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
138 lines
3.1 KiB
C
138 lines
3.1 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_sky.c
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#include "quakedef.h"
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#include "r_local.h"
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#include "d_local.h"
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#define SKY_SPAN_SHIFT 5
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#define SKY_SPAN_MAX (1 << SKY_SPAN_SHIFT)
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/*
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=================
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D_Sky_uv_To_st
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=================
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*/
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void D_Sky_uv_To_st (int u, int v, fixed16_t *s, fixed16_t *t)
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{
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float wu, wv, temp;
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vec3_t end;
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if (r_refdef.vrect.width >= r_refdef.vrect.height)
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temp = (float)r_refdef.vrect.width;
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else
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temp = (float)r_refdef.vrect.height;
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wu = 8192.0 * (float)(u-((int)vid.width>>1)) / temp;
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wv = 8192.0 * (float)(((int)vid.height>>1)-v) / temp;
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end[0] = 4096*vpn[0] + wu*vright[0] + wv*vup[0];
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end[1] = 4096*vpn[1] + wu*vright[1] + wv*vup[1];
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end[2] = 4096*vpn[2] + wu*vright[2] + wv*vup[2];
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end[2] *= 3;
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VectorNormalizeNoRet (end);
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temp = skytime*skyspeed; // TODO: add D_SetupFrame & set this there
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*s = (int)((temp + 6*(SKYSIZE/2-1)*end[0]) * 0x10000);
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*t = (int)((temp + 6*(SKYSIZE/2-1)*end[1]) * 0x10000);
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}
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/*
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=================
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D_DrawSkyScans8
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=================
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*/
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void D_DrawSkyScans8 (espan_t *pspan)
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{
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int count, spancount, u, v;
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unsigned char *pdest;
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fixed16_t s, t, snext, tnext, sstep, tstep;
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int spancountminus1;
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sstep = 0; // keep compiler happy
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tstep = 0; // ditto
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do
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{
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pdest = (unsigned char *)((byte *)d_viewbuffer +
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(screenwidth * pspan->v) + pspan->u);
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count = pspan->count;
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// calculate the initial s & t
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u = pspan->u;
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v = pspan->v;
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D_Sky_uv_To_st (u, v, &s, &t);
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do
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{
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if (count >= SKY_SPAN_MAX)
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spancount = SKY_SPAN_MAX;
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else
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spancount = count;
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count -= spancount;
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if (count)
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{
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u += spancount;
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// calculate s and t at far end of span,
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// calculate s and t steps across span by shifting
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D_Sky_uv_To_st (u, v, &snext, &tnext);
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sstep = (snext - s) >> SKY_SPAN_SHIFT;
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tstep = (tnext - t) >> SKY_SPAN_SHIFT;
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}
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else
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{
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// calculate s and t at last pixel in span,
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// calculate s and t steps across span by division
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spancountminus1 = (float)(spancount - 1);
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if (spancountminus1 > 0)
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{
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u += spancountminus1;
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D_Sky_uv_To_st (u, v, &snext, &tnext);
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sstep = (snext - s) / spancountminus1;
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tstep = (tnext - t) / spancountminus1;
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}
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}
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do
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{
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*pdest++ = r_skysource[((t & R_SKY_TMASK) >> 8) +
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((s & R_SKY_SMASK) >> 16)];
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s += sstep;
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t += tstep;
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} while (--spancount > 0);
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s = snext;
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t = tnext;
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} while (count > 0);
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} while ((pspan = pspan->pnext) != NULL);
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}
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