kolibrios/contrib/games/wolf3d/wl_dir3dspr.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

231 lines
6.5 KiB
C++
Executable File

#include "version.h"
#ifdef USE_DIR3DSPR
#include "wl_def.h"
#include "wl_shade.h"
// Define directional 3d sprites in wl_act1.cpp (there are two examples)
// Make sure you have according entries in ScanInfoPlane in wl_game.cpp.
void Scale3DShaper(int x1, int x2, int shapenum, uint32_t flags, fixed ny1, fixed ny2,
fixed nx1, fixed nx2, byte *vbuf, unsigned vbufPitch)
{
t_compshape *shape;
unsigned scale1,starty,endy;
word *cmdptr;
byte *line;
byte *vmem;
int dx,len,i,newstart,ycnt,pixheight,screndy,upperedge,scrstarty;
unsigned j;
fixed height,dheight,height1,height2;
int xpos[TEXTURESIZE+1];
int slinex;
fixed dxx=(ny2-ny1)<<8,dzz=(nx2-nx1)<<8;
fixed dxa=0,dza=0;
byte col;
shape = (t_compshape *) PM_GetSprite(shapenum);
len=shape->rightpix-shape->leftpix+1;
if(!len) return;
ny1+=dxx>>9;
nx1+=dzz>>9;
dxa=-(dxx>>1),dza=-(dzz>>1);
dxx>>=TEXTURESHIFT,dzz>>=TEXTURESHIFT;
dxa+=shape->leftpix*dxx,dza+=shape->leftpix*dzz;
xpos[0]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx);
height1 = heightnumerator/((nx1+(dza>>8))>>8);
height=(((fixed)height1)<<12)+2048;
for(i=1;i<=len;i++)
{
dxa+=dxx,dza+=dzz;
xpos[i]=(int)((ny1+(dxa>>8))*scale/(nx1+(dza>>8))+centerx);
if(xpos[i-1]>viewwidth) break;
}
len=i-1;
dx = xpos[len] - xpos[0];
if(!dx) return;
height2 = heightnumerator/((nx1+(dza>>8))>>8);
dheight=(((fixed)height2-(fixed)height1)<<12)/(fixed)dx;
cmdptr = (word *) shape->dataofs;
i=0;
if(x2>viewwidth) x2=viewwidth;
for(i=0;i<len;i++)
{
for(slinex=xpos[i];slinex<xpos[i+1] && slinex<x2;slinex++)
{
height+=dheight;
if(slinex<0) continue;
scale1=(unsigned)(height>>15);
if(wallheight[slinex]<(height>>12) && scale1 /*&& scale1<=maxscale*/)
{
#ifdef USE_SHADING
byte *curshades;
if(flags & FL_FULLBRIGHT)
curshades = shadetable[0];
else
curshades = shadetable[GetShade(scale1<<3)];
#endif
pixheight=scale1*SPRITESCALEFACTOR;
upperedge=viewheight/2-scale1;
line=(byte *)shape + cmdptr[i];
while((endy = READWORD(line)) != 0)
{
endy >>= 1;
newstart = READWORD(line);
starty = READWORD(line) >> 1;
j=starty;
ycnt=j*pixheight;
screndy=(ycnt>>6)+upperedge;
if(screndy<0) vmem=vbuf+slinex;
else vmem=vbuf+screndy*vbufPitch+slinex;
for(;j<endy;j++)
{
scrstarty=screndy;
ycnt+=pixheight;
screndy=(ycnt>>6)+upperedge;
if(scrstarty!=screndy && screndy>0)
{
#ifdef USE_SHADING
col=curshades[((byte *)shape)[newstart+j]];
#else
col=((byte *)shape)[newstart+j];
#endif
if(scrstarty<0) scrstarty=0;
if(screndy>viewheight) screndy=viewheight,j=endy;
while(scrstarty<screndy)
{
*vmem=col;
vmem+=vbufPitch;
scrstarty++;
}
}
}
}
}
}
}
}
void Scale3DShape(byte *vbuf, unsigned vbufPitch, statobj_t *ob)
{
fixed nx1,nx2,ny1,ny2;
int viewx1,viewx2;
fixed diradd;
fixed playx = viewx;
fixed playy = viewy;
//
// the following values for "diradd" aren't optimized yet
// if you have problems with sprites being visible through wall edges
// where they shouldn't, you can try to adjust these values and SIZEADD
//
#define SIZEADD 1024
switch(ob->flags & FL_DIR_POS_MASK)
{
case FL_DIR_POS_FW: diradd=0x7ff0+0x8000; break;
case FL_DIR_POS_BW: diradd=-0x7ff0+0x8000; break;
case FL_DIR_POS_MID: diradd=0x8000; break;
default:
Quit("Unknown directional 3d sprite position (shapenum = %i)", ob->shapenum);
}
if(ob->flags & FL_DIR_VERT_FLAG) // vertical dir 3d sprite
{
fixed gy1,gy2,gx,gyt1,gyt2,gxt;
//
// translate point to view centered coordinates
//
gy1 = (((long)ob->tiley) << TILESHIFT)+0x8000-playy-0x8000L-SIZEADD;
gy2 = gy1+0x10000L+2*SIZEADD;
gx = (((long)ob->tilex) << TILESHIFT)+diradd-playx;
//
// calculate newx
//
gxt = FixedMul(gx,viewcos);
gyt1 = FixedMul(gy1,viewsin);
gyt2 = FixedMul(gy2,viewsin);
nx1 = gxt-gyt1;
nx2 = gxt-gyt2;
//
// calculate newy
//
gxt = FixedMul(gx,viewsin);
gyt1 = FixedMul(gy1,viewcos);
gyt2 = FixedMul(gy2,viewcos);
ny1 = gyt1+gxt;
ny2 = gyt2+gxt;
}
else // horizontal dir 3d sprite
{
fixed gx1,gx2,gy,gxt1,gxt2,gyt;
//
// translate point to view centered coordinates
//
gx1 = (((long)ob->tilex) << TILESHIFT)+0x8000-playx-0x8000L-SIZEADD;
gx2 = gx1+0x10000L+2*SIZEADD;
gy = (((long)ob->tiley) << TILESHIFT)+diradd-playy;
//
// calculate newx
//
gxt1 = FixedMul(gx1,viewcos);
gxt2 = FixedMul(gx2,viewcos);
gyt = FixedMul(gy,viewsin);
nx1 = gxt1-gyt;
nx2 = gxt2-gyt;
//
// calculate newy
//
gxt1 = FixedMul(gx1,viewsin);
gxt2 = FixedMul(gx2,viewsin);
gyt = FixedMul(gy,viewcos);
ny1 = gyt+gxt1;
ny2 = gyt+gxt2;
}
if(nx1 < 0 || nx2 < 0) return; // TODO: Clip on viewplane
//
// calculate perspective ratio
//
if(nx1>=0 && nx1<=1792) nx1=1792;
if(nx1<0 && nx1>=-1792) nx1=-1792;
if(nx2>=0 && nx2<=1792) nx2=1792;
if(nx2<0 && nx2>=-1792) nx2=-1792;
viewx1=(int)(centerx+ny1*scale/nx1);
viewx2=(int)(centerx+ny2*scale/nx2);
if(viewx2 < viewx1)
{
Scale3DShaper(viewx2,viewx1,ob->shapenum,ob->flags,ny2,ny1,nx2,nx1,vbuf,vbufPitch);
}
else
{
Scale3DShaper(viewx1,viewx2,ob->shapenum,ob->flags,ny1,ny2,nx1,nx2,vbuf,vbufPitch);
}
}
#endif