rockbox/apps/plugins/sdl/progs/quake/d_sprite.c
Franklin Wei 5d05b9d3e9 Quake!
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
2019-07-19 22:37:40 -04:00

442 lines
9.9 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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.
*/
// d_sprite.c: software top-level rasterization driver module for drawing
// sprites
#include "quakedef.h"
#include "d_local.h"
static int sprite_height;
static int minindex, maxindex;
static sspan_t *sprite_spans;
#if !id386
/*
=====================
D_SpriteDrawSpans
=====================
*/
void D_SpriteDrawSpans (sspan_t *pspan)
{
int count, spancount, izistep;
int izi;
byte *pbase, *pdest;
fixed16_t s, t, snext, tnext, sstep, tstep;
float sdivz, tdivz, zi, z, du, dv, spancountminus1;
float sdivz8stepu, tdivz8stepu, zi8stepu;
byte btemp;
short *pz;
sstep = 0; // keep compiler happy
tstep = 0; // ditto
pbase = cacheblock;
sdivz8stepu = d_sdivzstepu * 8;
tdivz8stepu = d_tdivzstepu * 8;
zi8stepu = d_zistepu * 8;
// we count on FP exceptions being turned off to avoid range problems
izistep = (int)(d_zistepu * 0x8000 * 0x10000);
do
{
pdest = (byte *)d_viewbuffer + (screenwidth * pspan->v) + pspan->u;
pz = d_pzbuffer + (d_zwidth * pspan->v) + pspan->u;
count = pspan->count;
if (count <= 0)
goto NextSpan;
// calculate the initial s/z, t/z, 1/z, s, and t and clamp
du = (float)pspan->u;
dv = (float)pspan->v;
sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;
tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;
zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
// we count on FP exceptions being turned off to avoid range problems
izi = (int)(zi * 0x8000 * 0x10000);
s = (int)(sdivz * z) + sadjust;
if (s > bbextents)
s = bbextents;
else if (s < 0)
s = 0;
t = (int)(tdivz * z) + tadjust;
if (t > bbextentt)
t = bbextentt;
else if (t < 0)
t = 0;
do
{
// calculate s and t at the far end of the span
if (count >= 8)
spancount = 8;
else
spancount = count;
count -= spancount;
if (count)
{
// calculate s/z, t/z, zi->fixed s and t at far end of span,
// calculate s and t steps across span by shifting
sdivz += sdivz8stepu;
tdivz += tdivz8stepu;
zi += zi8stepu;
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
snext = (int)(sdivz * z) + sadjust;
if (snext > bbextents)
snext = bbextents;
else if (snext < 8)
snext = 8; // prevent round-off error on <0 steps from
// from causing overstepping & running off the
// edge of the texture
tnext = (int)(tdivz * z) + tadjust;
if (tnext > bbextentt)
tnext = bbextentt;
else if (tnext < 8)
tnext = 8; // guard against round-off error on <0 steps
sstep = (snext - s) >> 3;
tstep = (tnext - t) >> 3;
}
else
{
// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so
// can't step off polygon), clamp, calculate s and t steps across
// span by division, biasing steps low so we don't run off the
// texture
spancountminus1 = (float)(spancount - 1);
sdivz += d_sdivzstepu * spancountminus1;
tdivz += d_tdivzstepu * spancountminus1;
zi += d_zistepu * spancountminus1;
z = (float)0x10000 / zi; // prescale to 16.16 fixed-point
snext = (int)(sdivz * z) + sadjust;
if (snext > bbextents)
snext = bbextents;
else if (snext < 8)
snext = 8; // prevent round-off error on <0 steps from
// from causing overstepping & running off the
// edge of the texture
tnext = (int)(tdivz * z) + tadjust;
if (tnext > bbextentt)
tnext = bbextentt;
else if (tnext < 8)
tnext = 8; // guard against round-off error on <0 steps
if (spancount > 1)
{
sstep = (snext - s) / (spancount - 1);
tstep = (tnext - t) / (spancount - 1);
}
}
do
{
btemp = *(pbase + (s >> 16) + (t >> 16) * cachewidth);
if (btemp != 255)
{
if (*pz <= (izi >> 16))
{
*pz = izi >> 16;
*pdest = btemp;
}
}
izi += izistep;
pdest++;
pz++;
s += sstep;
t += tstep;
} while (--spancount > 0);
s = snext;
t = tnext;
} while (count > 0);
NextSpan:
pspan++;
} while (pspan->count != DS_SPAN_LIST_END);
}
#endif
/*
=====================
D_SpriteScanLeftEdge
=====================
*/
void D_SpriteScanLeftEdge (void)
{
int i, v, itop, ibottom, lmaxindex;
emitpoint_t *pvert, *pnext;
sspan_t *pspan;
float du, dv, vtop, vbottom, slope;
fixed16_t u, u_step;
pspan = sprite_spans;
i = minindex;
if (i == 0)
i = r_spritedesc.nump;
lmaxindex = maxindex;
if (lmaxindex == 0)
lmaxindex = r_spritedesc.nump;
vtop = ceil (r_spritedesc.pverts[i].v);
do
{
pvert = &r_spritedesc.pverts[i];
pnext = pvert - 1;
vbottom = ceil (pnext->v);
if (vtop < vbottom)
{
du = pnext->u - pvert->u;
dv = pnext->v - pvert->v;
slope = du / dv;
u_step = (int)(slope * 0x10000);
// adjust u to ceil the integer portion
u = (int)((pvert->u + (slope * (vtop - pvert->v))) * 0x10000) +
(0x10000 - 1);
itop = (int)vtop;
ibottom = (int)vbottom;
for (v=itop ; v<ibottom ; v++)
{
pspan->u = u >> 16;
pspan->v = v;
u += u_step;
pspan++;
}
}
vtop = vbottom;
i--;
if (i == 0)
i = r_spritedesc.nump;
} while (i != lmaxindex);
}
/*
=====================
D_SpriteScanRightEdge
=====================
*/
void D_SpriteScanRightEdge (void)
{
int i, v, itop, ibottom;
emitpoint_t *pvert, *pnext;
sspan_t *pspan;
float du, dv, vtop, vbottom, slope, uvert, unext, vvert, vnext;
fixed16_t u, u_step;
pspan = sprite_spans;
i = minindex;
vvert = r_spritedesc.pverts[i].v;
if (vvert < r_refdef.fvrecty_adj)
vvert = r_refdef.fvrecty_adj;
if (vvert > r_refdef.fvrectbottom_adj)
vvert = r_refdef.fvrectbottom_adj;
vtop = ceil (vvert);
do
{
pvert = &r_spritedesc.pverts[i];
pnext = pvert + 1;
vnext = pnext->v;
if (vnext < r_refdef.fvrecty_adj)
vnext = r_refdef.fvrecty_adj;
if (vnext > r_refdef.fvrectbottom_adj)
vnext = r_refdef.fvrectbottom_adj;
vbottom = ceil (vnext);
if (vtop < vbottom)
{
uvert = pvert->u;
if (uvert < r_refdef.fvrectx_adj)
uvert = r_refdef.fvrectx_adj;
if (uvert > r_refdef.fvrectright_adj)
uvert = r_refdef.fvrectright_adj;
unext = pnext->u;
if (unext < r_refdef.fvrectx_adj)
unext = r_refdef.fvrectx_adj;
if (unext > r_refdef.fvrectright_adj)
unext = r_refdef.fvrectright_adj;
du = unext - uvert;
dv = vnext - vvert;
slope = du / dv;
u_step = (int)(slope * 0x10000);
// adjust u to ceil the integer portion
u = (int)((uvert + (slope * (vtop - vvert))) * 0x10000) +
(0x10000 - 1);
itop = (int)vtop;
ibottom = (int)vbottom;
for (v=itop ; v<ibottom ; v++)
{
pspan->count = (u >> 16) - pspan->u;
u += u_step;
pspan++;
}
}
vtop = vbottom;
vvert = vnext;
i++;
if (i == r_spritedesc.nump)
i = 0;
} while (i != maxindex);
pspan->count = DS_SPAN_LIST_END; // mark the end of the span list
}
/*
=====================
D_SpriteCalculateGradients
=====================
*/
void D_SpriteCalculateGradients (void)
{
vec3_t p_normal, p_saxis, p_taxis, p_temp1;
float distinv;
TransformVector (r_spritedesc.vpn, p_normal);
TransformVector (r_spritedesc.vright, p_saxis);
TransformVector (r_spritedesc.vup, p_taxis);
VectorInverse (p_taxis);
distinv = 1.0 / (-DotProduct (modelorg, r_spritedesc.vpn));
d_sdivzstepu = p_saxis[0] * xscaleinv;
d_tdivzstepu = p_taxis[0] * xscaleinv;
d_sdivzstepv = -p_saxis[1] * yscaleinv;
d_tdivzstepv = -p_taxis[1] * yscaleinv;
d_zistepu = p_normal[0] * xscaleinv * distinv;
d_zistepv = -p_normal[1] * yscaleinv * distinv;
d_sdivzorigin = p_saxis[2] - xcenter * d_sdivzstepu -
ycenter * d_sdivzstepv;
d_tdivzorigin = p_taxis[2] - xcenter * d_tdivzstepu -
ycenter * d_tdivzstepv;
d_ziorigin = p_normal[2] * distinv - xcenter * d_zistepu -
ycenter * d_zistepv;
TransformVector (modelorg, p_temp1);
sadjust = ((fixed16_t)(DotProduct (p_temp1, p_saxis) * 0x10000 + 0.5)) -
(-(cachewidth >> 1) << 16);
tadjust = ((fixed16_t)(DotProduct (p_temp1, p_taxis) * 0x10000 + 0.5)) -
(-(sprite_height >> 1) << 16);
// -1 (-epsilon) so we never wander off the edge of the texture
bbextents = (cachewidth << 16) - 1;
bbextentt = (sprite_height << 16) - 1;
}
/*
=====================
D_DrawSprite
=====================
*/
void D_DrawSprite (void)
{
int i, nump;
float ymin, ymax;
emitpoint_t *pverts;
sspan_t spans[MAXHEIGHT+1];
sprite_spans = spans;
// find the top and bottom vertices, and make sure there's at least one scan to
// draw
ymin = 999999.9;
ymax = -999999.9;
pverts = r_spritedesc.pverts;
for (i=0 ; i<r_spritedesc.nump ; i++)
{
if (pverts->v < ymin)
{
ymin = pverts->v;
minindex = i;
}
if (pverts->v > ymax)
{
ymax = pverts->v;
maxindex = i;
}
pverts++;
}
ymin = ceil (ymin);
ymax = ceil (ymax);
if (ymin >= ymax)
return; // doesn't cross any scans at all
cachewidth = r_spritedesc.pspriteframe->width;
sprite_height = r_spritedesc.pspriteframe->height;
cacheblock = (byte *)&r_spritedesc.pspriteframe->pixels[0];
// copy the first vertex to the last vertex, so we don't have to deal with
// wrapping
nump = r_spritedesc.nump;
pverts = r_spritedesc.pverts;
pverts[nump] = pverts[0];
D_SpriteCalculateGradients ();
D_SpriteScanLeftEdge ();
D_SpriteScanRightEdge ();
D_SpriteDrawSpans (sprite_spans);
}