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1395 lines
36 KiB
C
1395 lines
36 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 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_main.c
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/// \brief Rendering main loop and setup functions,
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/// utility functions (BSP, geometry, trigonometry).
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/// See tables.c, too.
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#include "doomdef.h"
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#include "g_game.h"
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#include "g_input.h"
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#include "r_local.h"
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#include "r_splats.h" // faB(21jan): testing
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#include "r_sky.h"
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#include "hu_stuff.h"
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#include "st_stuff.h"
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#include "p_local.h"
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#include "keys.h"
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#include "i_video.h"
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#include "m_menu.h"
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#include "am_map.h"
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#include "d_main.h"
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#include "v_video.h"
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#include "p_spec.h" // skyboxmo
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#include "p_setup.h"
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#include "z_zone.h"
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#include "m_random.h" // quake camera shake
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#include "r_portal.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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//profile stuff ---------------------------------------------------------
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//#define TIMING
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#ifdef TIMING
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#include "p5prof.h"
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INT64 mycount;
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INT64 mytotal = 0;
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//unsigned long nombre = 100000;
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#endif
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//profile stuff ---------------------------------------------------------
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// Fineangles in the SCREENWIDTH wide window.
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#define FIELDOFVIEW 2048
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// increment every time a check is made
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size_t validcount = 1;
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INT32 centerx, centery;
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fixed_t centerxfrac, centeryfrac;
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fixed_t projection;
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fixed_t projectiony; // aspect ratio
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fixed_t fovtan; // field of view
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// just for profiling purposes
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size_t framecount;
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size_t loopcount;
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fixed_t viewx, viewy, viewz;
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angle_t viewangle, aimingangle;
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fixed_t viewcos, viewsin;
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sector_t *viewsector;
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player_t *viewplayer;
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//
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// precalculated math tables
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//
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angle_t clipangle;
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angle_t doubleclipangle;
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// The viewangletox[viewangle + FINEANGLES/4] lookup
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// maps the visible view angles to screen X coordinates,
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// flattening the arc to a flat projection plane.
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// There will be many angles mapped to the same X.
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INT32 viewangletox[FINEANGLES/2];
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// The xtoviewangleangle[] table maps a screen pixel
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// to the lowest viewangle that maps back to x ranges
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// from clipangle to -clipangle.
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angle_t xtoviewangle[MAXVIDWIDTH+1];
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lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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lighttable_t *scalelightfixed[MAXLIGHTSCALE];
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lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
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// Hack to support extra boom colormaps.
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extracolormap_t *extra_colormaps = NULL;
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static CV_PossibleValue_t drawdist_cons_t[] = {
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{256, "256"}, {512, "512"}, {768, "768"},
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
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{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
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//static CV_PossibleValue_t precipdensity_cons_t[] = {{0, "None"}, {1, "Light"}, {2, "Moderate"}, {4, "Heavy"}, {6, "Thick"}, {8, "V.Thick"}, {0, NULL}};
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static CV_PossibleValue_t drawdist_precip_cons_t[] = {
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{256, "256"}, {512, "512"}, {768, "768"},
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{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
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{0, "None"}, {0, NULL}};
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static CV_PossibleValue_t fov_cons_t[] = {{60*FRACUNIT, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
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static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
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static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
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static void Fov_OnChange(void);
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static void ChaseCam_OnChange(void);
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static void ChaseCam2_OnChange(void);
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static void FlipCam_OnChange(void);
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static void FlipCam2_OnChange(void);
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void SendWeaponPref(void);
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void SendWeaponPref2(void);
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consvar_t cv_tailspickup = {"tailspickup", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_chasecam = {"chasecam", "On", CV_CALL, CV_OnOff, ChaseCam_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_chasecam2 = {"chasecam2", "On", CV_CALL, CV_OnOff, ChaseCam2_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_flipcam = {"flipcam", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam2_OnChange, 0, NULL, NULL, 0, 0, NULL};
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#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
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consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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#endif //#if defined(FLOORSPLATS) || defined(GLBADSHADOWS)
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#ifdef GLBADSHADOWS
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consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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#endif //#ifdef GLBADSHADOWS
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consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist = {"drawdist", "Infinite", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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//consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_fov = {"fov", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange, 0, NULL, NULL, 0, 0, NULL};
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// Okay, whoever said homremoval causes a performance hit should be shot.
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consvar_t cv_homremoval = {"homremoval", "No", CV_SAVE, homremoval_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_maxportals = {"maxportals", "2", CV_SAVE, maxportals_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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void SplitScreen_OnChange(void)
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{
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if (!cv_debug && netgame)
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{
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if (splitscreen)
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{
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CONS_Alert(CONS_NOTICE, M_GetText("Splitscreen not supported in netplay, sorry!\n"));
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splitscreen = false;
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}
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return;
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}
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// recompute screen size
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R_ExecuteSetViewSize();
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if (!demoplayback && !botingame)
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{
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if (splitscreen)
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CL_AddSplitscreenPlayer();
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else
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CL_RemoveSplitscreenPlayer();
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if (server && !netgame)
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multiplayer = splitscreen;
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}
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else
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{
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INT32 i;
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secondarydisplayplayer = consoleplayer;
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i] && i != consoleplayer)
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{
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secondarydisplayplayer = i;
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break;
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}
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}
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}
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static void Fov_OnChange(void)
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{
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// Shouldn't be needed with render parity?
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//if ((netgame || multiplayer) && !cv_debug && cv_fov.value != 90*FRACUNIT)
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// CV_Set(&cv_fov, cv_fov.defaultvalue);
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R_SetViewSize();
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}
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static void ChaseCam_OnChange(void)
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{
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if (!cv_chasecam.value || !cv_useranalog[0].value)
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CV_SetValue(&cv_analog[0], 0);
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else
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CV_SetValue(&cv_analog[0], 1);
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}
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static void ChaseCam2_OnChange(void)
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{
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if (botingame)
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return;
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if (!cv_chasecam2.value || !cv_useranalog[1].value)
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CV_SetValue(&cv_analog[1], 0);
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else
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CV_SetValue(&cv_analog[1], 1);
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}
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static void FlipCam_OnChange(void)
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{
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SendWeaponPref();
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}
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static void FlipCam2_OnChange(void)
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{
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SendWeaponPref2();
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}
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//
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// R_PointOnSide
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// Traverse BSP (sub) tree,
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// check point against partition plane.
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// Returns side 0 (front) or 1 (back).
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//
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// killough 5/2/98: reformatted
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//
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INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node)
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{
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if (!node->dx)
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return x <= node->x ? node->dy > 0 : node->dy < 0;
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if (!node->dy)
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return y <= node->y ? node->dx < 0 : node->dx > 0;
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x -= node->x;
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y -= node->y;
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// Try to quickly decide by looking at sign bits.
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if ((node->dy ^ node->dx ^ x ^ y) < 0)
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return (node->dy ^ x) < 0; // (left is negative)
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return FixedMul(y, node->dx>>FRACBITS) >= FixedMul(node->dy>>FRACBITS, x);
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}
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// killough 5/2/98: reformatted
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INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line)
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{
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fixed_t lx = line->v1->x;
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fixed_t ly = line->v1->y;
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fixed_t ldx = line->v2->x - lx;
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fixed_t ldy = line->v2->y - ly;
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if (!ldx)
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return x <= lx ? ldy > 0 : ldy < 0;
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if (!ldy)
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return y <= ly ? ldx < 0 : ldx > 0;
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x -= lx;
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y -= ly;
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// Try to quickly decide by looking at sign bits.
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if ((ldy ^ ldx ^ x ^ y) < 0)
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return (ldy ^ x) < 0; // (left is negative)
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return FixedMul(y, ldx>>FRACBITS) >= FixedMul(ldy>>FRACBITS, x);
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}
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//
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// R_PointToAngle
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// To get a global angle from cartesian coordinates,
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// the coordinates are flipped until they are in
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// the first octant of the coordinate system, then
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// the y (<=x) is scaled and divided by x to get a
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// tangent (slope) value which is looked up in the
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// tantoangle[] table. The +1 size of tantoangle[]
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// is to handle the case when x==y without additional
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// checking.
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//
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// killough 5/2/98: reformatted, cleaned up
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angle_t R_PointToAngle(fixed_t x, fixed_t y)
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{
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return (y -= viewy, (x -= viewx) || y) ?
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x >= 0 ?
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y >= 0 ?
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(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
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ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
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x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
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ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
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y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
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ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
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(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
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ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
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0;
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}
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angle_t R_PointToAngle2(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y)
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{
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return (y -= pviewy, (x -= pviewx) || y) ?
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x >= 0 ?
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y >= 0 ?
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(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
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ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
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x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
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ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
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y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
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ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
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(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
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ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
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0;
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}
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fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1)
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{
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angle_t angle;
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fixed_t dx, dy, dist;
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dx = abs(px1 - px2);
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dy = abs(py1 - py2);
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if (dy > dx)
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{
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fixed_t temp;
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temp = dx;
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dx = dy;
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dy = temp;
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}
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if (!dy)
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return dx;
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angle = (tantoangle[FixedDiv(dy, dx)>>DBITS] + ANGLE_90) >> ANGLETOFINESHIFT;
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// use as cosine
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dist = FixedDiv(dx, FINESINE(angle));
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return dist;
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}
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// Little extra utility. Works in the same way as R_PointToAngle2
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fixed_t R_PointToDist(fixed_t x, fixed_t y)
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{
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return R_PointToDist2(viewx, viewy, x, y);
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}
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angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1)
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{
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INT64 dx = x1-x2;
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INT64 dy = y1-y2;
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if (dx < INT32_MIN || dx > INT32_MAX || dy < INT32_MIN || dy > INT32_MAX)
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{
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x1 = (int)(dx / 2 + x2);
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y1 = (int)(dy / 2 + y2);
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}
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return (y1 -= y2, (x1 -= x2) || y1) ?
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x1 >= 0 ?
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y1 >= 0 ?
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(x1 > y1) ? tantoangle[SlopeDivEx(y1,x1)] : // octant 0
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ANGLE_90-tantoangle[SlopeDivEx(x1,y1)] : // octant 1
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x1 > (y1 = -y1) ? 0-tantoangle[SlopeDivEx(y1,x1)] : // octant 8
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ANGLE_270+tantoangle[SlopeDivEx(x1,y1)] : // octant 7
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y1 >= 0 ? (x1 = -x1) > y1 ? ANGLE_180-tantoangle[SlopeDivEx(y1,x1)] : // octant 3
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ANGLE_90 + tantoangle[SlopeDivEx(x1,y1)] : // octant 2
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(x1 = -x1) > (y1 = -y1) ? ANGLE_180+tantoangle[SlopeDivEx(y1,x1)] : // octant 4
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ANGLE_270-tantoangle[SlopeDivEx(x1,y1)] : // octant 5
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0;
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}
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//
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// R_ScaleFromGlobalAngle
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// Returns the texture mapping scale for the current line (horizontal span)
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// at the given angle.
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// rw_distance must be calculated first.
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//
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// killough 5/2/98: reformatted, cleaned up
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//
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// note: THIS IS USED ONLY FOR WALLS!
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fixed_t R_ScaleFromGlobalAngle(angle_t visangle)
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{
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angle_t anglea = ANGLE_90 + (visangle-viewangle);
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angle_t angleb = ANGLE_90 + (visangle-rw_normalangle);
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fixed_t den = FixedMul(rw_distance, FINESINE(anglea>>ANGLETOFINESHIFT));
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// proff 11/06/98: Changed for high-res
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fixed_t num = FixedMul(projectiony, FINESINE(angleb>>ANGLETOFINESHIFT));
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if (den > num>>16)
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{
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num = FixedDiv(num, den);
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if (num > 64*FRACUNIT)
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return 64*FRACUNIT;
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if (num < 256)
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return 256;
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return num;
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}
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return 64*FRACUNIT;
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}
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//
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// R_DoCulling
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// Checks viewz and top/bottom heights of an item against culling planes
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// Returns true if the item is to be culled, i.e it shouldn't be drawn!
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// if ML_NOCLIMB is set, the camera view is required to be in the same area for culling to occur
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boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph)
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{
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fixed_t cullplane;
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if (!cullheight)
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return false;
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cullplane = cullheight->frontsector->floorheight;
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if (cullheight->flags & ML_NOCLIMB) // Group culling
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{
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if (!viewcullheight)
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return false;
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// Make sure this is part of the same group
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if (viewcullheight->frontsector == cullheight->frontsector)
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{
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// OK, we can cull
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if (vz > cullplane && toph < cullplane) // Cull if below plane
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return true;
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if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
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return true;
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|
}
|
|
}
|
|
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(projection,
|
|
FINETANGENT(FINEANGLES/4+FIELDOFVIEW/2));
|
|
|
|
#ifdef ESLOPE
|
|
focallengthf = FIXED_TO_FLOAT(focallength);
|
|
#endif
|
|
|
|
for (i = 0; i < FINEANGLES/2; i++)
|
|
{
|
|
if (FINETANGENT(i) > fovtan*2)
|
|
t = -1;
|
|
else if (FINETANGENT(i) < -fovtan*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;
|
|
}
|
|
}
|
|
}
|
|
|
|
static struct {
|
|
angle_t rollangle; // pre-shifted by fineshift
|
|
|
|
fixed_t zoomneeded;
|
|
INT32 *scrmap;
|
|
size_t scrmapsize;
|
|
boolean use;
|
|
} viewmorph = {0, FRACUNIT, NULL, 0, false};
|
|
|
|
void R_CheckViewMorph(void)
|
|
{
|
|
float zoomfactor, rollcos, rollsin;
|
|
float x1, y1, x2, y2;
|
|
fixed_t temp;
|
|
size_t end, vx, vy, pos, usedpos;
|
|
INT32 usedx, usedy, halfwidth = vid.width/2, halfheight = vid.height/2;
|
|
|
|
angle_t rollangle = players[displayplayer].viewrollangle;
|
|
|
|
rollangle >>= ANGLETOFINESHIFT;
|
|
rollangle = (((rollangle+1)/2)*2) & FINEMASK; // Limit the distinct number of angles to reduce recalcs from angles changing a lot.
|
|
|
|
if (rollangle == viewmorph.rollangle && viewmorph.scrmapsize == vid.width*vid.height)
|
|
return; // No change
|
|
|
|
viewmorph.rollangle = rollangle;
|
|
|
|
if (viewmorph.rollangle == 0)
|
|
{
|
|
viewmorph.use = false;
|
|
if (viewmorph.zoomneeded != FRACUNIT)
|
|
R_SetViewSize();
|
|
viewmorph.zoomneeded = FRACUNIT;
|
|
|
|
return;
|
|
}
|
|
|
|
if (viewmorph.scrmapsize != vid.width*vid.height)
|
|
{
|
|
if (viewmorph.scrmap)
|
|
free(viewmorph.scrmap);
|
|
viewmorph.scrmap = malloc(vid.width*vid.height * sizeof(INT32));
|
|
viewmorph.scrmapsize = vid.width*vid.height;
|
|
}
|
|
|
|
temp = FINECOSINE(rollangle);
|
|
rollcos = FIXED_TO_FLOAT(temp);
|
|
temp = FINESINE(rollangle);
|
|
rollsin = FIXED_TO_FLOAT(temp);
|
|
|
|
// Calculate maximum zoom needed
|
|
x1 = (vid.width*fabsf(rollcos) + vid.height*fabsf(rollsin)) / vid.width;
|
|
y1 = (vid.height*fabsf(rollcos) + vid.width*fabsf(rollsin)) / vid.height;
|
|
|
|
temp = max(x1, y1)*FRACUNIT;
|
|
if (temp < FRACUNIT)
|
|
temp = FRACUNIT;
|
|
else
|
|
temp |= 0xFFF; // Limit how many times the viewport needs to be recalculated
|
|
|
|
//CONS_Printf("Setting zoom to %f\n", FIXED_TO_FLOAT(temp));
|
|
|
|
if (temp != viewmorph.zoomneeded)
|
|
{
|
|
viewmorph.zoomneeded = temp;
|
|
R_SetViewSize();
|
|
}
|
|
|
|
zoomfactor = FIXED_TO_FLOAT(viewmorph.zoomneeded);
|
|
|
|
end = vid.width * vid.height - 1;
|
|
|
|
pos = 0;
|
|
|
|
// Pre-multiply rollcos and rollsin to use for positional stuff
|
|
rollcos /= zoomfactor;
|
|
rollsin /= zoomfactor;
|
|
|
|
x1 = -(halfwidth * rollcos - halfheight * rollsin);
|
|
y1 = -(halfheight * rollcos + halfwidth * rollsin);
|
|
|
|
//CONS_Printf("Top left corner is %f %f\n", x1, y1);
|
|
|
|
for (vy = 0; vy < halfheight; vy++)
|
|
{
|
|
x2 = x1;
|
|
y2 = y1;
|
|
x1 -= rollsin;
|
|
y1 += rollcos;
|
|
|
|
for (vx = 0; vx < vid.width; vx++)
|
|
{
|
|
usedx = halfwidth+x2;
|
|
usedy = halfheight+y2;
|
|
|
|
usedpos = usedx + usedy*vid.width;
|
|
|
|
viewmorph.scrmap[pos] = usedpos;
|
|
viewmorph.scrmap[end-pos] = end-usedpos;
|
|
|
|
x2 += rollcos;
|
|
y2 += rollsin;
|
|
pos++;
|
|
}
|
|
}
|
|
|
|
viewmorph.use = true;
|
|
}
|
|
|
|
void R_ApplyViewMorph(void)
|
|
{
|
|
UINT8 *tmpscr = screens[4];
|
|
UINT8 *srcscr = screens[0];
|
|
INT32 p, end = vid.width * vid.height;
|
|
|
|
if (!viewmorph.use)
|
|
return;
|
|
|
|
for (p = 0; p < end; p++)
|
|
tmpscr[p] = srcscr[viewmorph.scrmap[p]];
|
|
|
|
VID_BlitLinearScreen(tmpscr, screens[0],
|
|
vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.width);
|
|
}
|
|
|
|
|
|
//
|
|
// 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;
|
|
angle_t fov;
|
|
|
|
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;
|
|
|
|
fov = FixedAngle(cv_fov.value/2) + ANGLE_90;
|
|
fovtan = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph.zoomneeded);
|
|
if (splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
|
|
fovtan = 17*fovtan/10;
|
|
|
|
projection = projectiony = FixedDiv(centerxfrac, fovtan);
|
|
|
|
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 = FixedMul(abs(dy), fovtan);
|
|
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) FixedDiv((FINETANGENT((2048+(((INT32)a)>>ANGLETOFINESHIFT)) & FINEMASK)*160)>>FRACBITS, fovtan)
|
|
|
|
// 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_fov);
|
|
|
|
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);
|
|
}
|