3f59fc8b77
This is a port of Wolf4SDL, which is derived from the original id software source release. The port runs on top of the SDL plugin runtime and is loaded as an overlay. Licensing of the game code is not an issue, as discussed below (essentially, the Debian project treats Wolf4SDL as GPLv2, with an email from John Carmack backing it up): http://forums.rockbox.org/index.php?topic=52872 Included is a copy of MAME's Yamaha OPL sound chip emulator (fmopl_gpl.c). This file was not part of the original Wolf4SDL source (which includes a non-GPL'd version), but was rather rebased from from a later MAME source which had been relicensed to GPLv2. Change-Id: I64c2ba035e0be7e2f49252f40640641416613439
87 lines
3.4 KiB
C
87 lines
3.4 KiB
C
#include "version.h"
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#ifdef USE_FLOORCEILINGTEX
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#include "wl_def.h"
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#include "wl_shade.h"
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// Textured Floor and Ceiling by DarkOne
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// With multi-textured floors and ceilings stored in lower and upper bytes of
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// according tile in third mapplane, respectively.
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void DrawFloorAndCeiling(byte *vbuf, unsigned vbufPitch, int min_wallheight)
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{
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fixed dist; // distance to row projection
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fixed tex_step; // global step per one screen pixel
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fixed gu, gv, du, dv; // global texture coordinates
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int u, v; // local texture coordinates
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byte *toptex, *bottex;
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unsigned lasttoptex = 0xffffffff, lastbottex = 0xffffffff;
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int halfheight = viewheight >> 1;
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int y0 = min_wallheight >> 3; // starting y value
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if(y0 > halfheight)
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return; // view obscured by walls
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if(!y0) y0 = 1; // don't let division by zero
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unsigned bot_offset0 = vbufPitch * (halfheight + y0);
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unsigned top_offset0 = vbufPitch * (halfheight - y0 - 1);
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// draw horizontal lines
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for(int y = y0, bot_offset = bot_offset0, top_offset = top_offset0;
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y < halfheight; y++, bot_offset += vbufPitch, top_offset -= vbufPitch)
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{
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dist = (heightnumerator / (y + 1)) << 5;
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gu = viewx + FixedMul(dist, viewcos);
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gv = -viewy + FixedMul(dist, viewsin);
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tex_step = (dist << 8) / viewwidth / 175;
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du = FixedMul(tex_step, viewsin);
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dv = -FixedMul(tex_step, viewcos);
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gu -= (viewwidth >> 1) * du;
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gv -= (viewwidth >> 1) * dv; // starting point (leftmost)
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#ifdef USE_SHADING
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byte *curshades = shadetable[GetShade(y << 3)];
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#endif
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for(int x = 0, bot_add = bot_offset, top_add = top_offset;
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x < viewwidth; x++, bot_add++, top_add++)
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{
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if(wallheight[x] >> 3 <= y)
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{
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int curx = (gu >> TILESHIFT) & (MAPSIZE - 1);
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int cury = (-(gv >> TILESHIFT) - 1) & (MAPSIZE - 1);
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unsigned curtex = MAPSPOT(curx, cury, 2);
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if(curtex)
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{
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unsigned curtoptex = curtex >> 8;
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if (curtoptex != lasttoptex)
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{
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lasttoptex = curtoptex;
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toptex = PM_GetTexture(curtoptex);
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}
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unsigned curbottex = curtex & 0xff;
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if (curbottex != lastbottex)
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{
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lastbottex = curbottex;
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bottex = PM_GetTexture(curbottex);
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}
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u = (gu >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1);
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v = (gv >> (TILESHIFT - TEXTURESHIFT)) & (TEXTURESIZE - 1);
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unsigned texoffs = (u << TEXTURESHIFT) + (TEXTURESIZE - 1) - v;
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#ifdef USE_SHADING
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if(curtoptex)
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vbuf[top_add] = curshades[toptex[texoffs]];
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if(curbottex)
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vbuf[bot_add] = curshades[bottex[texoffs]];
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#else
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if(curtoptex)
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vbuf[top_add] = toptex[texoffs];
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if(curbottex)
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vbuf[bot_add] = bottex[texoffs];
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#endif
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}
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}
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gu += du;
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gv += dv;
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}
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}
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}
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#endif
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