IPU renders skybox

This commit is contained in:
jndean
2023-11-12 00:55:05 +00:00
parent eb68b01dcf
commit efd016d031
14 changed files with 905 additions and 43 deletions

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@@ -27,6 +27,7 @@ IPU_OBJ = $(addprefix build/ipu_obj/, \
r_plane.gp \
r_segs.gp \
r_sky.gp \
r_things.gp \
tables.gp \
v_video.gp \
w_wad.gp \

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@@ -46,6 +46,7 @@ typedef struct {
GameMode_t gamemode;
int deathmatch;
int skyflatnum;
int skytexture;
boolean playeringame[MAXPLAYERS];
} G_LoadLevel_MiscValues_t;

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@@ -1,6 +1,7 @@
#include "doomstat.h"
#include "r_defs.h"
#include "r_state.h"
#include "r_sky.h"
// #include "w_wad.h"
#include "ipu_interface.h"
@@ -22,6 +23,7 @@ void IPU_G_LoadLevel_UnpackMiscValues(G_LoadLevel_MiscValues_t* pack) {
gamemode = pack->gamemode;
deathmatch = pack->deathmatch;
skyflatnum = pack->skyflatnum;
skytexture = pack->skytexture;
for (int i = 0; i < MAXPLAYERS; ++i) {
playeringame[i] = pack->playeringame[i];
}

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@@ -13,6 +13,7 @@
extern "C" {
__SUPER__ void R_InitTextures(int* maptex);
__SUPER__ void R_InitSkyMap(void);
__SUPER__ void R_RenderPlayerView(player_t *player);
__SUPER__ void R_ExecuteSetViewSize(void);
};
@@ -51,6 +52,8 @@ struct R_Init_Vertex: public poplar::SupervisorVertex {
R_InitTextures((int*)&lumpBuf[0]);
IPU_R_InitColumnRequester(&progBuf[0], progBuf.size());
R_InitSkyMap();
*lumpNum = 0;
step = 0;
}

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@@ -494,7 +494,7 @@ void R_InitTranslationTables(void) {
}
}
}
*/
//
// R_DrawSpan
// With DOOM style restrictions on view orientation,
@@ -527,6 +527,8 @@ int dscount;
//
// Draws the actual span.
void R_DrawSpan(void) {
/* LATER
unsigned int position, step;
pixel_t *dest;
int count;
@@ -565,8 +567,10 @@ void R_DrawSpan(void) {
position += step;
} while (count--);
*/
}
/*
// UNUSED.
// Loop unrolled by 4.
#if 0

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@@ -109,13 +109,7 @@ angle_t xtoviewangle[SCREENWIDTH + 1];
// bumped light from gun blasts
int extralight;
// void (*colfunc)(void); // JOSEF
__SUPER__
void colfunc() { // JOSEF: Don't call through pointer, explicit call
if (!detailshift) R_DrawColumn();
// else R_DrawColumnLow(); // LATER
}
// void (*colfunc)(void); // JOSEF: No calling through pointer on IPU, replace with explicit calls
void (*basecolfunc)(void);
void (*fuzzcolfunc)(void);
void (*transcolfunc)(void);
@@ -640,18 +634,17 @@ void R_ExecuteSetViewSize(void) {
R_InitTextureMapping();
/* LATER
// psprite scales
pspritescale = FRACUNIT * viewwidth / SCREENWIDTH;
pspriteiscale = FRACUNIT * SCREENWIDTH / viewwidth;
/* LATER
// thing clipping
for (i = 0; i < viewwidth; i++)
screenheightarray[i] = viewheight;
// planes
*/
for (i = 0; i < viewheight; i++) {
dy = ((i - viewheight / 2) << FRACBITS) + FRACUNIT / 2;
dy = abs(dy);
@@ -662,7 +655,6 @@ void R_ExecuteSetViewSize(void) {
cosadj = abs(finecosine[xtoviewangle[i] >> ANGLETOFINESHIFT]);
distscale[i] = FixedDiv(FRACUNIT, cosadj);
}
*/
// JOSEF: Texture tiles handle light levels
// Calculate the light levels to use

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@@ -85,8 +85,7 @@ extern int detailshift;
// Used to select shadow mode etc.
//
// extern void (*colfunc)(void); // JOSEF
__SUPER__ void colfunc(void); // Don't want to call via pointer on IPU
// extern void (*colfunc)(void); // JOSEF: Don't want to call via pointer on IPU
extern void (*transcolfunc)(void);
extern void (*basecolfunc)(void);
extern void (*fuzzcolfunc)(void);

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@@ -32,6 +32,7 @@
#include "r_draw.h"
#include "r_main.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_sky.h"
#include "r_state.h"
#include "r_things.h"
@@ -40,6 +41,7 @@
// #include "z_zone.h" // LATER
#include "ipu_interface.h"
#include "ipu_texturetiles.h"
#include "print.h"
@@ -52,7 +54,7 @@ planefunction_t ceilingfunc;
//
// Here comes the obnoxious "visplane".
#define MAXVISPLANES 128
#define MAXVISPLANES 48 // JOSEF: 128
visplane_t visplanes[MAXVISPLANES];
visplane_t *lastvisplane;
visplane_t *floorplane;
@@ -89,6 +91,7 @@ fixed_t distscale[SCREENWIDTH];
fixed_t basexscale;
fixed_t baseyscale;
// JOSEF: Tbh, could forgo these caches and just recompute every time on IPU?
fixed_t cachedheight[SCREENHEIGHT];
fixed_t cacheddistance[SCREENHEIGHT];
fixed_t cachedxstep[SCREENHEIGHT];
@@ -107,7 +110,6 @@ void R_InitPlanes(void) {
// Doh!
}
/*
//
// R_MapPlane
//
@@ -121,6 +123,7 @@ void R_InitPlanes(void) {
//
// BASIC PRIMITIVE
//
__SUPER__
void R_MapPlane(int y, int x1, int x2) {
angle_t angle;
fixed_t distance;
@@ -128,7 +131,7 @@ void R_MapPlane(int y, int x1, int x2) {
unsigned index;
if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) {
I_Error("R_MapPlane: %i, %i at %i", x1, x2, y);
printf("ERROR: R_MapPlane: %d, %d at %d", x1, x2, y);
}
if (planeheight != cachedheight[y]) {
@@ -147,6 +150,7 @@ void R_MapPlane(int y, int x1, int x2) {
ds_xfrac = viewx + FixedMul(finecosine[angle], length);
ds_yfrac = -viewy - FixedMul(finesine[angle], length);
/* LATER
if (fixedcolormap)
ds_colormap = fixedcolormap;
else {
@@ -157,15 +161,15 @@ void R_MapPlane(int y, int x1, int x2) {
ds_colormap = planezlight[index];
}
*/
ds_y = y;
ds_x1 = x1;
ds_x2 = x2;
// high or low detail
spanfunc();
// spanfunc(); // LATER
}
*/
//
// R_ClearPlanes
@@ -288,10 +292,10 @@ visplane_t *R_CheckPlane(visplane_t *pl, int start, int stop) {
return pl;
}
/*
//
// R_MakeSpans
//
__SUPER__
void R_MakeSpans(int x, int t1, int b1, int t2, int b2) {
while (t1 < t2 && t1 <= b1) {
R_MapPlane(t1, spanstart[t1], x - 1);
@@ -311,7 +315,7 @@ void R_MakeSpans(int x, int t1, int b1, int t2, int b2) {
b2--;
}
}
*/
//
// R_DrawPlanes
@@ -326,7 +330,6 @@ void R_DrawPlanes(void) {
int angle;
int lumpnum;
// if (tileID == 0) asm("trap 0");
if (ds_p - drawsegs > MAXDRAWSEGS)
printf("R_DrawPlanes: drawsegs overflow (%u)\n", ds_p - drawsegs);
// I_Error("R_DrawPlanes: drawsegs overflow (%i)", ds_p - drawsegs);
@@ -339,22 +342,21 @@ void R_DrawPlanes(void) {
printf("R_DrawPlanes: opening overflow (%u)\n", lastopening - openings);
// I_Error("R_DrawPlanes: opening overflow (%i)", lastopening - openings);
// printf("num visplanes = %d\n", lastvisplane - visplanes);
for (pl = visplanes; pl < lastvisplane; pl++) {
if (pl->minx > pl->maxx)
continue;
// sky flat
if (pl->picnum == skyflatnum) {
/* LATER
dc_iscale = pspriteiscale >> detailshift;
// Sky is allways drawn full bright,
// i.e. colormaps[0] is used.
// Because of this hack, sky is not affected
// by INVUL inverse mapping.
dc_colormap = colormaps;
// dc_colormap = colormaps; // JOSEF: IPU sends light params to texture tiles instead
walllightindex = MAXLIGHTSCALE - 1; // JOSEF
lightnum = LIGHTLEVELS - 1; // JOSEF
dc_texturemid = skytexturemid;
for (x = pl->minx; x <= pl->maxx; x++) {
dc_yl = pl->top[x];
@@ -363,11 +365,11 @@ void R_DrawPlanes(void) {
if (dc_yl <= dc_yh) {
angle = (viewangle + xtoviewangle[x]) >> ANGLETOSKYSHIFT;
dc_x = x;
dc_source = R_GetColumn(skytexture, angle);
colfunc();
// dc_source = R_GetColumn(skytexture, angle); // JOSEF
dc_source = IPU_R_RequestColumn(skytexture, angle);
R_DrawColumn(); // JOSEF: colfunc();
}
}
*/
continue;
}
@@ -393,9 +395,8 @@ void R_DrawPlanes(void) {
stop = pl->maxx + 1;
for (x = pl->minx; x <= stop; x++) {
// LATER
// R_MakeSpans(x, pl->top[x - 1], pl->bottom[x - 1], pl->top[x],
// pl->bottom[x]);
R_MakeSpans(x, pl->top[x - 1], pl->bottom[x - 1], pl->top[x],
pl->bottom[x]);
// JOSEF: TMP solid colour visualisation
// pixel_t colour = (140 + (pl - visplanes) * 2) % 256;

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@@ -23,6 +23,8 @@
#include "m_fixed.h"
#include "r_defs.h"
#include "ipu_utils.h"
// Visplane related.
extern short *lastopening;

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@@ -269,7 +269,7 @@ void R_RenderSegLoop(void) {
dc_texturemid = rw_midtexturemid;
// dc_source = R_GetColumn(midtexture, texturecolumn); // JOSEF
dc_source = IPU_R_RequestColumn(midtexture, texturecolumn);
colfunc();
R_DrawColumn(); // JOSEF: colfunc();
ceilingclip[rw_x] = viewheight;
floorclip[rw_x] = -1;
} else {
@@ -289,7 +289,7 @@ void R_RenderSegLoop(void) {
// dc_source = R_GetColumn(toptexture, texturecolumn); // JOSEF
dc_source = IPU_R_RequestColumn(toptexture, texturecolumn);
colfunc();
R_DrawColumn(); // JOSEF: colfunc();
ceilingclip[rw_x] = mid;
} else
ceilingclip[rw_x] = yl - 1;
@@ -314,7 +314,7 @@ void R_RenderSegLoop(void) {
dc_texturemid = rw_bottomtexturemid;
// dc_source = R_GetColumn(bottomtexture, texturecolumn); // JOSEF
dc_source = IPU_R_RequestColumn(bottomtexture, texturecolumn);
colfunc();
R_DrawColumn(); // JOSEF: colfunc();
floorclip[rw_x] = mid;
} else
floorclip[rw_x] = yh + 1;

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@@ -25,6 +25,8 @@
#include "m_fixed.h"
#include "r_sky.h"
#include "ipu_utils.h"
//
// sky mapping
//
@@ -36,6 +38,7 @@ int skytexturemid;
// R_InitSkyMap
// Called whenever the view size changes.
//
__SUPER__
void R_InitSkyMap(void) {
// skyflatnum = R_FlatNumForName ( SKYFLATNAME );
skytexturemid = SCREENHEIGHT / 2 * FRACUNIT;

849
src/ipu/r_things.c Normal file
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@@ -0,0 +1,849 @@
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// 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:
// Refresh of things, i.e. objects represented by sprites.
//
// #include <limits.h>
// #include <stdio.h>
#include <stdlib.h>
#include <string.h>
// #include <strings.h>
#include "d_player.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomtype.h"
#include "i_swap.h"
#include "i_system.h"
#include "i_video.h"
#include "info.h"
#include "m_fixed.h"
#include "p_mobj.h"
#include "p_pspr.h"
#include "r_bsp.h"
#include "r_defs.h"
#include "r_draw.h"
#include "r_main.h"
#include "r_segs.h"
#include "r_state.h"
#include "r_things.h"
#include "tables.h"
#include "v_patch.h"
// #include "w_wad.h"
// #include "z_zone.h"
#define MINZ (FRACUNIT * 4)
#define BASEYCENTER (SCREENHEIGHT / 2)
// void R_DrawColumn (void);
// void R_DrawFuzzColumn (void);
typedef struct {
int x1;
int x2;
int column;
int topclip;
int bottomclip;
} maskdraw_t;
//
// Sprite rotation 0 is facing the viewer,
// rotation 1 is one angle turn CLOCKWISE around the axis.
// This is not the same as the angle,
// which increases counter clockwise (protractor).
// There was a lot of stuff grabbed wrong, so I changed it...
//
fixed_t pspritescale;
fixed_t pspriteiscale;
lighttable_t **spritelights;
// constant arrays
// used for psprite clipping and initializing clipping
short negonearray[SCREENWIDTH];
short screenheightarray[SCREENWIDTH];
//
// INITIALIZATION FUNCTIONS
//
// variables used to look up
// and range check thing_t sprites patches
spritedef_t *sprites;
int numsprites;
spriteframe_t sprtemp[29];
int maxframe;
char *spritename;
/*
//
// R_InstallSpriteLump
// Local function for R_InitSprites.
//
void R_InstallSpriteLump(int lump, unsigned frame, unsigned rotation,
boolean flipped) {
int r;
if (frame >= 29 || rotation > 8)
I_Error("R_InstallSpriteLump: "
"Bad frame characters in lump %i",
lump);
if ((int)frame > maxframe)
maxframe = frame;
if (rotation == 0) {
// the lump should be used for all rotations
if (sprtemp[frame].rotate == false)
I_Error("R_InitSprites: Sprite %s frame %c has "
"multip rot=0 lump",
spritename, 'A' + frame);
if (sprtemp[frame].rotate == true)
I_Error("R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump",
spritename, 'A' + frame);
sprtemp[frame].rotate = false;
for (r = 0; r < 8; r++) {
sprtemp[frame].lump[r] = lump - firstspritelump;
sprtemp[frame].flip[r] = (byte)flipped;
}
return;
}
// the lump is only used for one rotation
if (sprtemp[frame].rotate == false)
I_Error("R_InitSprites: Sprite %s frame %c has rotations "
"and a rot=0 lump",
spritename, 'A' + frame);
sprtemp[frame].rotate = true;
// make 0 based
rotation--;
if (sprtemp[frame].lump[rotation] != -1)
I_Error("R_InitSprites: Sprite %s : %c : %c "
"has two lumps mapped to it",
spritename, 'A' + frame, '1' + rotation);
sprtemp[frame].lump[rotation] = lump - firstspritelump;
sprtemp[frame].flip[rotation] = (byte)flipped;
}
//
// R_InitSpriteDefs
// Pass a null terminated list of sprite names
// (4 chars exactly) to be used.
// Builds the sprite rotation matrixes to account
// for horizontally flipped sprites.
// Will report an error if the lumps are inconsistant.
// Only called at startup.
//
// Sprite lump names are 4 characters for the actor,
// a letter for the frame, and a number for the rotation.
// A sprite that is flippable will have an additional
// letter/number appended.
// The rotation character can be 0 to signify no rotations.
//
void R_InitSpriteDefs(char **namelist) {
char **check;
int i;
int l;
int frame;
int rotation;
int start;
int end;
int patched;
// count the number of sprite names
check = namelist;
while (*check != NULL)
check++;
numsprites = check - namelist;
if (!numsprites)
return;
sprites = Z_Malloc(numsprites * sizeof(*sprites), PU_STATIC, NULL);
start = firstspritelump - 1;
end = lastspritelump + 1;
// scan all the lump names for each of the names,
// noting the highest frame letter.
// Just compare 4 characters as ints
for (i = 0; i < numsprites; i++) {
spritename = (namelist[i]);
memset(sprtemp, -1, sizeof(sprtemp));
maxframe = -1;
// scan the lumps,
// filling in the frames for whatever is found
for (l = start + 1; l < end; l++) {
if (!strncasecmp(lumpinfo[l]->name, spritename, 4)) {
frame = lumpinfo[l]->name[4] - 'A';
rotation = lumpinfo[l]->name[5] - '0';
if (modifiedgame)
patched = W_GetNumForName(lumpinfo[l]->name);
else
patched = l;
R_InstallSpriteLump(patched, frame, rotation, false);
if (lumpinfo[l]->name[6]) {
frame = lumpinfo[l]->name[6] - 'A';
rotation = lumpinfo[l]->name[7] - '0';
R_InstallSpriteLump(l, frame, rotation, true);
}
}
}
// check the frames that were found for completeness
if (maxframe == -1) {
sprites[i].numframes = 0;
continue;
}
maxframe++;
for (frame = 0; frame < maxframe; frame++) {
switch ((int)sprtemp[frame].rotate) {
case -1:
// no rotations were found for that frame at all
I_Error("R_InitSprites: No patches found "
"for %s frame %c",
spritename, frame + 'A');
break;
case 0:
// only the first rotation is needed
break;
case 1:
// must have all 8 frames
for (rotation = 0; rotation < 8; rotation++)
if (sprtemp[frame].lump[rotation] == -1)
I_Error("R_InitSprites: Sprite %s frame %c "
"is missing rotations",
spritename, frame + 'A');
break;
}
}
// allocate space for the frames present and copy sprtemp to it
sprites[i].numframes = maxframe;
sprites[i].spriteframes =
Z_Malloc(maxframe * sizeof(spriteframe_t), PU_STATIC, NULL);
memcpy(sprites[i].spriteframes, sprtemp, maxframe * sizeof(spriteframe_t));
}
}
//
// GAME FUNCTIONS
//
vissprite_t vissprites[MAXVISSPRITES];
vissprite_t *vissprite_p;
int newvissprite;
//
// R_InitSprites
// Called at program start.
//
void R_InitSprites(char **namelist) {
int i;
for (i = 0; i < SCREENWIDTH; i++) {
negonearray[i] = -1;
}
R_InitSpriteDefs(namelist);
}
//
// R_ClearSprites
// Called at frame start.
//
void R_ClearSprites(void) { vissprite_p = vissprites; }
//
// R_NewVisSprite
//
vissprite_t overflowsprite;
vissprite_t *R_NewVisSprite(void) {
if (vissprite_p == &vissprites[MAXVISSPRITES])
return &overflowsprite;
vissprite_p++;
return vissprite_p - 1;
}
//
// R_DrawMaskedColumn
// Used for sprites and masked mid textures.
// Masked means: partly transparent, i.e. stored
// in posts/runs of opaque pixels.
//
short *mfloorclip;
short *mceilingclip;
fixed_t spryscale;
fixed_t sprtopscreen;
void R_DrawMaskedColumn(column_t *column) {
int topscreen;
int bottomscreen;
fixed_t basetexturemid;
basetexturemid = dc_texturemid;
for (; column->topdelta != 0xff;) {
// calculate unclipped screen coordinates
// for post
topscreen = sprtopscreen + spryscale * column->topdelta;
bottomscreen = topscreen + spryscale * column->length;
dc_yl = (topscreen + FRACUNIT - 1) >> FRACBITS;
dc_yh = (bottomscreen - 1) >> FRACBITS;
if (dc_yh >= mfloorclip[dc_x])
dc_yh = mfloorclip[dc_x] - 1;
if (dc_yl <= mceilingclip[dc_x])
dc_yl = mceilingclip[dc_x] + 1;
if (dc_yl <= dc_yh) {
dc_source = (byte *)column + 3;
dc_texturemid = basetexturemid - (column->topdelta << FRACBITS);
// dc_source = (byte *)column + 3 - column->topdelta;
// Drawn by either R_DrawColumn
// or (SHADOW) R_DrawFuzzColumn.
colfunc();
}
column = (column_t *)((byte *)column + column->length + 4);
}
dc_texturemid = basetexturemid;
}
//
// R_DrawVisSprite
// mfloorclip and mceilingclip should also be set.
//
void R_DrawVisSprite(vissprite_t *vis, int x1, int x2) {
column_t *column;
int texturecolumn;
fixed_t frac;
patch_t *patch;
patch = W_CacheLumpNum(vis->patch + firstspritelump, PU_CACHE);
dc_colormap = vis->colormap;
if (!dc_colormap) {
// NULL colormap = shadow draw
colfunc = fuzzcolfunc;
} else if (vis->mobjflags & MF_TRANSLATION) {
colfunc = transcolfunc;
dc_translation = translationtables - 256 +
((vis->mobjflags & MF_TRANSLATION) >> (MF_TRANSSHIFT - 8));
}
dc_iscale = abs(vis->xiscale) >> detailshift;
dc_texturemid = vis->texturemid;
frac = vis->startfrac;
spryscale = vis->scale;
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale) {
texturecolumn = frac >> FRACBITS;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
I_Error("R_DrawSpriteRange: bad texturecolumn");
column =
(column_t *)((byte *)patch + LONG(patch->columnofs[texturecolumn]));
R_DrawMaskedColumn(column);
}
colfunc = basecolfunc;
}
//
// R_ProjectSprite
// Generates a vissprite for a thing
// if it might be visible.
//
void R_ProjectSprite(mobj_t *thing) {
fixed_t tr_x;
fixed_t tr_y;
fixed_t gxt;
fixed_t gyt;
fixed_t tx;
fixed_t tz;
fixed_t xscale;
int x1;
int x2;
spritedef_t *sprdef;
spriteframe_t *sprframe;
int lump;
unsigned rot;
boolean flip;
int index;
vissprite_t *vis;
angle_t ang;
fixed_t iscale;
// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->y - viewy;
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt - gyt;
// thing is behind view plane?
if (tz < MINZ)
return;
xscale = FixedDiv(projection, tz);
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
// too far off the side?
if (abs(tx) > (tz << 2))
return;
// decide which patch to use for sprite relative to player
if ((unsigned int)thing->sprite >= (unsigned int)numsprites)
I_Error("R_ProjectSprite: invalid sprite number %i ", thing->sprite);
sprdef = &sprites[thing->sprite];
if ((thing->frame & FF_FRAMEMASK) >= sprdef->numframes)
I_Error("R_ProjectSprite: invalid sprite frame %i : %i ", thing->sprite,
thing->frame);
sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
if (sprframe->rotate) {
// choose a different rotation based on player view
ang = R_PointToAngle(thing->x, thing->y);
rot = (ang - thing->angle + (unsigned)(ANG45 / 2) * 9) >> 29;
lump = sprframe->lump[rot];
flip = (boolean)sprframe->flip[rot];
} else {
// use single rotation for all views
lump = sprframe->lump[0];
flip = (boolean)sprframe->flip[0];
}
// calculate edges of the shape
tx -= spriteoffset[lump];
x1 = (centerxfrac + FixedMul(tx, xscale)) >> FRACBITS;
// off the right side?
if (x1 > viewwidth)
return;
tx += spritewidth[lump];
x2 = ((centerxfrac + FixedMul(tx, xscale)) >> FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// store information in a vissprite
vis = R_NewVisSprite();
vis->mobjflags = thing->flags;
vis->scale = xscale << detailshift;
vis->gx = thing->x;
vis->gy = thing->y;
vis->gz = thing->z;
vis->gzt = thing->z + spritetopoffset[lump];
vis->texturemid = vis->gzt - viewz;
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth - 1 : x2;
iscale = FixedDiv(FRACUNIT, xscale);
if (flip) {
vis->startfrac = spritewidth[lump] - 1;
vis->xiscale = -iscale;
} else {
vis->startfrac = 0;
vis->xiscale = iscale;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale * (vis->x1 - x1);
vis->patch = lump;
// get light level
if (thing->flags & MF_SHADOW) {
// shadow draw
vis->colormap = NULL;
} else if (fixedcolormap) {
// fixed map
vis->colormap = fixedcolormap;
} else if (thing->frame & FF_FULLBRIGHT) {
// full bright
vis->colormap = colormaps;
}
else {
// diminished light
index = xscale >> (LIGHTSCALESHIFT - detailshift);
if (index >= MAXLIGHTSCALE)
index = MAXLIGHTSCALE - 1;
vis->colormap = spritelights[index];
}
}
//
// R_AddSprites
// During BSP traversal, this adds sprites by sector.
//
void R_AddSprites(sector_t *sec) {
mobj_t *thing;
int lightnum;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether its already added.
if (sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
lightnum = (sec->lightlevel >> LIGHTSEGSHIFT) + extralight;
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS - 1];
else
spritelights = scalelight[lightnum];
// Handle all things in sector.
for (thing = sec->thinglist; thing; thing = thing->snext)
R_ProjectSprite(thing);
}
//
// R_DrawPSprite
//
void R_DrawPSprite(pspdef_t *psp) {
fixed_t tx;
int x1;
int x2;
spritedef_t *sprdef;
spriteframe_t *sprframe;
int lump;
boolean flip;
vissprite_t *vis;
vissprite_t avis;
// decide which patch to use
if ((unsigned)psp->state->sprite >= (unsigned int)numsprites)
I_Error("R_ProjectSprite: invalid sprite number %i ", psp->state->sprite);
sprdef = &sprites[psp->state->sprite];
if ((psp->state->frame & FF_FRAMEMASK) >= sprdef->numframes)
I_Error("R_ProjectSprite: invalid sprite frame %i : %i ",
psp->state->sprite, psp->state->frame);
sprframe = &sprdef->spriteframes[psp->state->frame & FF_FRAMEMASK];
lump = sprframe->lump[0];
flip = (boolean)sprframe->flip[0];
// calculate edges of the shape
tx = psp->sx - (SCREENWIDTH / 2) * FRACUNIT;
tx -= spriteoffset[lump];
x1 = (centerxfrac + FixedMul(tx, pspritescale)) >> FRACBITS;
// off the right side
if (x1 > viewwidth)
return;
tx += spritewidth[lump];
x2 = ((centerxfrac + FixedMul(tx, pspritescale)) >> FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
// store information in a vissprite
vis = &avis;
vis->mobjflags = 0;
vis->texturemid = (BASEYCENTER << FRACBITS) + FRACUNIT / 2 -
(psp->sy - spritetopoffset[lump]);
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth - 1 : x2;
vis->scale = pspritescale << detailshift;
if (flip) {
vis->xiscale = -pspriteiscale;
vis->startfrac = spritewidth[lump] - 1;
} else {
vis->xiscale = pspriteiscale;
vis->startfrac = 0;
}
if (vis->x1 > x1)
vis->startfrac += vis->xiscale * (vis->x1 - x1);
vis->patch = lump;
if (viewplayer->powers[pw_invisibility] > 4 * 32 ||
viewplayer->powers[pw_invisibility] & 8) {
// shadow draw
vis->colormap = NULL;
} else if (fixedcolormap) {
// fixed color
vis->colormap = fixedcolormap;
} else if (psp->state->frame & FF_FULLBRIGHT) {
// full bright
vis->colormap = colormaps;
} else {
// local light
vis->colormap = spritelights[MAXLIGHTSCALE - 1];
}
R_DrawVisSprite(vis, vis->x1, vis->x2);
}
//
// R_DrawPlayerSprites
//
void R_DrawPlayerSprites(void) {
int i;
int lightnum;
pspdef_t *psp;
// get light level
lightnum = (viewplayer->mo->subsector->sector->lightlevel >> LIGHTSEGSHIFT) +
extralight;
if (lightnum < 0)
spritelights = scalelight[0];
else if (lightnum >= LIGHTLEVELS)
spritelights = scalelight[LIGHTLEVELS - 1];
else
spritelights = scalelight[lightnum];
// clip to screen bounds
mfloorclip = screenheightarray;
mceilingclip = negonearray;
// add all active psprites
for (i = 0, psp = viewplayer->psprites; i < NUMPSPRITES; i++, psp++) {
if (psp->state)
R_DrawPSprite(psp);
}
}
//
// R_SortVisSprites
//
vissprite_t vsprsortedhead;
void R_SortVisSprites(void) {
int i;
int count;
vissprite_t *ds;
vissprite_t *best;
vissprite_t unsorted;
fixed_t bestscale;
count = vissprite_p - vissprites;
unsorted.next = unsorted.prev = &unsorted;
if (!count)
return;
for (ds = vissprites; ds < vissprite_p; ds++) {
ds->next = ds + 1;
ds->prev = ds - 1;
}
vissprites[0].prev = &unsorted;
unsorted.next = &vissprites[0];
(vissprite_p - 1)->next = &unsorted;
unsorted.prev = vissprite_p - 1;
// pull the vissprites out by scale
vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead;
for (i = 0; i < count; i++) {
bestscale = INT_MAX;
best = unsorted.next;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next) {
if (ds->scale < bestscale) {
bestscale = ds->scale;
best = ds;
}
}
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = &vsprsortedhead;
best->prev = vsprsortedhead.prev;
vsprsortedhead.prev->next = best;
vsprsortedhead.prev = best;
}
}
//
// R_DrawSprite
//
void R_DrawSprite(vissprite_t *spr) {
drawseg_t *ds;
short clipbot[SCREENWIDTH];
short cliptop[SCREENWIDTH];
int x;
int r1;
int r2;
fixed_t scale;
fixed_t lowscale;
int silhouette;
for (x = spr->x1; x <= spr->x2; x++)
clipbot[x] = cliptop[x] = -2;
// Scan drawsegs from end to start for obscuring segs.
// The first drawseg that has a greater scale
// is the clip seg.
for (ds = ds_p - 1; ds >= drawsegs; ds--) {
// determine if the drawseg obscures the sprite
if (ds->x1 > spr->x2 || ds->x2 < spr->x1 ||
(!ds->silhouette && !ds->maskedtexturecol)) {
// does not cover sprite
continue;
}
r1 = ds->x1 < spr->x1 ? spr->x1 : ds->x1;
r2 = ds->x2 > spr->x2 ? spr->x2 : ds->x2;
if (ds->scale1 > ds->scale2) {
lowscale = ds->scale2;
scale = ds->scale1;
} else {
lowscale = ds->scale1;
scale = ds->scale2;
}
if (scale < spr->scale ||
(lowscale < spr->scale &&
!R_PointOnSegSide(spr->gx, spr->gy, ds->curline))) {
// masked mid texture?
if (ds->maskedtexturecol)
R_RenderMaskedSegRange(ds, r1, r2);
// seg is behind sprite
continue;
}
// clip this piece of the sprite
silhouette = ds->silhouette;
if (spr->gz >= ds->bsilheight)
silhouette &= ~SIL_BOTTOM;
if (spr->gzt <= ds->tsilheight)
silhouette &= ~SIL_TOP;
if (silhouette == 1) {
// bottom sil
for (x = r1; x <= r2; x++)
if (clipbot[x] == -2)
clipbot[x] = ds->sprbottomclip[x];
} else if (silhouette == 2) {
// top sil
for (x = r1; x <= r2; x++)
if (cliptop[x] == -2)
cliptop[x] = ds->sprtopclip[x];
} else if (silhouette == 3) {
// both
for (x = r1; x <= r2; x++) {
if (clipbot[x] == -2)
clipbot[x] = ds->sprbottomclip[x];
if (cliptop[x] == -2)
cliptop[x] = ds->sprtopclip[x];
}
}
}
// all clipping has been performed, so draw the sprite
// check for unclipped columns
for (x = spr->x1; x <= spr->x2; x++) {
if (clipbot[x] == -2)
clipbot[x] = viewheight;
if (cliptop[x] == -2)
cliptop[x] = -1;
}
mfloorclip = clipbot;
mceilingclip = cliptop;
R_DrawVisSprite(spr, spr->x1, spr->x2);
}
//
// R_DrawMasked
//
void R_DrawMasked(void) {
vissprite_t *spr;
drawseg_t *ds;
R_SortVisSprites();
if (vissprite_p > vissprites) {
// draw all vissprites back to front
for (spr = vsprsortedhead.next; spr != &vsprsortedhead; spr = spr->next) {
R_DrawSprite(spr);
}
}
// render any remaining masked mid textures
for (ds = ds_p - 1; ds >= drawsegs; ds--)
if (ds->maskedtexturecol)
R_RenderMaskedSegRange(ds, ds->x1, ds->x2);
// draw the psprites on top of everything
// but does not draw on side views
if (!viewangleoffset)
R_DrawPlayerSprites();
}
*/

View File

@@ -10,6 +10,7 @@
#include "m_misc.h"
#include "r_defs.h"
#include "r_state.h"
#include "r_sky.h"
#include "v_patch.h"
#include "w_wad.h"
#include "z_zone.h"
@@ -30,6 +31,7 @@ void IPU_G_LoadLevel_PackMiscValues(void* buf) {
pack.gamemode = gamemode;
pack.deathmatch = deathmatch;
pack.skyflatnum = skyflatnum;
pack.skytexture = skytexture;
for (int i = 0; i < MAXPLAYERS; ++i)
pack.playeringame[i] = playeringame[i];

View File

@@ -846,6 +846,7 @@ void M_ChangeSensitivity(int choice) {
}
void M_ChangeDetail(int choice) {
return; // JOSEF: Unsupported on IPU
choice = 0;
detailLevel = 1 - detailLevel;
@@ -1241,17 +1242,19 @@ boolean M_Responder(event_t *ev) {
if (!menuactive) {
if (key == key_menu_decscreen) // Screen size down
{
if (automapactive || chat_on)
return false;
M_SizeDisplay(0);
S_StartSound(NULL, sfx_stnmov);
// JOSEF: Unsupported on IPU
// if (automapactive || chat_on)
// return false;
// M_SizeDisplay(0);
// S_StartSound(NULL, sfx_stnmov);
return true;
} else if (key == key_menu_incscreen) // Screen size up
{
if (automapactive || chat_on)
return false;
M_SizeDisplay(1);
S_StartSound(NULL, sfx_stnmov);
// JOSEF: Unsupported on IPU
// if (automapactive || chat_on)
// return false;
// M_SizeDisplay(1);
// S_StartSound(NULL, sfx_stnmov);
return true;
} else if (key == key_menu_help) // Help key
{