5d05b9d3e9
This ports id Software's Quake to run on the SDL plugin runtime. The source code originated from id under the GPLv2 license. I used https://github.com/ahefner/sdlquake as the base of my port. Performance is, unsurprisingly, not on par with what you're probably used to on PC. I average about 10FPS on ipod6g, but it's still playable. Sound works well enough, but in-game music is not supported. I've written ARM assembly routines for the inner sound loop. Make sure you turn the "brightness" all the way down, or colors will look funky. To run, extract Quake's data files to /.rockbox/quake. Have fun! Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
88 lines
1.9 KiB
C
88 lines
1.9 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// d_clear: clears a specified rectangle to the specified color
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#include "quakedef.h"
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/*
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================
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D_FillRect
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================
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*/
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void D_FillRect (vrect_t *rect, int color)
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{
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int rx, ry, rwidth, rheight;
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unsigned char *dest;
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unsigned *ldest;
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rx = rect->x;
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ry = rect->y;
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rwidth = rect->width;
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rheight = rect->height;
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if (rx < 0)
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{
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rwidth += rx;
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rx = 0;
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}
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if (ry < 0)
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{
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rheight += ry;
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ry = 0;
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}
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if (rx+rwidth > vid.width)
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rwidth = vid.width - rx;
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if (ry+rheight > vid.height)
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rheight = vid.height - rx;
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if (rwidth < 1 || rheight < 1)
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return;
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dest = ((byte *)vid.buffer + ry*vid.rowbytes + rx);
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if (((rwidth & 0x03) == 0) && (((long)dest & 0x03) == 0))
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{
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// faster aligned dword clear
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ldest = (unsigned *)dest;
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color += color << 16;
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rwidth >>= 2;
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color += color << 8;
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for (ry=0 ; ry<rheight ; ry++)
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{
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for (rx=0 ; rx<rwidth ; rx++)
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ldest[rx] = color;
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ldest = (unsigned *)((byte*)ldest + vid.rowbytes);
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}
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}
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else
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{
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// slower byte-by-byte clear for unaligned cases
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for (ry=0 ; ry<rheight ; ry++)
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{
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for (rx=0 ; rx<rwidth ; rx++)
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dest[rx] = color;
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dest += vid.rowbytes;
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}
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}
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}
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