SRB2/src/r_splats.c
2018-11-25 07:35:38 -05:00

618 lines
15 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 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_splats.c
/// \brief floor and wall splats
#include "r_draw.h"
#include "r_main.h"
#include "r_plane.h"
#include "r_splats.h"
#include "w_wad.h"
#include "z_zone.h"
#include "d_netcmd.h"
#ifdef WALLSPLATS
static wallsplat_t wallsplats[MAXLEVELSPLATS]; // WALL splats
static INT32 freewallsplat;
#endif
#ifdef USEASM
/// \brief for floorsplats \note accessed by asm code
struct rastery_s *prastertab;
#endif
#ifdef FLOORSPLATS
static floorsplat_t floorsplats[1]; // FLOOR splats
static INT32 freefloorsplat;
struct rastery_s
{
fixed_t minx, maxx; // for each raster line starting at line 0
fixed_t tx1, ty1;
fixed_t tx2, ty2; // start/end points in texture at this line
};
static struct rastery_s rastertab[MAXVIDHEIGHT];
static void prepare_rastertab(void);
#endif
// --------------------------------------------------------------------------
// setup splat cache
// --------------------------------------------------------------------------
void R_ClearLevelSplats(void)
{
#ifdef WALLSPLATS
freewallsplat = 0;
memset(wallsplats, 0, sizeof (wallsplats));
#endif
#ifdef FLOORSPLATS
freefloorsplat = 0;
memset(floorsplats, 0, sizeof (floorsplats));
// setup to draw floorsplats
prastertab = rastertab;
prepare_rastertab();
#endif
}
// ==========================================================================
// WALL SPLATS
// ==========================================================================
#ifdef WALLSPLATS
// --------------------------------------------------------------------------
// Return a pointer to a splat free for use, or NULL if no more splats are
// available
// --------------------------------------------------------------------------
static wallsplat_t *R_AllocWallSplat(void)
{
wallsplat_t *splat;
wallsplat_t *p_splat;
line_t *li;
// clear the splat from the line if it was in use
splat = &wallsplats[freewallsplat];
li = splat->line;
if (li)
{
// remove splat from line splats list
if (li->splats == splat)
li->splats = splat->next; // remove from head
else
{
I_Assert(li->splats != NULL);
for (p_splat = li->splats; p_splat->next; p_splat = p_splat->next)
if (p_splat->next == splat)
{
p_splat->next = splat->next;
break;
}
}
}
memset(splat, 0, sizeof (wallsplat_t));
// for next allocation
freewallsplat++;
if (freewallsplat >= 20)
freewallsplat = 0;
return splat;
}
// Add a new splat to the linedef:
// top: top z coord
// wallfrac: frac along the linedef vector (0 to FRACUNIT)
// splatpatchname: name of patch to draw
void R_AddWallSplat(line_t *wallline, INT16 sectorside, const char *patchname, fixed_t top,
fixed_t wallfrac, INT32 flags)
{
fixed_t fracsplat, linelength;
wallsplat_t *splat = NULL;
wallsplat_t *p_splat;
patch_t *patch;
sector_t *backsector = NULL;
if (W_CheckNumForName(patchname) != LUMPERROR)
splat = R_AllocWallSplat();
if (!splat)
return;
// set the splat
splat->patch = W_GetNumForName(patchname);
sectorside ^= 1;
if (wallline->sidenum[sectorside] != 0xffff)
{
backsector = sides[wallline->sidenum[sectorside]].sector;
if (top < backsector->floorheight)
{
splat->yoffset = &backsector->floorheight;
top -= backsector->floorheight;
}
else if (top > backsector->ceilingheight)
{
splat->yoffset = &backsector->ceilingheight;
top -= backsector->ceilingheight;
}
}
splat->top = top;
splat->flags = flags;
// bad.. but will be needed for drawing anyway..
patch = W_CachePatchNum(splat->patch, PU_CACHE);
// offset needed by draw code for texture mapping
linelength = P_SegLength((seg_t *)wallline);
splat->offset = FixedMul(wallfrac, linelength) - (SHORT(patch->width)<<(FRACBITS-1));
fracsplat = FixedDiv(((SHORT(patch->width)<<FRACBITS)>>1), linelength);
wallfrac -= fracsplat;
if (wallfrac > linelength)
return;
splat->v1.x = wallline->v1->x + FixedMul(wallline->dx, wallfrac);
splat->v1.y = wallline->v1->y + FixedMul(wallline->dy, wallfrac);
wallfrac += fracsplat + fracsplat;
if (wallfrac < 0)
return;
splat->v2.x = wallline->v1->x + FixedMul(wallline->dx, wallfrac);
splat->v2.y = wallline->v1->y + FixedMul(wallline->dy, wallfrac);
if (wallline->frontsector && wallline->frontsector == backsector)
return;
// insert splat in the linedef splat list
// BP: why not insert in head is much more simple?
// BP: because for remove it is more simple!
splat->line = wallline;
splat->next = NULL;
if (wallline->splats)
{
p_splat = wallline->splats;
while (p_splat->next)
p_splat = p_splat->next;
p_splat->next = splat;
}
else
wallline->splats = splat;
}
#endif // WALLSPLATS
// ==========================================================================
// FLOOR SPLATS
// ==========================================================================
#ifdef FLOORSPLATS
// --------------------------------------------------------------------------
// Return a pointer to a splat free for use, or NULL if no more splats are
// available
// --------------------------------------------------------------------------
static floorsplat_t *R_AllocFloorSplat(void)
{
floorsplat_t *splat;
floorsplat_t *p_splat;
subsector_t *sub;
// find splat to use
freefloorsplat++;
if (freefloorsplat >= 1)
freefloorsplat = 0;
// clear the splat from the line if it was in use
splat = &floorsplats[freefloorsplat];
sub = splat->subsector;
if (sub)
{
// remove splat from subsector splats list
if (sub->splats == splat)
sub->splats = splat->next; // remove from head
else
{
p_splat = sub->splats;
while (p_splat->next)
{
if (p_splat->next == splat)
p_splat->next = splat->next;
}
}
}
memset(splat, 0, sizeof (floorsplat_t));
return splat;
}
// --------------------------------------------------------------------------
// Add a floor splat to the subsector
// --------------------------------------------------------------------------
void R_AddFloorSplat(subsector_t *subsec, mobj_t *mobj, const char *picname, fixed_t x, fixed_t y, fixed_t z,
INT32 flags)
{
floorsplat_t *splat = NULL;
floorsplat_t *p_splat;
INT32 size;
if (W_CheckNumForName(picname) != LUMPERROR)
splat = R_AllocFloorSplat();
if (!splat)
return;
// set the splat
splat->pic = W_GetNumForName(picname);
splat->flags = flags;
splat->mobj = mobj;
splat->z = z;
size = W_LumpLength(splat->pic);
switch (size)
{
case 4194304: // 2048x2048 lump
splat->size = 1024;
break;
case 1048576: // 1024x1024 lump
splat->size = 512;
break;
case 262144:// 512x512 lump
splat->size = 256;
break;
case 65536: // 256x256 lump
splat->size = 128;
break;
case 16384: // 128x128 lump
splat->size = 64;
break;
case 1024: // 32x32 lump
splat->size = 16;
break;
default: // 64x64 lump
splat->size = 32;
break;
}
// 3--2
// | |
// 0--1
//
splat->verts[0].x = splat->verts[3].x = x - (splat->size<<FRACBITS);
splat->verts[2].x = splat->verts[1].x = x + ((splat->size-1)<<FRACBITS);
splat->verts[3].y = splat->verts[2].y = y + ((splat->size-1)<<FRACBITS);
splat->verts[0].y = splat->verts[1].y = y - (splat->size<<FRACBITS);
// insert splat in the subsector splat list
splat->subsector = subsec;
splat->next = NULL;
if (subsec->splats)
{
p_splat = subsec->splats;
while (p_splat->next)
p_splat = p_splat->next;
p_splat->next = splat;
}
else
subsec->splats = splat;
}
// --------------------------------------------------------------------------
// Before each frame being rendered, clear the visible floorsplats list
// --------------------------------------------------------------------------
static floorsplat_t *visfloorsplats;
void R_ClearVisibleFloorSplats(void)
{
visfloorsplats = NULL;
}
// --------------------------------------------------------------------------
// Add a floorsplat to the visible floorsplats list, for the current frame
// --------------------------------------------------------------------------
void R_AddVisibleFloorSplats(subsector_t *subsec)
{
floorsplat_t *pSplat;
I_Assert(subsec->splats != NULL);
pSplat = subsec->splats;
// the splat is not visible from below
// FIXME: depending on some flag in pSplat->flags, some splats may be visible from 2 sides
// (above/below)
if (pSplat->z < viewz)
{
pSplat->nextvis = visfloorsplats;
visfloorsplats = pSplat;
}
while (pSplat->next)
{
pSplat = pSplat->next;
if (pSplat->z < viewz)
{
pSplat->nextvis = visfloorsplats;
visfloorsplats = pSplat;
}
}
}
#ifdef USEASM
// tv1, tv2 = x/y qui varie dans la texture, tc = x/y qui est constant.
void ASMCALL rasterize_segment_tex(INT32 x1, INT32 y1, INT32 x2, INT32 y2, INT32 tv1, INT32 tv2,
INT32 tc, INT32 dir);
#endif
// current test with floor tile
//#define FLOORSPLATSOLIDCOLOR
// --------------------------------------------------------------------------
// Rasterize the four edges of a floor splat polygon,
// fill the polygon with linear interpolation, call span drawer for each
// scan line
// --------------------------------------------------------------------------
static void R_RenderFloorSplat(floorsplat_t *pSplat, vertex_t *verts, UINT8 *pTex)
{
// rasterizing
INT32 miny = vid.height + 1, maxy = 0, y, x1, ry1, x2, y2;
fixed_t offsetx, offsety;
#ifdef FLOORSPLATSOLIDCOLOR
UINT8 *pDest;
INT32 tdx, tdy, ty, tx, x;
#else
lighttable_t **planezlight;
fixed_t planeheight;
angle_t angle;
fixed_t distance;
fixed_t length;
size_t indexr;
INT32 light;
#endif
(void)pTex;
offsetx = pSplat->verts[0].x & ((pSplat->size << FRACBITS)-1);
offsety = pSplat->verts[0].y & ((pSplat->size << FRACBITS)-1);
// do segment a -> top of texture
x1 = verts[3].x;
ry1 = verts[3].y;
x2 = verts[2].x;
y2 = verts[2].y;
if (ry1 < 0)
ry1 = 0;
if (ry1 >= vid.height)
ry1 = vid.height - 1;
if (y2 < 0)
y2 = 0;
if (y2 >= vid.height)
y2 = vid.height - 1;
rasterize_segment_tex(x1, ry1, x2, y2, 0, pSplat->size - 1, 0, 0);
if (ry1 < miny)
miny = ry1;
if (ry1 > maxy)
maxy = ry1;
// do segment b -> right side of texture
x1 = x2;
ry1 = y2;
x2 = verts[1].x;
y2 = verts[1].y;
if (ry1 < 0)
ry1 = 0;
if (ry1 >= vid.height)
ry1 = vid.height - 1;
if (y2 < 0)
y2 = 0;
if (y2 >= vid.height)
y2 = vid.height - 1;
rasterize_segment_tex(x1, ry1, x2, y2, 0, pSplat->size - 1, pSplat->size - 1, 1);
if (ry1 < miny)
miny = ry1;
if (ry1 > maxy)
maxy = ry1;
// do segment c -> bottom of texture
x1 = x2;
ry1 = y2;
x2 = verts[0].x;
y2 = verts[0].y;
if (ry1 < 0)
ry1 = 0;
if (ry1 >= vid.height)
ry1 = vid.height - 1;
if (y2 < 0)
y2 = 0;
if (y2 >= vid.height)
y2 = vid.height - 1;
rasterize_segment_tex(x1, ry1, x2, y2, pSplat->size - 1, 0, pSplat->size - 1, 0);
if (ry1 < miny)
miny = ry1;
if (ry1 > maxy)
maxy = ry1;
// do segment d -> left side of texture
x1 = x2;
ry1 = y2;
x2 = verts[3].x;
y2 = verts[3].y;
if (ry1 < 0)
ry1 = 0;
if (ry1 >= vid.height)
ry1 = vid.height - 1;
if (y2 < 0)
y2 = 0;
if (y2 >= vid.height)
y2 = vid.height - 1;
rasterize_segment_tex(x1, ry1, x2, y2, pSplat->size - 1, 0, 0, 1);
if (ry1 < miny)
miny = ry1;
if (ry1 > maxy)
maxy = ry1;
#ifndef FLOORSPLATSOLIDCOLOR
// prepare values for all the splat
ds_source = W_CacheLumpNum(pSplat->pic, PU_CACHE);
planeheight = abs(pSplat->z - viewz);
light = (pSplat->subsector->sector->lightlevel >> LIGHTSEGSHIFT);
if (light >= LIGHTLEVELS)
light = LIGHTLEVELS - 1;
if (light < 0)
light = 0;
planezlight = zlight[light];
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;
if (planeheight != cachedheight[y])
{
cachedheight[y] = planeheight;
distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]);
ds_xstep = cachedxstep[y] = FixedMul(distance,basexscale);
ds_ystep = cachedystep[y] = FixedMul(distance,baseyscale);
}
else
{
distance = cacheddistance[y];
ds_xstep = cachedxstep[y];
ds_ystep = cachedystep[y];
}
length = FixedMul(distance, distscale[x1]);
angle = (viewangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
ds_xfrac = viewx + FixedMul(FINECOSINE(angle), length);
ds_yfrac = -viewy - FixedMul(FINESINE(angle), length);
ds_xfrac -= offsetx;
ds_yfrac += offsety;
indexr = distance >> LIGHTZSHIFT;
if (indexr >= MAXLIGHTZ)
indexr = MAXLIGHTZ - 1;
ds_colormap = planezlight[indexr];
ds_y = y;
if (x2 >= x1) // sanity check
{
ds_x1 = x1;
ds_x2 = x2;
ds_transmap = transtables + ((tr_trans50-1)<<FF_TRANSSHIFT);
splatfunc();
}
// reset for next calls to edge rasterizer
rastertab[y].minx = INT32_MAX;
rastertab[y].maxx = INT32_MIN;
}
#else
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