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
331 lines
7.4 KiB
C
331 lines
7.4 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_edge.c
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#include "quakedef.h"
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#include "d_local.h"
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static int miplevel;
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float scale_for_mip;
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int screenwidth;
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int ubasestep, errorterm, erroradjustup, erroradjustdown;
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int vstartscan;
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// FIXME: should go away
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extern void R_RotateBmodel (void);
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extern void R_TransformFrustum (void);
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vec3_t transformed_modelorg;
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/*
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==============
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D_DrawPoly
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==============
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*/
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void D_DrawPoly (void)
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{
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// this driver takes spans, not polygons
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}
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/*
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=============
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D_MipLevelForScale
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=============
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*/
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int D_MipLevelForScale (float scale)
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{
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int lmiplevel;
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if (scale >= d_scalemip[0] )
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lmiplevel = 0;
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else if (scale >= d_scalemip[1] )
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lmiplevel = 1;
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else if (scale >= d_scalemip[2] )
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lmiplevel = 2;
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else
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lmiplevel = 3;
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if (lmiplevel < d_minmip)
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lmiplevel = d_minmip;
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return lmiplevel;
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}
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/*
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==============
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D_DrawSolidSurface
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==============
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*/
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// FIXME: clean this up
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void D_DrawSolidSurface (surf_t *surf, int color)
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{
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espan_t *span;
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byte *pdest;
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int u, u2, pix;
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pix = (color<<24) | (color<<16) | (color<<8) | color;
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for (span=surf->spans ; span ; span=span->pnext)
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{
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pdest = (byte *)d_viewbuffer + screenwidth*span->v;
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u = span->u;
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u2 = span->u + span->count - 1;
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((byte *)pdest)[u] = pix;
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if (u2 - u < 8)
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{
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for (u++ ; u <= u2 ; u++)
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((byte *)pdest)[u] = pix;
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}
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else
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{
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for (u++ ; u & 3 ; u++)
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((byte *)pdest)[u] = pix;
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u2 -= 4;
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for ( ; u <= u2 ; u+=4)
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*(int *)((byte *)pdest + u) = pix;
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u2 += 4;
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for ( ; u <= u2 ; u++)
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((byte *)pdest)[u] = pix;
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}
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}
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}
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/*
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==============
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D_CalcGradients
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==============
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*/
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void D_CalcGradients (msurface_t *pface)
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{
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mplane_t *pplane;
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float mipscale;
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vec3_t p_temp1;
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vec3_t p_saxis, p_taxis;
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float t;
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pplane = pface->plane;
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mipscale = 1.0 / (float)(1 << miplevel);
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TransformVector (pface->texinfo->vecs[0], p_saxis);
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TransformVector (pface->texinfo->vecs[1], p_taxis);
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t = xscaleinv * mipscale;
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d_sdivzstepu = p_saxis[0] * t;
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d_tdivzstepu = p_taxis[0] * t;
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t = yscaleinv * mipscale;
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d_sdivzstepv = -p_saxis[1] * t;
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d_tdivzstepv = -p_taxis[1] * t;
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d_sdivzorigin = p_saxis[2] * mipscale - xcenter * d_sdivzstepu -
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ycenter * d_sdivzstepv;
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d_tdivzorigin = p_taxis[2] * mipscale - xcenter * d_tdivzstepu -
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ycenter * d_tdivzstepv;
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VectorScale (transformed_modelorg, mipscale, p_temp1);
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t = 0x10000*mipscale;
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sadjust = ((fixed16_t)(DotProduct (p_temp1, p_saxis) * 0x10000 + 0.5)) -
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((pface->texturemins[0] << 16) >> miplevel)
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+ pface->texinfo->vecs[0][3]*t;
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tadjust = ((fixed16_t)(DotProduct (p_temp1, p_taxis) * 0x10000 + 0.5)) -
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((pface->texturemins[1] << 16) >> miplevel)
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+ pface->texinfo->vecs[1][3]*t;
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//
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// -1 (-epsilon) so we never wander off the edge of the texture
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//
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bbextents = ((pface->extents[0] << 16) >> miplevel) - 1;
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bbextentt = ((pface->extents[1] << 16) >> miplevel) - 1;
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}
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/*
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==============
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D_DrawSurfaces
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==============
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*/
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void D_DrawSurfaces (void)
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{
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surf_t *s;
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msurface_t *pface;
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surfcache_t *pcurrentcache;
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vec3_t world_transformed_modelorg;
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vec3_t local_modelorg;
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currententity = &cl_entities[0];
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TransformVector (modelorg, transformed_modelorg);
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VectorCopy (transformed_modelorg, world_transformed_modelorg);
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// TODO: could preset a lot of this at mode set time
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if (r_drawflat.value)
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{
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for (s = &surfaces[1] ; s<surface_p ; s++)
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{
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if (!s->spans)
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continue;
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d_zistepu = s->d_zistepu;
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d_zistepv = s->d_zistepv;
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d_ziorigin = s->d_ziorigin;
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D_DrawSolidSurface (s, (int)s->data & 0xFF);
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D_DrawZSpans (s->spans);
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}
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}
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else
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{
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for (s = &surfaces[1] ; s<surface_p ; s++)
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{
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if (!s->spans)
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continue;
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r_drawnpolycount++;
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d_zistepu = s->d_zistepu;
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d_zistepv = s->d_zistepv;
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d_ziorigin = s->d_ziorigin;
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if (s->flags & SURF_DRAWSKY)
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{
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if (!r_skymade)
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{
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R_MakeSky ();
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}
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D_DrawSkyScans8 (s->spans);
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D_DrawZSpans (s->spans);
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}
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else if (s->flags & SURF_DRAWBACKGROUND)
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{
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// set up a gradient for the background surface that places it
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// effectively at infinity distance from the viewpoint
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d_zistepu = 0;
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d_zistepv = 0;
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d_ziorigin = -0.9;
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D_DrawSolidSurface (s, (int)r_clearcolor.value & 0xFF);
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D_DrawZSpans (s->spans);
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}
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else if (s->flags & SURF_DRAWTURB)
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{
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pface = s->data;
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miplevel = 0;
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cacheblock = (pixel_t *)
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((byte *)pface->texinfo->texture +
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pface->texinfo->texture->offsets[0]);
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cachewidth = 64;
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if (s->insubmodel)
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{
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// FIXME: we don't want to do all this for every polygon!
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// TODO: store once at start of frame
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currententity = s->entity; //FIXME: make this passed in to
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// R_RotateBmodel ()
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VectorSubtract (r_origin, currententity->origin,
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local_modelorg);
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TransformVector (local_modelorg, transformed_modelorg);
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R_RotateBmodel (); // FIXME: don't mess with the frustum,
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// make entity passed in
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}
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D_CalcGradients (pface);
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Turbulent8 (s->spans);
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D_DrawZSpans (s->spans);
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if (s->insubmodel)
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{
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//
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// restore the old drawing state
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// FIXME: we don't want to do this every time!
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// TODO: speed up
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//
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currententity = &cl_entities[0];
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VectorCopy (world_transformed_modelorg,
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transformed_modelorg);
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VectorCopy (base_vpn, vpn);
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VectorCopy (base_vup, vup);
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VectorCopy (base_vright, vright);
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VectorCopy (base_modelorg, modelorg);
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R_TransformFrustum ();
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}
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}
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else
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{
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if (s->insubmodel)
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{
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// FIXME: we don't want to do all this for every polygon!
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// TODO: store once at start of frame
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currententity = s->entity; //FIXME: make this passed in to
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// R_RotateBmodel ()
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VectorSubtract (r_origin, currententity->origin, local_modelorg);
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TransformVector (local_modelorg, transformed_modelorg);
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R_RotateBmodel (); // FIXME: don't mess with the frustum,
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// make entity passed in
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}
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pface = s->data;
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miplevel = D_MipLevelForScale (s->nearzi * scale_for_mip
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* pface->texinfo->mipadjust);
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// FIXME: make this passed in to D_CacheSurface
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pcurrentcache = D_CacheSurface (pface, miplevel);
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cacheblock = (pixel_t *)pcurrentcache->data;
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cachewidth = pcurrentcache->width;
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D_CalcGradients (pface);
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(*d_drawspans) (s->spans);
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D_DrawZSpans (s->spans);
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if (s->insubmodel)
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{
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//
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// restore the old drawing state
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// FIXME: we don't want to do this every time!
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// TODO: speed up
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//
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currententity = &cl_entities[0];
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VectorCopy (world_transformed_modelorg,
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transformed_modelorg);
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VectorCopy (base_vpn, vpn);
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VectorCopy (base_vup, vup);
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VectorCopy (base_vright, vright);
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VectorCopy (base_modelorg, modelorg);
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R_TransformFrustum ();
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}
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}
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}
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}
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}
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