mirror of
https://github.com/ZDoom/gzdoom.git
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1093 lines
No EOL
23 KiB
C
1093 lines
No EOL
23 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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#include "m_alloc.h"
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#include <stdlib.h>
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#include <math.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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// For ST_Y
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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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cvar_t *r_viewsize;
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extern int dmflags;
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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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lighttable_t* basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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lighttable_t* fixedcolormap;
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extern int* walllights; // [RH] changed from lighttable_t** to int*
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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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// [RH] fixing the aspect ratio stuff (from doom legacy)...
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fixed_t projectiony;
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// [RH] virtual top of the sky (for freelooking)
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fixed_t skytopfrac;
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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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angle_t viewangle;
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fixed_t viewcos;
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fixed_t viewsin;
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mobj_t* camera; // [RH] camera to draw from. doesn't have to be a player
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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;
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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 MININT to 0 to MAXINT.
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// fixed_t finetangent[FINEANGLES/2];
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// fixed_t finesine[5*FINEANGLES/4];
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fixed_t* finecosine = &finesine[FINEANGLES/4];
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// [RH] Changed these from lighttable_t* to int.
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int scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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int scalelightfixed[MAXLIGHTSCALE];
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int zlight[LIGHTLEVELS][MAXLIGHTZ];
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int lightscalexmul; // [RH] used to keep hires modes dark enough
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int lightscaleymul;
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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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extern BOOL DrawNewHUD; // [RH] Defined in d_main.c.
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cvar_t *r_detail; // [RH] Detail mode
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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 (*lucentcolfunc) (void);
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void (*transcolfunc) (void);
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void (*tlatedlucentcolfunc) (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 (*hcolfunc_post4) (int sx, int yl, int yh);
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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, check point against partition plane.
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// Returns side 0 (front) or 1 (back).
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// [RH] Re-arranged slightly.
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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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if (!node->dx)
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{
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return (x <= node->x) ? (node->dy > 0) : (node->dy < 0);
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}
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else if (!node->dy)
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{
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return (y <= node->y) ? (node->dx < 0) : (node->dx > 0);
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}
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else
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{
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fixed_t dx = (x - node->x);
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fixed_t 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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if (FixedMul (dy, node->dx>>FRACBITS) < FixedMul (node->dy>>FRACBITS, dx))
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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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// [RH] Rearranged this slightly, too.
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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 = line->v1->x;
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fixed_t ly = line->v1->y;
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fixed_t ldx = line->v2->x - lx;
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fixed_t ldy = line->v2->y - ly;
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if (!ldx)
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{
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return (x <= lx) ? (ldy > 0) : (ldy < 0);
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}
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else if (!ldy)
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{
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return (y <= ly) ? (ldx < 0) : (ldx > 0);
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}
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else
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{
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fixed_t dx = (x - lx);
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fixed_t 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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if (FixedMul (dy, ldx>>FRACBITS) < FixedMul (ldy>>FRACBITS, dx))
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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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//
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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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//
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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 (angle_t) (-(int)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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}
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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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//
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// R_InitPointToAngle
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//
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void R_InitPointToAngle (void)
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{
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// UNUSED - now getting from tables.c
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// [RH] Actually, if you define CALC_TABLES, the game will use the FPU
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// to calculate these tables at runtime so that a little space
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// can be saved on disk.
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#ifdef CALC_TABLES
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double i, f;
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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<=(double)SLOPERANGE ; i++)
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{
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f = atan2 (i, (double)SLOPERANGE) / (6.28318530718 /* 2*pi */);
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tantoangle[(int)i] = (angle_t)(0xffffffff*f);
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}
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#endif
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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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int anglea;
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int 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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// [RH] Use projectiony instead of projection to get correct
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// aspect ratio (assuming 320x200 is correct) (from doom legacy)
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num = FixedMul(projectiony,sineb);
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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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//
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// R_InitTables
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//
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void R_InitTables (void)
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{
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// UNUSED: now getting from tables.c
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// [RH] As with R_InitPointToAngle, you can #define CALC_TABLES
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// to generate these tables at runtime.
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#ifdef CALC_TABLES
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int i;
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double a;
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double fv;
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// viewangle tangent table
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
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fv = FRACUNIT*tan (a);
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finetangent[i] = (angle_t)fv;
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}
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// finesine table
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for (i=0 ; i<5*FINEANGLES/4 ; i++)
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{
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// OPTIMIZE: mirror...
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a = (i+0.5)*PI*2/FINEANGLES;
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finesine[i] = (angle_t)(FRACUNIT * sin (a));
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}
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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_InitLightTables
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// Only inits the zlight table,
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// because the scalelight table changes with view size.
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// [RH] This now sets up indices into a colormap rather than pointers into the
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// colormap, because the colormap can vary by sector, but the indices
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// into it don't.
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//
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#define DISTMAP 2
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|
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void R_InitLightTables (void)
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{
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int i;
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int j;
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int level;
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int startmap;
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int scale;
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int lightmapsize = 8 + (screen.is8bit ? 0 : 2);
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|
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// Calculate the light levels to use
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// for each level / distance combination.
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for (i = 0; i < LIGHTLEVELS; i++)
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{
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startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
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for (j=0 ; j<MAXLIGHTZ ; j++)
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{
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scale = FixedDiv (160*FRACUNIT, (j+1)<<LIGHTZSHIFT);
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scale >>= LIGHTSCALESHIFT-LIGHTSCALEMULBITS;
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level = startmap - scale/DISTMAP;
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if (level < 0)
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level = 0;
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else if (level >= NUMCOLORMAPS)
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|
level = NUMCOLORMAPS-1;
|
|
|
|
zlight[i][j] = level << lightmapsize;
|
|
}
|
|
}
|
|
|
|
lightscalexmul = ((320<<detailyshift) * (1<<LIGHTSCALEMULBITS)) / screen.width;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_SetViewSize
|
|
// Do not really change anything here,
|
|
// because it might be in the middle of a refresh.
|
|
// The change will take effect next refresh.
|
|
//
|
|
BOOL setsizeneeded;
|
|
int setblocks;
|
|
int setdetail = -1;
|
|
|
|
|
|
void R_SetViewSize (int blocks)
|
|
{
|
|
setsizeneeded = true;
|
|
setblocks = blocks;
|
|
}
|
|
|
|
|
|
// [RH] Change detailmode
|
|
void R_DetailCallback (cvar_t *var)
|
|
{
|
|
static BOOL badrecovery = false;
|
|
|
|
if (badrecovery) {
|
|
badrecovery = false;
|
|
return;
|
|
}
|
|
|
|
if (var->value < 0.0 || var->value > 3.0) {
|
|
Printf (PRINT_HIGH, "Bad detail mode. (Use 0-3)\n");
|
|
badrecovery = true;
|
|
SetCVarFloat (var, (float)((detailyshift << 1)|detailxshift));
|
|
return;
|
|
}
|
|
|
|
setdetail = (int)var->value;
|
|
setsizeneeded = true;
|
|
}
|
|
|
|
int freediff;
|
|
fixed_t freelookviewheight;
|
|
|
|
//
|
|
// R_ExecuteSetViewSize
|
|
//
|
|
void R_ExecuteSetViewSize (void)
|
|
{
|
|
fixed_t cosadj;
|
|
fixed_t dy;
|
|
int i;
|
|
int j;
|
|
int level;
|
|
int startmap;
|
|
int aspectx;
|
|
int virtheight, virtwidth;
|
|
int lightmapsize = 8 + (screen.is8bit ? 0 : 2);
|
|
|
|
setsizeneeded = false;
|
|
BorderNeedRefresh = true;
|
|
|
|
if (setdetail >= 0) {
|
|
if (!r_columnmethod->value) {
|
|
R_RenderSegLoop = R_RenderSegLoop1;
|
|
// [RH] x-doubling only works with the standard column drawer
|
|
detailxshift = setdetail & 1;
|
|
} else {
|
|
R_RenderSegLoop = R_RenderSegLoop2;
|
|
detailxshift = 0;
|
|
}
|
|
detailyshift = (setdetail >> 1) & 1;
|
|
setdetail = -1;
|
|
}
|
|
|
|
if (setblocks == 11 || setblocks == 12)
|
|
{
|
|
realviewwidth = screen.width;
|
|
freelookviewheight = realviewheight = screen.height;
|
|
}
|
|
else if (setblocks == 10) {
|
|
realviewwidth = screen.width;
|
|
realviewheight = ST_Y;
|
|
freelookviewheight = screen.height;
|
|
}
|
|
else
|
|
{
|
|
realviewwidth = ((setblocks*screen.width)/10) & (~(15>>(screen.is8bit ? 0 : 2)));
|
|
realviewheight = ((setblocks*ST_Y)/10)&~7;
|
|
freelookviewheight = ((setblocks*screen.height)/10)&~7;
|
|
}
|
|
|
|
if (setblocks == 11)
|
|
DrawNewHUD = true;
|
|
else
|
|
DrawNewHUD = false;
|
|
|
|
freediff = (freelookviewheight - realviewheight) >> (detailyshift + 1);
|
|
viewwidth = realviewwidth >> detailxshift;
|
|
viewheight = realviewheight >> detailyshift;
|
|
freelookviewheight >>= detailyshift;
|
|
|
|
{
|
|
char temp[16];
|
|
|
|
sprintf (temp, "%d x %d", viewwidth, viewheight);
|
|
SetCVar (r_viewsize, temp);
|
|
}
|
|
|
|
centery = viewheight/2;
|
|
centerx = viewwidth/2;
|
|
centerxfrac = centerx<<FRACBITS;
|
|
centeryfrac = centery<<FRACBITS;
|
|
|
|
virtwidth = screen.width >> detailxshift;
|
|
virtheight = screen.height >> detailyshift;
|
|
|
|
// [RH] aspect ratio stuff (based on Doom Legacy's)
|
|
aspectx = ((virtheight * centerx * 320) / 200) / virtwidth * FRACUNIT;
|
|
|
|
projection = centerxfrac;
|
|
projectiony = aspectx;
|
|
|
|
colfunc = basecolfunc = R_DrawColumn;
|
|
lucentcolfunc = R_DrawTranslucentColumn;
|
|
fuzzcolfunc = R_DrawFuzzColumn;
|
|
transcolfunc = R_DrawTranslatedColumn;
|
|
tlatedlucentcolfunc = R_DrawTlatedLucentColumn;
|
|
spanfunc = R_DrawSpan;
|
|
|
|
// [RH] Horizontal column drawers
|
|
hcolfunc_pre = R_DrawColumnHoriz;
|
|
hcolfunc_post1 = rt_map1col;
|
|
hcolfunc_post2 = rt_map2cols;
|
|
hcolfunc_post4 = rt_map4cols;
|
|
|
|
R_InitBuffer (viewwidth, viewheight);
|
|
R_InitTextureMapping ();
|
|
|
|
// psprite scales
|
|
pspritescale = (viewwidth << FRACBITS) / 320;
|
|
pspriteiscale = (320 << FRACBITS) / viewwidth;
|
|
{
|
|
// [RH] Aspect ratio fix (from Doom Legacy, sort of)
|
|
float h = (float)virtheight;
|
|
float w1 = (float)viewwidth;
|
|
float w2 = (float)virtwidth;
|
|
pspriteyscale = (fixed_t)((h*w1*0.005*FRACUNIT)/w2);
|
|
}
|
|
// [RH] Sky height fix for screens not 200 (or 240) pixels tall
|
|
R_InitSkyMap (r_stretchsky);
|
|
|
|
// thing clipping
|
|
for (i=0 ; i<viewwidth ; i++)
|
|
screenheightarray[i] = (short)viewheight;
|
|
|
|
// planes
|
|
|
|
|
|
// [RH] Calculates yslopes for 2.5 times the view height
|
|
// to allow for freelook (based on Doom Legacy)
|
|
// This amount was got at after playing Blood for a
|
|
// little bit: You can look half a screen height up
|
|
// from straight ahead, and an entire screen height
|
|
// below from straight ahead.
|
|
for (i=0 ; i < (freelookviewheight<<1)+(freelookviewheight>>1) ; i++)
|
|
{
|
|
dy = ((i-freelookviewheight)<<FRACBITS)+FRACUNIT/2;
|
|
dy = abs(dy);
|
|
yslopetab[i] = FixedDiv (aspectx, dy);
|
|
}
|
|
yslope = yslopetab + (viewheight >> 1);
|
|
|
|
for (i=0 ; i<viewwidth ; i++)
|
|
{
|
|
cosadj = abs(finecosine[xtoviewangle[i]>>ANGLETOFINESHIFT]);
|
|
distscale[i] = FixedDiv (FRACUNIT,cosadj);
|
|
}
|
|
|
|
// Calculate the light levels to use for each level / scale combination.
|
|
// [RH] This just stores indices into the colormap rather than pointers to a specific one.
|
|
for (i=0 ; i< LIGHTLEVELS ; i++)
|
|
{
|
|
startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
|
|
for (j=0 ; j<MAXLIGHTSCALE ; j++)
|
|
{
|
|
level = startmap - (j*(screen.width>>detailxshift))/((viewwidth*DISTMAP));
|
|
if (level < 0)
|
|
level = 0;
|
|
else if (level >= NUMCOLORMAPS)
|
|
level = NUMCOLORMAPS-1;
|
|
|
|
scalelight[i][j] = level << lightmapsize;
|
|
}
|
|
}
|
|
|
|
// [RH] Initialize z-light tables here
|
|
R_InitLightTables ();
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_Init
|
|
//
|
|
extern cvar_t *screenblocks;
|
|
|
|
static void screenblocksCallback (cvar_t *var)
|
|
{
|
|
if (var->value > 12.0) {
|
|
// SetCVarFloat() will call us again
|
|
SetCVarFloat (var, 12.0);
|
|
return;
|
|
} else if (var->value < 3.0) {
|
|
SetCVarFloat (var, 3.0);
|
|
return;
|
|
}
|
|
|
|
R_SetViewSize ((int)var->value);
|
|
}
|
|
|
|
static void PickColumnMethod (cvar_t *var)
|
|
{
|
|
if (var->value != 0 && var->value != 1)
|
|
SetCVarFloat (var, 1);
|
|
else
|
|
// Trigger the change with a setdetail event
|
|
SetCVarFloat (r_detail, r_detail->value);
|
|
}
|
|
|
|
void R_Init (void)
|
|
{
|
|
// [RH] Automatically sense changes to screenblocks cvar
|
|
screenblocks->u.callback = screenblocksCallback;
|
|
|
|
// [RH] Automatically sense changes to r_detail cvar
|
|
r_detail->u.callback = R_DetailCallback;
|
|
// ...and apply it at startup.
|
|
R_DetailCallback (r_detail);
|
|
|
|
R_InitData ();
|
|
R_InitPointToAngle ();
|
|
R_InitTables ();
|
|
// viewwidth / viewheight are set by the defaults
|
|
|
|
R_SetViewSize ((int)screenblocks->value);
|
|
R_InitPlanes ();
|
|
R_InitLightTables ();
|
|
R_InitTranslationTables ();
|
|
|
|
R_InitParticles (); // [RH] Setup particle engine
|
|
|
|
// [RH] Setup the seg rendering loop
|
|
r_columnmethod = cvar ("r_columnmethod", "1", CVAR_ARCHIVE|CVAR_CALLBACK);
|
|
r_columnmethod->u.callback = PickColumnMethod;
|
|
|
|
r_drawflat = cvar ("r_drawflat", "0", 0);
|
|
|
|
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
|
|
//
|
|
extern dyncolormap_t NormalLight;
|
|
|
|
void R_SetupFrame (player_t *player)
|
|
{
|
|
static unsigned int oldblend = ~0;
|
|
unsigned int newblend;
|
|
int dy;
|
|
|
|
camera = player->camera; // [RH] Use camera instead of viewplayer
|
|
|
|
if (player->cheats & CF_CHASECAM) {
|
|
// [RH] Use chasecam view
|
|
P_AimCamera (camera);
|
|
viewx = CameraX;
|
|
viewy = CameraY;
|
|
viewz = CameraZ;
|
|
} else {
|
|
viewx = camera->x;
|
|
viewy = camera->y;
|
|
viewz = camera->player ? camera->player->viewz : camera->z;
|
|
}
|
|
|
|
viewangle = camera->angle + viewangleoffset;
|
|
|
|
if (camera->player && camera->player->xviewshift && !paused)
|
|
{
|
|
int intensity = camera->player->xviewshift;;
|
|
viewx += ((M_Random() % (intensity<<2))
|
|
-(intensity<<1))<<FRACBITS;
|
|
viewy += ((M_Random()%(intensity<<2))
|
|
-(intensity<<1))<<FRACBITS;
|
|
}
|
|
|
|
extralight = camera == player->mo ? player->extralight : 0;
|
|
|
|
viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
|
|
viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
|
|
|
|
// killough 3/20/98, 4/4/98: select colormap based on player status
|
|
// [RH] Can also select a blend
|
|
|
|
if (camera->subsector->sector->heightsec != -1)
|
|
{
|
|
const sector_t *s = camera->subsector->sector->heightsec + sectors;
|
|
newblend = viewz < s->floorheight ? s->bottommap : viewz > s->ceilingheight ?
|
|
s->topmap : s->midmap;
|
|
if (!screen.is8bit)
|
|
newblend = R_BlendForColormap (newblend);
|
|
else 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 (oldblend != newblend) {
|
|
oldblend = newblend;
|
|
if (APART(newblend)) {
|
|
BaseBlendR = RPART(newblend);
|
|
BaseBlendG = GPART(newblend);
|
|
BaseBlendB = BPART(newblend);
|
|
BaseBlendA = APART(newblend) / 255.0f;
|
|
NormalLight.maps = realcolormaps;
|
|
} else {
|
|
NormalLight.maps = realcolormaps + (NUMCOLORMAPS+1)*256*newblend;
|
|
BaseBlendR = BaseBlendG = BaseBlendB = 0;
|
|
BaseBlendA = 0.0f;
|
|
}
|
|
}
|
|
|
|
fixedcolormap = NULL;
|
|
fixedlightlev = 0;
|
|
|
|
if (camera == player->mo && player->fixedcolormap)
|
|
{
|
|
if (player->fixedcolormap < NUMCOLORMAPS) {
|
|
fixedlightlev = player->fixedcolormap*256;
|
|
fixedcolormap = DefaultPalette->maps.colormaps;
|
|
} else {
|
|
if (screen.is8bit)
|
|
fixedcolormap =
|
|
DefaultPalette->maps.colormaps
|
|
+ player->fixedcolormap*256;
|
|
else
|
|
fixedcolormap = (lighttable_t *)
|
|
(DefaultPalette->maps.shades
|
|
+ player->fixedcolormap*256);
|
|
}
|
|
|
|
walllights = scalelightfixed;
|
|
|
|
// [RH] scalelightfixed is an int* now, not a lighttable_t**
|
|
memset (scalelightfixed, 0, MAXLIGHTSCALE*sizeof(*scalelightfixed));
|
|
}
|
|
|
|
// [RH] freelook stuff
|
|
dy = FixedMul (freelookviewheight << (FRACBITS/2), camera->pitch) >> 9;
|
|
yslope = yslopetab + (freelookviewheight >> 1) + dy + freediff;
|
|
centery = (viewheight >> 1) - dy;
|
|
centeryfrac = centery << FRACBITS;
|
|
skytopfrac = centeryfrac - ((freelookviewheight + freediff) << (FRACBITS - 1));
|
|
|
|
framecount++;
|
|
validcount++;
|
|
|
|
if (BorderNeedRefresh)
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
R_DrawViewBorder();
|
|
}
|
|
BorderNeedRefresh = false;
|
|
BorderTopRefresh = false;
|
|
}
|
|
else if (BorderTopRefresh)
|
|
{
|
|
if (setblocks < 10)
|
|
{
|
|
R_DrawTopBorder();
|
|
}
|
|
BorderTopRefresh = false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// R_RenderView
|
|
//
|
|
void R_RenderPlayerView (player_t *player)
|
|
{
|
|
R_SetupFrame (player);
|
|
|
|
// Clear buffers.
|
|
R_ClearClipSegs ();
|
|
R_ClearDrawSegs ();
|
|
R_ClearPlanes ();
|
|
R_ClearSprites ();
|
|
|
|
// check for new console commands.
|
|
NetUpdate ();
|
|
|
|
// [RH] Show off segs if r_drawflat is 1
|
|
if (r_drawflat->value) {
|
|
hcolfunc_pre = R_FillColumnHorizP;
|
|
hcolfunc_post1 = rt_copy1col;
|
|
hcolfunc_post2 = rt_copy2cols;
|
|
hcolfunc_post4 = rt_copy4cols;
|
|
colfunc = R_FillColumnP;
|
|
//spanfunc = R_FillSpan;
|
|
}
|
|
|
|
hcolfunc_pre = R_DrawColumnHoriz;
|
|
colfunc = basecolfunc;
|
|
hcolfunc_post1 = rt_map1col;
|
|
hcolfunc_post2 = rt_map2cols;
|
|
hcolfunc_post4 = rt_map4cols;
|
|
|
|
// Never draw the player unless in chasecam mode
|
|
if (camera->player && !(camera->player->cheats & CF_CHASECAM)) {
|
|
camera->flags2 |= MF2_DONTDRAW;
|
|
R_RenderBSPNode (numnodes - 1);
|
|
camera->flags2 &= ~MF2_DONTDRAW;
|
|
} else
|
|
R_RenderBSPNode (numnodes-1); // The head node is the last node output.
|
|
|
|
// Check for new console commands.
|
|
NetUpdate ();
|
|
|
|
R_DrawPlanes ();
|
|
|
|
spanfunc = R_DrawSpan;
|
|
|
|
// Check for new console commands.
|
|
NetUpdate ();
|
|
|
|
R_DrawMasked ();
|
|
|
|
// Check for new console commands.
|
|
NetUpdate ();
|
|
|
|
// [RH] Apply detail mode doubling
|
|
R_DetailDouble ();
|
|
}
|
|
|
|
// [RH] Do all multires stuff. Called from V_SetResolution()
|
|
void R_MultiresInit (void)
|
|
{
|
|
int i;
|
|
|
|
// in r_things.c
|
|
extern short *r_dscliptop, *r_dsclipbot;
|
|
// in r_draw.c
|
|
extern byte **ylookup;
|
|
extern int *columnofs;
|
|
|
|
ylookup = Realloc (ylookup, screen.height * sizeof(byte *));
|
|
columnofs = Realloc (columnofs, screen.width * sizeof(int));
|
|
r_dscliptop = Realloc (r_dscliptop, screen.width * sizeof(short));
|
|
r_dsclipbot = Realloc (r_dsclipbot, screen.width * sizeof(short));
|
|
|
|
// Moved from R_InitSprites()
|
|
negonearray = Realloc (negonearray, sizeof(short) * screen.width);
|
|
|
|
for (i=0 ; i<screen.width ; i++)
|
|
{
|
|
negonearray[i] = -1;
|
|
}
|
|
|
|
// These get set in R_ExecuteSetViewSize()
|
|
screenheightarray = Realloc (screenheightarray, sizeof(short) * screen.width);
|
|
xtoviewangle = Realloc (xtoviewangle, sizeof(angle_t) * (screen.width + 1));
|
|
|
|
R_InitFuzzTable ();
|
|
R_PlaneInitData ();
|
|
} |