f02cba8096
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@13369 a1c6a512-1295-4272-9138-f99709370657
724 lines
20 KiB
C
724 lines
20 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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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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*
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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. See the
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* GNU General Public License for more details.
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*
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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
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* The actual span/column drawing functions.
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* Here find the main potential for optimization,
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* e.g. inline assembly, different algorithms.
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*
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*-----------------------------------------------------------------------------*/
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#include "doomstat.h"
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#include "w_wad.h"
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#include "r_main.h"
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#include "v_video.h"
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#include "st_stuff.h"
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#include "g_game.h"
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#include "am_map.h"
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//#include "lprintf.h"
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#include "rockmacros.h"
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//
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// All drawing to the view buffer is accomplished in this file.
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// The other refresh files only know about ccordinates,
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// not the architecture of the frame buffer.
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// Conveniently, the frame buffer is a linear one,
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// and we need only the base address,
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// and the total size == width*height*depth/8.,
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//
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//byte* viewimage;
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int viewwidth;
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int scaledviewwidth;
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int viewheight;
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int viewwindowx;
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int viewwindowy;
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byte *topleft IBSS_ATTR;
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// Color tables for different players,
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// translate a limited part to another
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// (color ramps used for suit colors).
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//
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// CPhipps - made const*'s
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const byte *tranmap IBSS_ATTR; // translucency filter maps 256x256 // phares
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const byte *main_tranmap IBSS_ATTR; // killough 4/11/98
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//
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// R_DrawColumn
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// Source is the top of the column to scale.
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//
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lighttable_t *dc_colormap IBSS_ATTR;
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int dc_x IBSS_ATTR;
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int dc_yl IBSS_ATTR;
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int dc_yh IBSS_ATTR;
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fixed_t dc_iscale IBSS_ATTR;
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fixed_t dc_texturemid IBSS_ATTR;
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int dc_texheight IBSS_ATTR; // killough
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const byte *dc_source IBSS_ATTR; // first pixel in a column (possibly virtual)
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//
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// A column is a vertical slice/span from a wall texture that,
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// given the DOOM style restrictions on the view orientation,
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// will always have constant z depth.
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// Thus a special case loop for very fast rendering can
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// be used. It has also been used with Wolfenstein 3D.
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//
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void R_DrawColumn (void)
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{
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int count;
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register byte *dest; // killough
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register fixed_t frac; // killough
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// leban 1/17/99:
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// removed the + 1 here, adjusted the if test, and added an increment
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// later. this helps a compiler pipeline a bit better. the x86
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// assembler also does this.
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count = dc_yh - dc_yl;
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// Zero length, column does not exceed a pixel.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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I_Error ("R_DrawColumn: %d to %d at %d", dc_yl, dc_yh, dc_x);
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#endif
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count++;
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// Framebuffer destination address.
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dest = topleft + dc_yl*SCREENWIDTH + dc_x;
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// Determine scaling,
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// which is the only mapping to be done.
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#define fracstep dc_iscale
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Inner loop that does the actual texture mapping,
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// e.g. a DDA-lile scaling.
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// This is as fast as it gets. (Yeah, right!!! -- killough)
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//
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// killough 2/1/98: more performance tuning
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if (dc_texheight == 128)
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{
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while(count--)
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{
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*dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
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frac += fracstep;
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dest += SCREENWIDTH;
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}
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}
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else if (dc_texheight == 0)
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{
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/* cph - another special case */
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while (count--)
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{
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*dest = dc_colormap[dc_source[frac>>FRACBITS]];
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frac += fracstep;
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dest += SCREENWIDTH;
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}
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}
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else
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{
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register unsigned heightmask = dc_texheight-1; // CPhipps - specify type
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if (! (dc_texheight & heightmask) ) // power of 2 -- killough
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{
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while (count>0) // texture height is a power of 2 -- killough
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{
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*dest = dc_colormap[dc_source[(frac>>FRACBITS) & heightmask]];
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dest += SCREENWIDTH;
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frac += fracstep;
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count--;
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}
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}
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else
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{
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heightmask++;
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heightmask <<= FRACBITS;
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if (frac < 0)
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while ((frac += heightmask) < 0)
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;
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else
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while (frac >= (int)heightmask)
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frac -= heightmask;
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while(count>0)
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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// heightmask is the Tutti-Frutti fix -- killough
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*dest = dc_colormap[dc_source[frac>>FRACBITS]];
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dest += SCREENWIDTH;
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if ((frac += fracstep) >= (int)heightmask)
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frac -= heightmask;
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count--;
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}
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}
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}
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}
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#undef fracstep
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// Here is the version of R_DrawColumn that deals with translucent // phares
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// textures and sprites. It's identical to R_DrawColumn except // |
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// for the spot where the color index is stuffed into *dest. At // V
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// that point, the existing color index and the new color index
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// are mapped through the TRANMAP lump filters to get a new color
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// index whose RGB values are the average of the existing and new
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// colors.
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//
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// Since we're concerned about performance, the 'translucent or
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// opaque' decision is made outside this routine, not down where the
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// actual code differences are.
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void R_DrawTLColumn (void)
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{
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int count;
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register byte *dest; // killough
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register fixed_t frac; // killough
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count = dc_yh - dc_yl + 1;
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// Zero length, column does not exceed a pixel.
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if (count <= 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= (unsigned)SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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I_Error("R_DrawTLColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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#endif
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// Framebuffer destination address.
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dest = topleft + dc_yl*SCREENWIDTH + dc_x;
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// Determine scaling,
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// which is the only mapping to be done.
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#define fracstep dc_iscale
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Inner loop that does the actual texture mapping,
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// e.g. a DDA-lile scaling.
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// This is as fast as it gets. (Yeah, right!!! -- killough)
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//
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// killough 2/1/98, 2/21/98: more performance tuning
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{
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register const byte *source = dc_source;
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register const lighttable_t *colormap = dc_colormap;
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register unsigned heightmask = dc_texheight-1; // CPhipps - specify type
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if (dc_texheight & heightmask) // not a power of 2 -- killough
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{
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heightmask++;
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heightmask <<= FRACBITS;
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if (frac < 0)
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while ((frac += heightmask) < 0)
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;
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else
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while (frac >= (int)heightmask)
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frac -= heightmask;
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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// heightmask is the Tutti-Frutti fix -- killough
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*dest = tranmap[(*dest<<8)+colormap[source[frac>>FRACBITS]]]; // phares
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dest += SCREENWIDTH;
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if ((frac += fracstep) >= (int)heightmask)
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frac -= heightmask;
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}
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while (--count);
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}
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else
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{
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while ((count-=2)>=0) // texture height is a power of 2 -- killough
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{
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*dest = tranmap[(*dest<<8)+colormap[source[(frac>>FRACBITS) & heightmask]]]; // phares
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dest += SCREENWIDTH;
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frac += fracstep;
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*dest = tranmap[(*dest<<8)+colormap[source[(frac>>FRACBITS) & heightmask]]]; // phares
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dest += SCREENWIDTH;
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frac += fracstep;
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}
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if (count & 1)
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*dest = tranmap[(*dest<<8)+colormap[source[(frac>>FRACBITS) & heightmask]]]; // phares
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}
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}
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}
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#undef fracstep
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//
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// Spectre/Invisibility.
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//
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#define FUZZTABLE 50
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// proff 08/17/98: Changed for high-res
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//#define FUZZOFF (SCREENWIDTH)
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#define FUZZOFF 1
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static const int fuzzoffset_org[FUZZTABLE] ICONST_ATTR = {
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FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
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} ;
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static int fuzzoffset[FUZZTABLE] IBSS_ATTR;
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static int fuzzpos IBSS_ATTR = 0;
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//
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// Framebuffer postprocessing.
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// Creates a fuzzy image by copying pixels
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// from adjacent ones to left and right.
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// Used with an all black colormap, this
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// could create the SHADOW effect,
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// i.e. spectres and invisible players.
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//
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void R_DrawFuzzColumn(void)
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{
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int count;
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byte *dest;
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fixed_t frac;
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fixed_t fracstep;
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// Adjust borders. Low...
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if (!dc_yl)
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dc_yl = 1;
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// .. and high.
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if (dc_yh == viewheight-1)
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dc_yh = viewheight - 2;
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count = dc_yh - dc_yl;
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// Zero length.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned) dc_x >= (unsigned)SCREENWIDTH
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|| dc_yl < 0
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|| (unsigned)dc_yh >= (unsigned)SCREENHEIGHT)
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I_Error("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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#endif
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// Keep till detailshift bug in blocky mode fixed,
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// or blocky mode removed.
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// Does not work with blocky mode.
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dest = topleft + dc_yl*SCREENWIDTH + dc_x;
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Looks like an attempt at dithering,
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// using the colormap #6 (of 0-31, a bit brighter than average).
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do
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{
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// Lookup framebuffer, and retrieve
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// a pixel that is either one column
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// left or right of the current one.
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// Add index from colormap to index.
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// killough 3/20/98: use fullcolormap instead of colormaps
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*dest = fullcolormap[6*256+dest[fuzzoffset[fuzzpos]]];
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// Some varying invisibility effects can be gotten by playing // phares
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// with this logic. For example, try // phares
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// // phares
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// *dest = fullcolormap[0*256+dest[FUZZOFF]]; // phares
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// Clamp table lookup index.
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if (++fuzzpos == FUZZTABLE)
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fuzzpos = 0;
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dest += SCREENWIDTH;
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frac += fracstep;
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}
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while (count--);
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}
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//
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// R_DrawTranslatedColumn
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// Used to draw player sprites
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// with the green colorramp mapped to others.
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// Could be used with different translation
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// tables, e.g. the lighter colored version
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// of the BaronOfHell, the HellKnight, uses
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// identical sprites, kinda brightened up.
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//
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byte *dc_translation, *translationtables;
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void R_DrawTranslatedColumn (void)
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{
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int count;
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byte *dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= (unsigned)SCREENWIDTH
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|| dc_yl < 0
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|| (unsigned)dc_yh >= (unsigned)SCREENHEIGHT)
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I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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#endif
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// FIXME. As above.
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dest = topleft + dc_yl*SCREENWIDTH + dc_x;
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Here we do an additional index re-mapping.
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do
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{
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// Translation tables are used
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// to map certain colorramps to other ones,
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// used with PLAY sprites.
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// Thus the "green" ramp of the player 0 sprite
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// is mapped to gray, red, black/indigo.
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*dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
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dest += SCREENWIDTH;
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frac += fracstep;
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}
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while (count--);
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}
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//
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// R_InitTranslationTables
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// Creates the translation tables to map
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// the green color ramp to gray, brown, red.
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// Assumes a given structure of the PLAYPAL.
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// Could be read from a lump instead.
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//
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byte playernumtotrans[MAXPLAYERS];
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extern lighttable_t *(*c_zlight)[LIGHTLEVELS][MAXLIGHTZ];
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void R_InitTranslationTables (void)
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{
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int i, j;
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#define MAXTRANS 3
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byte transtocolour[MAXTRANS];
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// killough 5/2/98:
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// Remove dependency of colormaps aligned on 256-byte boundary
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if (translationtables == NULL) // CPhipps - allow multiple calls
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translationtables = Z_Malloc(256*MAXTRANS, PU_STATIC, 0);
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for (i=0; i<MAXTRANS; i++)
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transtocolour[i] = 255;
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for (i=0; i<MAXPLAYERS; i++)
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{
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byte wantcolour = mapcolor_plyr[i];
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playernumtotrans[i] = 0;
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if (wantcolour != 0x70) // Not green, would like translation
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for (j=0; j<MAXTRANS; j++)
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if (transtocolour[j] == 255)
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{
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transtocolour[j] = wantcolour;
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playernumtotrans[i] = j+1;
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break;
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}
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}
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// translate just the 16 green colors
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for (i=0; i<256; i++)
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if (i >= 0x70 && i<= 0x7f)
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{
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// CPhipps - configurable player colours
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translationtables[i] = colormaps[0][((i&0xf)<<9) + transtocolour[0]];
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translationtables[i+256] = colormaps[0][((i&0xf)<<9) + transtocolour[1]];
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translationtables[i+512] = colormaps[0][((i&0xf)<<9) + transtocolour[2]];
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}
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else // Keep all other colors as is.
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translationtables[i]=translationtables[i+256]=translationtables[i+512]=i;
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}
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//
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// R_DrawSpan
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// With DOOM style restrictions on view orientation,
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// the floors and ceilings consist of horizontal slices
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// or spans with constant z depth.
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// However, rotation around the world z axis is possible,
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// thus this mapping, while simpler and faster than
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// perspective correct texture mapping, has to traverse
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// the texture at an angle in all but a few cases.
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|
// In consequence, flats are not stored by column (like walls),
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// and the inner loop has to step in texture space u and v.
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//
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int ds_y IBSS_ATTR;
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int ds_x1 IBSS_ATTR;
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int ds_x2 IBSS_ATTR;
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lighttable_t *ds_colormap IBSS_ATTR;
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fixed_t ds_xfrac IBSS_ATTR;
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fixed_t ds_yfrac IBSS_ATTR;
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fixed_t ds_xstep IBSS_ATTR;
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fixed_t ds_ystep IBSS_ATTR;
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// start of a 64*64 tile image
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|
byte *ds_source IBSS_ATTR;
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|
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void R_DrawSpan (void)
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{
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#ifdef CPU_COLDFIRE
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// only slightly faster
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asm volatile (
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"tst %[count] \n"
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"beq endspanloop \n"
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"clr.l %%d4 \n"
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"spanloop: \n"
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"move.l %[xfrac], %%d1 \n"
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"move.l %[yfrac], %%d2 \n"
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"lsr.l #8,%%d1 \n"
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"lsr.l #8,%%d2 \n"
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"lsr.l #8,%%d1 \n"
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"lsr.l #2,%%d2 \n"
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"and.l #63,%%d1 \n"
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"and.l #4032,%%d2 \n"
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"or.l %%d2, %%d1 \n"
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"move.b (%[source], %%d1), %%d4 \n"
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"add.l %[ds_xstep], %[xfrac] \n"
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"add.l %[ds_ystep], %[yfrac] \n"
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"move.b (%[colormap],%%d4.l), (%[dest])+ \n"
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"subq.l #1, %[count] \n"
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"bne spanloop \n"
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"endspanloop: \n"
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: /* outputs */
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: /* inputs */
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[count] "d" (ds_x2-ds_x1+1),
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[xfrac] "d" (ds_xfrac),
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[yfrac] "d" (ds_yfrac),
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[source] "a" (ds_source),
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[colormap] "a" (ds_colormap),
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[dest] "a" (topleft+ds_y*SCREENWIDTH +ds_x1),
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[ds_xstep] "d" (ds_xstep),
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[ds_ystep] "d" (ds_ystep)
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: /* clobbers */
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"d1", "d2", "d4"
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);
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#else
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register unsigned count = ds_x2 - ds_x1 + 1,xfrac = ds_xfrac,yfrac = ds_yfrac;
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register byte *source = ds_source;
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register byte *colormap = ds_colormap;
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register byte *dest = topleft + ds_y*SCREENWIDTH + ds_x1;
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while (count)
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{
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register unsigned xtemp = xfrac >> 16;
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register unsigned ytemp = yfrac >> 10;
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register unsigned spot;
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ytemp &= 4032;
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xtemp &= 63;
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spot = xtemp | ytemp;
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xfrac += ds_xstep;
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yfrac += ds_ystep;
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*dest++ = colormap[source[spot]];
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count--;
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}
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#endif
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}
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//
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// R_InitBuffer
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// Creats lookup tables that avoid
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// multiplies and other hazzles
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// for getting the framebuffer address
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// of a pixel to draw.
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//
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void R_InitBuffer(int width, int height)
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{
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int i=0;
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// Handle resize,
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// e.g. smaller view windows
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// with border and/or status bar.
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viewwindowx = (SCREENWIDTH-width) >> 1;
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// Same with base row offset.
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viewwindowy = width==SCREENWIDTH ? 0 : (SCREENHEIGHT-(ST_SCALED_HEIGHT-1)-height)>>1;
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topleft = d_screens[0] + viewwindowy*SCREENWIDTH + viewwindowx;
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// Preclaculate all row offsets.
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// CPhipps - merge viewwindowx into here
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for (i=0; i<FUZZTABLE; i++)
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fuzzoffset[i] = fuzzoffset_org[i]*SCREENWIDTH;
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}
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//
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// R_FillBackScreen
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// Fills the back screen with a pattern
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// for variable screen sizes
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// Also draws a beveled edge.
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//
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// CPhipps - patch drawing updated
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void R_FillBackScreen (void)
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{
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int x,y;
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if (scaledviewwidth == SCREENWIDTH)
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return;
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V_DrawBackground(gamemode == commercial ? "GRNROCK" : "FLOOR7_2", 1);
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for (x=0 ; x<scaledviewwidth ; x+=8)
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V_DrawNamePatch(viewwindowx+x,viewwindowy-8,1,"brdr_t", CR_DEFAULT, VPT_NONE);
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for (x=0 ; x<scaledviewwidth ; x+=8)
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V_DrawNamePatch(viewwindowx+x,viewwindowy+viewheight,1,"brdr_b", CR_DEFAULT, VPT_NONE);
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for (y=0 ; y<viewheight ; y+=8)
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V_DrawNamePatch(viewwindowx-8,viewwindowy+y,1,"brdr_l", CR_DEFAULT, VPT_NONE);
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for (y=0 ; y<viewheight ; y+=8)
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V_DrawNamePatch(viewwindowx+scaledviewwidth,viewwindowy+y,1,"brdr_r", CR_DEFAULT, VPT_NONE);
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// Draw beveled edge.
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V_DrawNamePatch(viewwindowx-8,viewwindowy-8,1,"brdr_tl", CR_DEFAULT, VPT_NONE);
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V_DrawNamePatch(viewwindowx+scaledviewwidth,viewwindowy-8,1,"brdr_tr", CR_DEFAULT, VPT_NONE);
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V_DrawNamePatch(viewwindowx-8,viewwindowy+viewheight,1,"brdr_bl", CR_DEFAULT, VPT_NONE);
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V_DrawNamePatch(viewwindowx+scaledviewwidth,viewwindowy+viewheight,1,"brdr_br", CR_DEFAULT, VPT_NONE);
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}
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//
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// Copy a screen buffer.
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//
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void R_VideoErase(unsigned ofs, int count)
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{
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memcpy(d_screens[0]+ofs, d_screens[1]+ofs, count); // LFB copy.
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}
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//
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// R_DrawViewBorder
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// Draws the border around the view
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// for different size windows?
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//
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void R_DrawViewBorder(void)
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{
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int top, side, ofs, i;
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// proff/nicolas 09/20/98: Added for high-res (inspired by DosDOOM)
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int side2;
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// proff/nicolas 09/20/98: Removed for high-res
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// if (scaledviewwidth == SCREENWIDTH)
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// return;
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// proff/nicolas 09/20/98: Added for high-res (inspired by DosDOOM)
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if ((SCREENHEIGHT != viewheight) ||
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((automapmode & am_active) && ! (automapmode & am_overlay)))
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{
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ofs = ( SCREENHEIGHT - ST_SCALED_HEIGHT ) * SCREENWIDTH;
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side= ( SCREENWIDTH - ST_SCALED_WIDTH ) / 2;
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side2 = side * 2;
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R_VideoErase ( ofs, side );
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ofs += ( SCREENWIDTH - side );
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for ( i = 1; i < ST_SCALED_HEIGHT; i++ )
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{
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R_VideoErase ( ofs, side2 );
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ofs += SCREENWIDTH;
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}
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R_VideoErase ( ofs, side );
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}
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if ( viewheight >= ( SCREENHEIGHT - ST_SCALED_HEIGHT ))
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return; // if high-res, don't go any further!
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top = ((SCREENHEIGHT-ST_SCALED_HEIGHT)-viewheight)/2;
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side = (SCREENWIDTH-scaledviewwidth)/2;
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// copy top and one line of left side
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R_VideoErase (0, top*SCREENWIDTH+side);
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// copy one line of right side and bottom
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ofs = (viewheight+top)*SCREENWIDTH-side;
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R_VideoErase (ofs, top*SCREENWIDTH+side);
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// copy sides using wraparound
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ofs = top*SCREENWIDTH + SCREENWIDTH-side;
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side <<= 1;
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for (i=1 ; i<viewheight ; i++)
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{
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R_VideoErase (ofs, side);
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ofs += SCREENWIDTH;
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}
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}
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