// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Rendering main loop and setup functions, // utility functions (BSP, geometry, trigonometry). // See tables.c, too. // //----------------------------------------------------------------------------- #include "doom_config.h" #include "doomdef.h" #include "d_net.h" #include "m_bbox.h" #include "r_local.h" #include "r_sky.h" #define FIELDOFVIEW 2048 // Fineangles in the SCREENWIDTH wide window. #define DISTMAP 2 int viewangleoffset; // increment every time a check is made int validcount = 1; lighttable_t* fixedcolormap; int centerx; int centery; fixed_t centerxfrac; fixed_t centeryfrac; fixed_t projection; // just for profiling purposes int framecount; int sscount; int linecount; int loopcount; fixed_t viewx; fixed_t viewy; fixed_t viewz; angle_t viewangle; fixed_t viewcos; fixed_t viewsin; player_t* viewplayer; // 0 = high, 1 = low int detailshift; // // precalculated math tables // angle_t clipangle; // The viewangletox[viewangle + FINEANGLES/4] lookup // maps the visible view angles to screen X coordinates, // flattening the arc to a flat projection plane. // There will be many angles mapped to the same X. int viewangletox[FINEANGLES / 2]; // The xtoviewangleangle[] table maps a screen pixel // to the lowest viewangle that maps back to x ranges // from clipangle to -clipangle. angle_t xtoviewangle[SCREENWIDTH + 1]; fixed_t* finecosine = &finesine[FINEANGLES / 4]; lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE]; lighttable_t* scalelightfixed[MAXLIGHTSCALE]; lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ]; // bumped light from gun blasts int extralight; doom_boolean setsizeneeded; int setblocks; int setdetail; extern lighttable_t** walllights; extern int detailLevel; extern int screenblocks; void (*colfunc) (void); void (*basecolfunc) (void); void (*fuzzcolfunc) (void); void (*transcolfunc) (void); void (*spanfunc) (void); // // R_AddPointToBox // Expand a given bbox // so that it encloses a given point. // void R_AddPointToBox(int x, int y, fixed_t* box) { if (x < box[BOXLEFT]) box[BOXLEFT] = x; if (x > box[BOXRIGHT]) box[BOXRIGHT] = x; if (y < box[BOXBOTTOM]) box[BOXBOTTOM] = y; if (y > box[BOXTOP]) box[BOXTOP] = y; } // // R_PointOnSide // Traverse BSP (sub) tree, // check point against partition plane. // Returns side 0 (front) or 1 (back). // int R_PointOnSide(fixed_t x, fixed_t y, node_t* node) { fixed_t dx; fixed_t dy; fixed_t left; fixed_t right; if (!node->dx) { if (x <= node->x) return node->dy > 0; return node->dy < 0; } if (!node->dy) { if (y <= node->y) return node->dx < 0; return node->dx > 0; } dx = (x - node->x); dy = (y - node->y); // Try to quickly decide by looking at sign bits. if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000) { if ((node->dy ^ dx) & 0x80000000) { // (left is negative) return 1; } return 0; } left = FixedMul(node->dy >> FRACBITS, dx); right = FixedMul(dy, node->dx >> FRACBITS); if (right < left) { // front side return 0; } // back side return 1; } int R_PointOnSegSide(fixed_t x, fixed_t y, seg_t* line) { fixed_t lx; fixed_t ly; fixed_t ldx; fixed_t ldy; fixed_t dx; fixed_t dy; fixed_t left; fixed_t right; lx = line->v1->x; ly = line->v1->y; ldx = line->v2->x - lx; ldy = line->v2->y - ly; if (!ldx) { if (x <= lx) return ldy > 0; return ldy < 0; } if (!ldy) { if (y <= ly) return ldx < 0; return ldx > 0; } dx = (x - lx); dy = (y - ly); // Try to quickly decide by looking at sign bits. if ((ldy ^ ldx ^ dx ^ dy) & 0x80000000) { if ((ldy ^ dx) & 0x80000000) { // (left is negative) return 1; } return 0; } left = FixedMul(ldy >> FRACBITS, dx); right = FixedMul(dy, ldx >> FRACBITS); if (right < left) { // front side return 0; } // back side return 1; } // // R_PointToAngle // To get a global angle from cartesian coordinates, // the coordinates are flipped until they are in // the first octant of the coordinate system, then // the y (<=x) is scaled and divided by x to get a // tangent (slope) value which is looked up in the // tantoangle[] table. angle_t R_PointToAngle(fixed_t x, fixed_t y) { x -= viewx; y -= viewy; if ((!x) && (!y)) return 0; if (x >= 0) { // x >=0 if (y >= 0) { // y>= 0 if (x > y) { // octant 0 return tantoangle[SlopeDiv(y, x)]; } else { // octant 1 return ANG90 - 1 - tantoangle[SlopeDiv(x, y)]; } } else { // y<0 y = -y; if (x > y) { // octant 8 #pragma warning(push) #pragma warning(disable : 4146) return -tantoangle[SlopeDiv(y, x)]; #pragma warning(pop) } else { // octant 7 return ANG270 + tantoangle[SlopeDiv(x, y)]; } } } else { // x<0 x = -x; if (y >= 0) { // y>= 0 if (x > y) { // octant 3 return ANG180 - 1 - tantoangle[SlopeDiv(y, x)]; } else { // octant 2 return ANG90 + tantoangle[SlopeDiv(x, y)]; } } else { // y<0 y = -y; if (x > y) { // octant 4 return ANG180 + tantoangle[SlopeDiv(y, x)]; } else { // octant 5 return ANG270 - 1 - tantoangle[SlopeDiv(x, y)]; } } } return 0; } angle_t R_PointToAngle2(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) { viewx = x1; viewy = y1; return R_PointToAngle(x2, y2); } fixed_t R_PointToDist(fixed_t x, fixed_t y) { int angle; fixed_t dx; fixed_t dy; fixed_t temp; fixed_t dist; dx = doom_abs(x - viewx); dy = doom_abs(y - viewy); if (dy > dx) { temp = dx; dx = dy; dy = temp; } angle = (tantoangle[FixedDiv(dy, dx) >> DBITS] + ANG90) >> ANGLETOFINESHIFT; // use as cosine dist = FixedDiv(dx, finesine[angle]); return dist; } // // R_InitPointToAngle // void R_InitPointToAngle(void) { } // // R_ScaleFromGlobalAngle // Returns the texture mapping scale // for the current line (horizontal span) // at the given angle. // rw_distance must be calculated first. // fixed_t R_ScaleFromGlobalAngle(angle_t visangle) { fixed_t scale; int anglea; int angleb; int sinea; int sineb; fixed_t num; int den; anglea = ANG90 + (visangle - viewangle); angleb = ANG90 + (visangle - rw_normalangle); // both sines are allways positive sinea = finesine[anglea >> ANGLETOFINESHIFT]; sineb = finesine[angleb >> ANGLETOFINESHIFT]; num = FixedMul(projection, sineb) << detailshift; den = FixedMul(rw_distance, sinea); if (den > num >> 16) { scale = FixedDiv(num, den); if (scale > 64 * FRACUNIT) scale = 64 * FRACUNIT; else if (scale < 256) scale = 256; } else scale = 64 * FRACUNIT; return scale; } // // R_InitTables // void R_InitTables(void) { } // // R_InitTextureMapping // void R_InitTextureMapping(void) { int i; int x; int t; fixed_t focallength; // Use tangent table to generate viewangletox: // viewangletox will give the next greatest x // after the view angle. // // Calc focallength // so FIELDOFVIEW angles covers SCREENWIDTH. focallength = FixedDiv(centerxfrac, finetangent[FINEANGLES / 4 + FIELDOFVIEW / 2]); for (i = 0; i < FINEANGLES / 2; i++) { if (finetangent[i] > FRACUNIT * 2) t = -1; else if (finetangent[i] < -FRACUNIT * 2) t = viewwidth + 1; else { t = FixedMul(finetangent[i], focallength); t = (centerxfrac - t + FRACUNIT - 1) >> FRACBITS; if (t < -1) t = -1; else if (t > viewwidth + 1) t = viewwidth + 1; } viewangletox[i] = t; } // Scan viewangletox[] to generate xtoviewangle[]: // xtoviewangle will give the smallest view angle // that maps to x. for (x = 0; x <= viewwidth; x++) { i = 0; while (viewangletox[i] > x) i++; xtoviewangle[x] = (i << ANGLETOFINESHIFT) - ANG90; } // Take out the fencepost cases from viewangletox. for (i = 0; i < FINEANGLES / 2; i++) { t = FixedMul(finetangent[i], focallength); t = centerx - t; if (viewangletox[i] == -1) viewangletox[i] = 0; else if (viewangletox[i] == viewwidth + 1) viewangletox[i] = viewwidth; } clipangle = xtoviewangle[0]; } // // R_InitLightTables // Only inits the zlight table, // because the scalelight table changes with view size. // void R_InitLightTables(void) { int i; int j; int level; int startmap; int scale; // Calculate the light levels to use // for each level / distance combination. for (i = 0; i < LIGHTLEVELS; i++) { startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS; for (j = 0; j < MAXLIGHTZ; j++) { scale = FixedDiv((SCREENWIDTH / 2 * FRACUNIT), (j + 1) << LIGHTZSHIFT); scale >>= LIGHTSCALESHIFT; level = startmap - scale / DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1; zlight[i][j] = colormaps + level * 256; } } } // // R_SetViewSize // Do not really change anything here, // because it might be in the middle of a refresh. // The change will take effect next refresh. // void R_SetViewSize(int blocks, int detail) { setsizeneeded = true; setblocks = blocks; setdetail = detail; } // // R_ExecuteSetViewSize // void R_ExecuteSetViewSize(void) { fixed_t cosadj; fixed_t dy; int i; int j; int level; int startmap; setsizeneeded = false; if (setblocks == 11) { scaledviewwidth = SCREENWIDTH; viewheight = SCREENHEIGHT; } else { scaledviewwidth = setblocks * 32; viewheight = (setblocks * 168 / 10) & ~7; } detailshift = setdetail; viewwidth = scaledviewwidth >> detailshift; centery = viewheight / 2; centerx = viewwidth / 2; centerxfrac = centerx << FRACBITS; centeryfrac = centery << FRACBITS; projection = centerxfrac; if (!detailshift) { colfunc = basecolfunc = R_DrawColumn; fuzzcolfunc = R_DrawFuzzColumn; transcolfunc = R_DrawTranslatedColumn; spanfunc = R_DrawSpan; } else { colfunc = basecolfunc = R_DrawColumnLow; fuzzcolfunc = R_DrawFuzzColumn; transcolfunc = R_DrawTranslatedColumn; spanfunc = R_DrawSpanLow; } R_InitBuffer(scaledviewwidth, viewheight); R_InitTextureMapping(); // psprite scales pspritescale = FRACUNIT * viewwidth / SCREENWIDTH; pspriteiscale = FRACUNIT * SCREENWIDTH / viewwidth; // 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 = doom_abs(dy); yslope[i] = FixedDiv((viewwidth << detailshift) / 2 * FRACUNIT, dy); } for (i = 0; i < viewwidth; i++) { cosadj = doom_abs(finecosine[xtoviewangle[i] >> ANGLETOFINESHIFT]); distscale[i] = FixedDiv(FRACUNIT, cosadj); } // Calculate the light levels to use // for each level / scale combination. for (i = 0; i < LIGHTLEVELS; i++) { startmap = ((LIGHTLEVELS - 1 - i) * 2) * NUMCOLORMAPS / LIGHTLEVELS; for (j = 0; j < MAXLIGHTSCALE; j++) { level = startmap - j * SCREENWIDTH / (viewwidth << detailshift) / DISTMAP; if (level < 0) level = 0; if (level >= NUMCOLORMAPS) level = NUMCOLORMAPS - 1; scalelight[i][j] = colormaps + level * 256; } } } // // R_Init // void R_Init(void) { R_InitData(); doom_print("\nR_InitData"); R_InitPointToAngle(); doom_print("\nR_InitPointToAngle"); R_InitTables(); // viewwidth / viewheight / detailLevel are set by the defaults doom_print("\nR_InitTables"); R_SetViewSize(screenblocks, detailLevel); R_InitPlanes(); doom_print("\nR_InitPlanes"); R_InitLightTables(); doom_print("\nR_InitLightTables"); R_InitSkyMap(); doom_print("\nR_InitSkyMap"); R_InitTranslationTables(); doom_print("\nR_InitTranslationsTables"); framecount = 0; } // // R_PointInSubsector // subsector_t* R_PointInSubsector(fixed_t x, fixed_t y) { node_t* node; int side; int nodenum; // single subsector is a special case if (!numnodes) return subsectors; nodenum = numnodes - 1; while (!(nodenum & NF_SUBSECTOR)) { node = &nodes[nodenum]; side = R_PointOnSide(x, y, node); nodenum = node->children[side]; } return &subsectors[nodenum & ~NF_SUBSECTOR]; } // // R_SetupFrame // void R_SetupFrame(player_t* player) { int i; viewplayer = player; viewx = player->mo->x; viewy = player->mo->y; viewangle = player->mo->angle + viewangleoffset; extralight = player->extralight; viewz = player->viewz; viewsin = finesine[viewangle >> ANGLETOFINESHIFT]; viewcos = finecosine[viewangle >> ANGLETOFINESHIFT]; sscount = 0; if (player->fixedcolormap) { fixedcolormap = colormaps + player->fixedcolormap * 256 * sizeof(lighttable_t); walllights = scalelightfixed; for (i = 0; i < MAXLIGHTSCALE; i++) scalelightfixed[i] = fixedcolormap; } else fixedcolormap = 0; framecount++; validcount++; } // // R_RenderView // void R_RenderPlayerView(player_t* player) { R_SetupFrame(player); // Clear buffers. R_ClearClipSegs(); R_ClearDrawSegs(); R_ClearPlanes(); R_ClearSprites(); // check for new console commands. NetUpdate(); // The head node is the last node output. R_RenderBSPNode(numnodes - 1); // Check for new console commands. NetUpdate(); R_DrawPlanes(); // Check for new console commands. NetUpdate(); R_DrawMasked(); // Check for new console commands. NetUpdate(); }