ref: e6573a6da1cc46356f4e9b756b54e708534a3ba5
dir: /src/strife/r_draw.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // The actual span/column drawing functions. // Here find the main potential for optimization, // e.g. inline assembly, different algorithms. // //----------------------------------------------------------------------------- #include "doomdef.h" #include "deh_main.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 // haleyjd 08/31/10: Verified unmodified. #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). // // [STRIFE] Unused. //byte translations[3][256]; // Backing buffer containing the bezel drawn around the screen and // surrounding background. static byte *background_buffer = NULL; // haleyjd 08/29/10: [STRIFE] Rogue added the ability to customize the view // border flat by storing it in the configuration file. char *back_flat = "F_PAVE01"; // // 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 // haleyjd 09/06/10 [STRIFE] Removed low detail // // Spectre/Invisibility. // // haleyjd 09/06/10: ]STRIFE] replaced fuzzdraw with translucency. // // R_DrawMVisTLColumn // // villsa [STRIFE] new function // Replacement for R_DrawFuzzColumn // void R_DrawMVisTLColumn(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 dest = ylookup[dc_yl] + columnofs[dc_x]; // Looks familiar. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl-centery)*fracstep; do { byte src = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; byte col = xlatab[*dest + (src << 8)]; *dest = col; dest += SCREENWIDTH; frac += fracstep; } while(count--); } // // R_DrawTLColumn // // villsa [STRIFE] new function // Achieves a second translucency level using the same lookup table, // via inversion of the colors in the index computation. // void R_DrawTLColumn(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_DrawFuzzColumn2: %i to %i at %i", dc_yl, dc_yh, dc_x); } #endif dest = ylookup[dc_yl] + columnofs[dc_x]; // Looks familiar. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl-centery)*fracstep; do { byte src = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; byte col = xlatab[(*dest << 8) + src]; *dest = col; 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 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--); } // haleyjd 09/06/10 [STRIFE] Removed low detail // // R_DrawTRTLColumn // // villsa [STRIFE] new function // Combines translucency and color translation. // void R_DrawTRTLColumn(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 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 { byte src = dc_colormap[dc_translation[dc_source[frac>>FRACBITS&127]]]; byte col = xlatab[(*dest << 8) + src]; *dest = col; dest += SCREENWIDTH; frac += fracstep; } while (count--); } // haleyjd 08/26/10: [STRIFE] - Rogue's translucency lookup table // This is functionally equivalent to Raven's TINTTAB and BOOM's TRANMAPs. byte *xlatab; // // 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. // // haleyjd 08/26/10: [STRIFE] // * Added loading of XLATAB // void R_InitTranslationTables (void) { int i; byte col1, col2; // [STRIFE] Load xlatab. Here's how Rogue did it: // v7 = W_CacheLumpName("XLATAB", PU_CACHE); // note potential cache bug... // HIWORD(v8) = (Z_Malloc(131072, PU_STATIC, NULL) + 65535) >> 16; // LOWORD(v8) = 0; // aligning to a 64K boundary, as if this is Wolf3D. // xlatab = v8; // memcpy(v8, v7, 65536); // memcpy(v8+65536, v7+65536, 0); // 0 bytes, does nothing! // As you can see, they copypasta'd id's unnecessary 64K boundary alignment // from the colormap code, and then evidently at some point dropped the high // side of the presumably 128KB lump (because it is redundant data), but // just set the 2nd memset call's length to 0 bytes... Terrible. Since none // of this accomplishes anything, and isn't strictly portable, all we need // to do is this: xlatab = W_CacheLumpName("XLATAB", PU_STATIC); // villsa [STRIFE] allocate a larger size for translation tables translationtables = Z_Malloc (256*8, PU_STATIC, 0); col1 = 0xFA; col2 = 0xE0; // villsa [STRIFE] setup all translation tables for(i = 0; i < 256; i++) { if(i >= 0x80 && i <= 0x8f) { translationtables [i ] = (i & 0x0f) + 64; translationtables [i+ 256] = (i & 0x0f) - 80; translationtables [i+2*256] = (i & 0x0f) + 16; translationtables [i+3*256] = (i & 0x0f) + 48; translationtables [i+4*256] = (i & 0x0f) + 80; translationtables [i+5*256] = (i & 0x0f) + 96; translationtables [i+6*256] = (i & 0x0f) - 112; } else if(i >= 0x50 && i<= 0x5f) { translationtables [i ] = i; translationtables [i+ 256] = i; translationtables [i+2*256] = i; translationtables [i+3*256] = i; translationtables [i+4*256] = (i & 0x0f) + -128; translationtables [i+5*256] = (i & 0x0f) + 16; translationtables [i+6*256] = (i & 0x0f) + 64; } else if(i >= 0xd0 && i<= 0xdf) { translationtables [i ] = i; translationtables [i+ 256] = i; translationtables [i+2*256] = i; translationtables [i+3*256] = i; translationtables [i+4*256] = (i & 0x0f) - 80; translationtables [i+5*256] = (i & 0x0f) + 48; translationtables [i+6*256] = (i & 0x0f) + 16; } else if(i >= 0xc0 && i<= 0xcf) { translationtables [i ] = i; translationtables [i+ 256] = i; translationtables [i+2*256] = i; translationtables [i+3*256] = i; translationtables [i+4*256] = (i & 0x0f) - 96; translationtables [i+5*256] = (i & 0x0f) + 32; translationtables [i+6*256] = (i & 0x0f); } else if(i >= 0xf7 && i<= 0xfb) { translationtables [i ] = col1; translationtables [i+ 256] = i; translationtables [i+2*256] = i; translationtables [i+3*256] = i; translationtables [i+4*256] = i; translationtables [i+5*256] = i; translationtables [i+6*256] = i; } else if(i >= 0xf1 && i<= 0xf6) { translationtables [i ] = (i & 0x0f) - 33; translationtables [i+ 256] = i; translationtables [i+2*256] = i; translationtables [i+3*256] = i; translationtables [i+4*256] = i; translationtables [i+5*256] = i; translationtables [i+6*256] = i; } else if(i >= 0x20 && i<= 0x40) { translationtables [i ] = col2; translationtables [i+ 256] = col2; translationtables [i+2*256] = (i & 0x0f) - 48; translationtables [i+3*256] = (i & 0x0f) - 48; translationtables [i+4*256] = col2; translationtables [i+5*256] = col2; translationtables [i+6*256] = col2; } else // Keep all other colors as is. { translationtables[i]= translationtables[i+256]= translationtables[i+2*256]= translationtables[i+3*256]= translationtables[i+4*256]= translationtables[i+5*256]= translationtables[i+6*256]=i; } ++col1; ++col2; } } // // 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) { unsigned int position, step; byte *dest; int count; int spot; unsigned int xtemp, ytemp; #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 // Pack position and step variables into a single 32-bit integer, // with x in the top 16 bits and y in the bottom 16 bits. For // each 16-bit part, the top 6 bits are the integer part and the // bottom 10 bits are the fractional part of the pixel position. position = ((ds_xfrac << 10) & 0xffff0000) | ((ds_yfrac >> 6) & 0x0000ffff); step = ((ds_xstep << 10) & 0xffff0000) | ((ds_ystep >> 6) & 0x0000ffff); dest = ylookup[ds_y] + columnofs[ds_x1]; // We do not check for zero spans here? count = ds_x2 - ds_x1; do { // Calculate current texture index in u,v. ytemp = (position >> 4) & 0x0fc0; xtemp = (position >> 26); spot = xtemp | ytemp; // Lookup pixel from flat texture tile, // re-index using light/colormap. *dest++ = ds_colormap[ds_source[spot]]; position += step; } 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) { unsigned int position, step; unsigned int xtemp, ytemp; 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 position = ((ds_xfrac << 10) & 0xffff0000) | ((ds_yfrac >> 6) & 0x0000ffff); step = ((ds_xstep << 10) & 0xffff0000) | ((ds_ystep >> 6) & 0x0000ffff); count = (ds_x2 - ds_x1); // Blocky mode, need to multiply by 2. ds_x1 <<= 1; ds_x2 <<= 1; dest = ylookup[ds_y] + columnofs[ds_x1]; do { // Calculate current texture index in u,v. ytemp = (position >> 4) & 0x0fc0; xtemp = (position >> 26); spot = xtemp | ytemp; // Lowres/blocky mode does it twice, // while scale is adjusted appropriately. *dest++ = ds_colormap[ds_source[spot]]; *dest++ = ds_colormap[ds_source[spot]]; position += step; } 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] = I_VideoBuffer + (i+viewwindowy)*SCREENWIDTH; } // // R_FillBackScreen // Fills the back screen with a pattern // for variable screen sizes // Also draws a beveled edge. // // haleyjd 08/29/10: [STRIFE] Added support for configurable back_flat. // void R_FillBackScreen (void) { byte* src; byte* dest; int x; int y; patch_t* patch; char *name; // If we are running full screen, there is no need to do any of this, // and the background buffer can be freed if it was previously in use. if (scaledviewwidth == SCREENWIDTH) { if (background_buffer != NULL) { Z_Free(background_buffer); background_buffer = NULL; } return; } // Allocate the background buffer if necessary if (background_buffer == NULL) { background_buffer = Z_Malloc(SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT), PU_STATIC, NULL); } // haleyjd 08/29/10: [STRIFE] Use configurable back_flat name = back_flat; src = W_CacheLumpName(name, PU_CACHE); dest = background_buffer; 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); } } // Draw screen and bezel; this is done to a separate screen buffer. V_UseBuffer(background_buffer); patch = W_CacheLumpName(DEH_String("brdr_t"),PU_CACHE); for (x=0 ; x<scaledviewwidth ; x+=8) V_DrawPatch(viewwindowx+x, viewwindowy-8, patch); patch = W_CacheLumpName(DEH_String("brdr_b"),PU_CACHE); for (x=0 ; x<scaledviewwidth ; x+=8) V_DrawPatch(viewwindowx+x, viewwindowy+viewheight, patch); patch = W_CacheLumpName(DEH_String("brdr_l"),PU_CACHE); for (y=0 ; y<viewheight ; y+=8) V_DrawPatch(viewwindowx-8, viewwindowy+y, patch); patch = W_CacheLumpName(DEH_String("brdr_r"),PU_CACHE); for (y=0 ; y<viewheight ; y+=8) V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy+y, patch); // Draw beveled edge. V_DrawPatch(viewwindowx-8, viewwindowy-8, W_CacheLumpName(DEH_String("brdr_tl"),PU_CACHE)); V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy-8, W_CacheLumpName(DEH_String("brdr_tr"),PU_CACHE)); V_DrawPatch(viewwindowx-8, viewwindowy+viewheight, W_CacheLumpName(DEH_String("brdr_bl"),PU_CACHE)); V_DrawPatch(viewwindowx+scaledviewwidth, viewwindowy+viewheight, W_CacheLumpName(DEH_String("brdr_br"),PU_CACHE)); V_RestoreBuffer(); } // // 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. if (background_buffer != NULL) { memcpy(I_VideoBuffer + ofs, background_buffer + 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); }