kolibrios/contrib/games/wolf3d/id_vl.cpp
maxcodehack abebbdd698 Upload Wolfenstein 3D sources
git-svn-id: svn://kolibrios.org@8557 a494cfbc-eb01-0410-851d-a64ba20cac60
2021-01-30 12:31:40 +00:00

793 lines
17 KiB
C++
Executable File

// ID_VL.C
#include <string.h>
#include "wl_def.h"
#pragma hdrstop
// Uncomment the following line, if you get destination out of bounds
// assertion errors and want to ignore them during debugging
//#define IGNORE_BAD_DEST
#ifdef IGNORE_BAD_DEST
#undef assert
#define assert(x) if(!(x)) return
#define assert_ret(x) if(!(x)) return 0
#else
#define assert_ret(x) assert(x)
#endif
boolean fullscreen = true;
#if defined(_arch_dreamcast)
boolean usedoublebuffering = false;
unsigned screenWidth = 320;
unsigned screenHeight = 200;
unsigned screenBits = 8;
#elif defined(GP2X)
boolean usedoublebuffering = true;
unsigned screenWidth = 320;
unsigned screenHeight = 240;
#if defined(GP2X_940)
unsigned screenBits = 8;
#else
unsigned screenBits = 16;
#endif
#else
boolean usedoublebuffering = true;
unsigned screenWidth = 640;
unsigned screenHeight = 400;
unsigned screenBits = -1; // use "best" color depth according to libSDL
#endif
SDL_Surface *screen = NULL;
unsigned screenPitch;
SDL_Surface *screenBuffer = NULL;
unsigned bufferPitch;
SDL_Surface *curSurface = NULL;
unsigned curPitch;
unsigned scaleFactor;
boolean screenfaded;
unsigned bordercolor;
SDL_Color palette1[256], palette2[256];
SDL_Color curpal[256];
#define CASSERT(x) extern int ASSERT_COMPILE[((x) != 0) * 2 - 1];
#define RGB(r, g, b) {(r)*255/63, (g)*255/63, (b)*255/63, 0}
SDL_Color gamepal[]={
#ifdef SPEAR
#include "sodpal.inc"
#else
#include "wolfpal.inc"
#endif
};
CASSERT(lengthof(gamepal) == 256)
//===========================================================================
/*
=======================
=
= VL_Shutdown
=
=======================
*/
void VL_Shutdown (void)
{
//VL_SetTextMode ();
}
/*
=======================
=
= VL_SetVGAPlaneMode
=
=======================
*/
void VL_SetVGAPlaneMode (void)
{
#ifdef SPEAR
SDL_WM_SetCaption("Spear of Destiny", NULL);
#else
SDL_WM_SetCaption("Wolfenstein 3D", NULL);
#endif
if(screenBits == -1)
{
const SDL_VideoInfo *vidInfo = SDL_GetVideoInfo();
screenBits = vidInfo->vfmt->BitsPerPixel;
}
screen = SDL_SetVideoMode(screenWidth, screenHeight, screenBits,
(usedoublebuffering ? SDL_HWSURFACE | SDL_DOUBLEBUF : 0)
| (screenBits == 8 ? SDL_HWPALETTE : 0)
| (fullscreen ? SDL_FULLSCREEN : 0));
if(!screen)
{
printf("Unable to set %ix%ix%i video mode: %s\n", screenWidth,
screenHeight, screenBits, SDL_GetError());
exit(1);
}
if((screen->flags & SDL_DOUBLEBUF) != SDL_DOUBLEBUF)
usedoublebuffering = false;
SDL_ShowCursor(SDL_DISABLE);
SDL_SetColors(screen, gamepal, 0, 256);
memcpy(curpal, gamepal, sizeof(SDL_Color) * 256);
screenBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, screenWidth,
screenHeight, 8, 0, 0, 0, 0);
if(!screenBuffer)
{
printf("Unable to create screen buffer surface: %s\n", SDL_GetError());
exit(1);
}
SDL_SetColors(screenBuffer, gamepal, 0, 256);
screenPitch = screen->pitch;
bufferPitch = screenBuffer->pitch;
curSurface = screenBuffer;
curPitch = bufferPitch;
scaleFactor = screenWidth/320;
if(screenHeight/200 < scaleFactor) scaleFactor = screenHeight/200;
pixelangle = (short *) malloc(screenWidth * sizeof(short));
CHECKMALLOCRESULT(pixelangle);
wallheight = (int *) malloc(screenWidth * sizeof(int));
CHECKMALLOCRESULT(wallheight);
}
/*
=============================================================================
PALETTE OPS
To avoid snow, do a WaitVBL BEFORE calling these
=============================================================================
*/
/*
=================
=
= VL_ConvertPalette
=
=================
*/
void VL_ConvertPalette(byte *srcpal, SDL_Color *destpal, int numColors)
{
for(int i=0; i<numColors; i++)
{
destpal[i].r = *srcpal++ * 255 / 63;
destpal[i].g = *srcpal++ * 255 / 63;
destpal[i].b = *srcpal++ * 255 / 63;
}
}
/*
=================
=
= VL_FillPalette
=
=================
*/
void VL_FillPalette (int red, int green, int blue)
{
int i;
SDL_Color pal[256];
for(i=0; i<256; i++)
{
pal[i].r = red;
pal[i].g = green;
pal[i].b = blue;
}
VL_SetPalette(pal, true);
}
//===========================================================================
/*
=================
=
= VL_SetColor
=
=================
*/
void VL_SetColor (int color, int red, int green, int blue)
{
SDL_Color col = { red, green, blue };
curpal[color] = col;
if(screenBits == 8)
SDL_SetPalette(screen, SDL_PHYSPAL, &col, color, 1);
else
{
SDL_SetPalette(curSurface, SDL_LOGPAL, &col, color, 1);
SDL_BlitSurface(curSurface, NULL, screen, NULL);
SDL_Flip(screen);
}
}
//===========================================================================
/*
=================
=
= VL_GetColor
=
=================
*/
void VL_GetColor (int color, int *red, int *green, int *blue)
{
SDL_Color *col = &curpal[color];
*red = col->r;
*green = col->g;
*blue = col->b;
}
//===========================================================================
/*
=================
=
= VL_SetPalette
=
=================
*/
void VL_SetPalette (SDL_Color *palette, bool forceupdate)
{
memcpy(curpal, palette, sizeof(SDL_Color) * 256);
if(screenBits == 8)
SDL_SetPalette(screen, SDL_PHYSPAL, palette, 0, 256);
else
{
SDL_SetPalette(curSurface, SDL_LOGPAL, palette, 0, 256);
if(forceupdate)
{
SDL_BlitSurface(curSurface, NULL, screen, NULL);
SDL_Flip(screen);
}
}
}
//===========================================================================
/*
=================
=
= VL_GetPalette
=
=================
*/
void VL_GetPalette (SDL_Color *palette)
{
memcpy(palette, curpal, sizeof(SDL_Color) * 256);
}
//===========================================================================
/*
=================
=
= VL_FadeOut
=
= Fades the current palette to the given color in the given number of steps
=
=================
*/
void VL_FadeOut (int start, int end, int red, int green, int blue, int steps)
{
int i,j,orig,delta;
SDL_Color *origptr, *newptr;
red = red * 255 / 63;
green = green * 255 / 63;
blue = blue * 255 / 63;
VL_WaitVBL(1);
VL_GetPalette(palette1);
memcpy(palette2, palette1, sizeof(SDL_Color) * 256);
//
// fade through intermediate frames
//
for (i=0;i<steps;i++)
{
origptr = &palette1[start];
newptr = &palette2[start];
for (j=start;j<=end;j++)
{
orig = origptr->r;
delta = red-orig;
newptr->r = orig + delta * i / steps;
orig = origptr->g;
delta = green-orig;
newptr->g = orig + delta * i / steps;
orig = origptr->b;
delta = blue-orig;
newptr->b = orig + delta * i / steps;
origptr++;
newptr++;
}
if(!usedoublebuffering || screenBits == 8) VL_WaitVBL(1);
VL_SetPalette (palette2, true);
}
//
// final color
//
VL_FillPalette (red,green,blue);
screenfaded = true;
}
/*
=================
=
= VL_FadeIn
=
=================
*/
void VL_FadeIn (int start, int end, SDL_Color *palette, int steps)
{
int i,j,delta;
VL_WaitVBL(1);
VL_GetPalette(palette1);
memcpy(palette2, palette1, sizeof(SDL_Color) * 256);
//
// fade through intermediate frames
//
for (i=0;i<steps;i++)
{
for (j=start;j<=end;j++)
{
delta = palette[j].r-palette1[j].r;
palette2[j].r = palette1[j].r + delta * i / steps;
delta = palette[j].g-palette1[j].g;
palette2[j].g = palette1[j].g + delta * i / steps;
delta = palette[j].b-palette1[j].b;
palette2[j].b = palette1[j].b + delta * i / steps;
}
if(!usedoublebuffering || screenBits == 8) VL_WaitVBL(1);
VL_SetPalette(palette2, true);
}
//
// final color
//
VL_SetPalette (palette, true);
screenfaded = false;
}
/*
=============================================================================
PIXEL OPS
=============================================================================
*/
byte *VL_LockSurface(SDL_Surface *surface)
{
if(SDL_MUSTLOCK(surface))
{
if(SDL_LockSurface(surface) < 0)
return NULL;
}
return (byte *) surface->pixels;
}
void VL_UnlockSurface(SDL_Surface *surface)
{
if(SDL_MUSTLOCK(surface))
{
SDL_UnlockSurface(surface);
}
}
/*
=================
=
= VL_Plot
=
=================
*/
void VL_Plot (int x, int y, int color)
{
byte *ptr;
assert(x >= 0 && (unsigned) x < screenWidth
&& y >= 0 && (unsigned) y < screenHeight
&& "VL_Plot: Pixel out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
ptr[y * curPitch + x] = color;
VL_UnlockSurface(curSurface);
}
/*
=================
=
= VL_GetPixel
=
=================
*/
byte VL_GetPixel (int x, int y)
{
byte *ptr;
byte col;
assert_ret(x >= 0 && (unsigned) x < screenWidth
&& y >= 0 && (unsigned) y < screenHeight
&& "VL_GetPixel: Pixel out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return 0;
col = ((byte *) curSurface->pixels)[y * curPitch + x];
VL_UnlockSurface(curSurface);
return col;
}
/*
=================
=
= VL_Hlin
=
=================
*/
void VL_Hlin (unsigned x, unsigned y, unsigned width, int color)
{
byte *ptr;
assert(x >= 0 && x + width <= screenWidth
&& y >= 0 && y < screenHeight
&& "VL_Hlin: Destination rectangle out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
memset(ptr + y * curPitch + x, color, width);
VL_UnlockSurface(curSurface);
}
/*
=================
=
= VL_Vlin
=
=================
*/
void VL_Vlin (int x, int y, int height, int color)
{
byte *ptr;
assert(x >= 0 && (unsigned) x < screenWidth
&& y >= 0 && (unsigned) y + height <= screenHeight
&& "VL_Vlin: Destination rectangle out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
ptr += y * curPitch + x;
while (height--)
{
*ptr = color;
ptr += curPitch;
}
VL_UnlockSurface(curSurface);
}
/*
=================
=
= VL_Bar
=
=================
*/
void VL_BarScaledCoord (int scx, int scy, int scwidth, int scheight, int color)
{
byte *ptr;
assert(scx >= 0 && (unsigned) scx + scwidth <= screenWidth
&& scy >= 0 && (unsigned) scy + scheight <= screenHeight
&& "VL_BarScaledCoord: Destination rectangle out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
ptr += scy * curPitch + scx;
while (scheight--)
{
memset(ptr, color, scwidth);
ptr += curPitch;
}
VL_UnlockSurface(curSurface);
}
/*
============================================================================
MEMORY OPS
============================================================================
*/
/*
=================
=
= VL_MemToLatch
=
=================
*/
void VL_MemToLatch(byte *source, int width, int height,
SDL_Surface *destSurface, int x, int y)
{
byte *ptr;
int xsrc, ysrc, pitch;
assert(x >= 0 && (unsigned) x + width <= screenWidth
&& y >= 0 && (unsigned) y + height <= screenHeight
&& "VL_MemToLatch: Destination rectangle out of bounds!");
ptr = VL_LockSurface(destSurface);
if(ptr == NULL) return;
pitch = destSurface->pitch;
ptr += y * pitch + x;
for(ysrc = 0; ysrc < height; ysrc++)
{
for(xsrc = 0; xsrc < width; xsrc++)
{
ptr[ysrc * pitch + xsrc] = source[(ysrc * (width >> 2) + (xsrc >> 2))
+ (xsrc & 3) * (width >> 2) * height];
}
}
VL_UnlockSurface(destSurface);
}
//===========================================================================
/*
=================
=
= VL_MemToScreenScaledCoord
=
= Draws a block of data to the screen with scaling according to scaleFactor.
=
=================
*/
void VL_MemToScreenScaledCoord (byte *source, int width, int height, int destx, int desty)
{
byte *ptr;
int i, j, sci, scj;
unsigned m, n;
assert(destx >= 0 && destx + width * scaleFactor <= screenWidth
&& desty >= 0 && desty + height * scaleFactor <= screenHeight
&& "VL_MemToScreenScaledCoord: Destination rectangle out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
for(j = 0, scj = 0; j < height; j++, scj += scaleFactor)
{
for(i = 0, sci = 0; i < width; i++, sci += scaleFactor)
{
byte col = source[(j * (width >> 2) + (i >> 2)) + (i & 3) * (width >> 2) * height];
for(m = 0; m < scaleFactor; m++)
{
for(n = 0; n < scaleFactor; n++)
{
ptr[(scj + m + desty) * curPitch + sci + n + destx] = col;
}
}
}
}
VL_UnlockSurface(curSurface);
}
/*
=================
=
= VL_MemToScreenScaledCoord
=
= Draws a part of a block of data to the screen.
= The block has the size origwidth*origheight.
= The part at (srcx, srcy) has the size width*height
= and will be painted to (destx, desty) with scaling according to scaleFactor.
=
=================
*/
void VL_MemToScreenScaledCoord (byte *source, int origwidth, int origheight, int srcx, int srcy,
int destx, int desty, int width, int height)
{
byte *ptr;
int i, j, sci, scj;
unsigned m, n;
assert(destx >= 0 && destx + width * scaleFactor <= screenWidth
&& desty >= 0 && desty + height * scaleFactor <= screenHeight
&& "VL_MemToScreenScaledCoord: Destination rectangle out of bounds!");
ptr = VL_LockSurface(curSurface);
if(ptr == NULL) return;
for(j = 0, scj = 0; j < height; j++, scj += scaleFactor)
{
for(i = 0, sci = 0; i < width; i++, sci += scaleFactor)
{
byte col = source[((j + srcy) * (origwidth >> 2) + ((i + srcx) >>2 ))
+ ((i + srcx) & 3) * (origwidth >> 2) * origheight];
for(m = 0; m < scaleFactor; m++)
{
for(n = 0; n < scaleFactor; n++)
{
ptr[(scj + m + desty) * curPitch + sci + n + destx] = col;
}
}
}
}
VL_UnlockSurface(curSurface);
}
//==========================================================================
/*
=================
=
= VL_LatchToScreen
=
=================
*/
void VL_LatchToScreenScaledCoord(SDL_Surface *source, int xsrc, int ysrc,
int width, int height, int scxdest, int scydest)
{
assert(scxdest >= 0 && scxdest + width * scaleFactor <= screenWidth
&& scydest >= 0 && scydest + height * scaleFactor <= screenHeight
&& "VL_LatchToScreenScaledCoord: Destination rectangle out of bounds!");
if(scaleFactor == 1)
{
// HACK: If screenBits is not 8 and the screen is faded out, the
// result will be black when using SDL_BlitSurface. The reason
// is that the logical palette needed for the transformation
// to the screen color depth is not equal to the logical
// palette of the latch (the latch is not faded). Therefore,
// SDL tries to map the colors...
// The result: All colors are mapped to black.
// So, we do the blit on our own...
if(screenBits != 8)
{
byte *src, *dest;
unsigned srcPitch;
int i, j;
src = VL_LockSurface(source);
if(src == NULL) return;
srcPitch = source->pitch;
dest = VL_LockSurface(curSurface);
if(dest == NULL) return;
for(j = 0; j < height; j++)
{
for(i = 0; i < width; i++)
{
byte col = src[(ysrc + j)*srcPitch + xsrc + i];
dest[(scydest + j) * curPitch + scxdest + i] = col;
}
}
VL_UnlockSurface(curSurface);
VL_UnlockSurface(source);
}
else
{
SDL_Rect srcrect = { xsrc, ysrc, width, height };
SDL_Rect destrect = { scxdest, scydest, 0, 0 }; // width and height are ignored
SDL_BlitSurface(source, &srcrect, curSurface, &destrect);
}
}
else
{
byte *src, *dest;
unsigned srcPitch;
int i, j, sci, scj;
unsigned m, n;
src = VL_LockSurface(source);
if(src == NULL) return;
srcPitch = source->pitch;
dest = VL_LockSurface(curSurface);
if(dest == NULL) return;
for(j = 0, scj = 0; j < height; j++, scj += scaleFactor)
{
for(i = 0, sci = 0; i < width; i++, sci += scaleFactor)
{
byte col = src[(ysrc + j)*srcPitch + xsrc + i];
for(m = 0; m < scaleFactor; m++)
{
for(n = 0; n < scaleFactor; n++)
{
dest[(scydest + scj + m) * curPitch + scxdest + sci + n] = col;
}
}
}
}
VL_UnlockSurface(curSurface);
VL_UnlockSurface(source);
}
}
//===========================================================================
/*
=================
=
= VL_ScreenToScreen
=
=================
*/
void VL_ScreenToScreen (SDL_Surface *source, SDL_Surface *dest)
{
SDL_BlitSurface(source, NULL, dest, NULL);
}