mirror of
https://github.com/jndean/IPUDOOM.git
synced 2026-03-21 06:59:45 +00:00
Add P_LoadSegs, and fix stack overflows caused by calling through function pointers in P_setup_codelets
This commit is contained in:
19
src/d_main.c
19
src/d_main.c
@@ -115,9 +115,6 @@ boolean storedemo;
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// If true, the main game loop has started.
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boolean main_loop_started = false;
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// Josef: CPU traces walls while IPU does automap
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boolean livewallupdates = false;
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char wadfile[1024]; // primary wad file
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char mapdir[1024]; // directory of development maps
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@@ -209,10 +206,10 @@ void D_Display(void) {
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if (!gametic)
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break;
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/* JOSEF: IPU draws automap now
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if (automapactive)
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AM_Drawer();
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*/
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// if (automapactive)
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// AM_Drawer();
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IPU_AM_Drawer(); // JOSEF
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if (wipe || (viewheight != SCREENHEIGHT && fullscreen))
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redrawsbar = true;
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@@ -235,11 +232,9 @@ void D_Display(void) {
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I_UpdateNoBlit();
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// draw the view directly
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int busy_with_automap = automapactive && !livewallupdates; // JOSEF
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if (gamestate == GS_LEVEL && !busy_with_automap && gametic)
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if (gamestate == GS_LEVEL && !automapactive && gametic)
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R_RenderPlayerView(&players[displayplayer]);
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IPU_AM_Drawer(); // JOSEF: After RenderplayerView for wall updates
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if (gamestate == GS_LEVEL && gametic)
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HU_Drawer();
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@@ -831,10 +826,6 @@ void D_DoomMain(void) {
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printf("Z_Init: Init zone memory allocation daemon. \n");
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Z_Init();
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// JOSEF: flag to enable CPU wall mapping while in automap
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if (M_CheckParm("-livewallupdates"))
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livewallupdates = true;
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//!
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// @category net
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//
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@@ -1,10 +1,9 @@
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#include <stdlib.h>
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// #include "ipu_malloc.h"
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#include "ipu_print.h"
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#include "ipu_malloc.h"
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#include "print.h"
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#define IPUMALLOC_MAXMAPSIZE 150000
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#define IPUMALLOC_MAXMAPSIZE 250000
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#define ALIGN32(x) (((x) + 3) & (~3))
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@@ -12,16 +11,18 @@ static unsigned char PU_LEVEL_pool[IPUMALLOC_MAXMAPSIZE];
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static int PU_LEVEL_size = 0;
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void* IPU_level_malloc(int size) {
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void* IPU_level_malloc(int size, const char* name) {
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void* ret = (void*)(&PU_LEVEL_pool[PU_LEVEL_size]);
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PU_LEVEL_size = ALIGN32(PU_LEVEL_size + size);
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if (0) { // Enable for debug
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printf("LEVEL_ALLOC: %s = %dK, total = %dK\n",
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name, size / 1000, PU_LEVEL_size / 1000);
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}
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if (PU_LEVEL_size > IPUMALLOC_MAXMAPSIZE) {
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ipuprint("ERROR: IPUMALLOC_MAXMAPSIZE is ");
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ipuprintnum(IPUMALLOC_MAXMAPSIZE);
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ipuprint(", but IPU_level_malloc wants ");
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ipuprintnum(PU_LEVEL_size);
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ipuprint("\n");
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printf("ERROR: IPUMALLOC_MAXMAPSIZE is %d, but IPU_level_malloc wants %d\n",
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IPUMALLOC_MAXMAPSIZE, PU_LEVEL_size);
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// exit(1701);
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}
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return ret;
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@@ -4,7 +4,7 @@
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extern "C" {
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#endif
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void* IPU_level_malloc(int size);
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void* IPU_level_malloc(int size, const char* name);
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void IPU_level_free(void);
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@@ -453,7 +453,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) {
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state_t *st;
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mobjinfo_t *info;
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mobj = IPU_level_malloc(sizeof(*mobj));
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mobj = IPU_level_malloc(sizeof(*mobj), "SpawnMobj");
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memset(mobj, 0, sizeof(*mobj));
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// JOSEF: Just allocate the mem for now
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@@ -1,5 +1,6 @@
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#include "d_mode.h"
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#include "doomdata.h"
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#include "doomstat.h"
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#include "i_swap.h"
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#include "m_bbox.h"
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@@ -92,7 +93,7 @@ void P_LoadVertexes(const unsigned char *buf) {
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numvertexes = lumplen / sizeof(mapvertex_t);
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// Allocate zone memory for buffer.
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vertexes = IPU_level_malloc(numvertexes * sizeof(vertex_t));
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vertexes = IPU_level_malloc(numvertexes * sizeof(vertex_t), "P_LoadVertexes");
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// Load data into cache.
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// JOSEF: data = W_CacheLumpNum(lump, PU_STATIC);
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@@ -108,6 +109,90 @@ void P_LoadVertexes(const unsigned char *buf) {
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}
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}
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/* JOSEF: Don't think we need this?
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//
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// GetSectorAtNullAddress
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//
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sector_t *GetSectorAtNullAddress(void) {
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static boolean null_sector_is_initialized = false;
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static sector_t null_sector;
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if (!null_sector_is_initialized) {
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memset(&null_sector, 0, sizeof(null_sector));
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I_GetMemoryValue(0, &null_sector.floorheight, 4);
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I_GetMemoryValue(4, &null_sector.ceilingheight, 4);
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null_sector_is_initialized = true;
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}
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return &null_sector;
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}
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*/
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//
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// P_LoadSegs
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//
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void P_LoadSegs(const unsigned char *buf) {
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byte *data;
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int i;
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mapseg_t *ml;
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seg_t *li;
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line_t *ldef;
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int linedef;
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int side;
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int sidenum;
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int lumplen = ((int*)buf)[0];
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numsegs = lumplen / sizeof(mapseg_t);
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segs = IPU_level_malloc(numsegs * sizeof(seg_t), "P_LoadSegs");
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memset(segs, 0, numsegs * sizeof(seg_t));
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ml = (mapseg_t *)(&buf[sizeof(int)]);
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li = segs;
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for (i = 0; i < numsegs; i++, li++, ml++) {
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li->v1 = &vertexes[SHORT(ml->v1)];
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li->v2 = &vertexes[SHORT(ml->v2)];
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li->angle = (SHORT(ml->angle)) << FRACBITS;
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li->offset = (SHORT(ml->offset)) << FRACBITS;
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linedef = SHORT(ml->linedef);
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ldef = &lines[linedef];
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li->linedef = ldef;
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side = SHORT(ml->side);
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// e6y: check for wrong indexes
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if ((unsigned)ldef->sidenum[side] >= (unsigned)numsides) {
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// I_Error("P_LoadSegs: linedef %d for seg %d references a non-existent "
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// "sidedef %d",
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// linedef, i, (unsigned)ldef->sidenum[side]);
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printf("ERROR: P_LoadSegs: linedef %d for seg %d references a non-existent "
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"sidedef %d\n",
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linedef, i, (unsigned)ldef->sidenum[side]);
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}
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li->sidedef = &sides[ldef->sidenum[side]];
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li->frontsector = sides[ldef->sidenum[side]].sector;
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if (ldef->flags & ML_TWOSIDED) {
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sidenum = ldef->sidenum[side ^ 1];
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// If the sidenum is out of range, this may be a "glass hack"
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// impassible window. Point at side #0 (this may not be
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// the correct Vanilla behavior; however, it seems to work for
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// OTTAWAU.WAD, which is the one place I've seen this trick
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// used).
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if (sidenum < 0 || sidenum >= numsides) {
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// li->backsector = GetSectorAtNullAddress(); // JOSEF: Don't support this?
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printf("ERROR: GLASS HACK UNSUPPORTED\n"); // JOSEF
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} else {
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li->backsector = sides[sidenum].sector;
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}
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} else {
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li->backsector = 0;
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}
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}
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}
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//
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// P_LoadSectors
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//
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@@ -119,7 +204,7 @@ void P_LoadSectors(const unsigned char *buf) {
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int lumplen = ((int*)buf)[0];
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numsectors = lumplen / sizeof(mapsector_t);
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sectors = IPU_level_malloc(numsectors * sizeof(sector_t));
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sectors = IPU_level_malloc(numsectors * sizeof(sector_t), "P_LoadSectors");
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memset(sectors, 0, numsectors * sizeof(sector_t));
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ms = (mapsector_t *)(&buf[sizeof(int)]);
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@@ -150,7 +235,7 @@ void P_LoadNodes(const unsigned char *buf) {
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int lumplen = ((int*)buf)[0];
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numnodes = lumplen / sizeof(mapnode_t);
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nodes = IPU_level_malloc(numnodes * sizeof(node_t));
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nodes = IPU_level_malloc(numnodes * sizeof(node_t), "P_LoadNodes");
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memset(nodes, 0, numnodes * sizeof(node_t));
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mn = (mapnode_t *)(&buf[sizeof(int)]);
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@@ -232,7 +317,7 @@ void P_LoadSideDefs(const unsigned char *buf) {
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int lumplen = ((int*)buf)[0];
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numsides = lumplen / sizeof(mapsidedef_t);
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sides = IPU_level_malloc(numsides * sizeof(side_t));
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sides = IPU_level_malloc(numsides * sizeof(side_t), "P_LoadSideDefs");
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memset(sides, 0, numsides * sizeof(side_t));
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msd = (mapsidedef_t *)(&buf[sizeof(int)]);
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@@ -263,7 +348,7 @@ void P_LoadLineDefs(const unsigned char *buf) {
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int lumplen = ((int*)buf)[0];
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numlines = lumplen / sizeof(maplinedef_t);
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lines = IPU_level_malloc(numlines * sizeof(line_t));
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lines = IPU_level_malloc(numlines * sizeof(line_t), "P_LoadLineDefs");
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memset(lines, 0, numlines * sizeof(line_t));
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mld = (maplinedef_t *)(&buf[sizeof(int)]);
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@@ -330,7 +415,7 @@ void P_LoadSubsectors(const unsigned char *buf) {
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int lumplen = ((int*)buf)[0];
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numsubsectors = lumplen / sizeof(mapsubsector_t);
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subsectors = IPU_level_malloc(numsubsectors * sizeof(subsector_t));
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subsectors = IPU_level_malloc(numsubsectors * sizeof(subsector_t), "P_LoadSubsectors");
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ms = (mapsubsector_t *)(&buf[sizeof(int)]);
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memset(subsectors, 0, numsubsectors * sizeof(subsector_t));
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@@ -448,7 +533,7 @@ void P_LoadBlockMap(const unsigned char *buf) {
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int lumplen;
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lumplen = ((int*)buf)[0];
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blockmaplump = IPU_level_malloc(lumplen);
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blockmaplump = IPU_level_malloc(lumplen, "P_LoadBlockMap");
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memcpy(blockmaplump, &buf[4], lumplen);
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blockmap = blockmaplump + 4;
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@@ -465,6 +550,6 @@ void P_LoadBlockMap(const unsigned char *buf) {
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// Clear out mobj chains
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count = sizeof(*blocklinks) * bmapwidth * bmapheight;
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blocklinks = IPU_level_malloc(count);
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blocklinks = IPU_level_malloc(count, "P_LoadBlockMap");
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memset(blocklinks, 0, count);
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}
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@@ -1,4 +1,5 @@
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#include <Vertex.hpp>
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#include <poplar/Vertex.hpp>
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#include "poplar/StackSizeDefs.hpp"
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#include <print.h>
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@@ -16,45 +17,63 @@ extern "C" {
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void P_LoadLineDefs(const unsigned char *buf);
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void P_LoadSubsectors(const unsigned char *buf);
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void P_LoadNodes(const unsigned char *buf);
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void P_LoadSegs(const unsigned char *buf);
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void P_LoadThings(const unsigned char *buf);
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void IPU_Setup_UnpackMarkNums(const unsigned char* buf);
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};
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// DEF_STACK_USAGE(400, "__runCodelet_P_SetupLevel_Vertex");
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// --------------- P_Setup ----------------- //
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struct P_SetupLevel_SubFunc {
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void (*func)(const unsigned char*);
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int lump_num;
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};
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static P_SetupLevel_SubFunc setupLevelSubfuncs[14] = {
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{P_SetupLevel_pt0, 0},
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{P_LoadBlockMap, ML_BLOCKMAP},
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{P_LoadVertexes, ML_VERTEXES},
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{P_LoadSectors, ML_SECTORS},
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{P_LoadSideDefs, ML_SIDEDEFS},
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{P_LoadLineDefs, ML_LINEDEFS},
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{P_LoadSubsectors, ML_SSECTORS},
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{P_LoadNodes, ML_NODES},
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// {P_LoadSegs, ML_SEGS},
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// {P_GroupLines, ML_SEGS},
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// {P_LoadReject, ML_REJECT},
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{P_LoadThings, ML_THINGS},
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// {P_SpawnSpecials, 0}
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{NULL, 0}, /* SENTINEL */
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};
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// struct P_SetupLevel_SubFunc {
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// void (*func)(const unsigned char*);
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// int lump_num;
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// };
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// static P_SetupLevel_SubFunc setupLevelSubfuncs[14] = {
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// {P_SetupLevel_pt0, 0},
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// {P_LoadBlockMap, ML_BLOCKMAP},
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// {P_LoadVertexes, ML_VERTEXES},
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// {P_LoadSectors, ML_SECTORS},
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// {P_LoadSideDefs, ML_SIDEDEFS},
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// {P_LoadLineDefs, ML_LINEDEFS},
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// {P_LoadSubsectors, ML_SSECTORS},
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// {P_LoadNodes, ML_NODES},
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// {P_LoadSegs, ML_SEGS},
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// // {P_GroupLines, ML_SEGS},
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// // {P_LoadReject, ML_REJECT},
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// {P_LoadThings, ML_THINGS},
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// // {P_SpawnSpecials, 0}
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// {NULL, 0}, /* SENTINEL */
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// };
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// DEF_FUNC_CALL_PTRS("__runCodelet_P_SetupLevel_Vertex",
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// "P_LoadBlockMap,P_LoadVertexes,P_LoadSectors,P_LoadSideDefs,P_LoadLineDefs,P_LoadSubsectors");
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// THIS IS CALLING VIA A POINTER. THAT'S PROBABLY BAD...
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class P_SetupLevel_Vertex : public poplar::Vertex {
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poplar::Input<poplar::Vector<unsigned char>> lumpBuf;
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poplar::Output<int> lumpNum;
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public:
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bool compute() {
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static int step = 0;
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setupLevelSubfuncs[step].func(&lumpBuf[0]);
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step += 1;
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*lumpNum = gamelumpnum + setupLevelSubfuncs[step].lump_num;
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if (setupLevelSubfuncs[step].func == NULL) {
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int next;
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// Switch statements are bonkers
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switch (step++) {
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next = 0; case 0: P_SetupLevel_pt0(&lumpBuf[0]);
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next = ML_BLOCKMAP; break; case 1: P_LoadBlockMap(&lumpBuf[0]);
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next = ML_VERTEXES; break; case 2: P_LoadVertexes(&lumpBuf[0]);
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next = ML_SECTORS; break; case 3: P_LoadSectors(&lumpBuf[0]);
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next = ML_SIDEDEFS; break; case 4: P_LoadSideDefs(&lumpBuf[0]);
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next = ML_LINEDEFS; break; case 5: P_LoadLineDefs(&lumpBuf[0]);
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next = ML_SSECTORS; break; case 6: P_LoadSubsectors(&lumpBuf[0]);
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next = ML_NODES; break; case 7: P_LoadNodes(&lumpBuf[0]);
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next = ML_SEGS; break; case 8: P_LoadSegs(&lumpBuf[0]);
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next = ML_THINGS; break; case 9: P_LoadThings(&lumpBuf[0]);
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next = -1; break;
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}
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*lumpNum = gamelumpnum + next;
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if (next == -1) {
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step = 0;
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}
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return true;
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@@ -469,6 +469,7 @@ void R_Subsector(int num) {
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I_Error("R_Subsector: solidsegs overflow (vanilla may crash here)\n");
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}
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*/
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//
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// RenderBSPNode
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// Renders all subsectors below a given node,
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@@ -477,7 +478,7 @@ void R_Subsector(int num) {
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void R_RenderBSPNode(int bspnum) {
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node_t *bsp;
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int side;
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/*
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// Found a subsector?
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if (bspnum & NF_SUBSECTOR) {
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if (bspnum == -1)
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@@ -498,5 +499,5 @@ void R_RenderBSPNode(int bspnum) {
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// Possibly divide back space.
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if (R_CheckBBox(bsp->bbox[side ^ 1]))
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R_RenderBSPNode(bsp->children[side ^ 1]);
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*/
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}
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*/
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@@ -19,10 +19,10 @@ struct R_RenderPlayerView_Vertex : public poplar::Vertex {
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poplar::InOut<poplar::Vector<unsigned char>> frame;
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void compute() {
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// for (int i = 0; i < 100; ++i){
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// frame[i + 320 * i ] = 1;
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// frame[i + 320 * i + 1] = 1;
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// }
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for (int i = 0; i < 100; ++i){
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frame[i + 320 * i ] = 1;
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frame[i + 320 * i + 1] = 1;
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}
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IPU_R_RenderPlayerView_UnpackMiscValues(
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(R_RenderPlayerView_MiscValues_t*) &miscValues[0]
|
||||
);
|
||||
|
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857
src/ipu/r_draw.c
Normal file
857
src/ipu/r_draw.c
Normal file
@@ -0,0 +1,857 @@
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
|
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// Copyright(C) 2005-2014 Simon Howard
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||||
//
|
||||
// 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.
|
||||
//
|
||||
// DESCRIPTION:
|
||||
// The actual span/column drawing functions.
|
||||
// Here find the main potential for optimization,
|
||||
// e.g. inline assembly, different algorithms.
|
||||
//
|
||||
|
||||
// #include <string.h> // JOSEF
|
||||
|
||||
#include "d_mode.h"
|
||||
// State.
|
||||
#include "doomstat.h"
|
||||
#include "doomtype.h"
|
||||
/*
|
||||
#include "i_system.h"
|
||||
#include "i_video.h"
|
||||
#include "m_fixed.h"
|
||||
#include "r_defs.h"
|
||||
#include "r_main.h"
|
||||
#include "r_state.h"
|
||||
#include "v_patch.h"
|
||||
// Needs access to LFB (guess what).
|
||||
#include "v_video.h"
|
||||
#include "w_wad.h"
|
||||
#include "z_zone.h"
|
||||
*/
|
||||
|
||||
// ?
|
||||
#define MAXWIDTH 1120
|
||||
#define MAXHEIGHT 832
|
||||
|
||||
// status bar height at bottom of screen
|
||||
#define SBARHEIGHT 32
|
||||
|
||||
//
|
||||
// All drawing to the view buffer is accomplished in this file.
|
||||
// The other refresh files only know about ccordinates,
|
||||
// not the architecture of the frame buffer.
|
||||
// Conveniently, the frame buffer is a linear one,
|
||||
// and we need only the base address,
|
||||
// and the total size == width*height*depth/8.,
|
||||
//
|
||||
|
||||
byte *viewimage;
|
||||
int viewwidth;
|
||||
int scaledviewwidth;
|
||||
int viewheight;
|
||||
int viewwindowx;
|
||||
int viewwindowy;
|
||||
pixel_t *ylookup[MAXHEIGHT];
|
||||
int columnofs[MAXWIDTH];
|
||||
|
||||
// Color tables for different players,
|
||||
// translate a limited part to another
|
||||
// (color ramps used for suit colors).
|
||||
//
|
||||
byte translations[3][256];
|
||||
|
||||
// Backing buffer containing the bezel drawn around the screen and
|
||||
// surrounding background.
|
||||
|
||||
static pixel_t *background_buffer = NULL;
|
||||
|
||||
//
|
||||
// R_DrawColumn
|
||||
// Source is the top of the column to scale.
|
||||
//
|
||||
lighttable_t *dc_colormap;
|
||||
int dc_x;
|
||||
int dc_yl;
|
||||
int dc_yh;
|
||||
fixed_t dc_iscale;
|
||||
fixed_t dc_texturemid;
|
||||
|
||||
// first pixel in a column (possibly virtual)
|
||||
byte *dc_source;
|
||||
|
||||
// just for profiling
|
||||
int dccount;
|
||||
|
||||
/*
|
||||
//
|
||||
// A column is a vertical slice/span from a wall texture that,
|
||||
// given the DOOM style restrictions on the view orientation,
|
||||
// will always have constant z depth.
|
||||
// Thus a special case loop for very fast rendering can
|
||||
// be used. It has also been used with Wolfenstein 3D.
|
||||
//
|
||||
void R_DrawColumn(void) {
|
||||
int count;
|
||||
pixel_t *dest;
|
||||
fixed_t frac;
|
||||
fixed_t fracstep;
|
||||
|
||||
count = dc_yh - dc_yl;
|
||||
|
||||
// Zero length, column does not exceed a pixel.
|
||||
if (count < 0)
|
||||
return;
|
||||
|
||||
if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT)
|
||||
I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
||||
|
||||
// Framebuffer destination address.
|
||||
// Use ylookup LUT to avoid multiply with ScreenWidth.
|
||||
// Use columnofs LUT for subwindows?
|
||||
dest = ylookup[dc_yl] + columnofs[dc_x];
|
||||
|
||||
// Determine scaling,
|
||||
// which is the only mapping to be done.
|
||||
fracstep = dc_iscale;
|
||||
frac = dc_texturemid + (dc_yl - centery) * fracstep;
|
||||
|
||||
// Inner loop that does the actual texture mapping,
|
||||
// e.g. a DDA-lile scaling.
|
||||
// This is as fast as it gets.
|
||||
do {
|
||||
// Re-map color indices from wall texture column
|
||||
// using a lighting/special effects LUT.
|
||||
*dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]];
|
||||
|
||||
dest += SCREENWIDTH;
|
||||
frac += fracstep;
|
||||
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
// UNUSED.
|
||||
// Loop unrolled.
|
||||
#if 0
|
||||
void R_DrawColumn (void)
|
||||
{
|
||||
int count;
|
||||
byte* source;
|
||||
byte* dest;
|
||||
byte* colormap;
|
||||
|
||||
unsigned frac;
|
||||
unsigned fracstep;
|
||||
unsigned fracstep2;
|
||||
unsigned fracstep3;
|
||||
unsigned fracstep4;
|
||||
|
||||
count = dc_yh - dc_yl + 1;
|
||||
|
||||
source = dc_source;
|
||||
colormap = dc_colormap;
|
||||
dest = ylookup[dc_yl] + columnofs[dc_x];
|
||||
|
||||
fracstep = dc_iscale<<9;
|
||||
frac = (dc_texturemid + (dc_yl-centery)*dc_iscale)<<9;
|
||||
|
||||
fracstep2 = fracstep+fracstep;
|
||||
fracstep3 = fracstep2+fracstep;
|
||||
fracstep4 = fracstep3+fracstep;
|
||||
|
||||
while (count >= 8)
|
||||
{
|
||||
dest[0] = colormap[source[frac>>25]];
|
||||
dest[SCREENWIDTH] = colormap[source[(frac+fracstep)>>25]];
|
||||
dest[SCREENWIDTH*2] = colormap[source[(frac+fracstep2)>>25]];
|
||||
dest[SCREENWIDTH*3] = colormap[source[(frac+fracstep3)>>25]];
|
||||
|
||||
frac += fracstep4;
|
||||
|
||||
dest[SCREENWIDTH*4] = colormap[source[frac>>25]];
|
||||
dest[SCREENWIDTH*5] = colormap[source[(frac+fracstep)>>25]];
|
||||
dest[SCREENWIDTH*6] = colormap[source[(frac+fracstep2)>>25]];
|
||||
dest[SCREENWIDTH*7] = colormap[source[(frac+fracstep3)>>25]];
|
||||
|
||||
frac += fracstep4;
|
||||
dest += SCREENWIDTH*8;
|
||||
count -= 8;
|
||||
}
|
||||
|
||||
while (count > 0)
|
||||
{
|
||||
*dest = colormap[source[frac>>25]];
|
||||
dest += SCREENWIDTH;
|
||||
frac += fracstep;
|
||||
count--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void R_DrawColumnLow(void) {
|
||||
int count;
|
||||
pixel_t *dest;
|
||||
pixel_t *dest2;
|
||||
fixed_t frac;
|
||||
fixed_t fracstep;
|
||||
int x;
|
||||
|
||||
count = dc_yh - dc_yl;
|
||||
|
||||
// Zero length.
|
||||
if (count < 0)
|
||||
return;
|
||||
|
||||
if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) {
|
||||
|
||||
I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
||||
}
|
||||
// dccount++;
|
||||
// Blocky mode, need to multiply by 2.
|
||||
x = dc_x << 1;
|
||||
|
||||
dest = ylookup[dc_yl] + columnofs[x];
|
||||
dest2 = ylookup[dc_yl] + columnofs[x + 1];
|
||||
|
||||
fracstep = dc_iscale;
|
||||
frac = dc_texturemid + (dc_yl - centery) * fracstep;
|
||||
|
||||
do {
|
||||
// Hack. Does not work corretly.
|
||||
*dest2 = *dest = dc_colormap[dc_source[(frac >> FRACBITS) & 127]];
|
||||
dest += SCREENWIDTH;
|
||||
dest2 += SCREENWIDTH;
|
||||
frac += fracstep;
|
||||
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
//
|
||||
// Spectre/Invisibility.
|
||||
//
|
||||
#define FUZZTABLE 50
|
||||
#define FUZZOFF (SCREENWIDTH)
|
||||
|
||||
int fuzzoffset[FUZZTABLE] = {
|
||||
FUZZOFF, -FUZZOFF, FUZZOFF, -FUZZOFF, FUZZOFF, FUZZOFF, -FUZZOFF,
|
||||
FUZZOFF, FUZZOFF, -FUZZOFF, FUZZOFF, FUZZOFF, FUZZOFF, -FUZZOFF,
|
||||
FUZZOFF, FUZZOFF, FUZZOFF, -FUZZOFF, -FUZZOFF, -FUZZOFF, -FUZZOFF,
|
||||
FUZZOFF, -FUZZOFF, -FUZZOFF, FUZZOFF, FUZZOFF, FUZZOFF, FUZZOFF,
|
||||
-FUZZOFF, FUZZOFF, -FUZZOFF, FUZZOFF, FUZZOFF, -FUZZOFF, -FUZZOFF,
|
||||
FUZZOFF, FUZZOFF, -FUZZOFF, -FUZZOFF, -FUZZOFF, -FUZZOFF, FUZZOFF,
|
||||
FUZZOFF, FUZZOFF, FUZZOFF, -FUZZOFF, FUZZOFF, FUZZOFF, -FUZZOFF,
|
||||
FUZZOFF};
|
||||
|
||||
int fuzzpos = 0;
|
||||
|
||||
//
|
||||
// Framebuffer postprocessing.
|
||||
// Creates a fuzzy image by copying pixels
|
||||
// from adjacent ones to left and right.
|
||||
// Used with an all black colormap, this
|
||||
// could create the SHADOW effect,
|
||||
// i.e. spectres and invisible players.
|
||||
//
|
||||
void R_DrawFuzzColumn(void) {
|
||||
int count;
|
||||
pixel_t *dest;
|
||||
fixed_t frac;
|
||||
fixed_t fracstep;
|
||||
|
||||
// Adjust borders. Low...
|
||||
if (!dc_yl)
|
||||
dc_yl = 1;
|
||||
|
||||
// .. and high.
|
||||
if (dc_yh == viewheight - 1)
|
||||
dc_yh = viewheight - 2;
|
||||
|
||||
count = dc_yh - dc_yl;
|
||||
|
||||
// Zero length.
|
||||
if (count < 0)
|
||||
return;
|
||||
|
||||
if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) {
|
||||
I_Error("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
||||
}
|
||||
|
||||
dest = ylookup[dc_yl] + columnofs[dc_x];
|
||||
|
||||
// Looks familiar.
|
||||
fracstep = dc_iscale;
|
||||
frac = dc_texturemid + (dc_yl - centery) * fracstep;
|
||||
|
||||
// Looks like an attempt at dithering,
|
||||
// using the colormap #6 (of 0-31, a bit
|
||||
// brighter than average).
|
||||
do {
|
||||
// Lookup framebuffer, and retrieve
|
||||
// a pixel that is either one column
|
||||
// left or right of the current one.
|
||||
// Add index from colormap to index.
|
||||
*dest = colormaps[6 * 256 + dest[fuzzoffset[fuzzpos]]];
|
||||
|
||||
// Clamp table lookup index.
|
||||
if (++fuzzpos == FUZZTABLE)
|
||||
fuzzpos = 0;
|
||||
|
||||
dest += SCREENWIDTH;
|
||||
|
||||
frac += fracstep;
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
// low detail mode version
|
||||
|
||||
void R_DrawFuzzColumnLow(void) {
|
||||
int count;
|
||||
pixel_t *dest;
|
||||
pixel_t *dest2;
|
||||
fixed_t frac;
|
||||
fixed_t fracstep;
|
||||
int x;
|
||||
|
||||
// Adjust borders. Low...
|
||||
if (!dc_yl)
|
||||
dc_yl = 1;
|
||||
|
||||
// .. and high.
|
||||
if (dc_yh == viewheight - 1)
|
||||
dc_yh = viewheight - 2;
|
||||
|
||||
count = dc_yh - dc_yl;
|
||||
|
||||
// Zero length.
|
||||
if (count < 0)
|
||||
return;
|
||||
|
||||
// low detail mode, need to multiply by 2
|
||||
|
||||
x = dc_x << 1;
|
||||
|
||||
if ((unsigned)x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) {
|
||||
I_Error("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
||||
}
|
||||
|
||||
dest = ylookup[dc_yl] + columnofs[x];
|
||||
dest2 = ylookup[dc_yl] + columnofs[x + 1];
|
||||
|
||||
// Looks familiar.
|
||||
fracstep = dc_iscale;
|
||||
frac = dc_texturemid + (dc_yl - centery) * fracstep;
|
||||
|
||||
// Looks like an attempt at dithering,
|
||||
// using the colormap #6 (of 0-31, a bit
|
||||
// brighter than average).
|
||||
do {
|
||||
// Lookup framebuffer, and retrieve
|
||||
// a pixel that is either one column
|
||||
// left or right of the current one.
|
||||
// Add index from colormap to index.
|
||||
*dest = colormaps[6 * 256 + dest[fuzzoffset[fuzzpos]]];
|
||||
*dest2 = colormaps[6 * 256 + dest2[fuzzoffset[fuzzpos]]];
|
||||
|
||||
// Clamp table lookup index.
|
||||
if (++fuzzpos == FUZZTABLE)
|
||||
fuzzpos = 0;
|
||||
|
||||
dest += SCREENWIDTH;
|
||||
dest2 += SCREENWIDTH;
|
||||
|
||||
frac += fracstep;
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
//
|
||||
// R_DrawTranslatedColumn
|
||||
// Used to draw player sprites
|
||||
// with the green colorramp mapped to others.
|
||||
// Could be used with different translation
|
||||
// tables, e.g. the lighter colored version
|
||||
// of the BaronOfHell, the HellKnight, uses
|
||||
// identical sprites, kinda brightened up.
|
||||
//
|
||||
byte *dc_translation;
|
||||
byte *translationtables;
|
||||
|
||||
void R_DrawTranslatedColumn(void) {
|
||||
int count;
|
||||
pixel_t *dest;
|
||||
fixed_t frac;
|
||||
fixed_t fracstep;
|
||||
|
||||
count = dc_yh - dc_yl;
|
||||
if (count < 0)
|
||||
return;
|
||||
|
||||
if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) {
|
||||
I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
||||
}
|
||||
|
||||
dest = ylookup[dc_yl] + columnofs[dc_x];
|
||||
|
||||
// Looks familiar.
|
||||
fracstep = dc_iscale;
|
||||
frac = dc_texturemid + (dc_yl - centery) * fracstep;
|
||||
|
||||
// Here we do an additional index re-mapping.
|
||||
do {
|
||||
// Translation tables are used
|
||||
// to map certain colorramps to other ones,
|
||||
// used with PLAY sprites.
|
||||
// Thus the "green" ramp of the player 0 sprite
|
||||
// is mapped to gray, red, black/indigo.
|
||||
*dest = dc_colormap[dc_translation[dc_source[frac >> FRACBITS]]];
|
||||
dest += SCREENWIDTH;
|
||||
|
||||
frac += fracstep;
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
void R_DrawTranslatedColumnLow(void) {
|
||||
int count;
|
||||
pixel_t *dest;
|
||||
pixel_t *dest2;
|
||||
fixed_t frac;
|
||||
fixed_t fracstep;
|
||||
int x;
|
||||
|
||||
count = dc_yh - dc_yl;
|
||||
if (count < 0)
|
||||
return;
|
||||
|
||||
// low detail, need to scale by 2
|
||||
x = dc_x << 1;
|
||||
|
||||
if ((unsigned)x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) {
|
||||
I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, x);
|
||||
}
|
||||
|
||||
dest = ylookup[dc_yl] + columnofs[x];
|
||||
dest2 = ylookup[dc_yl] + columnofs[x + 1];
|
||||
|
||||
// Looks familiar.
|
||||
fracstep = dc_iscale;
|
||||
frac = dc_texturemid + (dc_yl - centery) * fracstep;
|
||||
|
||||
// Here we do an additional index re-mapping.
|
||||
do {
|
||||
// Translation tables are used
|
||||
// to map certain colorramps to other ones,
|
||||
// used with PLAY sprites.
|
||||
// Thus the "green" ramp of the player 0 sprite
|
||||
// is mapped to gray, red, black/indigo.
|
||||
*dest = dc_colormap[dc_translation[dc_source[frac >> FRACBITS]]];
|
||||
*dest2 = dc_colormap[dc_translation[dc_source[frac >> FRACBITS]]];
|
||||
dest += SCREENWIDTH;
|
||||
dest2 += SCREENWIDTH;
|
||||
|
||||
frac += fracstep;
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
//
|
||||
// R_InitTranslationTables
|
||||
// Creates the translation tables to map
|
||||
// the green color ramp to gray, brown, red.
|
||||
// Assumes a given structure of the PLAYPAL.
|
||||
// Could be read from a lump instead.
|
||||
//
|
||||
void R_InitTranslationTables(void) {
|
||||
int i;
|
||||
|
||||
translationtables = Z_Malloc(256 * 3, PU_STATIC, 0);
|
||||
|
||||
// translate just the 16 green colors
|
||||
for (i = 0; i < 256; i++) {
|
||||
if (i >= 0x70 && i <= 0x7f) {
|
||||
// map green ramp to gray, brown, red
|
||||
translationtables[i] = 0x60 + (i & 0xf);
|
||||
translationtables[i + 256] = 0x40 + (i & 0xf);
|
||||
translationtables[i + 512] = 0x20 + (i & 0xf);
|
||||
} else {
|
||||
// Keep all other colors as is.
|
||||
translationtables[i] = translationtables[i + 256] =
|
||||
translationtables[i + 512] = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_DrawSpan
|
||||
// With DOOM style restrictions on view orientation,
|
||||
// the floors and ceilings consist of horizontal slices
|
||||
// or spans with constant z depth.
|
||||
// However, rotation around the world z axis is possible,
|
||||
// thus this mapping, while simpler and faster than
|
||||
// perspective correct texture mapping, has to traverse
|
||||
// the texture at an angle in all but a few cases.
|
||||
// In consequence, flats are not stored by column (like walls),
|
||||
// and the inner loop has to step in texture space u and v.
|
||||
//
|
||||
int ds_y;
|
||||
int ds_x1;
|
||||
int ds_x2;
|
||||
|
||||
lighttable_t *ds_colormap;
|
||||
|
||||
fixed_t ds_xfrac;
|
||||
fixed_t ds_yfrac;
|
||||
fixed_t ds_xstep;
|
||||
fixed_t ds_ystep;
|
||||
|
||||
// start of a 64*64 tile image
|
||||
byte *ds_source;
|
||||
|
||||
// just for profiling
|
||||
int dscount;
|
||||
|
||||
//
|
||||
// Draws the actual span.
|
||||
void R_DrawSpan(void) {
|
||||
unsigned int position, step;
|
||||
pixel_t *dest;
|
||||
int count;
|
||||
int spot;
|
||||
unsigned int xtemp, ytemp;
|
||||
|
||||
if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH ||
|
||||
(unsigned)ds_y > SCREENHEIGHT) {
|
||||
I_Error("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
|
||||
}
|
||||
// dscount++;
|
||||
|
||||
// Pack position and step variables into a single 32-bit integer,
|
||||
// with x in the top 16 bits and y in the bottom 16 bits. For
|
||||
// each 16-bit part, the top 6 bits are the integer part and the
|
||||
// bottom 10 bits are the fractional part of the pixel position.
|
||||
|
||||
position = ((ds_xfrac << 10) & 0xffff0000) | ((ds_yfrac >> 6) & 0x0000ffff);
|
||||
step = ((ds_xstep << 10) & 0xffff0000) | ((ds_ystep >> 6) & 0x0000ffff);
|
||||
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
|
||||
// We do not check for zero spans here?
|
||||
count = ds_x2 - ds_x1;
|
||||
|
||||
do {
|
||||
// Calculate current texture index in u,v.
|
||||
ytemp = (position >> 4) & 0x0fc0;
|
||||
xtemp = (position >> 26);
|
||||
spot = xtemp | ytemp;
|
||||
|
||||
// Lookup pixel from flat texture tile,
|
||||
// re-index using light/colormap.
|
||||
*dest++ = ds_colormap[ds_source[spot]];
|
||||
|
||||
position += step;
|
||||
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
// UNUSED.
|
||||
// Loop unrolled by 4.
|
||||
#if 0
|
||||
void R_DrawSpan (void)
|
||||
{
|
||||
unsigned position, step;
|
||||
|
||||
byte* source;
|
||||
byte* colormap;
|
||||
pixel_t* dest;
|
||||
|
||||
unsigned count;
|
||||
usingned spot;
|
||||
unsigned value;
|
||||
unsigned temp;
|
||||
unsigned xtemp;
|
||||
unsigned ytemp;
|
||||
|
||||
position = ((ds_xfrac<<10)&0xffff0000) | ((ds_yfrac>>6)&0xffff);
|
||||
step = ((ds_xstep<<10)&0xffff0000) | ((ds_ystep>>6)&0xffff);
|
||||
|
||||
source = ds_source;
|
||||
colormap = ds_colormap;
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
count = ds_x2 - ds_x1 + 1;
|
||||
|
||||
while (count >= 4)
|
||||
{
|
||||
ytemp = position>>4;
|
||||
ytemp = ytemp & 4032;
|
||||
xtemp = position>>26;
|
||||
spot = xtemp | ytemp;
|
||||
position += step;
|
||||
dest[0] = colormap[source[spot]];
|
||||
|
||||
ytemp = position>>4;
|
||||
ytemp = ytemp & 4032;
|
||||
xtemp = position>>26;
|
||||
spot = xtemp | ytemp;
|
||||
position += step;
|
||||
dest[1] = colormap[source[spot]];
|
||||
|
||||
ytemp = position>>4;
|
||||
ytemp = ytemp & 4032;
|
||||
xtemp = position>>26;
|
||||
spot = xtemp | ytemp;
|
||||
position += step;
|
||||
dest[2] = colormap[source[spot]];
|
||||
|
||||
ytemp = position>>4;
|
||||
ytemp = ytemp & 4032;
|
||||
xtemp = position>>26;
|
||||
spot = xtemp | ytemp;
|
||||
position += step;
|
||||
dest[3] = colormap[source[spot]];
|
||||
|
||||
count -= 4;
|
||||
dest += 4;
|
||||
}
|
||||
while (count > 0)
|
||||
{
|
||||
ytemp = position>>4;
|
||||
ytemp = ytemp & 4032;
|
||||
xtemp = position>>26;
|
||||
spot = xtemp | ytemp;
|
||||
position += step;
|
||||
*dest++ = colormap[source[spot]];
|
||||
count--;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
//
|
||||
// Again..
|
||||
//
|
||||
void R_DrawSpanLow(void) {
|
||||
unsigned int position, step;
|
||||
unsigned int xtemp, ytemp;
|
||||
pixel_t *dest;
|
||||
int count;
|
||||
int spot;
|
||||
|
||||
if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= SCREENWIDTH ||
|
||||
(unsigned)ds_y > SCREENHEIGHT) {
|
||||
I_Error("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
|
||||
}
|
||||
// dscount++;
|
||||
|
||||
position = ((ds_xfrac << 10) & 0xffff0000) | ((ds_yfrac >> 6) & 0x0000ffff);
|
||||
step = ((ds_xstep << 10) & 0xffff0000) | ((ds_ystep >> 6) & 0x0000ffff);
|
||||
|
||||
count = (ds_x2 - ds_x1);
|
||||
|
||||
// Blocky mode, need to multiply by 2.
|
||||
ds_x1 <<= 1;
|
||||
ds_x2 <<= 1;
|
||||
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
|
||||
do {
|
||||
// Calculate current texture index in u,v.
|
||||
ytemp = (position >> 4) & 0x0fc0;
|
||||
xtemp = (position >> 26);
|
||||
spot = xtemp | ytemp;
|
||||
|
||||
// Lowres/blocky mode does it twice,
|
||||
// while scale is adjusted appropriately.
|
||||
*dest++ = ds_colormap[ds_source[spot]];
|
||||
*dest++ = ds_colormap[ds_source[spot]];
|
||||
|
||||
position += step;
|
||||
|
||||
} while (count--);
|
||||
}
|
||||
|
||||
//
|
||||
// R_InitBuffer
|
||||
// Creats lookup tables that avoid
|
||||
// multiplies and other hazzles
|
||||
// for getting the framebuffer address
|
||||
// of a pixel to draw.
|
||||
//
|
||||
void R_InitBuffer(int width, int height) {
|
||||
int i;
|
||||
|
||||
// Handle resize,
|
||||
// e.g. smaller view windows
|
||||
// with border and/or status bar.
|
||||
viewwindowx = (SCREENWIDTH - width) >> 1;
|
||||
|
||||
// Column offset. For windows.
|
||||
for (i = 0; i < width; i++)
|
||||
columnofs[i] = viewwindowx + i;
|
||||
|
||||
// Samw with base row offset.
|
||||
if (width == SCREENWIDTH)
|
||||
viewwindowy = 0;
|
||||
else
|
||||
viewwindowy = (SCREENHEIGHT - SBARHEIGHT - height) >> 1;
|
||||
|
||||
// Preclaculate all row offsets.
|
||||
for (i = 0; i < height; i++)
|
||||
ylookup[i] = I_VideoBuffer + (i + viewwindowy) * SCREENWIDTH;
|
||||
}
|
||||
|
||||
//
|
||||
// R_FillBackScreen
|
||||
// Fills the back screen with a pattern
|
||||
// for variable screen sizes
|
||||
// Also draws a beveled edge.
|
||||
//
|
||||
void R_FillBackScreen(void) {
|
||||
byte *src;
|
||||
pixel_t *dest;
|
||||
int x;
|
||||
int y;
|
||||
patch_t *patch;
|
||||
|
||||
// DOOM border patch.
|
||||
char *name1 = ("FLOOR7_2");
|
||||
|
||||
// DOOM II border patch.
|
||||
char *name2 = ("GRNROCK");
|
||||
|
||||
char *name;
|
||||
|
||||
// If we are running full screen, there is no need to do any of this,
|
||||
// and the background buffer can be freed if it was previously in use.
|
||||
|
||||
if (scaledviewwidth == SCREENWIDTH) {
|
||||
if (background_buffer != NULL) {
|
||||
Z_Free(background_buffer);
|
||||
background_buffer = NULL;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate the background buffer if necessary
|
||||
|
||||
if (background_buffer == NULL) {
|
||||
background_buffer = Z_Malloc(SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT) *
|
||||
sizeof(*background_buffer),
|
||||
PU_STATIC, NULL);
|
||||
}
|
||||
|
||||
if (gamemode == commercial)
|
||||
name = name2;
|
||||
else
|
||||
name = name1;
|
||||
|
||||
src = W_CacheLumpName(name, PU_CACHE);
|
||||
dest = background_buffer;
|
||||
|
||||
for (y = 0; y < SCREENHEIGHT - SBARHEIGHT; y++) {
|
||||
for (x = 0; x < SCREENWIDTH / 64; x++) {
|
||||
memcpy(dest, src + ((y & 63) << 6), 64);
|
||||
dest += 64;
|
||||
}
|
||||
|
||||
if (SCREENWIDTH & 63) {
|
||||
memcpy(dest, src + ((y & 63) << 6), SCREENWIDTH & 63);
|
||||
dest += (SCREENWIDTH & 63);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw screen and bezel; this is done to a separate screen buffer.
|
||||
|
||||
V_UseBuffer(background_buffer);
|
||||
|
||||
patch = W_CacheLumpName(("brdr_t"), PU_CACHE);
|
||||
|
||||
for (x = 0; x < scaledviewwidth; x += 8)
|
||||
V_DrawPatch(viewwindowx + x, viewwindowy - 8, patch);
|
||||
patch = W_CacheLumpName(("brdr_b"), PU_CACHE);
|
||||
|
||||
for (x = 0; x < scaledviewwidth; x += 8)
|
||||
V_DrawPatch(viewwindowx + x, viewwindowy + viewheight, patch);
|
||||
patch = W_CacheLumpName(("brdr_l"), PU_CACHE);
|
||||
|
||||
for (y = 0; y < viewheight; y += 8)
|
||||
V_DrawPatch(viewwindowx - 8, viewwindowy + y, patch);
|
||||
patch = W_CacheLumpName(("brdr_r"), PU_CACHE);
|
||||
|
||||
for (y = 0; y < viewheight; y += 8)
|
||||
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + y, patch);
|
||||
|
||||
// Draw beveled edge.
|
||||
V_DrawPatch(viewwindowx - 8, viewwindowy - 8,
|
||||
W_CacheLumpName(("brdr_tl"), PU_CACHE));
|
||||
|
||||
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy - 8,
|
||||
W_CacheLumpName(("brdr_tr"), PU_CACHE));
|
||||
|
||||
V_DrawPatch(viewwindowx - 8, viewwindowy + viewheight,
|
||||
W_CacheLumpName(("brdr_bl"), PU_CACHE));
|
||||
|
||||
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + viewheight,
|
||||
W_CacheLumpName(("brdr_br"), PU_CACHE));
|
||||
|
||||
V_RestoreBuffer();
|
||||
}
|
||||
|
||||
//
|
||||
// Copy a screen buffer.
|
||||
//
|
||||
void R_VideoErase(unsigned ofs, int count) {
|
||||
// LFB copy.
|
||||
// This might not be a good idea if memcpy
|
||||
// is not optiomal, e.g. byte by byte on
|
||||
// a 32bit CPU, as GNU GCC/Linux libc did
|
||||
// at one point.
|
||||
|
||||
if (background_buffer != NULL) {
|
||||
memcpy(I_VideoBuffer + ofs, background_buffer + ofs,
|
||||
count * sizeof(*I_VideoBuffer));
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_DrawViewBorder
|
||||
// Draws the border around the view
|
||||
// for different size windows?
|
||||
//
|
||||
void R_DrawViewBorder(void) {
|
||||
int top;
|
||||
int side;
|
||||
int ofs;
|
||||
int i;
|
||||
|
||||
if (scaledviewwidth == SCREENWIDTH)
|
||||
return;
|
||||
|
||||
top = ((SCREENHEIGHT - SBARHEIGHT) - viewheight) / 2;
|
||||
side = (SCREENWIDTH - scaledviewwidth) / 2;
|
||||
|
||||
// copy top and one line of left side
|
||||
R_VideoErase(0, top * SCREENWIDTH + side);
|
||||
|
||||
// copy one line of right side and bottom
|
||||
ofs = (viewheight + top) * SCREENWIDTH - side;
|
||||
R_VideoErase(ofs, top * SCREENWIDTH + side);
|
||||
|
||||
// copy sides using wraparound
|
||||
ofs = top * SCREENWIDTH + SCREENWIDTH - side;
|
||||
side <<= 1;
|
||||
|
||||
for (i = 1; i < viewheight; i++) {
|
||||
R_VideoErase(ofs, side);
|
||||
ofs += SCREENWIDTH;
|
||||
}
|
||||
|
||||
// ?
|
||||
V_MarkRect(0, 0, SCREENWIDTH, SCREENHEIGHT - SBARHEIGHT);
|
||||
}
|
||||
|
||||
*/
|
||||
@@ -738,7 +738,7 @@ void R_RenderPlayerView(player_t *player) {
|
||||
R_SetupFrame(player);
|
||||
|
||||
// Clear buffers.
|
||||
// R_ClearClipSegs(); // TODO
|
||||
// R_ClearClipSegs(); // TODO
|
||||
// R_ClearDrawSegs(); // TODO
|
||||
// R_ClearPlanes(); // TODO
|
||||
// R_ClearSprites(); // TODO
|
||||
@@ -747,7 +747,7 @@ void R_RenderPlayerView(player_t *player) {
|
||||
// NetUpdate(); // TODO
|
||||
|
||||
// The head node is the last node output.
|
||||
// R_RenderBSPNode(numnodes - 1); // TODO
|
||||
R_RenderBSPNode(numnodes - 1);
|
||||
|
||||
// Check for new console commands.
|
||||
// NetUpdate(); // TODO
|
||||
|
||||
@@ -137,7 +137,7 @@ void IpuDoom::buildIpuGraph() {
|
||||
poplar::program::Sequence G_DoLoadLevel_prog({
|
||||
poplar::program::Copy(miscValuesStream, m_miscValuesBuf),
|
||||
poplar::program::Execute(G_DoLoadLevel_CS),
|
||||
poplar::program::Repeat(9, poplar::program::Sequence({
|
||||
poplar::program::Repeat(10, poplar::program::Sequence({
|
||||
poplar::program::Execute(P_SetupLevel_CS),
|
||||
poplar::program::Copy(m_lumpNum, lumpNumStream),
|
||||
poplar::program::Sync(poplar::SyncType::GLOBAL), // lumpnum must arrive before lump is loaded
|
||||
|
||||
Reference in New Issue
Block a user