/* ** r_swrender.cpp ** Software renderer interface ** **--------------------------------------------------------------------------- ** Copyright 2011 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "r_local.h" #include "v_palette.h" #include "v_video.h" #include "m_png.h" #include "r_bsp.h" #include "r_swrenderer.h" #include "r_3dfloors.h" #include "textures/textures.h" #include "r_data/voxels.h" void R_SWRSetWindow(int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio); void R_SetupColormap(player_t *); void R_SetupFreelook(); void R_InitRenderer(); //========================================================================== // // DCanvas :: Init // //========================================================================== void FSoftwareRenderer::Init() { R_InitRenderer(); } //========================================================================== // // DCanvas :: UsesColormap // //========================================================================== bool FSoftwareRenderer::UsesColormap() const { return true; } //=========================================================================== // // Texture precaching // //=========================================================================== void FSoftwareRenderer::PrecacheTexture(FTexture *tex, int cache) { if (tex != NULL) { if (cache & FTextureManager::HIT_Columnmode) { const FTexture::Span *spanp; tex->GetColumn(0, &spanp); } else if (cache != 0) { tex->GetPixels (); } else { tex->Unload (); } } } void FSoftwareRenderer::Precache(BYTE *texhitlist, TMap &actorhitlist) { BYTE *spritelist = new BYTE[sprites.Size()]; TMap::Iterator it(actorhitlist); TMap::Pair *pair; memset(spritelist, 0, sprites.Size()); while (it.NextPair(pair)) { PClassActor *cls = pair->Key; for (int i = 0; i < cls->NumOwnedStates; i++) { spritelist[cls->OwnedStates[i].sprite] = true; } } // Precache textures (and sprites). for (int i = (int)(sprites.Size() - 1); i >= 0; i--) { if (spritelist[i]) { int j, k; for (j = 0; j < sprites[i].numframes; j++) { const spriteframe_t *frame = &SpriteFrames[sprites[i].spriteframes + j]; for (k = 0; k < 16; k++) { FTextureID pic = frame->Texture[k]; if (pic.isValid()) { texhitlist[pic.GetIndex()] = FTextureManager::HIT_Sprite; } } } } } delete[] spritelist; int cnt = TexMan.NumTextures(); for (int i = cnt - 1; i >= 0; i--) { PrecacheTexture(TexMan.ByIndex(i), texhitlist[i]); } } //=========================================================================== // // Render the view // //=========================================================================== void FSoftwareRenderer::RenderView(player_t *player) { R_RenderActorView (player->mo); // [RH] Let cameras draw onto textures that were visible this frame. FCanvasTextureInfo::UpdateAll (); } //========================================================================== // // // //========================================================================== void FSoftwareRenderer::RemapVoxels() { for (unsigned i=0; iRemap(); } } //=========================================================================== // // Render the view to a savegame picture // //=========================================================================== void FSoftwareRenderer::WriteSavePic (player_t *player, FILE *file, int width, int height) { DCanvas *pic = new DSimpleCanvas (width, height); PalEntry palette[256]; // Take a snapshot of the player's view pic->ObjectFlags |= OF_Fixed; pic->Lock (); R_RenderViewToCanvas (player->mo, pic, 0, 0, width, height); screen->GetFlashedPalette (palette); M_CreatePNG (file, pic->GetBuffer(), palette, SS_PAL, width, height, pic->GetPitch()); pic->Unlock (); pic->Destroy(); pic->ObjectFlags |= OF_YesReallyDelete; delete pic; } //=========================================================================== // // // //=========================================================================== void FSoftwareRenderer::DrawRemainingPlayerSprites() { R_DrawRemainingPlayerSprites(); } //=========================================================================== // // Get max. view angle (renderer specific information so it goes here now) // //=========================================================================== #define MAX_DN_ANGLE 56 // Max looking down angle #define MAX_UP_ANGLE 32 // Max looking up angle int FSoftwareRenderer::GetMaxViewPitch(bool down) { return down ? MAX_DN_ANGLE : MAX_UP_ANGLE; } //========================================================================== // // OnModeSet // // Called from V_SetResolution() // //========================================================================== void FSoftwareRenderer::OnModeSet () { R_MultiresInit (); RenderTarget = screen; screen->Lock (true); R_SetupBuffer (); screen->Unlock (); } //=========================================================================== // // // //=========================================================================== void FSoftwareRenderer::ErrorCleanup () { fakeActive = 0; fake3D = 0; while (CurrentSkybox) { R_3D_DeleteHeights(); R_3D_LeaveSkybox(); } R_3D_ResetClip(); R_3D_DeleteHeights(); } //=========================================================================== // // // //=========================================================================== void FSoftwareRenderer::ClearBuffer(int color) { memset(RenderTarget->GetBuffer(), color, RenderTarget->GetPitch() * RenderTarget->GetHeight()); } //=========================================================================== // // // //=========================================================================== void FSoftwareRenderer::SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight, float trueratio) { R_SWRSetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio); } //=========================================================================== // // // //=========================================================================== void FSoftwareRenderer::SetupFrame(player_t *player) { R_SetupColormap(player); R_SetupFreelook(); } //========================================================================== // // R_CopyStackedViewParameters // //========================================================================== void FSoftwareRenderer::CopyStackedViewParameters() { R_CopyStackedViewParameters(); } //========================================================================== // // // //========================================================================== void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, int fov) { BYTE *Pixels = const_cast(tex->GetPixels()); DSimpleCanvas *Canvas = tex->GetCanvas(); // curse Doom's overuse of global variables in the renderer. // These get clobbered by rendering to a camera texture but they need to be preserved so the final rendering can be done with the correct palette. unsigned char *savecolormap = fixedcolormap; FSpecialColormap *savecm = realfixedcolormap; DAngle savedfov = FieldOfView; R_SetFOV ((double)fov); R_RenderViewToCanvas (viewpoint, Canvas, 0, 0, tex->GetWidth(), tex->GetHeight(), tex->bFirstUpdate); R_SetFOV (savedfov); if (Pixels == Canvas->GetBuffer()) { FTexture::FlipSquareBlockRemap (Pixels, tex->GetWidth(), tex->GetHeight(), GPalette.Remap); } else { FTexture::FlipNonSquareBlockRemap (Pixels, Canvas->GetBuffer(), tex->GetWidth(), tex->GetHeight(), Canvas->GetPitch(), GPalette.Remap); } tex->SetUpdated(); fixedcolormap = savecolormap; realfixedcolormap = savecm; } //========================================================================== // // // //========================================================================== sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, bool back) { return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, back); }