9ae55df628
git-svn-id: svn://kolibrios.org@8547 a494cfbc-eb01-0410-851d-a64ba20cac60
878 lines
18 KiB
C
Executable File
878 lines
18 KiB
C
Executable File
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// The actual span/column drawing functions.
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// Here find the main potential for optimization,
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// e.g. inline assembly, different algorithms.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: r_draw.c,v 1.4 1997/02/03 16:47:55 b1 Exp $";
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#include "doomdef.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "w_wad.h"
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#include "r_local.h"
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// Needs access to LFB (guess what).
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#include "v_video.h"
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// State.
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#include "doomstat.h"
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// ?
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#define MAXWIDTH 1120
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#define MAXHEIGHT 832
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// status bar height at bottom of screen
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#define SBARHEIGHT 32
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//
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// All drawing to the view buffer is accomplished in this file.
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// The other refresh files only know about ccordinates,
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// not the architecture of the frame buffer.
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// Conveniently, the frame buffer is a linear one,
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// and we need only the base address,
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// and the total size == width*height*depth/8.,
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//
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byte* viewimage;
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int viewwidth;
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int scaledviewwidth;
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int viewheight;
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int viewwindowx;
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int viewwindowy;
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byte* ylookup[MAXHEIGHT];
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int columnofs[MAXWIDTH];
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// Color tables for different players,
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// translate a limited part to another
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// (color ramps used for suit colors).
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//
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byte translations[3][256];
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//
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// R_DrawColumn
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// Source is the top of the column to scale.
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//
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lighttable_t* dc_colormap;
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int dc_x;
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int dc_yl;
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int dc_yh;
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fixed_t dc_iscale;
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fixed_t dc_texturemid;
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// first pixel in a column (possibly virtual)
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byte* dc_source;
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// just for profiling
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int dccount;
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//
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// A column is a vertical slice/span from a wall texture that,
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// given the DOOM style restrictions on the view orientation,
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// will always have constant z depth.
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// Thus a special case loop for very fast rendering can
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// be used. It has also been used with Wolfenstein 3D.
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//
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void R_DrawColumn (void)
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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// Zero length, column does not exceed a pixel.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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#endif
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// Framebuffer destination address.
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// Use ylookup LUT to avoid multiply with ScreenWidth.
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// Use columnofs LUT for subwindows?
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dest = ylookup[dc_yl] + columnofs[dc_x];
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// Determine scaling,
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// which is the only mapping to be done.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Inner loop that does the actual texture mapping,
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// e.g. a DDA-lile scaling.
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// This is as fast as it gets.
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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*dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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// UNUSED.
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// Loop unrolled.
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#if 0
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void R_DrawColumn (void)
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{
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int count;
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byte* source;
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byte* dest;
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byte* colormap;
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unsigned frac;
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unsigned fracstep;
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unsigned fracstep2;
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unsigned fracstep3;
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unsigned fracstep4;
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count = dc_yh - dc_yl + 1;
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source = dc_source;
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colormap = dc_colormap;
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dest = ylookup[dc_yl] + columnofs[dc_x];
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fracstep = dc_iscale<<9;
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frac = (dc_texturemid + (dc_yl-centery)*dc_iscale)<<9;
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fracstep2 = fracstep+fracstep;
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fracstep3 = fracstep2+fracstep;
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fracstep4 = fracstep3+fracstep;
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while (count >= 8)
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{
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dest[0] = colormap[source[frac>>25]];
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dest[SCREENWIDTH] = colormap[source[(frac+fracstep)>>25]];
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dest[SCREENWIDTH*2] = colormap[source[(frac+fracstep2)>>25]];
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dest[SCREENWIDTH*3] = colormap[source[(frac+fracstep3)>>25]];
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frac += fracstep4;
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dest[SCREENWIDTH*4] = colormap[source[frac>>25]];
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dest[SCREENWIDTH*5] = colormap[source[(frac+fracstep)>>25]];
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dest[SCREENWIDTH*6] = colormap[source[(frac+fracstep2)>>25]];
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dest[SCREENWIDTH*7] = colormap[source[(frac+fracstep3)>>25]];
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frac += fracstep4;
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dest += SCREENWIDTH*8;
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count -= 8;
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}
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while (count > 0)
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{
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*dest = colormap[source[frac>>25]];
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dest += SCREENWIDTH;
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frac += fracstep;
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count--;
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}
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}
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#endif
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void R_DrawColumnLow (void)
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{
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int count;
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byte* dest;
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byte* dest2;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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// Zero length.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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{
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I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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}
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// dccount++;
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#endif
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// Blocky mode, need to multiply by 2.
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dc_x <<= 1;
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dest = ylookup[dc_yl] + columnofs[dc_x];
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dest2 = ylookup[dc_yl] + columnofs[dc_x+1];
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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do
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{
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// Hack. Does not work corretly.
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*dest2 = *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
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dest += SCREENWIDTH;
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dest2 += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// Spectre/Invisibility.
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//
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#define FUZZTABLE 50
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#define FUZZOFF (SCREENWIDTH)
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int fuzzoffset[FUZZTABLE] =
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{
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FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
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};
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int fuzzpos = 0;
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//
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// Framebuffer postprocessing.
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// Creates a fuzzy image by copying pixels
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// from adjacent ones to left and right.
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// Used with an all black colormap, this
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// could create the SHADOW effect,
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// i.e. spectres and invisible players.
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//
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void R_DrawFuzzColumn (void)
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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// Adjust borders. Low...
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if (!dc_yl)
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dc_yl = 1;
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// .. and high.
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if (dc_yh == viewheight-1)
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dc_yh = viewheight - 2;
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count = dc_yh - dc_yl;
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// Zero length.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0 || dc_yh >= SCREENHEIGHT)
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{
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I_Error ("R_DrawFuzzColumn: %i to %i at %i",
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dc_yl, dc_yh, dc_x);
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}
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#endif
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// Keep till detailshift bug in blocky mode fixed,
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// or blocky mode removed.
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/* WATCOM code
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if (detailshift)
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{
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if (dc_x & 1)
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{
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outpw (GC_INDEX,GC_READMAP+(2<<8) );
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outp (SC_INDEX+1,12);
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}
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else
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{
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outpw (GC_INDEX,GC_READMAP);
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outp (SC_INDEX+1,3);
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}
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dest = destview + dc_yl*80 + (dc_x>>1);
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}
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else
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{
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outpw (GC_INDEX,GC_READMAP+((dc_x&3)<<8) );
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outp (SC_INDEX+1,1<<(dc_x&3));
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dest = destview + dc_yl*80 + (dc_x>>2);
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}*/
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// Does not work with blocky mode.
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dest = ylookup[dc_yl] + columnofs[dc_x];
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Looks like an attempt at dithering,
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// using the colormap #6 (of 0-31, a bit
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// brighter than average).
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do
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{
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// Lookup framebuffer, and retrieve
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// a pixel that is either one column
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// left or right of the current one.
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// Add index from colormap to index.
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*dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]];
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// Clamp table lookup index.
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if (++fuzzpos == FUZZTABLE)
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fuzzpos = 0;
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// R_DrawTranslatedColumn
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// Used to draw player sprites
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// with the green colorramp mapped to others.
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// Could be used with different translation
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// tables, e.g. the lighter colored version
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// of the BaronOfHell, the HellKnight, uses
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// identical sprites, kinda brightened up.
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//
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byte* dc_translation;
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byte* translationtables;
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void R_DrawTranslatedColumn (void)
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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{
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I_Error ( "R_DrawColumn: %i to %i at %i",
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dc_yl, dc_yh, dc_x);
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}
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#endif
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// WATCOM VGA specific.
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/* Keep for fixing.
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if (detailshift)
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{
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if (dc_x & 1)
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outp (SC_INDEX+1,12);
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else
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outp (SC_INDEX+1,3);
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dest = destview + dc_yl*80 + (dc_x>>1);
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}
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else
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{
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outp (SC_INDEX+1,1<<(dc_x&3));
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dest = destview + dc_yl*80 + (dc_x>>2);
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}*/
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// FIXME. As above.
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dest = ylookup[dc_yl] + columnofs[dc_x];
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Here we do an additional index re-mapping.
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do
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{
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// Translation tables are used
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// to map certain colorramps to other ones,
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// used with PLAY sprites.
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// Thus the "green" ramp of the player 0 sprite
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// is mapped to gray, red, black/indigo.
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*dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// R_InitTranslationTables
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// Creates the translation tables to map
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// the green color ramp to gray, brown, red.
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// Assumes a given structure of the PLAYPAL.
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// Could be read from a lump instead.
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//
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void R_InitTranslationTables (void)
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{
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int i;
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translationtables = Z_Malloc (256*3+255, PU_STATIC, 0);
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translationtables = (byte *)(( (int)translationtables + 255 )& ~255);
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// translate just the 16 green colors
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for (i=0 ; i<256 ; i++)
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{
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if (i >= 0x70 && i<= 0x7f)
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{
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// map green ramp to gray, brown, red
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translationtables[i] = 0x60 + (i&0xf);
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translationtables [i+256] = 0x40 + (i&0xf);
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translationtables [i+512] = 0x20 + (i&0xf);
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}
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else
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{
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// Keep all other colors as is.
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translationtables[i] = translationtables[i+256]
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= translationtables[i+512] = i;
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}
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}
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}
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//
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// R_DrawSpan
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// With DOOM style restrictions on view orientation,
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// the floors and ceilings consist of horizontal slices
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// or spans with constant z depth.
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// However, rotation around the world z axis is possible,
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// thus this mapping, while simpler and faster than
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// perspective correct texture mapping, has to traverse
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// the texture at an angle in all but a few cases.
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// In consequence, flats are not stored by column (like walls),
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// and the inner loop has to step in texture space u and v.
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//
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int ds_y;
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int ds_x1;
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int ds_x2;
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lighttable_t* ds_colormap;
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fixed_t ds_xfrac;
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fixed_t ds_yfrac;
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fixed_t ds_xstep;
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fixed_t ds_ystep;
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// start of a 64*64 tile image
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byte* ds_source;
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// just for profiling
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int dscount;
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//
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// Draws the actual span.
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void R_DrawSpan (void)
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{
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fixed_t xfrac;
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fixed_t yfrac;
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byte* dest;
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int count;
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int spot;
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#ifdef RANGECHECK
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if (ds_x2 < ds_x1
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|| ds_x1<0
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|| ds_x2>=SCREENWIDTH
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|| (unsigned)ds_y>SCREENHEIGHT)
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{
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I_Error( "R_DrawSpan: %i to %i at %i",
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ds_x1,ds_x2,ds_y);
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}
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// dscount++;
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#endif
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xfrac = ds_xfrac;
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yfrac = ds_yfrac;
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dest = ylookup[ds_y] + columnofs[ds_x1];
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// We do not check for zero spans here?
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count = ds_x2 - ds_x1;
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do
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{
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// Current texture index in u,v.
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spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
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// Lookup pixel from flat texture tile,
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// re-index using light/colormap.
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*dest++ = ds_colormap[ds_source[spot]];
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// Next step in u,v.
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xfrac += ds_xstep;
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yfrac += ds_ystep;
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} while (count--);
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}
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// UNUSED.
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// Loop unrolled by 4.
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#if 0
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void R_DrawSpan (void)
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{
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unsigned position, step;
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byte* source;
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byte* colormap;
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byte* dest;
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unsigned count;
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usingned spot;
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unsigned value;
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unsigned temp;
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|
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)
|
|
{
|
|
fixed_t xfrac;
|
|
fixed_t yfrac;
|
|
byte* dest;
|
|
int count;
|
|
int spot;
|
|
|
|
#ifdef RANGECHECK
|
|
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++;
|
|
#endif
|
|
|
|
xfrac = ds_xfrac;
|
|
yfrac = ds_yfrac;
|
|
|
|
// Blocky mode, need to multiply by 2.
|
|
ds_x1 <<= 1;
|
|
ds_x2 <<= 1;
|
|
|
|
dest = ylookup[ds_y] + columnofs[ds_x1];
|
|
|
|
|
|
count = ds_x2 - ds_x1;
|
|
do
|
|
{
|
|
spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
|
|
// Lowres/blocky mode does it twice,
|
|
// while scale is adjusted appropriately.
|
|
*dest++ = ds_colormap[ds_source[spot]];
|
|
*dest++ = ds_colormap[ds_source[spot]];
|
|
|
|
xfrac += ds_xstep;
|
|
yfrac += ds_ystep;
|
|
|
|
} 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] = screens[0] + (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;
|
|
byte* 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 (scaledviewwidth == 320)
|
|
return;
|
|
|
|
if ( gamemode == commercial)
|
|
name = name2;
|
|
else
|
|
name = name1;
|
|
|
|
src = W_CacheLumpName (name, PU_CACHE);
|
|
dest = screens[1];
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
patch = W_CacheLumpName ("brdr_t",PU_CACHE);
|
|
|
|
for (x=0 ; x<scaledviewwidth ; x+=8)
|
|
V_DrawPatch (viewwindowx+x,viewwindowy-8,1,patch);
|
|
patch = W_CacheLumpName ("brdr_b",PU_CACHE);
|
|
|
|
for (x=0 ; x<scaledviewwidth ; x+=8)
|
|
V_DrawPatch (viewwindowx+x,viewwindowy+viewheight,1,patch);
|
|
patch = W_CacheLumpName ("brdr_l",PU_CACHE);
|
|
|
|
for (y=0 ; y<viewheight ; y+=8)
|
|
V_DrawPatch (viewwindowx-8,viewwindowy+y,1,patch);
|
|
patch = W_CacheLumpName ("brdr_r",PU_CACHE);
|
|
|
|
for (y=0 ; y<viewheight ; y+=8)
|
|
V_DrawPatch (viewwindowx+scaledviewwidth,viewwindowy+y,1,patch);
|
|
|
|
|
|
// Draw beveled edge.
|
|
V_DrawPatch (viewwindowx-8,
|
|
viewwindowy-8,
|
|
1,
|
|
W_CacheLumpName ("brdr_tl",PU_CACHE));
|
|
|
|
V_DrawPatch (viewwindowx+scaledviewwidth,
|
|
viewwindowy-8,
|
|
1,
|
|
W_CacheLumpName ("brdr_tr",PU_CACHE));
|
|
|
|
V_DrawPatch (viewwindowx-8,
|
|
viewwindowy+viewheight,
|
|
1,
|
|
W_CacheLumpName ("brdr_bl",PU_CACHE));
|
|
|
|
V_DrawPatch (viewwindowx+scaledviewwidth,
|
|
viewwindowy+viewheight,
|
|
1,
|
|
W_CacheLumpName ("brdr_br",PU_CACHE));
|
|
}
|
|
|
|
|
|
//
|
|
// 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.
|
|
memcpy (screens[0]+ofs, screens[1]+ofs, count);
|
|
}
|
|
|
|
|
|
//
|
|
// R_DrawViewBorder
|
|
// Draws the border around the view
|
|
// for different size windows?
|
|
//
|
|
void
|
|
V_MarkRect
|
|
( int x,
|
|
int y,
|
|
int width,
|
|
int height );
|
|
|
|
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);
|
|
}
|
|
|
|
|