forked from KolibriOS/kolibrios
3ea0750ebe
git-svn-id: svn://kolibrios.org@342 a494cfbc-eb01-0410-851d-a64ba20cac60
878 lines
21 KiB
C
878 lines
21 KiB
C
// 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:
|
|
// The actual span/column drawing functions.
|
|
// Here find the main potential for optimization,
|
|
// e.g. inline assembly, different algorithms.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
static const char
|
|
rcsid[] = "$Id: r_draw.c,v 1.4 1997/02/03 16:47:55 b1 Exp $";
|
|
|
|
#include "doomtype.h"
|
|
#include "doomdef.h"
|
|
|
|
#include "i_system.h"
|
|
#include "z_zone.h"
|
|
#include "w_wad.h"
|
|
|
|
#include "r_local.h"
|
|
|
|
// Needs access to LFB (guess what).
|
|
#include "v_video.h"
|
|
|
|
// State.
|
|
#include "doomstat.h"
|
|
|
|
|
|
// ?
|
|
#define MAXWIDTH 1120
|
|
#define MAXHEIGHT 832
|
|
|
|
// status bar height at bottom of screen
|
|
#define SBARHEIGHT 32
|
|
|
|
//
|
|
// All drawing to the view buffer is accomplished in this file.
|
|
// The other refresh files only know about ccordinates,
|
|
// not the architecture of the frame buffer.
|
|
// Conveniently, the frame buffer is a linear one,
|
|
// and we need only the base address,
|
|
// and the total size == width*height*depth/8.,
|
|
//
|
|
|
|
|
|
byte* viewimage;
|
|
int viewwidth;
|
|
int scaledviewwidth;
|
|
int viewheight;
|
|
int viewwindowx;
|
|
int viewwindowy;
|
|
byte* ylookup[MAXHEIGHT];
|
|
int columnofs[MAXWIDTH];
|
|
|
|
// Color tables for different players,
|
|
// translate a limited part to another
|
|
// (color ramps used for suit colors).
|
|
//
|
|
byte translations[3][256];
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_DrawColumn
|
|
// Source is the top of the column to scale.
|
|
//
|
|
lighttable_t* dc_colormap;
|
|
int dc_x;
|
|
int dc_yl;
|
|
int dc_yh;
|
|
fixed_t dc_iscale;
|
|
fixed_t dc_texturemid;
|
|
|
|
// first pixel in a column (possibly virtual)
|
|
byte* dc_source;
|
|
|
|
// just for profiling
|
|
int dccount;
|
|
|
|
//
|
|
// A column is a vertical slice/span from a wall texture that,
|
|
// given the DOOM style restrictions on the view orientation,
|
|
// will always have constant z depth.
|
|
// Thus a special case loop for very fast rendering can
|
|
// be used. It has also been used with Wolfenstein 3D.
|
|
//
|
|
void R_DrawColumn (void)
|
|
{
|
|
int count;
|
|
byte* dest;
|
|
fixed_t frac;
|
|
fixed_t fracstep;
|
|
|
|
count = dc_yh - dc_yl;
|
|
|
|
// Zero length, column does not exceed a pixel.
|
|
if (count < 0)
|
|
return;
|
|
|
|
#ifdef RANGECHECK
|
|
if ((unsigned)dc_x >= SCREENWIDTH
|
|
|| dc_yl < 0
|
|
|| dc_yh >= SCREENHEIGHT)
|
|
I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
|
#endif
|
|
|
|
// Framebuffer destination address.
|
|
// Use ylookup LUT to avoid multiply with ScreenWidth.
|
|
// Use columnofs LUT for subwindows?
|
|
dest = ylookup[dc_yl] + columnofs[dc_x];
|
|
|
|
// Determine scaling,
|
|
// which is the only mapping to be done.
|
|
fracstep = dc_iscale;
|
|
frac = dc_texturemid + (dc_yl-centery)*fracstep;
|
|
|
|
// Inner loop that does the actual texture mapping,
|
|
// e.g. a DDA-lile scaling.
|
|
// This is as fast as it gets.
|
|
do
|
|
{
|
|
// Re-map color indices from wall texture column
|
|
// using a lighting/special effects LUT.
|
|
*dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
|
|
|
|
dest += SCREENWIDTH;
|
|
frac += fracstep;
|
|
|
|
} while (count--);
|
|
}
|
|
|
|
|
|
|
|
// UNUSED.
|
|
// Loop unrolled.
|
|
#if 0
|
|
void R_DrawColumn (void)
|
|
{
|
|
int count;
|
|
byte* source;
|
|
byte* dest;
|
|
byte* colormap;
|
|
|
|
unsigned frac;
|
|
unsigned fracstep;
|
|
unsigned fracstep2;
|
|
unsigned fracstep3;
|
|
unsigned fracstep4;
|
|
|
|
count = dc_yh - dc_yl + 1;
|
|
|
|
source = dc_source;
|
|
colormap = dc_colormap;
|
|
dest = ylookup[dc_yl] + columnofs[dc_x];
|
|
|
|
fracstep = dc_iscale<<9;
|
|
frac = (dc_texturemid + (dc_yl-centery)*dc_iscale)<<9;
|
|
|
|
fracstep2 = fracstep+fracstep;
|
|
fracstep3 = fracstep2+fracstep;
|
|
fracstep4 = fracstep3+fracstep;
|
|
|
|
while (count >= 8)
|
|
{
|
|
dest[0] = colormap[source[frac>>25]];
|
|
dest[SCREENWIDTH] = colormap[source[(frac+fracstep)>>25]];
|
|
dest[SCREENWIDTH*2] = colormap[source[(frac+fracstep2)>>25]];
|
|
dest[SCREENWIDTH*3] = colormap[source[(frac+fracstep3)>>25]];
|
|
|
|
frac += fracstep4;
|
|
|
|
dest[SCREENWIDTH*4] = colormap[source[frac>>25]];
|
|
dest[SCREENWIDTH*5] = colormap[source[(frac+fracstep)>>25]];
|
|
dest[SCREENWIDTH*6] = colormap[source[(frac+fracstep2)>>25]];
|
|
dest[SCREENWIDTH*7] = colormap[source[(frac+fracstep3)>>25]];
|
|
|
|
frac += fracstep4;
|
|
dest += SCREENWIDTH*8;
|
|
count -= 8;
|
|
}
|
|
|
|
while (count > 0)
|
|
{
|
|
*dest = colormap[source[frac>>25]];
|
|
dest += SCREENWIDTH;
|
|
frac += fracstep;
|
|
count--;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
void R_DrawColumnLow (void)
|
|
{
|
|
int count;
|
|
byte* dest;
|
|
byte* dest2;
|
|
fixed_t frac;
|
|
fixed_t fracstep;
|
|
|
|
count = dc_yh - dc_yl;
|
|
|
|
// Zero length.
|
|
if (count < 0)
|
|
return;
|
|
|
|
#ifdef RANGECHECK
|
|
if ((unsigned)dc_x >= SCREENWIDTH
|
|
|| dc_yl < 0
|
|
|| dc_yh >= SCREENHEIGHT)
|
|
{
|
|
|
|
I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
|
|
}
|
|
// dccount++;
|
|
#endif
|
|
// Blocky mode, need to multiply by 2.
|
|
dc_x <<= 1;
|
|
|
|
dest = ylookup[dc_yl] + columnofs[dc_x];
|
|
dest2 = ylookup[dc_yl] + columnofs[dc_x+1];
|
|
|
|
fracstep = dc_iscale;
|
|
frac = dc_texturemid + (dc_yl-centery)*fracstep;
|
|
|
|
do
|
|
{
|
|
// Hack. Does not work corretly.
|
|
*dest2 = *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
|
|
dest += SCREENWIDTH;
|
|
dest2 += SCREENWIDTH;
|
|
frac += fracstep;
|
|
|
|
} while (count--);
|
|
}
|
|
|
|
|
|
//
|
|
// Spectre/Invisibility.
|
|
//
|
|
#define FUZZTABLE 50
|
|
#define FUZZOFF (SCREENWIDTH)
|
|
|
|
|
|
int fuzzoffset[FUZZTABLE] =
|
|
{
|
|
FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
|
|
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
|
|
FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
|
|
FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
|
|
FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
|
|
FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
|
|
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
|
|
};
|
|
|
|
int fuzzpos = 0;
|
|
|
|
|
|
//
|
|
// Framebuffer postprocessing.
|
|
// Creates a fuzzy image by copying pixels
|
|
// from adjacent ones to left and right.
|
|
// Used with an all black colormap, this
|
|
// could create the SHADOW effect,
|
|
// i.e. spectres and invisible players.
|
|
//
|
|
void R_DrawFuzzColumn (void)
|
|
{
|
|
int count;
|
|
byte* dest;
|
|
fixed_t frac;
|
|
fixed_t fracstep;
|
|
|
|
// Adjust borders. Low...
|
|
if (!dc_yl)
|
|
dc_yl = 1;
|
|
|
|
// .. and high.
|
|
if (dc_yh == viewheight-1)
|
|
dc_yh = viewheight - 2;
|
|
|
|
count = dc_yh - dc_yl;
|
|
|
|
// Zero length.
|
|
if (count < 0)
|
|
return;
|
|
|
|
|
|
#ifdef RANGECHECK
|
|
if ((unsigned)dc_x >= SCREENWIDTH
|
|
|| dc_yl < 0 || dc_yh >= SCREENHEIGHT)
|
|
{
|
|
I_Error ("R_DrawFuzzColumn: %i to %i at %i",
|
|
dc_yl, dc_yh, dc_x);
|
|
}
|
|
#endif
|
|
|
|
|
|
// Keep till detailshift bug in blocky mode fixed,
|
|
// or blocky mode removed.
|
|
/* WATCOM code
|
|
if (detailshift)
|
|
{
|
|
if (dc_x & 1)
|
|
{
|
|
outpw (GC_INDEX,GC_READMAP+(2<<8) );
|
|
outp (SC_INDEX+1,12);
|
|
}
|
|
else
|
|
{
|
|
outpw (GC_INDEX,GC_READMAP);
|
|
outp (SC_INDEX+1,3);
|
|
}
|
|
dest = destview + dc_yl*80 + (dc_x>>1);
|
|
}
|
|
else
|
|
{
|
|
outpw (GC_INDEX,GC_READMAP+((dc_x&3)<<8) );
|
|
outp (SC_INDEX+1,1<<(dc_x&3));
|
|
dest = destview + dc_yl*80 + (dc_x>>2);
|
|
}*/
|
|
|
|
|
|
// Does not work with blocky mode.
|
|
dest = ylookup[dc_yl] + columnofs[dc_x];
|
|
|
|
// Looks familiar.
|
|
fracstep = dc_iscale;
|
|
frac = dc_texturemid + (dc_yl-centery)*fracstep;
|
|
|
|
// Looks like an attempt at dithering,
|
|
// using the colormap #6 (of 0-31, a bit
|
|
// brighter than average).
|
|
do
|
|
{
|
|
// Lookup framebuffer, and retrieve
|
|
// a pixel that is either one column
|
|
// left or right of the current one.
|
|
// Add index from colormap to index.
|
|
*dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]];
|
|
|
|
// Clamp table lookup index.
|
|
if (++fuzzpos == FUZZTABLE)
|
|
fuzzpos = 0;
|
|
|
|
dest += SCREENWIDTH;
|
|
|
|
frac += fracstep;
|
|
} while (count--);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_DrawTranslatedColumn
|
|
// Used to draw player sprites
|
|
// with the green colorramp mapped to others.
|
|
// Could be used with different translation
|
|
// tables, e.g. the lighter colored version
|
|
// of the BaronOfHell, the HellKnight, uses
|
|
// identical sprites, kinda brightened up.
|
|
//
|
|
byte* dc_translation;
|
|
byte* translationtables;
|
|
|
|
void R_DrawTranslatedColumn (void)
|
|
{
|
|
int count;
|
|
byte* dest;
|
|
fixed_t frac;
|
|
fixed_t fracstep;
|
|
|
|
count = dc_yh - dc_yl;
|
|
if (count < 0)
|
|
return;
|
|
|
|
#ifdef RANGECHECK
|
|
if ((unsigned)dc_x >= SCREENWIDTH
|
|
|| dc_yl < 0
|
|
|| dc_yh >= SCREENHEIGHT)
|
|
{
|
|
I_Error ( "R_DrawColumn: %i to %i at %i",
|
|
dc_yl, dc_yh, dc_x);
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
// WATCOM VGA specific.
|
|
/* Keep for fixing.
|
|
if (detailshift)
|
|
{
|
|
if (dc_x & 1)
|
|
outp (SC_INDEX+1,12);
|
|
else
|
|
outp (SC_INDEX+1,3);
|
|
|
|
dest = destview + dc_yl*80 + (dc_x>>1);
|
|
}
|
|
else
|
|
{
|
|
outp (SC_INDEX+1,1<<(dc_x&3));
|
|
|
|
dest = destview + dc_yl*80 + (dc_x>>2);
|
|
}*/
|
|
|
|
|
|
// FIXME. As above.
|
|
dest = ylookup[dc_yl] + columnofs[dc_x];
|
|
|
|
// Looks familiar.
|
|
fracstep = dc_iscale;
|
|
frac = dc_texturemid + (dc_yl-centery)*fracstep;
|
|
|
|
// Here we do an additional index re-mapping.
|
|
do
|
|
{
|
|
// Translation tables are used
|
|
// to map certain colorramps to other ones,
|
|
// used with PLAY sprites.
|
|
// Thus the "green" ramp of the player 0 sprite
|
|
// is mapped to gray, red, black/indigo.
|
|
*dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
|
|
dest += SCREENWIDTH;
|
|
|
|
frac += fracstep;
|
|
} while (count--);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_InitTranslationTables
|
|
// Creates the translation tables to map
|
|
// the green color ramp to gray, brown, red.
|
|
// Assumes a given structure of the PLAYPAL.
|
|
// Could be read from a lump instead.
|
|
//
|
|
void R_InitTranslationTables (void)
|
|
{
|
|
int i;
|
|
|
|
translationtables = Z_Malloc (256*3+255, PU_STATIC, 0);
|
|
translationtables = (byte *)(( (int)translationtables + 255 )& ~255);
|
|
|
|
// translate just the 16 green colors
|
|
for (i=0 ; i<256 ; i++)
|
|
{
|
|
if (i >= 0x70 && i<= 0x7f)
|
|
{
|
|
// map green ramp to gray, brown, red
|
|
translationtables[i] = 0x60 + (i&0xf);
|
|
translationtables [i+256] = 0x40 + (i&0xf);
|
|
translationtables [i+512] = 0x20 + (i&0xf);
|
|
}
|
|
else
|
|
{
|
|
// Keep all other colors as is.
|
|
translationtables[i] = translationtables[i+256]
|
|
= translationtables[i+512] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
// R_DrawSpan
|
|
// With DOOM style restrictions on view orientation,
|
|
// the floors and ceilings consist of horizontal slices
|
|
// or spans with constant z depth.
|
|
// However, rotation around the world z axis is possible,
|
|
// thus this mapping, while simpler and faster than
|
|
// perspective correct texture mapping, has to traverse
|
|
// the texture at an angle in all but a few cases.
|
|
// In consequence, flats are not stored by column (like walls),
|
|
// and the inner loop has to step in texture space u and v.
|
|
//
|
|
int ds_y;
|
|
int ds_x1;
|
|
int ds_x2;
|
|
|
|
lighttable_t* ds_colormap;
|
|
|
|
fixed_t ds_xfrac;
|
|
fixed_t ds_yfrac;
|
|
fixed_t ds_xstep;
|
|
fixed_t ds_ystep;
|
|
|
|
// start of a 64*64 tile image
|
|
byte* ds_source;
|
|
|
|
// just for profiling
|
|
int dscount;
|
|
|
|
|
|
//
|
|
// Draws the actual span.
|
|
void R_DrawSpan (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;
|
|
|
|
dest = ylookup[ds_y] + columnofs[ds_x1];
|
|
|
|
// We do not check for zero spans here?
|
|
count = ds_x2 - ds_x1;
|
|
|
|
do
|
|
{
|
|
// Current texture index in u,v.
|
|
spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
|
|
|
|
// Lookup pixel from flat texture tile,
|
|
// re-index using light/colormap.
|
|
*dest++ = ds_colormap[ds_source[spot]];
|
|
|
|
// Next step in u,v.
|
|
xfrac += ds_xstep;
|
|
yfrac += ds_ystep;
|
|
|
|
} while (count--);
|
|
}
|
|
|
|
|
|
|
|
// UNUSED.
|
|
// Loop unrolled by 4.
|
|
#if 0
|
|
void R_DrawSpan (void)
|
|
{
|
|
unsigned position, step;
|
|
|
|
byte* source;
|
|
byte* colormap;
|
|
byte* dest;
|
|
|
|
unsigned count;
|
|
usingned spot;
|
|
unsigned value;
|
|
unsigned temp;
|
|
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);
|
|
}
|
|
|
|
|