SRB2/src/r_main.c

1253 lines
32 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 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 "hu_stuff.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 "p_setup.h"
#include "z_zone.h"
#include "m_random.h" // quake camera shake
#include "r_portal.h"
#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;
sector_t *viewsector;
player_t *viewplayer;
//
// 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.
extracolormap_t *extra_colormaps = NULL;
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 drawdist_precip_cons_t[] = {
{256, "256"}, {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{0, "None"}, {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};
#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif //#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
#ifdef GLBADSHADOWS
consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif //#ifdef GLBADSHADOWS
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_precip_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[0].value)
CV_SetValue(&cv_analog[0], 0);
else
CV_SetValue(&cv_analog[0], 1);
}
static void ChaseCam2_OnChange(void)
{
if (botingame)
return;
if (!cv_chasecam2.value || !cv_useranalog[1].value)
CV_SetValue(&cv_analog[1], 0);
else
CV_SetValue(&cv_analog[1], 1);
}
static void FlipCam_OnChange(void)
{
SendWeaponPref();
}
static void FlipCam2_OnChange(void)
{
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);
}
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)
// 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<<ANGLETOFINESHIFT) - ANGLE_90;
}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
if (viewangletox[i] == -1)
viewangletox[i] = 0;
else if (viewangletox[i] == viewwidth+1)
viewangletox[i] = viewwidth;
}
clipangle = xtoviewangle[0];
doubleclipangle = clipangle*2;
}
//
// R_InitLightTables
// Only inits the zlight table,
// because the scalelight table changes with view size.
//
#define DISTMAP 2
static inline void R_InitLightTables(void)
{
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
INT32 scale;
// Calculate the light levels to use
// for each level / distance combination.
for (i = 0; i < LIGHTLEVELS; i++)
{
startmapl = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j = 0; j < MAXLIGHTZ; j++)
{
//added : 02-02-98 : use BASEVIDWIDTH, vid.width is not set already,
// and it seems it needs to be calculated only once.
scale = FixedDiv((BASEVIDWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
scale >>= 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 dy;
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
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<<FRACBITS;
centeryfrac = centery<<FRACBITS;
projection = centerxfrac;
//projectiony = (((vid.height*centerx*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width)<<FRACBITS;
projectiony = centerxfrac;
R_InitViewBuffer(scaledviewwidth, viewheight);
R_InitTextureMapping();
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_InitTextureMapping();
#endif
// thing clipping
for (i = 0; i < viewwidth; i++)
screenheightarray[i] = (INT16)viewheight;
// setup sky scaling
R_SetSkyScale();
// planes
if (rendermode == render_soft)
{
// this is only used for planes rendering in software mode
j = viewheight*16;
for (i = 0; i < j; i++)
{
dy = ((i - viewheight*8)<<FRACBITS) + FRACUNIT/2;
dy = abs(dy);
yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy);
}
}
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;
seg_t *seg;
// 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, seg = &segs[ret->firstline]; i < ret->numlines; i++, seg++)
{
if (seg->glseg)
continue;
//if (R_PointOnSegSide(x, y, seg)) -- breaks in ogl because polyvertex_t cast over vertex pointers
if (P_PointOnLineSide(x, y, seg->linedef) != seg->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)
// recalc necessary stuff for mouseaiming
// slopes are already calculated for the full possible view (which is 4*viewheight).
// 18/08/18: (No it's actually 16*viewheight, thanks Jimita for finding this out)
static void R_SetupFreelook(void)
{
INT32 dy = 0;
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[viewheight*8 - (viewheight/2 + dy)];
}
centery = (viewheight/2) + dy;
centeryfrac = centery<<FRACBITS;
}
#undef AIMINGTODY
void R_SetupFrame(player_t *player)
{
camera_t *thiscam;
boolean chasecam = false;
if (splitscreen && player == &players[secondarydisplayplayer]
&& player != &players[consoleplayer])
{
thiscam = &camera2;
chasecam = (cv_chasecam2.value != 0);
}
else
{
thiscam = &camera;
chasecam = (cv_chasecam.value != 0);
}
if (player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || gamestate == GS_TITLESCREEN || tutorialmode)
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;
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);
R_SetupFreelook();
}
void R_SkyboxFrame(player_t *player)
{
camera_t *thiscam;
if (splitscreen && player == &players[secondarydisplayplayer]
&& player != &players[consoleplayer])
thiscam = &camera2;
else
thiscam = &camera;
// cut-away view stuff
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);
R_SetupFreelook();
}
static void R_PortalFrame(portal_t *portal)
{
viewx = portal->viewx;
viewy = portal->viewy;
viewz = portal->viewz;
viewangle = portal->viewangle;
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
portalclipstart = portal->start;
portalclipend = portal->end;
if (portal->clipline != -1)
{
portalclipline = &lines[portal->clipline];
portalcullsector = portalclipline->frontsector;
viewsector = portalclipline->frontsector;
}
else
{
portalclipline = NULL;
portalcullsector = NULL;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
}
static void Mask_Pre (maskcount_t* m)
{
m->drawsegs[0] = ds_p - drawsegs;
m->vissprites[0] = visspritecount;
m->viewx = viewx;
m->viewy = viewy;
m->viewz = viewz;
m->viewsector = viewsector;
}
static void Mask_Post (maskcount_t* m)
{
m->drawsegs[1] = ds_p - drawsegs;
m->vissprites[1] = visspritecount;
}
// ================
// 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)
{
UINT8 nummasks = 1;
maskcount_t* masks = malloc(sizeof(maskcount_t));
if (cv_homremoval.value && player == &players[displayplayer]) // if this is display player 1
{
if (cv_homremoval.value == 1)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // No HOM effect!
else //'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 32+(timeinmap&15));
}
R_SetupFrame(player);
framecount++;
validcount++;
// Clear buffers.
R_ClearClipSegs();
R_ClearDrawSegs();
R_ClearPlanes();
R_ClearSprites();
#ifdef FLOORSPLATS
R_ClearVisibleFloorSplats();
#endif
Portal_InitList();
// check for new console commands.
NetUpdate();
// The head node is the last node output.
Mask_Pre(&masks[nummasks - 1]);
curdrawsegs = ds_p;
//profile stuff ---------------------------------------------------------
#ifdef TIMING
mytotal = 0;
ProfZeroTimer();
#endif
R_RenderBSPNode((INT32)numnodes - 1);
#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 ---------------------------------------------------------
Mask_Post(&masks[nummasks - 1]);
R_ClipSprites(drawsegs, NULL);
// Add skybox portals caused by sky visplanes.
if (cv_skybox.value && skyboxmo[0])
Portal_AddSkyboxPortals();
// Portal rendering. Hijacks the BSP traversal.
if (portal_base)
{
portal_t *portal;
for(portal = portal_base; portal; portal = portal_base)
{
portalrender = portal->pass; // Recursiveness depth.
R_ClearFFloorClips();
// Apply the viewpoint stored for the portal.
R_PortalFrame(portal);
// Hack in the clipsegs to delimit the starting
// clipping for sprites and possibly other similar
// future items.
R_PortalClearClipSegs(portal->start, portal->end);
// Hack in the top/bottom clip values for the window
// that were previously stored.
Portal_ClipApply(portal);
validcount++;
masks = realloc(masks, (++nummasks)*sizeof(maskcount_t));
Mask_Pre(&masks[nummasks - 1]);
curdrawsegs = ds_p;
// Render the BSP from the new viewpoint, and clip
// any sprites with the new clipsegs and window.
R_RenderBSPNode((INT32)numnodes - 1);
Mask_Post(&masks[nummasks - 1]);
R_ClipSprites(ds_p - (masks[nummasks - 1].drawsegs[1] - masks[nummasks - 1].drawsegs[0]), portal);
Portal_Remove(portal);
}
}
R_DrawPlanes();
#ifdef FLOORSPLATS
R_DrawVisibleFloorSplats();
#endif
// draw mid texture and sprite
// And now 3D floors/sides!
R_DrawMasked(masks, nummasks);
free(masks);
}
// Lactozilla: Renderer switching
#ifdef HWRENDER
void R_InitHardwareMode(void)
{
HWR_AddSessionCommands();
HWR_Switch();
HWR_LoadTextures(numtextures);
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))
HWR_SetupLevel();
}
#endif
void R_ReloadHUDGraphics(void)
{
CONS_Debug(DBG_RENDER, "R_ReloadHUDGraphics()...\n");
ST_LoadGraphics();
HU_LoadGraphics();
ST_ReloadSkinFaceGraphics();
}
// =========================================================================
// 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_translucency);
CV_RegisterVar(&cv_drawdist);
CV_RegisterVar(&cv_drawdist_nights);
CV_RegisterVar(&cv_drawdist_precip);
CV_RegisterVar(&cv_chasecam);
CV_RegisterVar(&cv_chasecam2);
#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
CV_RegisterVar(&cv_shadow);
#endif //#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
#ifdef GLBADSHADOWS
CV_RegisterVar(&cv_shadowoffs);
#endif //#ifdef GLBADSHADOWS
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_cam_turnmultiplier);
CV_RegisterVar(&cv_cam_orbit);
CV_RegisterVar(&cv_cam_adjust);
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_cam2_turnmultiplier);
CV_RegisterVar(&cv_cam2_orbit);
CV_RegisterVar(&cv_cam2_adjust);
CV_RegisterVar(&cv_cam_savedist[0][0]);
CV_RegisterVar(&cv_cam_savedist[0][1]);
CV_RegisterVar(&cv_cam_savedist[1][0]);
CV_RegisterVar(&cv_cam_savedist[1][1]);
CV_RegisterVar(&cv_cam_saveheight[0][0]);
CV_RegisterVar(&cv_cam_saveheight[0][1]);
CV_RegisterVar(&cv_cam_saveheight[1][0]);
CV_RegisterVar(&cv_cam_saveheight[1][1]);
CV_RegisterVar(&cv_showhud);
CV_RegisterVar(&cv_translucenthud);
CV_RegisterVar(&cv_maxportals);
CV_RegisterVar(&cv_movebob);
}