); dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH; yslope = &yslopetab[(3*viewheight/2) - dy]; } centery = (viewheight/2) + dy; centeryfrac = centery<climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD) chasecam = true; // force chasecam on else if (player->spectator) // no spectator chasecam chasecam = false; // force chasecam off if (chasecam && !thiscam->chase) { P_ResetCamera(player, thiscam); thiscam->chase = true; } else if (!chasecam) thiscam->chase = false; viewsky = !skybox; if (player->awayviewtics) { // cut-away view stuff viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN I_Assert(viewmobj != NULL); viewz = viewmobj->z + 20*FRACUNIT; aimingangle = player->awayviewaiming; viewangle = viewmobj->angle; } else if (!player->spectator && chasecam) // use outside cam view { viewmobj = NULL; viewz = thiscam->z + (thiscam->height>>1); aimingangle = thiscam->aiming; viewangle = thiscam->angle; } else // use the player's eyes view { viewz = player->viewz; viewmobj = player->mo; I_Assert(viewmobj != NULL); aimingangle = player->aiming; viewangle = viewmobj->angle; if (!demoplayback && player->playerstate != PST_DEAD) { if (player == &players[consoleplayer]) { viewangle = localangle; // WARNING: camera uses this aimingangle = localaiming; } else if (player == &players[secondarydisplayplayer]) { viewangle = localangle2; aimingangle = localaiming2; } } } viewz += quake.z; viewplayer = player; if (chasecam && !player->awayviewtics && !player->spectator) { viewx = thiscam->x; viewy = thiscam->y; viewx += quake.x; viewy += quake.y; if (thiscam->subsector) viewsector = thiscam->subsector->sector; else viewsector = R_PointInSubsector(viewx, viewy)->sector; } else { viewx = viewmobj->x; viewy = viewmobj->y; viewx += quake.x; viewy += quake.y; if (viewmobj->subsector) viewsector = viewmobj->subsector->sector; else viewsector = R_PointInSubsector(viewx, viewy)->sector; } viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); // recalc necessary stuff for mouseaiming // slopes are already calculated for the full possible view (which is 4*viewheight). if (rendermode == render_soft) { // clip it in the case we are looking a hardware 90 degrees full aiming // (lmps, network and use F12...) G_SoftwareClipAimingPitch((INT32 *)&aimingangle); dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH; yslope = &yslopetab[(3*viewheight/2) - dy]; } centery = (viewheight/2) + dy; centeryfrac = centery<dx,dest->dy) - R_PointToAngle2(start->dx,start->dy,0,0); #endif //R_SetupFrame(player, false); viewx = portal->viewx; viewy = portal->viewy; viewz = portal->viewz; viewangle = portal->viewangle; viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); portalcullsector = dest->frontsector; viewsector = dest->frontsector; portalclipline = dest; portalclipstart = portal->start; portalclipend = portal->end; // Offset the portal view by the linedef centers // looking glass center start_c.x = (start->v1->x + start->v2->x) / 2; start_c.y = (start->v1->y + start->v2->y) / 2; // other side center dest_c.x = (dest->v1->x + dest->v2->x) / 2; dest_c.y = (dest->v1->y + dest->v2->y) / 2; // Heights! viewz += dest->frontsector->floorheight - start->frontsector->floorheight; // calculate the difference in position and rotation! #ifdef ANGLED_PORTALS if (dangle == 0) #endif { // the entrance goes straight opposite the exit, so we just need to mess with the offset. viewx += dest_c.x - start_c.x; viewy += dest_c.y - start_c.y; return; } #ifdef ANGLED_PORTALS viewangle += dangle; viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); //CONS_Printf("dangle == %u\n", AngleFixed(dangle)>>FRACBITS); // ???? { fixed_t disttopoint; angle_t angtopoint; disttopoint = R_PointToDist2(start_c.x, start_c.y, viewx, viewy); angtopoint = R_PointToAngle2(start_c.x, start_c.y, viewx, viewy); angtopoint += dangle; viewx = dest_c.x+FixedMul(FINECOSINE(angtopoint>>ANGLETOFINESHIFT), disttopoint); viewy = dest_c.y+FixedMul(FINESINE(angtopoint>>ANGLETOFINESHIFT), disttopoint); } #endif } void R_AddPortal(INT32 line1, INT32 line2, INT32 x1, INT32 x2) { portal_pair *portal = Z_Malloc(sizeof(portal_pair), PU_LEVEL, NULL); INT16 *ceilingclipsave = Z_Malloc(sizeof(INT16)*(x2-x1), PU_LEVEL, NULL); INT16 *floorclipsave = Z_Malloc(sizeof(INT16)*(x2-x1), PU_LEVEL, NULL); fixed_t *frontscalesave = Z_Malloc(sizeof(fixed_t)*(x2-x1), PU_LEVEL, NULL); portal->line1 = line1; portal->line2 = line2; portal->pass = portalrender+1; portal->next = NULL; R_PortalStoreClipValues(x1, x2, ceilingclipsave, floorclipsave, frontscalesave); portal->ceilingclip = ceilingclipsave; portal->floorclip = floorclipsave; portal->frontscale = frontscalesave; portal->start = x1; portal->end = x2; portalline = true; // this tells R_StoreWallRange that curline is a portal seg portal->viewx = viewx; portal->viewy = viewy; portal->viewz = viewz; portal->viewangle = viewangle; if (!portal_base) { portal_base = portal; portal_cap = portal; } else { portal_cap->next = portal; portal_cap = portal; } } // ================ // R_RenderView // ================ // FAB NOTE FOR WIN32 PORT !! I'm not finished already, // but I suspect network may have problems with the video buffer being locked // for all duration of rendering, and being released only once at the end.. // I mean, there is a win16lock() or something that lasts all the rendering, // so maybe we should release screen lock before each netupdate below..? void R_RenderPlayerView(player_t *player) { portal_pair *portal; const boolean skybox = (skyboxmo[0] && cv_skybox.value); if (cv_homremoval.value && player == &players[displayplayer]) // if this is display player 1 { if (cv_homremoval.value == 1) V_DrawFill(0, 0, vid.width, vid.height, 31); // No HOM effect! else //'development' HOM removal -- makes it blindingly obvious if HOM is spotted. V_DrawFill(0, 0, vid.width, vid.height, 32+(timeinmap&15)); } // load previous saved value of skyVisible for the player if (splitscreen && player == &players[secondarydisplayplayer]) skyVisible = skyVisible2; else skyVisible = skyVisible1; portalrender = 0; portal_base = portal_cap = NULL; if (skybox && skyVisible) { R_SkyboxFrame(player); R_ClearClipSegs(); R_ClearDrawSegs(); R_ClearPlanes(); R_ClearSprites(); #ifdef FLOORSPLATS R_ClearVisibleFloorSplats(); #endif R_RenderBSPNode((INT32)numnodes - 1); R_ClipSprites(); R_DrawPlanes(); #ifdef FLOORSPLATS R_DrawVisibleFloorSplats(); #endif R_DrawMasked(); } R_SetupFrame(player, skybox); skyVisible = false; framecount++; validcount++; // Clear buffers. R_ClearClipSegs(); R_ClearDrawSegs(); R_ClearPlanes(); R_ClearSprites(); #ifdef FLOORSPLATS R_ClearVisibleFloorSplats(); #endif // check for new console commands. NetUpdate(); // The head node is the last node output. //profile stuff --------------------------------------------------------- #ifdef TIMING mytotal = 0; ProfZeroTimer(); #endif R_RenderBSPNode((INT32)numnodes - 1); R_ClipSprites(); #ifdef TIMING RDMSR(0x10, &mycount); mytotal += mycount; // 64bit add CONS_Debug(DBG_RENDER, "RenderBSPNode: 0x%d %d\n", *((INT32 *)&mytotal + 1), (INT32)mytotal); #endif //profile stuff --------------------------------------------------------- // PORTAL RENDERING for(portal = portal_base; portal; portal = portal_base) { // render the portal CONS_Debug(DBG_RENDER, "Rendering portal from line %d to %d\n", portal->line1, portal->line2); portalrender = portal->pass; R_PortalFrame(&lines[portal->line1], &lines[portal->line2], portal); R_PortalClearClipSegs(portal->start, portal->end); R_PortalRestoreClipValues(portal->start, portal->end, portal->ceilingclip, portal->floorclip, portal->frontscale); validcount++; R_RenderBSPNode((INT32)numnodes - 1); R_ClipSprites(); //R_DrawPlanes(); //R_DrawMasked(); // okay done. free it. portalcullsector = NULL; // Just in case... portal_base = portal->next; Z_Free(portal->ceilingclip); Z_Free(portal->floorclip); Z_Free(portal->frontscale); Z_Free(portal); } // END PORTAL RENDERING R_DrawPlanes(); #ifdef FLOORSPLATS R_DrawVisibleFloorSplats(); #endif // draw mid texture and sprite // And now 3D floors/sides! R_DrawMasked(); // Check for new console commands. NetUpdate(); // save value to skyVisible1 or skyVisible2 // this is so that P1 can't affect whether P2 can see a skybox or not, or vice versa if (splitscreen && player == &players[secondarydisplayplayer]) skyVisible2 = skyVisible; else skyVisible1 = skyVisible; } // ========================================================================= // ENGINE COMMANDS & VARS // ========================================================================= void R_RegisterEngineStuff(void) { CV_RegisterVar(&cv_gravity); CV_RegisterVar(&cv_tailspickup); CV_RegisterVar(&cv_allowmlook); CV_RegisterVar(&cv_homremoval); CV_RegisterVar(&cv_flipcam); CV_RegisterVar(&cv_flipcam2); // Enough for dedicated server if (dedicated) return; CV_RegisterVar(&cv_precipdensity); CV_RegisterVar(&cv_translucency); CV_RegisterVar(&cv_drawdist); CV_RegisterVar(&cv_drawdist_nights); CV_RegisterVar(&cv_drawdist_precip); CV_RegisterVar(&cv_chasecam); CV_RegisterVar(&cv_chasecam2); CV_RegisterVar(&cv_shadow); CV_RegisterVar(&cv_shadowoffs); CV_RegisterVar(&cv_skybox); CV_RegisterVar(&cv_cam_dist); CV_RegisterVar(&cv_cam_still); CV_RegisterVar(&cv_cam_height); CV_RegisterVar(&cv_cam_speed); CV_RegisterVar(&cv_cam_rotate); CV_RegisterVar(&cv_cam_rotspeed); CV_RegisterVar(&cv_cam2_dist); CV_RegisterVar(&cv_cam2_still); CV_RegisterVar(&cv_cam2_height); CV_RegisterVar(&cv_cam2_speed); CV_RegisterVar(&cv_cam2_rotate); CV_RegisterVar(&cv_cam2_rotspeed); CV_RegisterVar(&cv_showhud); CV_RegisterVar(&cv_translucenthud); CV_RegisterVar(&cv_maxportals); // Default viewheight is changeable, // initialized to standard viewheight CV_RegisterVar(&cv_viewheight); #ifdef HWRENDER // GL-specific Commands CV_RegisterVar(&cv_grgammablue); CV_RegisterVar(&cv_grgammagreen); CV_RegisterVar(&cv_grgammared); CV_RegisterVar(&cv_grfovchange); CV_RegisterVar(&cv_grfog); CV_RegisterVar(&cv_voodoocompatibility); CV_RegisterVar(&cv_grfogcolor); CV_RegisterVar(&cv_grsoftwarefog); #ifdef ALAM_LIGHTING CV_RegisterVar(&cv_grstaticlighting); CV_RegisterVar(&cv_grdynamiclighting); CV_RegisterVar(&cv_grcoronas); CV_RegisterVar(&cv_grcoronasize); #endif CV_RegisterVar(&cv_grmd2); #endif #ifdef HWRENDER if (rendermode != render_soft && rendermode != render_none) HWR_AddCommands(); #endif }