mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
402d0e5fa1
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo. - Fixed: R_InitTables did a typecast to angle_t instead of fixed_t. - Fixed: PowerProtection and PowerDamage applied their defaults incorrectly. - Fixed: The damage type property didn't properly read its factor. SVN r1257 (trunk)
1712 lines
42 KiB
C++
1712 lines
42 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <math.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "d_net.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "p_local.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "st_stuff.h"
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#include "c_cvars.h"
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#include "v_video.h"
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#include "stats.h"
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#include "i_video.h"
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#include "i_system.h"
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#include "a_sharedglobal.h"
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#include "r_translate.h"
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#include "p_3dmidtex.h"
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#include "r_interpolate.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "v_palette.h"
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// MACROS ------------------------------------------------------------------
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#if 0
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#define TEST_X 32343794
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#define TEST_Y 111387517
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#define TEST_Z 2164524
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#define TEST_ANGLE 2468347904
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#endif
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// TYPES -------------------------------------------------------------------
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struct InterpolationViewer
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{
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AActor *ViewActor;
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int otic;
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fixed_t oviewx, oviewy, oviewz;
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fixed_t nviewx, nviewy, nviewz;
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int oviewpitch, nviewpitch;
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angle_t oviewangle, nviewangle;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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void R_SpanInitData ();
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void RP_RenderBSPNode (void *node);
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bool RP_SetupFrame (bool backside);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void R_Shutdown();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern bool DrawFSHUD; // [RH] Defined in d_main.cpp
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extern short *openings;
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extern bool r_fakingunderwater;
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extern "C" int fuzzviewheight;
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EXTERN_CVAR (Bool, r_particles)
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EXTERN_CVAR (Bool, cl_capfps)
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// PRIVATE DATA DECLARATIONS -----------------------------------------------
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static float CurrentVisibility = 8.f;
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static fixed_t MaxVisForWall;
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static fixed_t MaxVisForFloor;
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static FRandom pr_torchflicker ("TorchFlicker");
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static TArray<InterpolationViewer> PastViewers;
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static int centerxwide;
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static bool polyclipped;
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static bool r_showviewer;
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bool r_dontmaplines;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (String, r_viewsize, "", CVAR_NOSET)
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CVAR (Int, r_polymost, 0, 0)
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CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
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fixed_t r_BaseVisibility;
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fixed_t r_WallVisibility;
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fixed_t r_FloorVisibility;
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float r_TiltVisibility;
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fixed_t r_SpriteVisibility;
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fixed_t r_ParticleVisibility;
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fixed_t r_SkyVisibility;
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fixed_t r_TicFrac; // [RH] Fractional tic to render
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DWORD r_FrameTime; // [RH] Time this frame started drawing (in ms)
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bool r_NoInterpolate;
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angle_t LocalViewAngle;
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int LocalViewPitch;
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bool LocalKeyboardTurner;
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float LastFOV;
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int WidescreenRatio;
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fixed_t GlobVis;
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fixed_t FocalTangent;
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fixed_t FocalLengthX;
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fixed_t FocalLengthY;
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float FocalLengthXfloat;
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int viewangleoffset;
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int validcount = 1; // increment every time a check is made
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FDynamicColormap*basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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lighttable_t *fixedcolormap;
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float WallTMapScale;
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float WallTMapScale2;
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extern "C" {
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int centerx;
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int centery;
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}
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DCanvas *RenderTarget; // [RH] canvas to render to
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bool bRenderingToCanvas; // [RH] True if rendering to a special canvas
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fixed_t globaluclip, globaldclip;
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fixed_t centerxfrac;
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fixed_t centeryfrac;
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fixed_t yaspectmul;
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float iyaspectmulfloat;
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fixed_t InvZtoScale;
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// just for profiling purposes
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int framecount;
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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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int viewpitch;
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int otic;
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angle_t viewangle;
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sector_t *viewsector;
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fixed_t viewcos, viewtancos;
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fixed_t viewsin, viewtansin;
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AActor *camera; // [RH] camera to draw from. doesn't have to be a player
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int r_Yaspect = 200; // Why did I make this a variable? It's never set anywhere.
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//
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// precalculated math tables
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//
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int FieldOfView = 2048; // Fineangles in the SCREENWIDTH wide window
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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[MAXWIDTH+1];
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int extralight; // bumped light from gun blasts
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bool foggy; // [RH] ignore extralight and fullbright?
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int r_actualextralight;
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bool setsizeneeded;
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int setblocks;
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fixed_t freelookviewheight;
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unsigned int R_OldBlend = ~0;
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void (*colfunc) (void);
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void (*basecolfunc) (void);
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void (*fuzzcolfunc) (void);
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void (*transcolfunc) (void);
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void (*spanfunc) (void);
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void (*hcolfunc_pre) (void);
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void (*hcolfunc_post1) (int hx, int sx, int yl, int yh);
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void (*hcolfunc_post2) (int hx, int sx, int yl, int yh);
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void (STACK_ARGS *hcolfunc_post4) (int sx, int yl, int yh);
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cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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FCanvasTextureInfo *FCanvasTextureInfo::List;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static int lastcenteryfrac;
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static bool NoInterpolateView;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// R_PointToAngle
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//
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// To get a global angle from cartesian coordinates, the coordinates are
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// flipped until they are in the first octant of the coordinate system,
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// then the y (<=x) is scaled and divided by x to get a tangent (slope)
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// value which is looked up in the tantoangle[] table.
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//
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//==========================================================================
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angle_t R_PointToAngle2 (fixed_t x1, fixed_t y1, fixed_t x, fixed_t y)
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{
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x -= x1;
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y -= y1;
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if ((x | y) == 0)
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{
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return 0;
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}
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fixed_t ax = abs (x);
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fixed_t ay = abs (y);
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int div;
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angle_t angle;
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if (ax > ay)
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{
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swap (ax, ay);
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}
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div = SlopeDiv (ax, ay);
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angle = tantoangle[div];
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if (x >= 0)
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{
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if (y >= 0)
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{
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if (x > y)
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{ // octant 0
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return angle;
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}
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else
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{ // octant 1
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return ANG90 - 1 - angle;
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}
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}
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else // y < 0
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{
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if (x > -y)
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{ // octant 8
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return (angle_t)-(SDWORD)angle;
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}
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else
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{ // octant 7
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return ANG270 + angle;
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}
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}
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}
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else // x < 0
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{
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if (y >= 0)
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{
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if (-x > y)
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{ // octant 3
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return ANG180 - 1 - angle;
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}
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else
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{ // octant 2
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return ANG90 + angle;
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}
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}
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else // y < 0
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{
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if (x < y)
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{ // octant 4
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return ANG180 + angle;
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}
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else
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{ // octant 5
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return ANG270 - 1 - angle;
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}
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}
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}
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}
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//==========================================================================
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//
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// R_InitPointToAngle
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//
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//==========================================================================
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void R_InitPointToAngle (void)
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{
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double f;
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int i;
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//
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// slope (tangent) to angle lookup
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//
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for (i = 0; i <= SLOPERANGE; i++)
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{
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f = atan2 ((double)i, (double)SLOPERANGE) / (6.28318530718 /* 2*pi */);
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tantoangle[i] = (angle_t)(0xffffffff*f);
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}
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}
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//==========================================================================
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//
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// R_PointToDist2
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//
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// Returns the distance from (0,0) to some other point. In a
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// floating point environment, we'd probably be better off using the
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// Pythagorean Theorem to determine the result.
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//
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// killough 5/2/98: simplified
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// [RH] Simplified further [sin (t + 90 deg) == cos (t)]
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// Not used. Should it go away?
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//
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//==========================================================================
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fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy)
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{
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dx = abs (dx);
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dy = abs (dy);
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if ((dx | dy) == 0)
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{
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return 0;
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}
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if (dy > dx)
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{
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swap (dx, dy);
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}
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return FixedDiv (dx, finecosine[tantoangle[FixedDiv (dy, dx) >> DBITS] >> ANGLETOFINESHIFT]);
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}
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//==========================================================================
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//
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// R_InitTables
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//
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//==========================================================================
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void R_InitTables (void)
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{
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int i;
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const double pimul = PI*2/FINEANGLES;
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// viewangle tangent table
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finetangent[0] = (fixed_t)(FRACUNIT*tan ((0.5-FINEANGLES/4)*pimul)+0.5);
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for (i = 1; i < FINEANGLES/2; i++)
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{
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finetangent[i] = (fixed_t)(FRACUNIT*tan ((i-FINEANGLES/4)*pimul)+0.5);
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}
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// finesine table
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for (i = 0; i < FINEANGLES/4; i++)
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{
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finesine[i] = (fixed_t)(FRACUNIT * sin (i*pimul));
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}
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for (i = 0; i < FINEANGLES/4; i++)
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{
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finesine[i+FINEANGLES/4] = finesine[FINEANGLES/4-1-i];
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}
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for (i = 0; i < FINEANGLES/2; i++)
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{
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finesine[i+FINEANGLES/2] = -finesine[i];
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}
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finesine[FINEANGLES/4] = FRACUNIT;
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finesine[FINEANGLES*3/4] = -FRACUNIT;
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memcpy (&finesine[FINEANGLES], &finesine[0], sizeof(angle_t)*FINEANGLES/4);
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}
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//==========================================================================
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//
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// R_InitTextureMapping
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//
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//==========================================================================
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void R_InitTextureMapping ()
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{
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int i;
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fixed_t slope;
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int fov = FieldOfView;
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// For widescreen displays, increase the FOV so that the middle part of the
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// screen that would be visible on a 4:3 display has the requested FOV.
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if (centerxwide != centerx)
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{ // centerxwide is what centerx would be if the display was not widescreen
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fov = int(atan(double(centerx)*tan(double(fov)*M_PI/(FINEANGLES))/double(centerxwide))*(FINEANGLES)/M_PI);
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if (fov > 170*FINEANGLES/360)
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fov = 170*FINEANGLES/360;
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}
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/*
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default: break;
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case 1: fov = MIN (fov * 512/433, 170 * FINEANGLES / 360); break; // 16:9
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case 2: fov = MIN (fov * 512/459, 170 * FINEANGLES / 360); break; // 16:10
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}
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*/
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const int hitan = finetangent[FINEANGLES/4+fov/2];
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// Calc focallength so FieldOfView fineangles covers viewwidth.
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FocalTangent = hitan;
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FocalLengthX = FixedDiv (centerxfrac, hitan);
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FocalLengthY = Scale (centerxfrac, yaspectmul, hitan);
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FocalLengthXfloat = (float)FocalLengthX / 65536.f;
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// Now generate xtoviewangle for sky texture mapping.
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// [RH] Do not generate viewangletox, because texture mapping is no
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// longer done with trig, so it's not needed.
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const int t = MIN<int> ((FocalLengthX >> FRACBITS) + centerx, viewwidth);
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const fixed_t slopestep = hitan / centerx;
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const fixed_t dfocus = FocalLengthX >> DBITS;
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for (i = centerx, slope = 0; i <= t; i++, slope += slopestep)
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{
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xtoviewangle[i] = (angle_t)-(signed)tantoangle[slope >> DBITS];
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}
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for (; i <= viewwidth; i++)
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{
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xtoviewangle[i] = ANG270+tantoangle[dfocus / (i - centerx)];
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}
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for (i = 0; i < centerx; i++)
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{
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xtoviewangle[i] = (angle_t)(-(signed)xtoviewangle[viewwidth-i-1]);
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}
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}
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//==========================================================================
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//
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// R_SetFOV
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//
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// Changes the field of view in degrees
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//
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//==========================================================================
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void R_SetFOV (float fov)
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{
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if (fov < 5.f)
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fov = 5.f;
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else if (fov > 170.f)
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fov = 170.f;
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if (fov != LastFOV)
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{
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LastFOV = fov;
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FieldOfView = (int)(fov * (float)FINEANGLES / 360.f);
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setsizeneeded = true;
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}
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}
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//==========================================================================
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//
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// R_GetFOV
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//
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// Returns the current field of view in degrees
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//
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//==========================================================================
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float R_GetFOV ()
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{
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return LastFOV;
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}
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//==========================================================================
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//
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// R_SetVisibility
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//
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// Changes how rapidly things get dark with distance
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//
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//==========================================================================
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void R_SetVisibility (float vis)
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{
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// Allow negative visibilities, just for novelty's sake
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//vis = clamp (vis, -204.7f, 204.7f);
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CurrentVisibility = vis;
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if (FocalTangent == 0)
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{ // If r_visibility is called before the renderer is all set up, don't
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// divide by zero. This will be called again later, and the proper
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// values can be initialized then.
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return;
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}
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r_BaseVisibility = toint (vis * 65536.f);
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// Prevent overflow on walls
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForWall)
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r_WallVisibility = -MaxVisForWall;
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else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForWall)
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r_WallVisibility = MaxVisForWall;
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else
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r_WallVisibility = r_BaseVisibility;
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r_WallVisibility = FixedMul (Scale (InvZtoScale, SCREENWIDTH*BaseRatioSizes[WidescreenRatio][1],
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viewwidth*SCREENHEIGHT*3), FixedMul (r_WallVisibility, FocalTangent));
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// Prevent overflow on floors/ceilings. Note that the calculation of
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// MaxVisForFloor means that planes less than two units from the player's
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// view could still overflow, but there is no way to totally eliminate
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// that while still using fixed point math.
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if (r_BaseVisibility < 0 && r_BaseVisibility < -MaxVisForFloor)
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r_FloorVisibility = -MaxVisForFloor;
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else if (r_BaseVisibility > 0 && r_BaseVisibility > MaxVisForFloor)
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r_FloorVisibility = MaxVisForFloor;
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else
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r_FloorVisibility = r_BaseVisibility;
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r_FloorVisibility = Scale (160*FRACUNIT, r_FloorVisibility, FocalLengthY);
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r_TiltVisibility = vis * (float)FocalTangent * (16.f * 320.f) / (float)viewwidth;
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r_SpriteVisibility = r_WallVisibility;
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}
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//==========================================================================
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//
|
|
// R_GetVisibility
|
|
//
|
|
//==========================================================================
|
|
|
|
float R_GetVisibility ()
|
|
{
|
|
return CurrentVisibility;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetViewSize (int blocks)
|
|
{
|
|
setsizeneeded = true;
|
|
setblocks = blocks;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetWindow
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
|
|
{
|
|
int virtheight, virtwidth;
|
|
|
|
if (windowSize >= 11)
|
|
{
|
|
viewwidth = fullWidth;
|
|
freelookviewheight = viewheight = fullHeight;
|
|
}
|
|
else if (windowSize == 10)
|
|
{
|
|
viewwidth = fullWidth;
|
|
viewheight = stHeight;
|
|
freelookviewheight = fullHeight;
|
|
}
|
|
else
|
|
{
|
|
viewwidth = ((setblocks*fullWidth)/10) & (~15);
|
|
viewheight = ((setblocks*stHeight)/10)&~7;
|
|
freelookviewheight = ((setblocks*fullHeight)/10)&~7;
|
|
}
|
|
|
|
// If the screen is approximately 16:9 or 16:10, consider it widescreen.
|
|
WidescreenRatio = CheckRatio (fullWidth, fullHeight);
|
|
|
|
DrawFSHUD = (windowSize == 11);
|
|
|
|
fuzzviewheight = viewheight - 2; // Maximum row the fuzzer can draw to
|
|
halfviewwidth = (viewwidth >> 1) - 1;
|
|
|
|
if (!bRenderingToCanvas)
|
|
{ // Set r_viewsize cvar to reflect the current view size
|
|
UCVarValue value;
|
|
char temp[16];
|
|
|
|
mysnprintf (temp, countof(temp), "%d x %d", viewwidth, viewheight);
|
|
value.String = temp;
|
|
r_viewsize.ForceSet (value, CVAR_String);
|
|
}
|
|
|
|
lastcenteryfrac = 1<<30;
|
|
centery = viewheight/2;
|
|
centerx = viewwidth/2;
|
|
centerxfrac = centerx<<FRACBITS;
|
|
centeryfrac = centery<<FRACBITS;
|
|
|
|
virtwidth = fullWidth;
|
|
virtheight = fullHeight;
|
|
if (WidescreenRatio & 4)
|
|
{
|
|
virtheight = virtheight * BaseRatioSizes[WidescreenRatio][3] / 48;
|
|
centerxwide = centerx;
|
|
}
|
|
else
|
|
{
|
|
virtwidth = virtwidth * BaseRatioSizes[WidescreenRatio][3] / 48;
|
|
centerxwide = centerx * BaseRatioSizes[WidescreenRatio][3] / 48;
|
|
}
|
|
|
|
yaspectmul = Scale ((320<<FRACBITS), virtheight, r_Yaspect * virtwidth);
|
|
iyaspectmulfloat = (float)virtwidth * r_Yaspect / 320.f / (float)virtheight;
|
|
InvZtoScale = yaspectmul * centerx;
|
|
|
|
WallTMapScale = (float)centerx * 32.f;
|
|
WallTMapScale2 = iyaspectmulfloat * 2.f / (float)centerx;
|
|
|
|
// psprite scales
|
|
pspritexscale = (centerxwide << FRACBITS) / 160;
|
|
pspriteyscale = FixedMul (pspritexscale, yaspectmul);
|
|
pspritexiscale = FixedDiv (FRACUNIT, pspritexscale);
|
|
|
|
// thing clipping
|
|
clearbufshort (screenheightarray, viewwidth, (short)viewheight);
|
|
|
|
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
|
|
R_InitSkyMap ();
|
|
|
|
R_InitTextureMapping ();
|
|
|
|
MaxVisForWall = FixedMul (Scale (InvZtoScale, SCREENWIDTH*r_Yaspect,
|
|
viewwidth*SCREENHEIGHT), FocalTangent);
|
|
MaxVisForWall = FixedDiv (0x7fff0000, MaxVisForWall);
|
|
MaxVisForFloor = Scale (FixedDiv (0x7fff0000, viewheight<<(FRACBITS-2)), FocalLengthY, 160*FRACUNIT);
|
|
|
|
// Reset r_*Visibility vars
|
|
R_SetVisibility (R_GetVisibility ());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_ExecuteSetViewSize
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_ExecuteSetViewSize ()
|
|
{
|
|
setsizeneeded = false;
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
|
|
R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, ST_Y);
|
|
|
|
// Handle resize, e.g. smaller view windows with border and/or status bar.
|
|
viewwindowx = (screen->GetWidth() - viewwidth) >> 1;
|
|
|
|
// Same with base row offset.
|
|
viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (ST_Y - viewheight) >> 1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CVAR screenblocks
|
|
//
|
|
// Selects the size of the visible window
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR (Int, screenblocks, 10, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self > 12)
|
|
self = 12;
|
|
else if (self < 3)
|
|
self = 3;
|
|
else
|
|
R_SetViewSize (self);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CVAR r_columnmethod
|
|
//
|
|
// Selects which version of the seg renderers to use.
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR (Int, r_columnmethod, 1, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self != 0 && self != 1)
|
|
{
|
|
self = 1;
|
|
}
|
|
else
|
|
{ // Trigger the change
|
|
setsizeneeded = true;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_Init
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_Init ()
|
|
{
|
|
atterm (R_Shutdown);
|
|
|
|
R_InitData ();
|
|
R_InitPointToAngle ();
|
|
R_InitTables ();
|
|
// viewwidth / viewheight are set by the defaults
|
|
|
|
R_SetViewSize (screenblocks);
|
|
R_InitPlanes ();
|
|
R_InitTranslationTables ();
|
|
R_InitParticles (); // [RH] Setup particle engine
|
|
R_InitColumnDrawers ();
|
|
|
|
colfunc = basecolfunc = R_DrawColumn;
|
|
fuzzcolfunc = R_DrawFuzzColumn;
|
|
transcolfunc = R_DrawTranslatedColumn;
|
|
spanfunc = R_DrawSpan;
|
|
|
|
// [RH] Horizontal column drawers
|
|
hcolfunc_pre = R_DrawColumnHoriz;
|
|
hcolfunc_post1 = rt_map1col;
|
|
hcolfunc_post4 = rt_map4cols;
|
|
|
|
framecount = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_Shutdown
|
|
//
|
|
//==========================================================================
|
|
|
|
static void R_Shutdown ()
|
|
{
|
|
R_DeinitParticles();
|
|
R_DeinitTranslationTables();
|
|
R_DeinitPlanes();
|
|
R_DeinitData();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_PointInSubsector
|
|
//
|
|
//==========================================================================
|
|
|
|
subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
|
|
{
|
|
node_t *node;
|
|
int side;
|
|
|
|
// single subsector is a special case
|
|
if (numnodes == 0)
|
|
return subsectors;
|
|
|
|
node = nodes + numnodes - 1;
|
|
|
|
do
|
|
{
|
|
side = R_PointOnSide (x, y, node);
|
|
node = (node_t *)node->children[side];
|
|
}
|
|
while (!((size_t)node & 1));
|
|
|
|
return (subsector_t *)((BYTE *)node - 1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_InterpolateView
|
|
//
|
|
//==========================================================================
|
|
|
|
//CVAR (Int, tf, 0, 0)
|
|
EXTERN_CVAR (Bool, cl_noprediction)
|
|
|
|
void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *iview)
|
|
{
|
|
// frac = tf;
|
|
if (NoInterpolateView)
|
|
{
|
|
NoInterpolateView = false;
|
|
iview->oviewx = iview->nviewx;
|
|
iview->oviewy = iview->nviewy;
|
|
iview->oviewz = iview->nviewz;
|
|
iview->oviewpitch = iview->nviewpitch;
|
|
iview->oviewangle = iview->nviewangle;
|
|
}
|
|
viewx = iview->oviewx + FixedMul (frac, iview->nviewx - iview->oviewx);
|
|
viewy = iview->oviewy + FixedMul (frac, iview->nviewy - iview->oviewy);
|
|
viewz = iview->oviewz + FixedMul (frac, iview->nviewz - iview->oviewz);
|
|
if (player != NULL &&
|
|
player - players == consoleplayer &&
|
|
camera == player->mo &&
|
|
!demoplayback &&
|
|
iview->nviewx == camera->x &&
|
|
iview->nviewy == camera->y &&
|
|
!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
|
|
player->playerstate == PST_LIVE &&
|
|
player->mo->reactiontime == 0 &&
|
|
!NoInterpolateView &&
|
|
!paused &&
|
|
(!netgame || !cl_noprediction) &&
|
|
!LocalKeyboardTurner)
|
|
{
|
|
viewangle = iview->nviewangle + (LocalViewAngle & 0xFFFF0000);
|
|
|
|
fixed_t delta = -(signed)(LocalViewPitch & 0xFFFF0000);
|
|
|
|
viewpitch = iview->nviewpitch;
|
|
if (delta > 0)
|
|
{
|
|
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
|
|
if (viewpitch + delta <= viewpitch)
|
|
{
|
|
viewpitch = +ANGLE_1*MAX_DN_ANGLE;
|
|
}
|
|
else
|
|
{
|
|
viewpitch = MIN(viewpitch + delta, +ANGLE_1*MAX_DN_ANGLE);
|
|
}
|
|
}
|
|
else if (delta < 0)
|
|
{
|
|
// Avoid overflowing viewpitch (can happen when a netgame is stalled)
|
|
if (viewpitch + delta >= viewpitch)
|
|
{
|
|
viewpitch = -ANGLE_1*MAX_UP_ANGLE;
|
|
}
|
|
else
|
|
{
|
|
viewpitch = MAX(viewpitch + delta, -ANGLE_1*MAX_UP_ANGLE);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewpitch = iview->oviewpitch + FixedMul (frac, iview->nviewpitch - iview->oviewpitch);
|
|
viewangle = iview->oviewangle + FixedMul (frac, iview->nviewangle - iview->oviewangle);
|
|
}
|
|
|
|
// Due to interpolation this is not necessarily the same as the sector the camera is in.
|
|
viewsector = R_PointInSubsector(viewx, viewy)->sector;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_ResetViewInterpolation
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_ResetViewInterpolation ()
|
|
{
|
|
NoInterpolateView = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetViewAngle
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetViewAngle ()
|
|
{
|
|
angle_t ang = viewangle >> ANGLETOFINESHIFT;
|
|
|
|
viewsin = finesine[ang];
|
|
viewcos = finecosine[ang];
|
|
|
|
viewtansin = FixedMul (FocalTangent, viewsin);
|
|
viewtancos = FixedMul (FocalTangent, viewcos);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FindPastViewer
|
|
//
|
|
//==========================================================================
|
|
|
|
static InterpolationViewer *FindPastViewer (AActor *actor)
|
|
{
|
|
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
|
|
{
|
|
if (PastViewers[i].ViewActor == actor)
|
|
{
|
|
return &PastViewers[i];
|
|
}
|
|
}
|
|
|
|
// Not found, so make a new one
|
|
InterpolationViewer iview = { 0 };
|
|
iview.ViewActor = actor;
|
|
iview.otic = -1;
|
|
return &PastViewers[PastViewers.Push (iview)];
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_FreePastViewers
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_FreePastViewers ()
|
|
{
|
|
PastViewers.Clear ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_ClearPastViewer
|
|
//
|
|
// If the actor changed in a non-interpolatable way, remove it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_ClearPastViewer (AActor *actor)
|
|
{
|
|
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
|
|
{
|
|
if (PastViewers[i].ViewActor == actor)
|
|
{
|
|
// Found it, so remove it.
|
|
if (i == PastViewers.Size())
|
|
{
|
|
PastViewers.Delete (i);
|
|
}
|
|
else
|
|
{
|
|
PastViewers.Pop (PastViewers[i]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_CopyStackedViewParameters
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_CopyStackedViewParameters()
|
|
{
|
|
stacked_viewx = viewx;
|
|
stacked_viewy = viewy;
|
|
stacked_viewz = viewz;
|
|
stacked_angle = viewangle;
|
|
stacked_extralight = extralight;
|
|
stacked_visibility = R_GetVisibility();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetupFrame
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetupFrame (AActor *actor)
|
|
{
|
|
if (actor == NULL)
|
|
{
|
|
I_Error ("Tried to render from a NULL actor.");
|
|
}
|
|
|
|
player_t *player = actor->player;
|
|
unsigned int newblend;
|
|
InterpolationViewer *iview;
|
|
|
|
if (player != NULL && player->mo == actor)
|
|
{ // [RH] Use camera instead of viewplayer
|
|
camera = player->camera;
|
|
if (camera == NULL)
|
|
{
|
|
camera = player->camera = player->mo;
|
|
}
|
|
if (camera == actor)
|
|
{
|
|
P_PredictPlayer (player);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
camera = actor;
|
|
}
|
|
|
|
if (camera == NULL)
|
|
{
|
|
I_Error ("You lost your body. Bad dehacked work is likely to blame.");
|
|
}
|
|
|
|
iview = FindPastViewer (camera);
|
|
|
|
int nowtic = I_GetTime (false);
|
|
if (iview->otic != -1 && nowtic > iview->otic)
|
|
{
|
|
iview->otic = nowtic;
|
|
iview->oviewx = iview->nviewx;
|
|
iview->oviewy = iview->nviewy;
|
|
iview->oviewz = iview->nviewz;
|
|
iview->oviewpitch = iview->nviewpitch;
|
|
iview->oviewangle = iview->nviewangle;
|
|
}
|
|
|
|
if (player != NULL && gamestate != GS_TITLELEVEL &&
|
|
((player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) &&
|
|
(camera->RenderStyle.BlendOp != STYLEOP_None) &&
|
|
!(camera->renderflags & RF_INVISIBLE) &&
|
|
camera->sprite != 0) // Sprite 0 is always TNT1
|
|
{
|
|
// [RH] Use chasecam view
|
|
P_AimCamera (camera, iview->nviewx, iview->nviewy, iview->nviewz, viewsector);
|
|
r_showviewer = true;
|
|
}
|
|
else
|
|
{
|
|
iview->nviewx = camera->x;
|
|
iview->nviewy = camera->y;
|
|
iview->nviewz = camera->player ? camera->player->viewz : camera->z + camera->GetClass()->Meta.GetMetaFixed(AMETA_CameraHeight);
|
|
viewsector = camera->Sector;
|
|
r_showviewer = false;
|
|
}
|
|
iview->nviewpitch = camera->pitch;
|
|
if (camera->player != 0)
|
|
{
|
|
player = camera->player;
|
|
}
|
|
|
|
iview->nviewangle = camera->angle + viewangleoffset;
|
|
if (iview->otic == -1 || r_NoInterpolate)
|
|
{
|
|
R_ResetViewInterpolation ();
|
|
iview->otic = nowtic;
|
|
}
|
|
|
|
R_UpdateAnimations (I_MSTime());
|
|
r_TicFrac = I_GetTimeFrac (&r_FrameTime);
|
|
if (cl_capfps || r_NoInterpolate)
|
|
{
|
|
r_TicFrac = FRACUNIT;
|
|
}
|
|
|
|
R_InterpolateView (player, r_TicFrac, iview);
|
|
|
|
#ifdef TEST_X
|
|
viewx = TEST_X;
|
|
viewy = TEST_Y;
|
|
viewz = TEST_Z;
|
|
viewangle = TEST_ANGLE;
|
|
#endif
|
|
|
|
R_CopyStackedViewParameters();
|
|
R_SetViewAngle ();
|
|
|
|
interpolator.DoInterpolations (r_TicFrac);
|
|
|
|
// Keep the view within the sector's floor and ceiling
|
|
fixed_t theZ = viewsector->ceilingplane.ZatPoint (viewx, viewy) - 4*FRACUNIT;
|
|
if (viewz > theZ)
|
|
{
|
|
viewz = theZ;
|
|
}
|
|
|
|
theZ = viewsector->floorplane.ZatPoint (viewx, viewy) + 4*FRACUNIT;
|
|
if (viewz < theZ)
|
|
{
|
|
viewz = theZ;
|
|
}
|
|
|
|
if (!paused)
|
|
{
|
|
int intensity = DEarthquake::StaticGetQuakeIntensity (camera);
|
|
if (intensity != 0)
|
|
{
|
|
viewx += ((pr_torchflicker() % (intensity<<2))
|
|
-(intensity<<1))<<FRACBITS;
|
|
viewy += ((pr_torchflicker() % (intensity<<2))
|
|
-(intensity<<1))<<FRACBITS;
|
|
}
|
|
}
|
|
|
|
extralight = camera->player ? camera->player->extralight : 0;
|
|
|
|
// killough 3/20/98, 4/4/98: select colormap based on player status
|
|
// [RH] Can also select a blend
|
|
|
|
if (viewsector->heightsec &&
|
|
!(viewsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
|
{
|
|
const sector_t *s = viewsector->heightsec;
|
|
newblend = viewz < s->floorplane.ZatPoint (viewx, viewy)
|
|
? s->bottommap
|
|
: viewz > s->ceilingplane.ZatPoint (viewx, viewy)
|
|
? s->topmap
|
|
: s->midmap;
|
|
if (APART(newblend) == 0 && newblend >= numfakecmaps)
|
|
newblend = 0;
|
|
}
|
|
else
|
|
{
|
|
newblend = 0;
|
|
}
|
|
|
|
// [RH] Don't override testblend unless entering a sector with a
|
|
// blend different from the previous sector's. Same goes with
|
|
// NormalLight's maps pointer.
|
|
if (R_OldBlend != newblend)
|
|
{
|
|
R_OldBlend = newblend;
|
|
if (APART(newblend))
|
|
{
|
|
BaseBlendR = RPART(newblend);
|
|
BaseBlendG = GPART(newblend);
|
|
BaseBlendB = BPART(newblend);
|
|
BaseBlendA = APART(newblend) / 255.f;
|
|
NormalLight.Maps = realcolormaps;
|
|
}
|
|
else
|
|
{
|
|
NormalLight.Maps = realcolormaps + NUMCOLORMAPS*256*newblend;
|
|
BaseBlendR = BaseBlendG = BaseBlendB = 0;
|
|
BaseBlendA = 0.f;
|
|
}
|
|
}
|
|
|
|
fixedcolormap = NULL;
|
|
fixedlightlev = 0;
|
|
|
|
if (player != NULL && camera == player->mo && player->fixedcolormap)
|
|
{
|
|
if (player->fixedcolormap < NUMCOLORMAPS)
|
|
{
|
|
fixedlightlev = player->fixedcolormap*256;
|
|
fixedcolormap = NormalLight.Maps;
|
|
}
|
|
else switch (player->fixedcolormap)
|
|
{
|
|
case INVERSECOLORMAP:
|
|
fixedcolormap = InverseColormap;
|
|
break;
|
|
|
|
case REDCOLORMAP:
|
|
fixedcolormap = RedColormap;
|
|
break;
|
|
|
|
case GREENCOLORMAP:
|
|
fixedcolormap = GreenColormap;
|
|
break;
|
|
|
|
case GOLDCOLORMAP:
|
|
fixedcolormap = GoldColormap;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
// [RH] Inverse light for shooting the Sigil
|
|
else if (extralight == INT_MIN)
|
|
{
|
|
fixedcolormap = InverseColormap;
|
|
extralight = 0;
|
|
}
|
|
|
|
// [RH] freelook stuff
|
|
{
|
|
fixed_t dy;
|
|
|
|
if (camera != NULL)
|
|
{
|
|
dy = FixedMul (FocalLengthY, finetangent[(ANGLE_90-viewpitch)>>ANGLETOFINESHIFT]);
|
|
}
|
|
else
|
|
{
|
|
dy = 0;
|
|
}
|
|
|
|
centeryfrac = (viewheight << (FRACBITS-1)) + dy;
|
|
centery = centeryfrac >> FRACBITS;
|
|
globaluclip = FixedDiv (-centeryfrac, InvZtoScale);
|
|
globaldclip = FixedDiv ((viewheight<<FRACBITS)-centeryfrac, InvZtoScale);
|
|
|
|
//centeryfrac &= 0xffff0000;
|
|
int e, i;
|
|
|
|
i = 0;
|
|
e = viewheight;
|
|
fixed_t focus = FocalLengthY;
|
|
fixed_t den;
|
|
if (i < centery)
|
|
{
|
|
den = centeryfrac - (i << FRACBITS) - FRACUNIT/2;
|
|
if (e <= centery)
|
|
{
|
|
do {
|
|
yslope[i] = FixedDiv (focus, den);
|
|
den -= FRACUNIT;
|
|
} while (++i < e);
|
|
}
|
|
else
|
|
{
|
|
do {
|
|
yslope[i] = FixedDiv (focus, den);
|
|
den -= FRACUNIT;
|
|
} while (++i < centery);
|
|
den = (i << FRACBITS) - centeryfrac + FRACUNIT/2;
|
|
do {
|
|
yslope[i] = FixedDiv (focus, den);
|
|
den += FRACUNIT;
|
|
} while (++i < e);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
den = (i << FRACBITS) - centeryfrac + FRACUNIT/2;
|
|
do {
|
|
yslope[i] = FixedDiv (focus, den);
|
|
den += FRACUNIT;
|
|
} while (++i < e);
|
|
}
|
|
}
|
|
|
|
P_UnPredictPlayer ();
|
|
framecount++;
|
|
validcount++;
|
|
|
|
if (r_polymost)
|
|
{
|
|
polyclipped = RP_SetupFrame (false);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RefreshViewBorder
|
|
//
|
|
// Draws the border around the player view, if needed.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_RefreshViewBorder ()
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
if (BorderNeedRefresh)
|
|
{
|
|
BorderNeedRefresh--;
|
|
if (BorderTopRefresh)
|
|
{
|
|
BorderTopRefresh--;
|
|
}
|
|
R_DrawViewBorder();
|
|
}
|
|
else if (BorderTopRefresh)
|
|
{
|
|
BorderTopRefresh--;
|
|
R_DrawTopBorder();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_EnterMirror
|
|
//
|
|
// [RH] Draw the reflection inside a mirror
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_EnterMirror (drawseg_t *ds, int depth)
|
|
{
|
|
angle_t startang = viewangle;
|
|
fixed_t startx = viewx;
|
|
fixed_t starty = viewy;
|
|
|
|
unsigned int mirrorsAtStart = WallMirrors.Size ();
|
|
|
|
vertex_t *v1 = ds->curline->v1;
|
|
|
|
// Reflect the current view behind the mirror.
|
|
if (ds->curline->linedef->dx == 0)
|
|
{ // vertical mirror
|
|
viewx = v1->x - startx + v1->x;
|
|
}
|
|
else if (ds->curline->linedef->dy == 0)
|
|
{ // horizontal mirror
|
|
viewy = v1->y - starty + v1->y;
|
|
}
|
|
else
|
|
{ // any mirror--use floats to avoid integer overflow
|
|
vertex_t *v2 = ds->curline->v2;
|
|
|
|
float dx = FIXED2FLOAT(v2->x - v1->x);
|
|
float dy = FIXED2FLOAT(v2->y - v1->y);
|
|
float x1 = FIXED2FLOAT(v1->x);
|
|
float y1 = FIXED2FLOAT(v1->y);
|
|
float x = FIXED2FLOAT(startx);
|
|
float y = FIXED2FLOAT(starty);
|
|
|
|
// the above two cases catch len == 0
|
|
float r = ((x - x1)*dx + (y - y1)*dy) / (dx*dx + dy*dy);
|
|
|
|
viewx = FLOAT2FIXED((x1 + r * dx)*2 - x);
|
|
viewy = FLOAT2FIXED((y1 + r * dy)*2 - y);
|
|
}
|
|
viewangle = 2*R_PointToAngle2 (ds->curline->v1->x, ds->curline->v1->y,
|
|
ds->curline->v2->x, ds->curline->v2->y) - startang;
|
|
|
|
viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
|
|
viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
|
|
|
|
viewtansin = FixedMul (FocalTangent, viewsin);
|
|
viewtancos = FixedMul (FocalTangent, viewcos);
|
|
|
|
R_CopyStackedViewParameters();
|
|
|
|
validcount++;
|
|
ActiveWallMirror = ds->curline;
|
|
|
|
R_ClearPlanes (false);
|
|
R_ClearClipSegs (ds->x1, ds->x2 + 1);
|
|
|
|
memcpy (ceilingclip + ds->x1, openings + ds->sprtopclip, (ds->x2 - ds->x1 + 1)*sizeof(*ceilingclip));
|
|
memcpy (floorclip + ds->x1, openings + ds->sprbottomclip, (ds->x2 - ds->x1 + 1)*sizeof(*floorclip));
|
|
|
|
WindowLeft = ds->x1;
|
|
WindowRight = ds->x2;
|
|
MirrorFlags = (depth + 1) & 1;
|
|
|
|
R_RenderBSPNode (nodes + numnodes - 1);
|
|
|
|
R_DrawPlanes ();
|
|
R_DrawSkyBoxes ();
|
|
|
|
// Allow up to 4 recursions through a mirror
|
|
if (depth < 4)
|
|
{
|
|
unsigned int mirrorsAtEnd = WallMirrors.Size ();
|
|
|
|
for (; mirrorsAtStart < mirrorsAtEnd; mirrorsAtStart++)
|
|
{
|
|
R_EnterMirror (drawsegs + WallMirrors[mirrorsAtStart], depth + 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
depth = depth;
|
|
}
|
|
|
|
viewangle = startang;
|
|
viewx = startx;
|
|
viewy = starty;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_SetupBuffer
|
|
//
|
|
// Precalculate all row offsets and fuzz table.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_SetupBuffer ()
|
|
{
|
|
static BYTE *lastbuff = NULL;
|
|
|
|
int pitch = RenderTarget->GetPitch();
|
|
BYTE *lineptr = RenderTarget->GetBuffer() + viewwindowy*pitch + viewwindowx;
|
|
|
|
if (dc_pitch != pitch || lineptr != lastbuff)
|
|
{
|
|
if (dc_pitch != pitch)
|
|
{
|
|
dc_pitch = pitch;
|
|
R_InitFuzzTable (pitch);
|
|
#if defined(X86_ASM) || defined(X64_ASM)
|
|
ASM_PatchPitch ();
|
|
#endif
|
|
}
|
|
dc_destorg = lineptr;
|
|
for (int i = 0; i < RenderTarget->GetHeight(); i++)
|
|
{
|
|
ylookup[i] = i * pitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RenderActorView
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|
{
|
|
WallCycles.Reset();
|
|
PlaneCycles.Reset();
|
|
MaskedCycles.Reset();
|
|
WallScanCycles.Reset();
|
|
|
|
R_SetupBuffer ();
|
|
R_SetupFrame (actor);
|
|
|
|
// Clear buffers.
|
|
R_ClearClipSegs (0, viewwidth);
|
|
R_ClearDrawSegs ();
|
|
R_ClearPlanes (true);
|
|
R_ClearSprites ();
|
|
|
|
NetUpdate ();
|
|
|
|
// [RH] Show off segs if r_drawflat is 1
|
|
if (r_drawflat)
|
|
{
|
|
hcolfunc_pre = R_FillColumnHorizP;
|
|
hcolfunc_post1 = rt_copy1col;
|
|
hcolfunc_post4 = rt_copy4cols;
|
|
colfunc = R_FillColumnP;
|
|
spanfunc = R_FillSpan;
|
|
}
|
|
else
|
|
{
|
|
hcolfunc_pre = R_DrawColumnHoriz;
|
|
hcolfunc_post1 = rt_map1col;
|
|
hcolfunc_post4 = rt_map4cols;
|
|
colfunc = basecolfunc;
|
|
spanfunc = R_DrawSpan;
|
|
}
|
|
|
|
WindowLeft = 0;
|
|
WindowRight = viewwidth - 1;
|
|
MirrorFlags = 0;
|
|
ActiveWallMirror = NULL;
|
|
|
|
r_dontmaplines = dontmaplines;
|
|
|
|
// [RH] Hack to make windows into underwater areas possible
|
|
r_fakingunderwater = false;
|
|
|
|
// [RH] Setup particles for this frame
|
|
R_FindParticleSubsectors ();
|
|
|
|
WallCycles.Clock();
|
|
DWORD savedflags = camera->renderflags;
|
|
// Never draw the player unless in chasecam mode
|
|
if (!r_showviewer)
|
|
{
|
|
camera->renderflags |= RF_INVISIBLE;
|
|
}
|
|
if (r_polymost < 2)
|
|
{
|
|
R_RenderBSPNode (nodes + numnodes - 1); // The head node is the last node output.
|
|
}
|
|
camera->renderflags = savedflags;
|
|
WallCycles.Unclock();
|
|
|
|
NetUpdate ();
|
|
|
|
if (viewactive)
|
|
{
|
|
PlaneCycles.Clock();
|
|
R_DrawPlanes ();
|
|
R_DrawSkyBoxes ();
|
|
PlaneCycles.Unclock();
|
|
|
|
// [RH] Walk through mirrors
|
|
size_t lastmirror = WallMirrors.Size ();
|
|
for (unsigned int i = 0; i < lastmirror; i++)
|
|
{
|
|
R_EnterMirror (drawsegs + WallMirrors[i], 0);
|
|
}
|
|
|
|
NetUpdate ();
|
|
|
|
MaskedCycles.Clock();
|
|
R_DrawMasked ();
|
|
MaskedCycles.Unclock();
|
|
|
|
NetUpdate ();
|
|
|
|
if (r_polymost)
|
|
{
|
|
RP_RenderBSPNode (nodes + numnodes - 1);
|
|
if (polyclipped)
|
|
{
|
|
RP_SetupFrame (true);
|
|
RP_RenderBSPNode (nodes + numnodes - 1);
|
|
}
|
|
}
|
|
}
|
|
WallMirrors.Clear ();
|
|
interpolator.RestoreInterpolations ();
|
|
R_SetupBuffer ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_RenderViewToCanvas
|
|
//
|
|
// Pre: Canvas is already locked.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
|
|
int x, int y, int width, int height, bool dontmaplines)
|
|
{
|
|
const bool savedviewactive = viewactive;
|
|
|
|
viewwidth = width;
|
|
RenderTarget = canvas;
|
|
bRenderingToCanvas = true;
|
|
|
|
R_SetWindow (12, width, height, height);
|
|
viewwindowx = x;
|
|
viewwindowy = y;
|
|
viewactive = true;
|
|
|
|
R_RenderActorView (actor, dontmaplines);
|
|
|
|
RenderTarget = screen;
|
|
bRenderingToCanvas = false;
|
|
R_ExecuteSetViewSize ();
|
|
screen->Lock (true);
|
|
R_SetupBuffer ();
|
|
screen->Unlock ();
|
|
viewactive = savedviewactive;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: Add
|
|
//
|
|
// Assigns a camera to a canvas texture.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, int fov)
|
|
{
|
|
FCanvasTextureInfo *probe;
|
|
FCanvasTexture *texture;
|
|
|
|
if (!picnum.isValid())
|
|
{
|
|
return;
|
|
}
|
|
texture = static_cast<FCanvasTexture *>(TexMan[picnum]);
|
|
if (!texture->bHasCanvas)
|
|
{
|
|
Printf ("%s is not a valid target for a camera\n", texture->Name);
|
|
return;
|
|
}
|
|
|
|
// Is this texture already assigned to a camera?
|
|
for (probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
if (probe->Texture == texture)
|
|
{
|
|
// Yes, change its assignment to this new camera
|
|
if (probe->Viewpoint != viewpoint || probe->FOV != fov)
|
|
{
|
|
texture->bFirstUpdate = true;
|
|
}
|
|
probe->Viewpoint = viewpoint;
|
|
probe->FOV = fov;
|
|
return;
|
|
}
|
|
}
|
|
// No, create a new assignment
|
|
probe = new FCanvasTextureInfo;
|
|
probe->Viewpoint = viewpoint;
|
|
probe->Texture = texture;
|
|
probe->PicNum = picnum;
|
|
probe->FOV = fov;
|
|
probe->Next = List;
|
|
texture->bFirstUpdate = true;
|
|
List = probe;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: UpdateAll
|
|
//
|
|
// Updates all canvas textures that were visible in the last frame.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::UpdateAll ()
|
|
{
|
|
FCanvasTextureInfo *probe;
|
|
|
|
for (probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
|
|
{
|
|
probe->Texture->RenderView (probe->Viewpoint, probe->FOV);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: EmptyList
|
|
//
|
|
// Removes all camera->texture assignments.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::EmptyList ()
|
|
{
|
|
FCanvasTextureInfo *probe, *next;
|
|
|
|
for (probe = List; probe != NULL; probe = next)
|
|
{
|
|
next = probe->Next;
|
|
delete probe;
|
|
}
|
|
List = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: Serialize
|
|
//
|
|
// Reads or writes the current set of mappings in an archive.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::Serialize (FArchive &arc)
|
|
{
|
|
if (arc.IsStoring ())
|
|
{
|
|
FCanvasTextureInfo *probe;
|
|
|
|
for (probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
if (probe->Texture != NULL && probe->Viewpoint != NULL)
|
|
{
|
|
arc << probe->Viewpoint << probe->FOV << probe->PicNum;
|
|
}
|
|
}
|
|
AActor *nullactor = NULL;
|
|
arc << nullactor;
|
|
}
|
|
else
|
|
{
|
|
AActor *viewpoint;
|
|
int fov;
|
|
FTextureID picnum;
|
|
|
|
EmptyList ();
|
|
while (arc << viewpoint, viewpoint != NULL)
|
|
{
|
|
arc << fov << picnum;
|
|
Add (viewpoint, picnum, fov);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCanvasTextureInfo :: Mark
|
|
//
|
|
// Marks all viewpoints in the list for the collector.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCanvasTextureInfo::Mark()
|
|
{
|
|
for (FCanvasTextureInfo *probe = List; probe != NULL; probe = probe->Next)
|
|
{
|
|
GC::Mark(probe->Viewpoint);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_MultiresInit
|
|
//
|
|
// Called from V_SetResolution()
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_MultiresInit ()
|
|
{
|
|
R_PlaneInitData ();
|
|
R_OldBlend = ~0;
|
|
}
|
|
|