mirror of
https://github.com/ZDoom/gzdoom.git
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195 lines
4.8 KiB
C++
195 lines
4.8 KiB
C++
//
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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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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "r_utility.h"
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#include "swrenderer/scene/r_viewport.h"
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#include "swrenderer/scene/r_light.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/plane/r_flatplane.h"
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CVAR(String, r_viewsize, "", CVAR_NOSET)
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namespace swrenderer
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{
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bool r_swtruecolor;
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fixed_t viewingrangerecip;
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double FocalLengthX;
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double FocalLengthY;
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bool bRenderingToCanvas;
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double globaluclip, globaldclip;
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double CenterX, CenterY;
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double YaspectMul;
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double BaseYaspectMul; // yaspectmul without a forced aspect ratio
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double IYaspectMul;
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double InvZtoScale;
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double WallTMapScale2;
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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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void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio)
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{
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int virtheight, virtwidth, virtwidth2, virtheight2;
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if (!bRenderingToCanvas)
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{ // Set r_viewsize cvar to reflect the current view size
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UCVarValue value;
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char temp[16];
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mysnprintf(temp, countof(temp), "%d x %d", viewwidth, viewheight);
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value.String = temp;
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r_viewsize.ForceSet(value, CVAR_String);
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}
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fuzzviewheight = viewheight - 2; // Maximum row the fuzzer can draw to
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CenterX = centerx;
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CenterY = centery;
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virtwidth = virtwidth2 = fullWidth;
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virtheight = virtheight2 = fullHeight;
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if (AspectTallerThanWide(trueratio))
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{
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virtheight2 = virtheight2 * AspectMultiplier(trueratio) / 48;
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}
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else
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{
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virtwidth2 = virtwidth2 * AspectMultiplier(trueratio) / 48;
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}
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if (AspectTallerThanWide(WidescreenRatio))
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{
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virtheight = virtheight * AspectMultiplier(WidescreenRatio) / 48;
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}
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else
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{
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virtwidth = virtwidth * AspectMultiplier(WidescreenRatio) / 48;
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}
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BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
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YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth);
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IYaspectMul = (double)virtwidth * r_Yaspect / 320.0 / virtheight;
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InvZtoScale = YaspectMul * CenterX;
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WallTMapScale2 = IYaspectMul / CenterX;
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// psprite scales
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RenderPlayerSprite::SetupSpriteScale();
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// thing clipping
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fillshort(screenheightarray, viewwidth, (short)viewheight);
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R_InitTextureMapping();
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// Reset r_*Visibility vars
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R_SetVisibility(R_GetVisibility());
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}
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void R_SetupFreelook()
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{
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double dy;
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if (camera != NULL)
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{
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dy = FocalLengthY * (-ViewPitch).Tan();
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}
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else
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{
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dy = 0;
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}
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CenterY = (viewheight / 2.0) + dy;
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centery = xs_ToInt(CenterY);
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globaluclip = -CenterY / InvZtoScale;
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globaldclip = (viewheight - CenterY) / InvZtoScale;
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RenderFlatPlane::SetupSlope();
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}
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void R_SetupBuffer()
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{
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using namespace drawerargs;
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static BYTE *lastbuff = NULL;
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int pitch = RenderTarget->GetPitch();
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int pixelsize = r_swtruecolor ? 4 : 1;
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BYTE *lineptr = RenderTarget->GetBuffer() + (viewwindowy*pitch + viewwindowx) * pixelsize;
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if (dc_pitch != pitch || lineptr != lastbuff)
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{
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if (dc_pitch != pitch)
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{
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dc_pitch = pitch;
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R_InitFuzzTable(pitch);
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}
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dc_destorg = lineptr;
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dc_destheight = RenderTarget->GetHeight() - viewwindowy;
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for (int i = 0; i < RenderTarget->GetHeight(); i++)
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{
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ylookup[i] = i * pitch;
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}
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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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// Calc focallength so FieldOfView angles cover viewwidth.
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FocalLengthX = CenterX / FocalTangent;
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FocalLengthY = FocalLengthX * YaspectMul;
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// This is 1/FocalTangent before the widescreen extension of FOV.
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viewingrangerecip = FLOAT2FIXED(1. / tan(FieldOfView.Radians() / 2));
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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 double slopestep = FocalTangent / centerx;
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double slope;
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for (i = centerx, slope = 0; i <= viewwidth; i++, slope += slopestep)
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{
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xtoviewangle[i] = angle_t((2 * M_PI - atan(slope)) * (ANGLE_180 / M_PI));
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}
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for (i = 0; i < centerx; i++)
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{
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xtoviewangle[i] = 0 - xtoviewangle[viewwidth - i - 1];
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}
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}
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}
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