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618 lines
15 KiB
C
618 lines
15 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_splats.c
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/// \brief floor and wall splats
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#include "r_draw.h"
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#include "r_main.h"
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#include "r_plane.h"
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#include "r_splats.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "d_netcmd.h"
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#ifdef WALLSPLATS
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static wallsplat_t wallsplats[MAXLEVELSPLATS]; // WALL splats
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static INT32 freewallsplat;
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#endif
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#ifdef USEASM
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/// \brief for floorsplats \note accessed by asm code
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struct rastery_s *prastertab;
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#endif
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#ifdef FLOORSPLATS
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static floorsplat_t floorsplats[1]; // FLOOR splats
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static INT32 freefloorsplat;
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struct rastery_s
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{
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fixed_t minx, maxx; // for each raster line starting at line 0
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fixed_t tx1, ty1;
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fixed_t tx2, ty2; // start/end points in texture at this line
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};
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static struct rastery_s rastertab[MAXVIDHEIGHT];
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static void prepare_rastertab(void);
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#endif
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// --------------------------------------------------------------------------
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// setup splat cache
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// --------------------------------------------------------------------------
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void R_ClearLevelSplats(void)
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{
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#ifdef WALLSPLATS
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freewallsplat = 0;
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memset(wallsplats, 0, sizeof (wallsplats));
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#endif
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#ifdef FLOORSPLATS
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freefloorsplat = 0;
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memset(floorsplats, 0, sizeof (floorsplats));
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// setup to draw floorsplats
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prastertab = rastertab;
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prepare_rastertab();
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#endif
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}
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// ==========================================================================
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// WALL SPLATS
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// ==========================================================================
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#ifdef WALLSPLATS
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// --------------------------------------------------------------------------
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// Return a pointer to a splat free for use, or NULL if no more splats are
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// available
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// --------------------------------------------------------------------------
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static wallsplat_t *R_AllocWallSplat(void)
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{
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wallsplat_t *splat;
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wallsplat_t *p_splat;
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line_t *li;
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// clear the splat from the line if it was in use
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splat = &wallsplats[freewallsplat];
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li = splat->line;
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if (li)
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{
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// remove splat from line splats list
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if (li->splats == splat)
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li->splats = splat->next; // remove from head
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else
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{
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I_Assert(li->splats != NULL);
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for (p_splat = li->splats; p_splat->next; p_splat = p_splat->next)
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if (p_splat->next == splat)
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{
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p_splat->next = splat->next;
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break;
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}
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}
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}
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memset(splat, 0, sizeof (wallsplat_t));
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// for next allocation
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freewallsplat++;
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if (freewallsplat >= 20)
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freewallsplat = 0;
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return splat;
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}
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// Add a new splat to the linedef:
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// top: top z coord
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// wallfrac: frac along the linedef vector (0 to FRACUNIT)
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// splatpatchname: name of patch to draw
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void R_AddWallSplat(line_t *wallline, INT16 sectorside, const char *patchname, fixed_t top,
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fixed_t wallfrac, INT32 flags)
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{
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fixed_t fracsplat, linelength;
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wallsplat_t *splat = NULL;
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wallsplat_t *p_splat;
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patch_t *patch;
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sector_t *backsector = NULL;
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if (W_CheckNumForName(patchname) != LUMPERROR)
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splat = R_AllocWallSplat();
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if (!splat)
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return;
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// set the splat
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splat->patch = W_GetNumForName(patchname);
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sectorside ^= 1;
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if (wallline->sidenum[sectorside] != 0xffff)
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{
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backsector = sides[wallline->sidenum[sectorside]].sector;
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if (top < backsector->floorheight)
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{
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splat->yoffset = &backsector->floorheight;
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top -= backsector->floorheight;
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}
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else if (top > backsector->ceilingheight)
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{
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splat->yoffset = &backsector->ceilingheight;
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top -= backsector->ceilingheight;
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}
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}
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splat->top = top;
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splat->flags = flags;
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// bad.. but will be needed for drawing anyway..
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patch = W_CachePatchNum(splat->patch, PU_CACHE);
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// offset needed by draw code for texture mapping
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linelength = P_SegLength((seg_t *)wallline);
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splat->offset = FixedMul(wallfrac, linelength) - (SHORT(patch->width)<<(FRACBITS-1));
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fracsplat = FixedDiv(((SHORT(patch->width)<<FRACBITS)>>1), linelength);
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wallfrac -= fracsplat;
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if (wallfrac > linelength)
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return;
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splat->v1.x = wallline->v1->x + FixedMul(wallline->dx, wallfrac);
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splat->v1.y = wallline->v1->y + FixedMul(wallline->dy, wallfrac);
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wallfrac += fracsplat + fracsplat;
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if (wallfrac < 0)
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return;
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splat->v2.x = wallline->v1->x + FixedMul(wallline->dx, wallfrac);
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splat->v2.y = wallline->v1->y + FixedMul(wallline->dy, wallfrac);
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if (wallline->frontsector && wallline->frontsector == backsector)
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return;
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// insert splat in the linedef splat list
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// BP: why not insert in head is much more simple?
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// BP: because for remove it is more simple!
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splat->line = wallline;
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splat->next = NULL;
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if (wallline->splats)
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{
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p_splat = wallline->splats;
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while (p_splat->next)
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p_splat = p_splat->next;
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p_splat->next = splat;
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}
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else
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wallline->splats = splat;
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}
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#endif // WALLSPLATS
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// ==========================================================================
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// FLOOR SPLATS
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// ==========================================================================
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#ifdef FLOORSPLATS
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// --------------------------------------------------------------------------
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// Return a pointer to a splat free for use, or NULL if no more splats are
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// available
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// --------------------------------------------------------------------------
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static floorsplat_t *R_AllocFloorSplat(void)
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{
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floorsplat_t *splat;
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floorsplat_t *p_splat;
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subsector_t *sub;
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// find splat to use
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freefloorsplat++;
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if (freefloorsplat >= 1)
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freefloorsplat = 0;
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// clear the splat from the line if it was in use
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splat = &floorsplats[freefloorsplat];
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sub = splat->subsector;
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if (sub)
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{
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// remove splat from subsector splats list
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if (sub->splats == splat)
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sub->splats = splat->next; // remove from head
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else
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{
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p_splat = sub->splats;
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while (p_splat->next)
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{
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if (p_splat->next == splat)
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p_splat->next = splat->next;
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}
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}
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}
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memset(splat, 0, sizeof (floorsplat_t));
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return splat;
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}
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// --------------------------------------------------------------------------
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// Add a floor splat to the subsector
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// --------------------------------------------------------------------------
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void R_AddFloorSplat(subsector_t *subsec, mobj_t *mobj, const char *picname, fixed_t x, fixed_t y, fixed_t z,
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INT32 flags)
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{
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floorsplat_t *splat = NULL;
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floorsplat_t *p_splat;
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INT32 size;
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if (W_CheckNumForName(picname) != LUMPERROR)
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splat = R_AllocFloorSplat();
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if (!splat)
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return;
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// set the splat
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splat->pic = W_GetNumForName(picname);
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splat->flags = flags;
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splat->mobj = mobj;
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splat->z = z;
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size = W_LumpLength(splat->pic);
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switch (size)
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{
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case 4194304: // 2048x2048 lump
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splat->size = 1024;
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break;
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case 1048576: // 1024x1024 lump
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splat->size = 512;
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break;
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case 262144:// 512x512 lump
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splat->size = 256;
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break;
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case 65536: // 256x256 lump
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splat->size = 128;
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break;
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case 16384: // 128x128 lump
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splat->size = 64;
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break;
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case 1024: // 32x32 lump
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splat->size = 16;
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break;
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default: // 64x64 lump
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splat->size = 32;
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break;
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}
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// 3--2
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// | |
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// 0--1
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//
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splat->verts[0].x = splat->verts[3].x = x - (splat->size<<FRACBITS);
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splat->verts[2].x = splat->verts[1].x = x + ((splat->size-1)<<FRACBITS);
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splat->verts[3].y = splat->verts[2].y = y + ((splat->size-1)<<FRACBITS);
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splat->verts[0].y = splat->verts[1].y = y - (splat->size<<FRACBITS);
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// insert splat in the subsector splat list
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splat->subsector = subsec;
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splat->next = NULL;
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if (subsec->splats)
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{
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p_splat = subsec->splats;
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while (p_splat->next)
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p_splat = p_splat->next;
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p_splat->next = splat;
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}
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else
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subsec->splats = splat;
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}
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// --------------------------------------------------------------------------
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// Before each frame being rendered, clear the visible floorsplats list
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// --------------------------------------------------------------------------
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static floorsplat_t *visfloorsplats;
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void R_ClearVisibleFloorSplats(void)
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{
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visfloorsplats = NULL;
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}
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// --------------------------------------------------------------------------
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// Add a floorsplat to the visible floorsplats list, for the current frame
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// --------------------------------------------------------------------------
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void R_AddVisibleFloorSplats(subsector_t *subsec)
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{
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floorsplat_t *pSplat;
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I_Assert(subsec->splats != NULL);
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pSplat = subsec->splats;
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// the splat is not visible from below
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// FIXME: depending on some flag in pSplat->flags, some splats may be visible from 2 sides
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// (above/below)
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if (pSplat->z < viewz)
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{
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pSplat->nextvis = visfloorsplats;
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visfloorsplats = pSplat;
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}
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while (pSplat->next)
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{
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pSplat = pSplat->next;
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if (pSplat->z < viewz)
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{
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pSplat->nextvis = visfloorsplats;
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visfloorsplats = pSplat;
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}
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}
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}
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#ifdef USEASM
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// tv1, tv2 = x/y qui varie dans la texture, tc = x/y qui est constant.
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void ASMCALL rasterize_segment_tex(INT32 x1, INT32 y1, INT32 x2, INT32 y2, INT32 tv1, INT32 tv2,
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INT32 tc, INT32 dir);
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#endif
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// current test with floor tile
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//#define FLOORSPLATSOLIDCOLOR
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// --------------------------------------------------------------------------
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// Rasterize the four edges of a floor splat polygon,
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// fill the polygon with linear interpolation, call span drawer for each
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// scan line
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// --------------------------------------------------------------------------
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static void R_RenderFloorSplat(floorsplat_t *pSplat, vertex_t *verts, UINT8 *pTex)
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{
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// rasterizing
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INT32 miny = vid.height + 1, maxy = 0, y, x1, ry1, x2, y2;
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fixed_t offsetx, offsety;
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#ifdef FLOORSPLATSOLIDCOLOR
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UINT8 *pDest;
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INT32 tdx, tdy, ty, tx, x;
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#else
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lighttable_t **planezlight;
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fixed_t planeheight;
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angle_t angle;
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fixed_t distance;
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fixed_t length;
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size_t indexr;
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INT32 light;
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#endif
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(void)pTex;
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offsetx = pSplat->verts[0].x & ((pSplat->size << FRACBITS)-1);
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offsety = pSplat->verts[0].y & ((pSplat->size << FRACBITS)-1);
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// do segment a -> top of texture
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x1 = verts[3].x;
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ry1 = verts[3].y;
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x2 = verts[2].x;
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y2 = verts[2].y;
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if (ry1 < 0)
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ry1 = 0;
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if (ry1 >= vid.height)
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ry1 = vid.height - 1;
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if (y2 < 0)
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y2 = 0;
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if (y2 >= vid.height)
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y2 = vid.height - 1;
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rasterize_segment_tex(x1, ry1, x2, y2, 0, pSplat->size - 1, 0, 0);
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if (ry1 < miny)
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miny = ry1;
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if (ry1 > maxy)
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maxy = ry1;
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// do segment b -> right side of texture
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x1 = x2;
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ry1 = y2;
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x2 = verts[1].x;
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y2 = verts[1].y;
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if (ry1 < 0)
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ry1 = 0;
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if (ry1 >= vid.height)
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ry1 = vid.height - 1;
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if (y2 < 0)
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y2 = 0;
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if (y2 >= vid.height)
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y2 = vid.height - 1;
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rasterize_segment_tex(x1, ry1, x2, y2, 0, pSplat->size - 1, pSplat->size - 1, 1);
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if (ry1 < miny)
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miny = ry1;
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if (ry1 > maxy)
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maxy = ry1;
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// do segment c -> bottom of texture
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x1 = x2;
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ry1 = y2;
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x2 = verts[0].x;
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y2 = verts[0].y;
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if (ry1 < 0)
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ry1 = 0;
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if (ry1 >= vid.height)
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ry1 = vid.height - 1;
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if (y2 < 0)
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y2 = 0;
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if (y2 >= vid.height)
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y2 = vid.height - 1;
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rasterize_segment_tex(x1, ry1, x2, y2, pSplat->size - 1, 0, pSplat->size - 1, 0);
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if (ry1 < miny)
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miny = ry1;
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if (ry1 > maxy)
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maxy = ry1;
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// do segment d -> left side of texture
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x1 = x2;
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ry1 = y2;
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x2 = verts[3].x;
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y2 = verts[3].y;
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if (ry1 < 0)
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ry1 = 0;
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if (ry1 >= vid.height)
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ry1 = vid.height - 1;
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if (y2 < 0)
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y2 = 0;
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if (y2 >= vid.height)
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y2 = vid.height - 1;
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rasterize_segment_tex(x1, ry1, x2, y2, pSplat->size - 1, 0, 0, 1);
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if (ry1 < miny)
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miny = ry1;
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if (ry1 > maxy)
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maxy = ry1;
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#ifndef FLOORSPLATSOLIDCOLOR
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// prepare values for all the splat
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ds_source = W_CacheLumpNum(pSplat->pic, PU_CACHE);
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planeheight = abs(pSplat->z - viewz);
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light = (pSplat->subsector->sector->lightlevel >> LIGHTSEGSHIFT);
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if (light >= LIGHTLEVELS)
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light = LIGHTLEVELS - 1;
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if (light < 0)
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light = 0;
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planezlight = zlight[light];
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for (y = miny; y <= maxy; y++)
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{
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x1 = rastertab[y].minx>>FRACBITS;
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x2 = rastertab[y].maxx>>FRACBITS;
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if (x1 < 0)
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x1 = 0;
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if (x2 >= vid.width)
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x2 = vid.width - 1;
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if (planeheight != cachedheight[y])
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{
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cachedheight[y] = planeheight;
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distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
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ds_xstep = cachedxstep[y] = FixedMul(distance,basexscale);
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ds_ystep = cachedystep[y] = FixedMul(distance,baseyscale);
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}
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else
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{
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distance = cacheddistance[y];
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ds_xstep = cachedxstep[y];
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ds_ystep = cachedystep[y];
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}
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length = FixedMul(distance, distscale[x1]);
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angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
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ds_xfrac = viewx + FixedMul(FINECOSINE(angle), length);
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ds_yfrac = -viewy - FixedMul(FINESINE(angle), length);
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ds_xfrac -= offsetx;
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ds_yfrac += offsety;
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indexr = distance >> LIGHTZSHIFT;
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if (indexr >= MAXLIGHTZ)
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indexr = MAXLIGHTZ - 1;
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ds_colormap = planezlight[indexr];
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ds_y = y;
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if (x2 >= x1) // sanity check
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{
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ds_x1 = x1;
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ds_x2 = x2;
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ds_transmap = ((tr_trans50)<<FF_TRANSSHIFT) - 0x10000 + transtables;
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splatfunc();
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}
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// reset for next calls to edge rasterizer
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rastertab[y].minx = INT32_MAX;
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rastertab[y].maxx = INT32_MIN;
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}
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#else
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for (y = miny; y <= maxy; y++)
|
|
{
|
|
x1 = rastertab[y].minx>>FRACBITS;
|
|
x2 = rastertab[y].maxx>>FRACBITS;
|
|
if (x1 < 0)
|
|
x1 = 0;
|
|
if (x2 >= vid.width)
|
|
x2 = vid.width - 1;
|
|
|
|
// pDest = ylookup[y] + columnofs[x1];
|
|
pDest = &topleft[y*vid.width + x1];
|
|
|
|
x = x2 - x1 + 1;
|
|
|
|
// starting point of the texture
|
|
tx = rastertab[y].tx1;
|
|
ty = rastertab[y].ty1;
|
|
|
|
// HORRIBLE BUG!!!
|
|
if (x > 0)
|
|
{
|
|
tdx = (rastertab[y].tx2 - tx) / x;
|
|
tdy = (rastertab[y].ty2 - ty) / x;
|
|
|
|
while (x-- > 0)
|
|
{
|
|
*(pDest++) = (UINT8)(y&1);
|
|
tx += tdx;
|
|
ty += tdy;
|
|
}
|
|
}
|
|
|
|
// reinitialise the minimum and maximum for the next approach
|
|
rastertab[y].minx = INT32_MAX;
|
|
rastertab[y].maxx = INT32_MIN;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// --------------------------------------------------------------------------
|
|
// R_DrawVisibleFloorSplats
|
|
// draw the flat floor/ceiling splats
|
|
// --------------------------------------------------------------------------
|
|
void R_DrawVisibleFloorSplats(void)
|
|
{
|
|
floorsplat_t *pSplat;
|
|
INT32 iCount = 0, i;
|
|
fixed_t tr_x, tr_y, rot_x, rot_y, rot_z, xscale, yscale;
|
|
vertex_t *v3d;
|
|
vertex_t v2d[4];
|
|
|
|
pSplat = visfloorsplats;
|
|
while (pSplat)
|
|
{
|
|
iCount++;
|
|
|
|
// Draw a floor splat
|
|
// 3--2
|
|
// | |
|
|
// 0--1
|
|
|
|
rot_z = pSplat->z - viewz;
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
v3d = &pSplat->verts[i];
|
|
|
|
// transform the origin point
|
|
tr_x = v3d->x - viewx;
|
|
tr_y = v3d->y - viewy;
|
|
|
|
// rotation around vertical y axis
|
|
rot_x = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos);
|
|
rot_y = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
|
|
if (rot_y < 4*FRACUNIT)
|
|
goto skipit;
|
|
|
|
// note: y from view above of map, is distance far away
|
|
xscale = FixedDiv(projection, rot_y);
|
|
yscale = -FixedDiv(projectiony, rot_y);
|
|
|
|
// projection
|
|
v2d[i].x = (centerxfrac + FixedMul (rot_x, xscale))>>FRACBITS;
|
|
v2d[i].y = (centeryfrac + FixedMul (rot_z, yscale))>>FRACBITS;
|
|
}
|
|
|
|
R_RenderFloorSplat(pSplat, v2d, NULL);
|
|
skipit:
|
|
pSplat = pSplat->nextvis;
|
|
}
|
|
}
|
|
|
|
static void prepare_rastertab(void)
|
|
{
|
|
INT32 iLine;
|
|
for (iLine = 0; iLine < vid.height; iLine++)
|
|
{
|
|
rastertab[iLine].minx = INT32_MAX;
|
|
rastertab[iLine].maxx = INT32_MIN;
|
|
}
|
|
}
|
|
|
|
#endif // FLOORSPLATS
|