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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: r_main.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// 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.
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:19:58 fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+// Rendering main loop and setup functions,
+// utility functions (BSP, geometry, trigonometry).
+// See tables.c, too.
+//
+//-----------------------------------------------------------------------------
+
+
+static const char rcsid[] = "$Id: r_main.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+
+#include <stdlib.h>
+#include <math.h>
+
+
+#include "doomdef.h"
+#include "d_net.h"
+
+#include "m_bbox.h"
+
+#include "r_local.h"
+#include "r_sky.h"
+
+
+
+
+
+// Fineangles in the SCREENWIDTH wide window.
+#define FIELDOFVIEW 2048
+
+
+
+int viewangleoffset;
+
+// increment every time a check is made
+int validcount = 1;
+
+
+lighttable_t* fixedcolormap;
+extern lighttable_t** walllights;
+
+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];
+
+
+// UNUSED.
+// The finetangentgent[angle+FINEANGLES/4] table
+// holds the fixed_t tangent values for view angles,
+// ranging from MININT to 0 to MAXINT.
+// fixed_t finetangent[FINEANGLES/2];
+
+// fixed_t finesine[5*FINEANGLES/4];
+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;
+
+
+
+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
+ return -tantoangle[SlopeDiv(y,x)];
+ }
+ 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 = abs(x - viewx);
+ dy = 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)
+{
+ // UNUSED - now getting from tables.c
+#if 0
+ int i;
+ long t;
+ float f;
+//
+// slope (tangent) to angle lookup
+//
+ for (i=0 ; i<=SLOPERANGE ; i++)
+ {
+ f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
+ t = 0xffffffff*f;
+ tantoangle[i] = t;
+ }
+#endif
+}
+
+
+//
+// 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;
+
+ // UNUSED
+#if 0
+{
+ fixed_t dist;
+ fixed_t z;
+ fixed_t sinv;
+ fixed_t cosv;
+
+ sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];
+ dist = FixedDiv (rw_distance, sinv);
+ cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
+ z = abs(FixedMul (dist, cosv));
+ scale = FixedDiv(projection, z);
+ return scale;
+}
+#endif
+
+ 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)
+{
+ // UNUSED: now getting from tables.c
+#if 0
+ int i;
+ float a;
+ float fv;
+ int t;
+
+ // viewangle tangent table
+ for (i=0 ; i<FINEANGLES/2 ; i++)
+ {
+ a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
+ fv = FRACUNIT*tan (a);
+ t = fv;
+ finetangent[i] = t;
+ }
+
+ // finesine table
+ for (i=0 ; i<5*FINEANGLES/4 ; i++)
+ {
+ // OPTIMIZE: mirror...
+ a = (i+0.5)*PI*2/FINEANGLES;
+ t = FRACUNIT*sin (a);
+ finesine[i] = t;
+ }
+#endif
+
+}
+
+
+
+//
+// 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.
+//
+#define DISTMAP 2
+
+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.
+//
+boolean setsizeneeded;
+int setblocks;
+int setdetail;
+
+
+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 = abs(dy);
+ yslope[i] = FixedDiv ( (viewwidth<<detailshift)/2*FRACUNIT, dy);
+ }
+
+ for (i=0 ; i<viewwidth ; i++)
+ {
+ cosadj = 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
+//
+extern int detailLevel;
+extern int screenblocks;
+
+
+
+void R_Init (void)
+{
+ R_InitData ();
+ printf ("\nR_InitData");
+ R_InitPointToAngle ();
+ printf ("\nR_InitPointToAngle");
+ R_InitTables ();
+ // viewwidth / viewheight / detailLevel are set by the defaults
+ printf ("\nR_InitTables");
+
+ R_SetViewSize (screenblocks, detailLevel);
+ R_InitPlanes ();
+ printf ("\nR_InitPlanes");
+ R_InitLightTables ();
+ printf ("\nR_InitLightTables");
+ R_InitSkyMap ();
+ printf ("\nR_InitSkyMap");
+ R_InitTranslationTables ();
+ printf ("\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 ();
+}