rockbox/apps/plugins/doom/r_main.c
Dave Chapman 47f4a458d6 Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
2006-03-28 15:44:01 +00:00

531 lines
14 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* 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.
*
* DESCRIPTION:
* Rendering main loop and setup functions,
* utility functions (BSP, geometry, trigonometry).
* See tables.c, too.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "w_wad.h"
#include "r_main.h"
#include "r_things.h"
#include "r_plane.h"
#include "r_bsp.h"
#include "r_draw.h"
#include "m_bbox.h"
#include "r_sky.h"
#include "v_video.h"
#include "i_system.h"
//#include "lprintf.h"
#include "st_stuff.h"
#include "rockmacros.h"
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW 2048
// killough: viewangleoffset is a legacy from the pre-v1.2 days, when Doom
// had Left/Mid/Right viewing. +/-ANG90 offsets were placed here on each
// node, by d_net.c, to set up a L/M/R session.
int viewangleoffset;
int validcount = 1; // increment every time a check is made
lighttable_t *fixedcolormap;
int centerx IBSS_ATTR;
int centery IBSS_ATTR;
fixed_t centerxfrac, centeryfrac;
fixed_t projection;
fixed_t viewx, viewy, viewz;
angle_t viewangle;
fixed_t viewcos, viewsin;
player_t *viewplayer;
extern lighttable_t **walllights;
//
// 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]; // killough 2/8/98
// killough 3/20/98: Support dynamic colormaps, e.g. deep water
// killough 4/4/98: support dynamic number of them as well
int numcolormaps;
lighttable_t *(*c_scalelight)[LIGHTLEVELS][MAXLIGHTSCALE];
lighttable_t *(*c_zlight)[LIGHTLEVELS][MAXLIGHTZ];
lighttable_t *(*scalelight)[MAXLIGHTSCALE];
lighttable_t *(*zlight)[MAXLIGHTZ];
lighttable_t *fullcolormap;
lighttable_t **colormaps;
// killough 3/20/98, 4/4/98: end dynamic colormaps
int extralight; // bumped light from gun blasts
void (*colfunc)(void);
//
// R_PointOnSide
// Traverse BSP (sub) tree,
// check point against partition plane.
// Returns side 0 (front) or 1 (back).
//
// killough 5/2/98: reformatted
//
int R_PointOnSide(fixed_t x, fixed_t y, const node_t *node)
{
if (!node->dx)
return x <= node->x ? node->dy > 0 : node->dy < 0;
if (!node->dy)
return y <= node->y ? node->dx < 0 : node->dx > 0;
x -= node->x;
y -= node->y;
// Try to quickly decide by looking at sign bits.
if ((node->dy ^ node->dx ^ x ^ y) < 0)
return (node->dy ^ x) < 0; // (left is negative)
return FixedMul(y, node->dx>>FRACBITS) >= FixedMul(node->dy>>FRACBITS, x);
}
// killough 5/2/98: reformatted
int R_PointOnSegSide(fixed_t x, fixed_t y, const seg_t *line)
{
fixed_t lx = line->v1->x;
fixed_t ly = line->v1->y;
fixed_t ldx = line->v2->x - lx;
fixed_t ldy = line->v2->y - ly;
if (!ldx)
return x <= lx ? ldy > 0 : ldy < 0;
if (!ldy)
return y <= ly ? ldx < 0 : ldx > 0;
x -= lx;
y -= ly;
// Try to quickly decide by looking at sign bits.
if ((ldy ^ ldx ^ x ^ y) < 0)
return (ldy ^ x) < 0; // (left is negative)
return FixedMul(y, ldx>>FRACBITS) >= FixedMul(ldy>>FRACBITS, x);
}
//
// 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 of tantoangle[]
// is to handle the case when x==y without additional
// checking.
//
// killough 5/2/98: reformatted, cleaned up
angle_t R_PointToAngle(fixed_t x, fixed_t y)
{
return (y -= viewy, (x -= viewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANG90-1-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANG270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANG180-1-tantoangle[SlopeDiv(y,x)] : // octant 3
ANG90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANG180+tantoangle[ SlopeDiv(y,x)] : // octant 4
ANG270-1-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}
angle_t R_PointToAngle2(fixed_t viewx, fixed_t viewy, fixed_t x, fixed_t y)
{
return (y -= viewy, (x -= viewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANG90-1-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANG270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANG180-1-tantoangle[SlopeDiv(y,x)] : // octant 3
ANG90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANG180+tantoangle[ SlopeDiv(y,x)] : // octant 4
ANG270-1-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}
//
// R_InitTextureMapping
//
// killough 5/2/98: reformatted
static void R_InitTextureMapping (void)
{
register int i,x;
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++)
{
int t;
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 xtoviewangle[]:
// xtoviewangle will give the smallest view angle
// that maps to x.
for (x=0; x<=viewwidth; x++)
{
for (i=0; viewangletox[i] > x; i++)
;
xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
}
// Take out the fencepost cases from viewangletox.
for (i=0; i<FINEANGLES/2; i++)
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;
// killough 4/4/98: dynamic colormaps
c_zlight = malloc(sizeof(*c_zlight) * numcolormaps);
c_scalelight = malloc(sizeof(*c_scalelight) * numcolormaps);
// Calculate the light levels to use
// for each level / distance combination.
for (i=0; i< LIGHTLEVELS; i++)
{
int j, startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j=0; j<MAXLIGHTZ; j++)
{
// CPhipps - use 320 here instead of SCREENWIDTH, otherwise hires is
// brighter than normal res
int scale = FixedDiv ((320/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
int t, level = startmap - (scale >>= LIGHTSCALESHIFT)/DISTMAP;
if (level < 0)
level = 0;
else
if (level >= NUMCOLORMAPS)
level = NUMCOLORMAPS-1;
// killough 3/20/98: Initialize multiple colormaps
level *= 256;
for (t=0; t<numcolormaps; t++) // killough 4/4/98
c_zlight[t][i][j] = colormaps[t] + level;
}
}
}
//
// R_SetViewSize
// Do not really change anything here,
// because it might be in the middle of a refresh.
// The change will take effect next refresh.
//
boolean setsizeneeded;
int setblocks;
void R_SetViewSize(int blocks)
{
setsizeneeded = true;
setblocks = blocks;
}
//
// R_ExecuteSetViewSize
//
void R_ExecuteSetViewSize (void)
{
int i;
setsizeneeded = false;
if (setblocks == 11)
{
scaledviewwidth = SCREENWIDTH;
viewheight = SCREENHEIGHT;
}
else
{
scaledviewwidth = setblocks*32;
viewheight = (setblocks*168/10)&~7;
}
viewwidth = scaledviewwidth;
centery = viewheight/2;
centerx = viewwidth/2;
centerxfrac = centerx<<FRACBITS;
centeryfrac = centery<<FRACBITS;
projection = centerxfrac;
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++)
{ // killough 5/2/98: reformatted
fixed_t dy = D_abs(((i-viewheight/2)<<FRACBITS)+FRACUNIT/2);
yslope[i] = FixedDiv ( (viewwidth)/2*FRACUNIT, dy);
}
for (i=0 ; i<viewwidth ; i++)
{
fixed_t cosadj = D_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++)
{
int j, startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j=0 ; j<MAXLIGHTSCALE ; j++)
{
// CPhipps - use 320 here instead of SCREENWIDTH, otherwise hires is
// brighter than normal res
int scale = FixedDiv ((320/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
int t, level = startmap - (scale >>= LIGHTSCALESHIFT)/DISTMAP;
if (level < 0)
level = 0;
if (level >= NUMCOLORMAPS)
level = NUMCOLORMAPS-1;
// killough 3/20/98: initialize multiple colormaps
level *= 256;
for (t=0; t<numcolormaps; t++) // killough 4/4/98
c_scalelight[t][i][j] = colormaps[t] + level;
}
}
}
//
// R_Init
//
extern int screenblocks;
void R_Init (void)
{
// CPhipps - R_DrawColumn isn't constant anymore, so must
// initialise in code
colfunc = R_DrawColumn; // current column draw function
if (SCREENWIDTH<320)
I_Error("R_Init: Screenwidth(%d) < 320",SCREENWIDTH);
#if 1
printf("\nR_LoadTrigTables: ");
R_LoadTrigTables();
#endif
printf("\nR_InitData: ");
R_InitData();
R_SetViewSize(screenblocks);
printf("\nR_Init: R_InitPlanes ");
R_InitPlanes();
printf("R_InitLightTables ");
R_InitLightTables();
printf("R_InitSkyMap ");
R_InitSkyMap();
printf("R_InitTranslationsTables ");
R_InitTranslationTables();
}
//
// R_PointInSubsector
//
// killough 5/2/98: reformatted, cleaned up
subsector_t *R_PointInSubsector(fixed_t x, fixed_t y)
{
int nodenum = numnodes-1;
while (!(nodenum & NF_SUBSECTOR))
nodenum = nodes[nodenum].children[R_PointOnSide(x, y, nodes+nodenum)];
return &subsectors[nodenum & ~NF_SUBSECTOR];
}
//
// R_SetupFrame
//
void R_SetupFrame (player_t *player)
{
int i, cm;
viewplayer = player;
viewx = player->mo->x;
viewy = player->mo->y;
viewangle = player->mo->angle + viewangleoffset;
extralight = player->extralight;
viewz = player->viewz;
viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
// killough 3/20/98, 4/4/98: select colormap based on player status
if (player->mo->subsector->sector->heightsec != -1)
{
const sector_t *s = player->mo->subsector->sector->heightsec + sectors;
cm = viewz < s->floorheight ? s->bottommap : viewz > s->ceilingheight ?
s->topmap : s->midmap;
if (cm < 0 || cm > numcolormaps)
cm = 0;
}
else
cm = 0;
fullcolormap = colormaps[cm];
zlight = c_zlight[cm];
scalelight = c_scalelight[cm];
if (player->fixedcolormap)
{
// killough 3/20/98: localize scalelightfixed (readability/optimization)
static lighttable_t *scalelightfixed[MAXLIGHTSCALE];
fixedcolormap = fullcolormap // killough 3/20/98: use fullcolormap
+ player->fixedcolormap*256*sizeof(lighttable_t);
walllights = scalelightfixed;
for (i=0 ; i<MAXLIGHTSCALE ; i++)
scalelightfixed[i] = fixedcolormap;
}
else
fixedcolormap = 0;
validcount++;
}
//
// R_RenderView
//
void R_RenderPlayerView (player_t* player)
{
R_SetupFrame (player);
// Clear buffers.
R_ClearClipSegs ();
R_ClearDrawSegs ();
R_ClearPlanes ();
R_ClearSprites ();
// check for new console commands.
// NetUpdate ();
// The head node is the last node output.
R_RenderBSPNode (numnodes-1);
// Check for new console commands.
// NetUpdate ();
R_DrawPlanes ();
// Check for new console commands.
// NetUpdate ();
R_DrawMasked ();
// Check for new console commands.
// NetUpdate ();
}