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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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a7488939af
Map Options Form: example map name now uses current game's naming scheme.
683 lines
12 KiB
C++
683 lines
12 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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// DESCRIPTION:
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// 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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//
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//-----------------------------------------------------------------------------
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#include "vpo_local.h"
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// #include "r_sky.h"
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namespace vpo
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{
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// Fineangles in the SCREENWIDTH wide window.
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#define FIELDOFVIEW 2048
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int viewangleoffset;
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// increment every time a check is made
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int validcount = 1;
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int centerx;
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int centery;
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fixed_t centerxfrac;
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fixed_t centeryfrac;
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fixed_t projection;
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// just for profiling purposes
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int framecount;
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int sscount;
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int linecount;
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int loopcount;
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fixed_t viewx;
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fixed_t viewy;
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fixed_t viewz;
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angle_t viewangle;
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fixed_t viewcos;
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fixed_t viewsin;
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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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// 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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int 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[SCREENWIDTH+1];
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// UNUSED.
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// The finetangentgent[angle+FINEANGLES/4] table
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// holds the fixed_t tangent values for view angles,
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// ranging from INT_MIN to 0 to INT_MAX.
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// fixed_t finetangent[FINEANGLES/2];
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// fixed_t finesine[5*FINEANGLES/4];
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const fixed_t* finecosine = &finesine[FINEANGLES/4];
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// bumped light from gun blasts
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int extralight;
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// from R_DRAW
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int viewwidth;
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int scaledviewwidth;
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int viewheight;
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int viewwindowx;
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int viewwindowy;
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// from R_THINGS
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fixed_t pspritescale;
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fixed_t pspriteiscale;
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short screenheightarray[SCREENWIDTH];
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short negonearray[SCREENWIDTH];
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//
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// R_AddPointToBox
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// Expand a given bbox
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// so that it encloses a given point.
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//
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void R_AddPointToBox ( int x, int y, fixed_t* box )
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{
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if (x< box[BOXLEFT])
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box[BOXLEFT] = x;
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if (x> box[BOXRIGHT])
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box[BOXRIGHT] = x;
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if (y< box[BOXBOTTOM])
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box[BOXBOTTOM] = y;
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if (y> box[BOXTOP])
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box[BOXTOP] = y;
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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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int R_PointOnSide ( fixed_t x, fixed_t y, node_t* node )
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{
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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if (!node->dx)
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{
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if (x <= node->x)
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return node->dy > 0;
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return node->dy < 0;
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}
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if (!node->dy)
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{
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if (y <= node->y)
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return node->dx < 0;
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return node->dx > 0;
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}
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dx = (x - node->x);
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dy = (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 ^ dx ^ dy)&0x80000000 )
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{
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if ( (node->dy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( node->dy>>FRACBITS , dx );
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right = FixedMul ( dy , node->dx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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}
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int R_PointOnSegSide ( fixed_t x, fixed_t y, seg_t* line )
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{
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fixed_t lx;
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fixed_t ly;
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fixed_t ldx;
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fixed_t ldy;
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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lx = line->v1->x;
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ly = line->v1->y;
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ldx = line->v2->x - lx;
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ldy = line->v2->y - ly;
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if (!ldx)
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{
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if (x <= lx)
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return ldy > 0;
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return ldy < 0;
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}
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if (!ldy)
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{
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if (y <= ly)
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return ldx < 0;
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return ldx > 0;
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}
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dx = (x - lx);
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dy = (y - ly);
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// Try to quickly decide by looking at sign bits.
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if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
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{
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if ( (ldy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( ldy>>FRACBITS , dx );
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right = FixedMul ( dy , ldx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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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.
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angle_t R_PointToAngle ( fixed_t x, fixed_t y )
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{
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x -= viewx;
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y -= viewy;
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if ( (!x) && (!y) )
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return 0;
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if (x>= 0)
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{
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// x >=0
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if (y>= 0)
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{
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// y>= 0
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if (x>y)
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{
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// octant 0
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return tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 1
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return ANG90-1-tantoangle[ SlopeDiv(x,y)];
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}
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}
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else
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{
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// y<0
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y = -y;
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if (x>y)
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{
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// octant 8
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return -tantoangle[SlopeDiv(y,x)];
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}
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else
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{
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// octant 7
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return ANG270+tantoangle[ SlopeDiv(x,y)];
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}
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}
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}
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else
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{
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// x<0
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x = -x;
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if (y>= 0)
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{
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// y>= 0
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if (x>y)
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{
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// octant 3
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return ANG180-1-tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 2
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return ANG90+ tantoangle[ SlopeDiv(x,y)];
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}
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}
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else
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{
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// y<0
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y = -y;
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if (x>y)
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{
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// octant 4
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return ANG180+tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 5
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return ANG270-1-tantoangle[ SlopeDiv(x,y)];
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}
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}
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}
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return 0;
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}
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angle_t R_PointToAngle2 ( fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2 )
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{
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viewx = x1;
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viewy = y1;
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return R_PointToAngle (x2, y2);
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}
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fixed_t R_PointToDist ( fixed_t x, fixed_t y )
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{
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int angle;
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fixed_t dx;
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fixed_t dy;
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fixed_t temp;
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fixed_t dist;
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fixed_t frac;
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dx = abs(x - viewx);
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dy = abs(y - viewy);
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if (dy>dx)
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{
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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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// Fix crashes in udm1.wad
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if (dx != 0)
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{
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frac = FixedDiv(dy, dx);
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}
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else
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{
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frac = 0;
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}
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angle = (tantoangle[frac>>DBITS]+ANG90) >> 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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//
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// R_ScaleFromGlobalAngle
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// Returns the texture mapping scale
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// 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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fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
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{
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fixed_t scale;
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angle_t anglea;
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angle_t angleb;
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int sinea;
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int sineb;
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fixed_t num;
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int den;
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// UNUSED
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#if 0
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{
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fixed_t dist;
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fixed_t z;
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fixed_t sinv;
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fixed_t cosv;
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sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];
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dist = FixedDiv (rw_distance, sinv);
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cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
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z = abs(FixedMul (dist, cosv));
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scale = FixedDiv(projection, z);
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return scale;
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}
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#endif
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anglea = ANG90 + (visangle-viewangle);
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angleb = ANG90 + (visangle-rw_normalangle);
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// both sines are allways positive
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sinea = finesine[anglea>>ANGLETOFINESHIFT];
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sineb = finesine[angleb>>ANGLETOFINESHIFT];
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num = FixedMul(projection,sineb)<<0;
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den = FixedMul(rw_distance,sinea);
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if (den > num>>16)
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{
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scale = FixedDiv (num, den);
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if (scale > 64*FRACUNIT)
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scale = 64*FRACUNIT;
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else if (scale < 256)
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scale = 256;
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}
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else
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scale = 64*FRACUNIT;
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return scale;
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}
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void R_InitBuffer ( int width, int height )
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{
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int i;
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// Handle resize,
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// e.g. smaller view windows
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// with border and/or status bar.
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viewwindowx = (SCREENWIDTH-width) >> 1;
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viewwindowy = 0;
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// this was from R_InitSprites
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for (i=0 ; i<SCREENWIDTH ; i++)
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{
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negonearray[i] = -1;
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}
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#if 0
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// Column offset. For windows.
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for (i=0 ; i<width ; i++)
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columnofs[i] = viewwindowx + i;
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// Samw with base row offset.
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if (width == SCREENWIDTH)
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viewwindowy = 0;
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else
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viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1;
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// Preclaculate all row offsets.
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for (i=0 ; i<height ; i++)
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ylookup[i] = screens[0] + (i+viewwindowy)*SCREENWIDTH;
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#endif
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}
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//
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// R_InitTextureMapping
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//
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void R_InitTextureMapping (void)
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{
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int i;
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int x;
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int t;
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fixed_t focallength;
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// Use tangent table to generate viewangletox:
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// viewangletox will give the next greatest x
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// after the view angle.
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//
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// Calc focallength
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// so FIELDOFVIEW angles covers SCREENWIDTH.
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focallength = FixedDiv (centerxfrac,
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finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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if (finetangent[i] > FRACUNIT*2)
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t = -1;
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else if (finetangent[i] < -FRACUNIT*2)
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t = viewwidth+1;
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else
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{
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t = FixedMul (finetangent[i], focallength);
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t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;
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if (t < -1)
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t = -1;
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else if (t>viewwidth+1)
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t = viewwidth+1;
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}
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viewangletox[i] = t;
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}
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// Scan viewangletox[] to generate xtoviewangle[]:
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// xtoviewangle will give the smallest view angle
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// that maps to x.
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for (x=0;x<=viewwidth;x++)
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{
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i = 0;
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while (viewangletox[i]>x)
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i++;
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xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
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}
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// Take out the fencepost cases from viewangletox.
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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t = FixedMul (finetangent[i], focallength);
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t = centerx - t;
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if (viewangletox[i] == -1)
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viewangletox[i] = 0;
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else if (viewangletox[i] == viewwidth+1)
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viewangletox[i] = viewwidth;
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}
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clipangle = xtoviewangle[0];
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}
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//
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// R_SetViewSize
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//
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void R_SetViewSize ( int blocks, int detail )
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{
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fixed_t cosadj;
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fixed_t dy;
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int i;
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if (blocks == 11)
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{
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scaledviewwidth = SCREENWIDTH;
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viewheight = SCREENHEIGHT;
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}
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else
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{
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scaledviewwidth = blocks*32;
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viewheight = (blocks*168/10)&~7;
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}
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viewwidth = scaledviewwidth >> 0;
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centery = viewheight/2;
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centerx = viewwidth/2;
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centerxfrac = centerx<<FRACBITS;
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centeryfrac = centery<<FRACBITS;
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projection = centerxfrac;
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R_InitBuffer (scaledviewwidth, viewheight);
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R_InitTextureMapping ();
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// psprite scales
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pspritescale = FRACUNIT*viewwidth/SCREENWIDTH;
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pspriteiscale = FRACUNIT*SCREENWIDTH/viewwidth;
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// thing clipping
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for (i=0 ; i<viewwidth ; i++)
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screenheightarray[i] = viewheight;
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// planes
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for (i=0 ; i<viewheight ; i++)
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{
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dy = ((i-viewheight/2)<<FRACBITS)+FRACUNIT/2;
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dy = abs(dy);
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yslope[i] = FixedDiv ( (viewwidth<<0)/2*FRACUNIT, dy);
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}
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for (i=0 ; i<viewwidth ; i++)
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{
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cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
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distscale[i] = FixedDiv (FRACUNIT,cosadj);
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}
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}
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//
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// R_Init
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//
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void R_Init (void)
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{
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R_SetViewSize (11, 0);
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framecount = 0;
|
|
}
|
|
|
|
|
|
//
|
|
// R_PointInSubsector
|
|
//
|
|
subsector_t* R_PointInSubsector ( fixed_t x, fixed_t y )
|
|
{
|
|
node_t* node;
|
|
int side;
|
|
int nodenum;
|
|
|
|
// single subsector is a special case
|
|
if (!numnodes)
|
|
return subsectors;
|
|
|
|
nodenum = numnodes-1;
|
|
|
|
while (! (nodenum & NF_SUBSECTOR) )
|
|
{
|
|
node = &nodes[nodenum];
|
|
side = R_PointOnSide (x, y, node);
|
|
nodenum = node->children[side];
|
|
}
|
|
|
|
return &subsectors[nodenum & ~NF_SUBSECTOR];
|
|
}
|
|
|
|
|
|
//
|
|
// R_SetupFrame
|
|
//
|
|
void R_SetupFrame (fixed_t x, fixed_t y, fixed_t z, angle_t angle)
|
|
{
|
|
viewx = x;
|
|
viewy = y;
|
|
viewz = z;
|
|
|
|
viewangle = angle;
|
|
|
|
viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
|
|
viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
|
|
|
|
sscount = 0;
|
|
|
|
framecount++;
|
|
validcount++;
|
|
}
|
|
|
|
|
|
//
|
|
// R_RenderView
|
|
//
|
|
void R_RenderView (fixed_t x, fixed_t y, fixed_t z, angle_t angle)
|
|
{
|
|
R_SetupFrame (x, y, z, angle);
|
|
|
|
// Clear buffers.
|
|
R_ClearClipSegs ();
|
|
R_ClearDrawSegs ();
|
|
R_ClearPlanes ();
|
|
/// R_ClearSprites ();
|
|
|
|
// The head node is the last node output.
|
|
R_RenderBSPNode (numnodes - 1);
|
|
}
|
|
|
|
|
|
} // namespace vpo
|
|
|