ref: 15f26fadf4315e0336fd0e2c68e7162c29bbffcb
dir: /src/hexen/r_main.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // //----------------------------------------------------------------------------- #include <math.h> #include "h2def.h" #include "r_local.h" int viewangleoffset; #ifdef __WATCOMC__ int newViewAngleOff; #endif int validcount = 1; // increment every time a check is made lighttable_t *fixedcolormap; extern lighttable_t **walllights; int centerx, centery; fixed_t centerxfrac, centeryfrac; fixed_t projection; int framecount; // just for profiling purposes int sscount, linecount, loopcount; fixed_t viewx, viewy, viewz; angle_t viewangle; fixed_t viewcos, viewsin; player_t *viewplayer; int detailshift; // 0 = high, 1 = low // // precalculated math tables // angle_t clipangle; // The viewangletox[viewangle + FINEANGLES/4] lookup maps the visible view // angles to screen X coordinates, flattening the arc to a flat projection // plane. There will be many angles mapped to the same X. int viewangletox[FINEANGLES / 2]; // The xtoviewangleangle[] table maps a screen pixel to the lowest viewangle // that maps back to x ranges from clipangle to -clipangle angle_t xtoviewangle[SCREENWIDTH + 1]; // the finetangentgent[angle+FINEANGLES/4] table holds the fixed_t tangent // values for view angles, ranging from MININT to 0 to MAXINT. // fixed_t finetangent[FINEANGLES/2]; // fixed_t finesine[5*FINEANGLES/4]; fixed_t *finecosine = &finesine[FINEANGLES / 4]; lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; lighttable_t *scalelightfixed[MAXLIGHTSCALE]; lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ]; int extralight; // bumped light from gun blasts void (*colfunc) (void); void (*basecolfunc) (void); void (*fuzzcolfunc) (void); void (*transcolfunc) (void); void (*spanfunc) (void); /* =================== = = R_AddPointToBox = =================== */ /* void R_AddPointToBox (int x, int y, fixed_t *box) { if (x< box[BOXLEFT]) box[BOXLEFT] = x; if (x> box[BOXRIGHT]) box[BOXRIGHT] = x; if (y< box[BOXBOTTOM]) box[BOXBOTTOM] = y; if (y> box[BOXTOP]) box[BOXTOP] = y; } */ /* =============================================================================== = = R_PointOnSide = = Returns side 0 (front) or 1 (back) =============================================================================== */ int R_PointOnSide(fixed_t x, fixed_t y, node_t * node) { fixed_t dx, dy; fixed_t left, right; if (!node->dx) { if (x <= node->x) return node->dy > 0; return node->dy < 0; } if (!node->dy) { if (y <= node->y) return node->dx < 0; return node->dx > 0; } dx = (x - node->x); dy = (y - node->y); // try to quickly decide by looking at sign bits if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000) { if ((node->dy ^ dx) & 0x80000000) return 1; // (left is negative) return 0; } left = FixedMul(node->dy >> FRACBITS, dx); right = FixedMul(dy, node->dx >> FRACBITS); if (right < left) return 0; // front side return 1; // back side } int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t * line) { fixed_t lx, ly; fixed_t ldx, ldy; fixed_t dx, dy; fixed_t left, right; lx = line->v1->x; ly = line->v1->y; ldx = line->v2->x - lx; ldy = line->v2->y - ly; if (!ldx) { if (x <= lx) return ldy > 0; return ldy < 0; } if (!ldy) { if (y <= ly) return ldx < 0; return ldx > 0; } dx = (x - lx); dy = (y - ly); // try to quickly decide by looking at sign bits if ((ldy ^ ldx ^ dx ^ dy) & 0x80000000) { if ((ldy ^ dx) & 0x80000000) return 1; // (left is negative) return 0; } left = FixedMul(ldy >> FRACBITS, dx); right = FixedMul(dy, ldx >> FRACBITS); if (right < left) return 0; // front side return 1; // back side } /* =============================================================================== = = R_PointToAngle = =============================================================================== */ // to get a global angle from cartesian coordinates, the coordinates are // flipped until they are in the first octant of the coordinate system, then // the y (<=x) is scaled and divided by x to get a tangent (slope) value // which is looked up in the tantoangle[] table. The +1 size is to handle // the case when x==y without additional checking. #define SLOPERANGE 2048 #define SLOPEBITS 11 #define DBITS (FRACBITS-SLOPEBITS) extern int tantoangle[SLOPERANGE + 1]; // get from tables.c // int tantoangle[SLOPERANGE+1]; int SlopeDiv(unsigned num, unsigned den) { unsigned ans; if (den < 512) return SLOPERANGE; ans = (num << 3) / (den >> 8); return ans <= SLOPERANGE ? ans : SLOPERANGE; } angle_t R_PointToAngle(fixed_t x, fixed_t y) { x -= viewx; y -= viewy; if ((!x) && (!y)) return 0; if (x >= 0) { // x >=0 if (y >= 0) { // y>= 0 if (x > y) return tantoangle[SlopeDiv(y, x)]; // octant 0 else return ANG90 - 1 - tantoangle[SlopeDiv(x, y)]; // octant 1 } else { // y<0 y = -y; if (x > y) return -tantoangle[SlopeDiv(y, x)]; // octant 8 else return ANG270 + tantoangle[SlopeDiv(x, y)]; // octant 7 } } else { // x<0 x = -x; if (y >= 0) { // y>= 0 if (x > y) return ANG180 - 1 - tantoangle[SlopeDiv(y, x)]; // octant 3 else return ANG90 + tantoangle[SlopeDiv(x, y)]; // octant 2 } else { // y<0 y = -y; if (x > y) return ANG180 + tantoangle[SlopeDiv(y, x)]; // octant 4 else return ANG270 - 1 - tantoangle[SlopeDiv(x, y)]; // octant 5 } } return 0; } angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) { viewx = x1; viewy = y1; return R_PointToAngle(x2, y2); } fixed_t R_PointToDist(fixed_t x, fixed_t y) { int angle; fixed_t dx, dy, temp; fixed_t dist; dx = abs(x - viewx); dy = abs(y - viewy); if (dy > dx) { temp = dx; dx = dy; dy = temp; } angle = (tantoangle[FixedDiv(dy, dx) >> DBITS] + ANG90) >> ANGLETOFINESHIFT; dist = FixedDiv(dx, finesine[angle]); // use as cosine return dist; } /* ================= = = R_InitPointToAngle = ================= */ void R_InitPointToAngle(void) { // now getting from tables.c #if 0 int i; long t; float f; // // slope (tangent) to angle lookup // for (i = 0; i <= SLOPERANGE; i++) { f = atan((float) i / SLOPERANGE) / (3.141592657 * 2); t = 0xffffffff * f; tantoangle[i] = t; } #endif } //============================================================================= /* ================ = = R_ScaleFromGlobalAngle = = Returns the texture mapping scale for the current line at the given angle = rw_distance must be calculated first ================ */ fixed_t R_ScaleFromGlobalAngle(angle_t visangle) { fixed_t scale; int anglea, angleb; int sinea, sineb; fixed_t num, den; #if 0 { fixed_t dist, z; fixed_t sinv, cosv; sinv = finesine[(visangle - rw_normalangle) >> ANGLETOFINESHIFT]; dist = FixedDiv(rw_distance, sinv); cosv = finecosine[(viewangle - visangle) >> ANGLETOFINESHIFT]; z = abs(FixedMul(dist, cosv)); scale = FixedDiv(projection, z); return scale; } #endif anglea = ANG90 + (visangle - viewangle); angleb = ANG90 + (visangle - rw_normalangle); // bothe sines are allways positive sinea = finesine[anglea >> ANGLETOFINESHIFT]; sineb = finesine[angleb >> ANGLETOFINESHIFT]; num = FixedMul(projection, sineb) << detailshift; den = FixedMul(rw_distance, sinea); if (den > num >> 16) { scale = FixedDiv(num, den); if (scale > 64 * FRACUNIT) scale = 64 * FRACUNIT; else if (scale < 256) scale = 256; } else scale = 64 * FRACUNIT; return scale; } /* ================= = = R_InitTables = ================= */ void R_InitTables(void) { // now getting from tables.c #if 0 int i; float a, fv; int t; // // viewangle tangent table // for (i = 0; i < FINEANGLES / 2; i++) { a = (i - FINEANGLES / 4 + 0.5) * PI * 2 / FINEANGLES; fv = FRACUNIT * tan(a); t = fv; finetangent[i] = t; } // // finesine table // for (i = 0; i < 5 * FINEANGLES / 4; i++) { // OPTIMIZE: mirror... a = (i + 0.5) * PI * 2 / FINEANGLES; t = FRACUNIT * sin(a); finesine[i] = t; } #endif } /* ================= = = R_InitTextureMapping = ================= */ void R_InitTextureMapping(void) { int i; int x; int t; fixed_t focallength; // // use tangent table to generate viewangletox // viewangletox will give the next greatest x after the view angle // // calc focallength so FIELDOFVIEW angles covers SCREENWIDTH focallength = FixedDiv(centerxfrac, finetangent[FINEANGLES / 4 + FIELDOFVIEW / 2]); for (i = 0; i < FINEANGLES / 2; i++) { if (finetangent[i] > FRACUNIT * 2) t = -1; else if (finetangent[i] < -FRACUNIT * 2) t = viewwidth + 1; else { t = FixedMul(finetangent[i], focallength); t = (centerxfrac - t + FRACUNIT - 1) >> FRACBITS; if (t < -1) t = -1; else if (t > viewwidth + 1) t = viewwidth + 1; } viewangletox[i] = t; } // // scan viewangletox[] to generate xtoviewangleangle[] // // xtoviewangle will give the smallest view angle that maps to x for (x = 0; x <= viewwidth; x++) { i = 0; while (viewangletox[i] > x) i++; xtoviewangle[x] = (i << ANGLETOFINESHIFT) - ANG90; } // // take out the fencepost cases from viewangletox // for (i = 0; i < FINEANGLES / 2; i++) { t = FixedMul(finetangent[i], focallength); t = centerx - t; if (viewangletox[i] == -1) viewangletox[i] = 0; else if (viewangletox[i] == viewwidth + 1) viewangletox[i] = viewwidth; } clipangle = xtoviewangle[0]; } //============================================================================= /* ==================== = = R_InitLightTables = = Only inits the zlight table, because the scalelight table changes = with view size = ==================== */ #define DISTMAP 2 void R_InitLightTables(void) { int i, j, level, startmap; int scale; // // Calculate the light levels to use for each level / distance combination // for (i = 0; i < LIGHTLEVELS; i++) { startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS; for (j = 0; j < MAXLIGHTZ; j++) { scale = FixedDiv((SCREENWIDTH / 2 * FRACUNIT), (j + 1) << LIGHTZSHIFT); scale >>= LIGHTSCALESHIFT; level = startmap - scale / DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1; zlight[i][j] = colormaps + level * 256; } } } /* ============== = = R_SetViewSize = = Don't really change anything here, because i might be in the middle of = a refresh. The change will take effect next refresh. = ============== */ boolean setsizeneeded; int setblocks, setdetail; void R_SetViewSize(int blocks, int detail) { setsizeneeded = true; setblocks = blocks; setdetail = detail; } /* ============== = = R_ExecuteSetViewSize = ============== */ void R_ExecuteSetViewSize(void) { fixed_t cosadj, dy; int i, j, level, startmap; setsizeneeded = false; if (setblocks == 11) { scaledviewwidth = SCREENWIDTH; viewheight = SCREENHEIGHT; } else { scaledviewwidth = setblocks * 32; viewheight = (setblocks * 161 / 10); } detailshift = setdetail; viewwidth = scaledviewwidth >> detailshift; centery = viewheight / 2; centerx = viewwidth / 2; centerxfrac = centerx << FRACBITS; centeryfrac = centery << FRACBITS; projection = centerxfrac; if (!detailshift) { colfunc = basecolfunc = R_DrawColumn; fuzzcolfunc = R_DrawFuzzColumn; transcolfunc = R_DrawTranslatedColumn; spanfunc = R_DrawSpan; } else { colfunc = basecolfunc = R_DrawColumnLow; fuzzcolfunc = R_DrawFuzzColumn; transcolfunc = R_DrawTranslatedColumn; spanfunc = R_DrawSpanLow; } R_InitBuffer(scaledviewwidth, viewheight); R_InitTextureMapping(); // // psprite scales // pspritescale = FRACUNIT * viewwidth / SCREENWIDTH; pspriteiscale = FRACUNIT * SCREENWIDTH / viewwidth; // // thing clipping // for (i = 0; i < viewwidth; i++) screenheightarray[i] = viewheight; // // planes // for (i = 0; i < viewheight; i++) { dy = ((i - viewheight / 2) << FRACBITS) + FRACUNIT / 2; dy = abs(dy); yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT, dy); } 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 // for (i = 0; i < LIGHTLEVELS; i++) { startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS; for (j = 0; j < MAXLIGHTSCALE; j++) { level = startmap - j * SCREENWIDTH / (viewwidth << detailshift) / DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1; scalelight[i][j] = colormaps + level * 256; } } // // draw the border // R_DrawViewBorder(); // erase old menu stuff } /* ============== = = R_Init = ============== */ int detailLevel; int screenblocks; void R_Init(void) { R_InitData(); R_InitPointToAngle(); R_InitTables(); // viewwidth / viewheight / detailLevel are set by the defaults R_SetViewSize(screenblocks, detailLevel); R_InitPlanes(); R_InitLightTables(); R_InitSkyMap(); R_InitTranslationTables(); framecount = 0; } /* ============== = = R_PointInSubsector = ============== */ subsector_t *R_PointInSubsector(fixed_t x, fixed_t y) { node_t *node; int side, nodenum; if (!numnodes) // single subsector is a special case 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]; } //---------------------------------------------------------------------------- // // PROC R_SetupFrame // //---------------------------------------------------------------------------- void R_SetupFrame(player_t * player) { int i; int tableAngle; int tempCentery; int intensity; //drawbsp = 1; viewplayer = player; #ifdef __WATCOMC__ if (newViewAngleOff) { viewangleoffset = newViewAngleOff << ANGLETOFINESHIFT; } #endif viewangle = player->mo->angle + viewangleoffset; tableAngle = viewangle >> ANGLETOFINESHIFT; viewx = player->mo->x; viewy = player->mo->y; if (localQuakeHappening[displayplayer] && !paused) { intensity = localQuakeHappening[displayplayer]; viewx += ((M_Random() % (intensity << 2)) - (intensity << 1)) << FRACBITS; viewy += ((M_Random() % (intensity << 2)) - (intensity << 1)) << FRACBITS; } extralight = player->extralight; viewz = player->viewz; tempCentery = viewheight / 2 + (player->lookdir) * screenblocks / 10; if (centery != tempCentery) { centery = tempCentery; centeryfrac = centery << FRACBITS; for (i = 0; i < viewheight; i++) { yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT, abs(((i - centery) << FRACBITS) + FRACUNIT / 2)); } } viewsin = finesine[tableAngle]; viewcos = finecosine[tableAngle]; sscount = 0; if (player->fixedcolormap) { fixedcolormap = colormaps + player->fixedcolormap * 256 * sizeof(lighttable_t); walllights = scalelightfixed; for (i = 0; i < MAXLIGHTSCALE; i++) { scalelightfixed[i] = fixedcolormap; } } else { fixedcolormap = 0; } framecount++; validcount++; if (BorderNeedRefresh) { if (setblocks < 10) { R_DrawViewBorder(); } BorderNeedRefresh = false; BorderTopRefresh = false; UpdateState |= I_FULLSCRN; } if (BorderTopRefresh) { if (setblocks < 10) { R_DrawTopBorder(); } BorderTopRefresh = false; UpdateState |= I_MESSAGES; } #ifdef __NeXT__ RD_ClearMapWindow(); #endif #ifdef __WATCOMC__ destview = destscreen + (viewwindowx >> 2) + viewwindowy * 80; #endif #if 0 { static int frame; memset(screen, frame, SCREENWIDTH * SCREENHEIGHT); frame++; } #endif } /* ============== = = R_RenderView = ============== */ void R_RenderPlayerView(player_t * player) { R_SetupFrame(player); R_ClearClipSegs(); R_ClearDrawSegs(); R_ClearPlanes(); R_ClearSprites(); NetUpdate(); // check for new console commands // Make displayed player invisible locally if (localQuakeHappening[displayplayer] && gamestate == GS_LEVEL) { players[displayplayer].mo->flags2 |= MF2_DONTDRAW; R_RenderBSPNode(numnodes - 1); // head node is the last node output players[displayplayer].mo->flags2 &= ~MF2_DONTDRAW; } else { R_RenderBSPNode(numnodes - 1); // head node is the last node output } NetUpdate(); // check for new console commands R_DrawPlanes(); NetUpdate(); // check for new console commands R_DrawMasked(); NetUpdate(); // check for new console commands }