gzdoom/src/swrenderer/scene/r_viewport.cpp
2017-01-12 16:21:46 +01:00

195 lines
4.8 KiB
C++

//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "r_utility.h"
#include "swrenderer/scene/r_viewport.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/things/r_playersprite.h"
#include "swrenderer/plane/r_flatplane.h"
CVAR(String, r_viewsize, "", CVAR_NOSET)
namespace swrenderer
{
bool r_swtruecolor;
fixed_t viewingrangerecip;
double FocalLengthX;
double FocalLengthY;
bool bRenderingToCanvas;
double globaluclip, globaldclip;
double CenterX, CenterY;
double YaspectMul;
double BaseYaspectMul; // yaspectmul without a forced aspect ratio
double IYaspectMul;
double InvZtoScale;
double WallTMapScale2;
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
angle_t xtoviewangle[MAXWIDTH + 1];
void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
{
int virtheight, virtwidth, virtwidth2, virtheight2;
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);
}
fuzzviewheight = viewheight - 2; // Maximum row the fuzzer can draw to
CenterX = centerx;
CenterY = centery;
virtwidth = virtwidth2 = fullWidth;
virtheight = virtheight2 = fullHeight;
if (AspectTallerThanWide(trueratio))
{
virtheight2 = virtheight2 * AspectMultiplier(trueratio) / 48;
}
else
{
virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
}
if (AspectTallerThanWide(WidescreenRatio))
{
virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
}
else
{
virtwidth = virtwidth * AspectMultiplier(WidescreenRatio) / 48;
}
BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth);
IYaspectMul = (double)virtwidth * r_Yaspect / 320.0 / virtheight;
InvZtoScale = YaspectMul * CenterX;
WallTMapScale2 = IYaspectMul / CenterX;
// psprite scales
RenderPlayerSprite::SetupSpriteScale();
// thing clipping
fillshort(screenheightarray, viewwidth, (short)viewheight);
R_InitTextureMapping();
// Reset r_*Visibility vars
R_SetVisibility(R_GetVisibility());
}
void R_SetupFreelook()
{
double dy;
if (camera != NULL)
{
dy = FocalLengthY * (-ViewPitch).Tan();
}
else
{
dy = 0;
}
CenterY = (viewheight / 2.0) + dy;
centery = xs_ToInt(CenterY);
globaluclip = -CenterY / InvZtoScale;
globaldclip = (viewheight - CenterY) / InvZtoScale;
RenderFlatPlane::SetupSlope();
}
void R_SetupBuffer()
{
using namespace drawerargs;
static BYTE *lastbuff = NULL;
int pitch = RenderTarget->GetPitch();
int pixelsize = r_swtruecolor ? 4 : 1;
BYTE *lineptr = RenderTarget->GetBuffer() + (viewwindowy*pitch + viewwindowx) * pixelsize;
if (dc_pitch != pitch || lineptr != lastbuff)
{
if (dc_pitch != pitch)
{
dc_pitch = pitch;
R_InitFuzzTable(pitch);
}
dc_destorg = lineptr;
dc_destheight = RenderTarget->GetHeight() - viewwindowy;
for (int i = 0; i < RenderTarget->GetHeight(); i++)
{
ylookup[i] = i * pitch;
}
}
}
void R_InitTextureMapping()
{
int i;
// Calc focallength so FieldOfView angles cover viewwidth.
FocalLengthX = CenterX / FocalTangent;
FocalLengthY = FocalLengthX * YaspectMul;
// This is 1/FocalTangent before the widescreen extension of FOV.
viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
// Now generate xtoviewangle for sky texture mapping.
// [RH] Do not generate viewangletox, because texture mapping is no
// longer done with trig, so it's not needed.
const double slopestep = FocalTangent / centerx;
double slope;
for (i = centerx, slope = 0; i <= viewwidth; i++, slope += slopestep)
{
xtoviewangle[i] = angle_t((2 * M_PI - atan(slope)) * (ANGLE_180 / M_PI));
}
for (i = 0; i < centerx; i++)
{
xtoviewangle[i] = 0 - xtoviewangle[viewwidth - i - 1];
}
}
}