RingRacers/src/r_main.c
Eidolon f7ec2f182f Uncapped (squashed v2)
Squashed SRB2 2.2 Public uncapped without UDMF merge

Implement interpolation at the renderer level

Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.

Place Frame Interpolation in "Experimental" video options header

This seems like an appropriate way to describe the feature for now.

Add smooth level platter under interpolation, `renderdeltatics`

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Add smooth rendering to save select screen

Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll

Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.

Ensure + commands get executed before map start

Always have precise_t defined

Fix misc dropshadow issues

Reset view interpolation on level load

Remove unnecessary precipmobj thinker hack

Add reset interpolation state functions

Reset precip interpolation on snap to ceil

Reset mobj interp state on TeleportMove

Only swap view interp state if a tick is run

Run anti-lag chasecam at tic frequency

Fixes jittery and unstable chasecam in high latency netgames

Homogenize mobj interpolations

Add sector plane level interpolations

Add SectorScroll interpolator

Add SideScroll interpolator

Add Polyobj interpolator

Intialize interpolator list at a better time

Delete interpolators associated with thinkers

Interpolate mobj angles and player drawangle

Interpolate HWR_DrawModel

Add functions to handle interpolation

Much less code duplication

P_InitAngle, to fix angle interpolation on spawning objects

Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.

Do not speed up underwater/heatwave effect in OpenGL

Closer OpenGL underwater/heatwave effect to Software

Interpolate from time of previous tic

Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.

Consider this the proper fix to 6ecac4159a too.

Calculate FPS stuff even if frame is skipped

I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.

Keep rect in memory

Feel better about this than creating one all da time

Lots of FPS stuff

- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)

Misc changes after Kart cherry-picks

Fix renderdeltatics with new timing data

Update mobj oldstates before all thinkers

Allow FPS cap values

Adjust how FPS cap is checked to improve FPS stability

Fix precip crash from missing vars

Improve the framerate limiter's timing for extreme stable FPS

Handle the sleep at the end of D_SRB2Loop instead of the start

Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.

Reset mobj interp state on add

Add mobj interpolator on load netgame

Move mobj interpolators to r_fps

Dynamic slope interpolators

I_GetFrameTime to try and improve frame pace

(It doesn't feel that much better though.)

Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code

Fix plane interpolation light level flickering

Fix flickering plane interpolation for OpenGL in the exact same way

Funny OpenGL renderer being at least 50% copy-pasted Software code :)

P_SetOrigin & P_MoveOrigin to replace P_TeleportMove

Convert P_TeleportMove use to origin funcs

Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.

Waypoint polyobjects interpolate z & children

Add interpolation to more moving plane types

Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)

Reset overlays interp states each TryRunTics

Interpolate model interpolation (lol)

Use interp tracer pos for GL linkdraw

Papersprite angle interpolation

Makes the ending signpost smooth

Move intermission emerald bounce to ticker

Bring back shadows on polyobjects

Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.

Fix a bunch of ticking in hu_ drawing functions

Revert "Reset overlays interp states each TryRunTics"

This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.

Move intro ticking out of the drawer

Adjust 1up monitor icon z offsets

Fixes interpolation issues with 1up monitors.

Delta time choose player menu animations

Add drawerlib deltaTime function

Interpolate afterimages further back

Use old sleep in dedicated mode

Clamp cechotimer to 0

Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).

Revert "Remove unnecessary precipmobj thinker hack"

This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.

Fix frame pacing when game lags behind

The frame timestamp should've been made at the start of the frame, not the end.

Fix I_FrameCapSleep not respecting cpusleep

Jonathan Joestar bruh

Allow dedicated to use precise sleep timing again

Instead of only using one old sleep, just enforce framerate cap to match TICRATE.

Make Lua TeleportMove call MoveOrigin

Reset Metal fume interp state on appear

Add interpdebug

Put interpdebug stuff in perfstats instead

Add timescale cvar

Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!

Enable timescale outside of DEVELOP builds

It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!

Force interpolation when timescale != 1.0

Reset old_z in MT_LOCKON think

Fixes interpolation artifacting due to spawn pos.

Fix cutscenes in interp

Fix boss1 laser in interp

Interpolate mobj scale

Precalculate refresh rate

Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well

Fix interp scaling crashing software

Reset interp scale when Lua sets .scale

Disable angle interp on fresh mobjs

Fix interp scale crash for hires sprites

Interp shadow scales

Copy interp state in P_SpawnMobjFromMobj

Fix multiplayer character select

Don't interpolate mobj state if frac = 1.0

Fix Mario block item placement

Interpolate spritescale/offset x/y

Fix offset copies for SpawnMobjFromMobj

THANKS SAL

Add Lua HUD drawlists

Buffers draw calls between tics to ensure hooks
run at the originally intended rate.

Rename drawerlib deltaTime to getDeltaTime

Make renderisnewtic is false between tics

I know what I'm doing! I swear

Completely refactor timing system

Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.

This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.

Ensure mobj interpolators reset on level load

Ensure view is not interpolated on first frame

Disable sprite offset interpolation (for now)

Refactor timing code even more

System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.

Adjust spawned mobj z by gravity inversion

Only check VERTICALFLIP for old_z calc

Fix Marathon Mode menu for uncapped

Move screenshot code before timing

Only play emerald hunt sounds on new tics

Restore deleted zofs (fixes signpost sparkles etc)

Revert to before screenUpdate boolean was added

Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.

Run UpdateLevelInterpolators in preticker

Fixes KartKrew/Kart-Public#10

Run UpdateMobjInterpolators in preticker

Reset view interp in preticker

Add per-split player view resets
2022-05-06 22:47:39 -05:00

1677 lines
40 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_main.c
/// \brief Rendering main loop and setup functions,
/// utility functions (BSP, geometry, trigonometry).
/// See tables.c, too.
#include "doomdef.h"
#include "g_game.h"
#include "g_input.h"
#include "r_local.h"
#include "r_splats.h" // faB(21jan): testing
#include "r_sky.h"
#include "hu_stuff.h"
#include "st_stuff.h"
#include "p_local.h"
#include "keys.h"
#include "i_video.h"
#include "m_menu.h"
#include "am_map.h"
#include "d_main.h"
#include "v_video.h"
//#include "p_spec.h"
#include "p_setup.h"
#include "z_zone.h"
#include "m_random.h" // quake camera shake
#include "r_portal.h"
#include "r_main.h"
#include "i_system.h" // I_GetPreciseTime
#include "doomstat.h" // MAXSPLITSCREENPLAYERS
#include "r_fps.h" // Frame interpolation/uncapped
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
//profile stuff ---------------------------------------------------------
//#define TIMING
#ifdef TIMING
#include "p5prof.h"
INT64 mycount;
INT64 mytotal = 0;
//unsigned long nombre = 100000;
#endif
//profile stuff ---------------------------------------------------------
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW 2048
// increment every time a check is made
size_t validcount = 1;
INT32 centerx, centery;
fixed_t centerxfrac, centeryfrac;
fixed_t projection[MAXSPLITSCREENPLAYERS];
fixed_t projectiony[MAXSPLITSCREENPLAYERS]; // aspect ratio
fixed_t fovtan[MAXSPLITSCREENPLAYERS]; // field of view
// just for profiling purposes
size_t framecount;
size_t loopcount;
fixed_t viewx, viewy, viewz;
angle_t viewangle, aimingangle, viewroll;
UINT8 viewssnum;
fixed_t viewcos, viewsin;
sector_t *viewsector;
player_t *viewplayer;
mobj_t *r_viewmobj;
int r_splitscreen;
fixed_t rendertimefrac;
fixed_t renderdeltatics;
boolean renderisnewtic;
//
// precalculated math tables
//
angle_t clipangle[MAXSPLITSCREENPLAYERS];
angle_t doubleclipangle[MAXSPLITSCREENPLAYERS];
// 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.
INT32 viewangletox[MAXSPLITSCREENPLAYERS][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[MAXSPLITSCREENPLAYERS][MAXVIDWIDTH+1];
lighttable_t *scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
lighttable_t *scalelightfixed[MAXLIGHTSCALE];
lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
// Hack to support extra boom colormaps.
extracolormap_t *extra_colormaps = NULL;
// Render stats
precise_t ps_prevframetime = 0;
precise_t ps_rendercalltime = 0;
precise_t ps_uitime = 0;
precise_t ps_swaptime = 0;
precise_t ps_bsptime = 0;
precise_t ps_sw_spritecliptime = 0;
precise_t ps_sw_portaltime = 0;
precise_t ps_sw_planetime = 0;
precise_t ps_sw_maskedtime = 0;
int ps_numbspcalls = 0;
int ps_numsprites = 0;
int ps_numdrawnodes = 0;
int ps_numpolyobjects = 0;
static CV_PossibleValue_t drawdist_cons_t[] = {
/*{256, "256"},*/ {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{3072, "3072"}, {4096, "4096"}, {6144, "6144"},
{8192, "8192"}, {0, "Infinite"}, {0, NULL}};
static CV_PossibleValue_t drawdist_precip_cons_t[] = {
{256, "256"}, {512, "512"}, {768, "768"},
{1024, "1024"}, {1536, "1536"}, {2048, "2048"},
{0, "None"}, {0, NULL}};
static CV_PossibleValue_t fov_cons_t[] = {{60*FRACUNIT, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t translucenthud_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
static CV_PossibleValue_t maxportals_cons_t[] = {{0, "MIN"}, {12, "MAX"}, {0, NULL}}; // lmao rendering 32 portals, you're a card
static CV_PossibleValue_t homremoval_cons_t[] = {{0, "No"}, {1, "Yes"}, {2, "Flash"}, {0, NULL}};
static void Fov_OnChange(void);
static void ChaseCam_OnChange(void);
static void ChaseCam2_OnChange(void);
static void ChaseCam3_OnChange(void);
static void ChaseCam4_OnChange(void);
consvar_t cv_tailspickup = CVAR_INIT ("tailspickup", "On", CV_NETVAR|CV_NOSHOWHELP, CV_OnOff, NULL);
consvar_t cv_chasecam[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("chasecam", "On", CV_CALL, CV_OnOff, ChaseCam_OnChange),
CVAR_INIT ("chasecam2", "On", CV_CALL, CV_OnOff, ChaseCam2_OnChange),
CVAR_INIT ("chasecam3", "On", CV_CALL, CV_OnOff, ChaseCam3_OnChange),
CVAR_INIT ("chasecam4", "On", CV_CALL, CV_OnOff, ChaseCam4_OnChange)
};
consvar_t cv_shadow = CVAR_INIT ("shadow", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_skybox = CVAR_INIT ("skybox", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_ffloorclip = CVAR_INIT ("ffloorclip", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_allowmlook = CVAR_INIT ("allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_showhud = CVAR_INIT ("showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize);
consvar_t cv_translucenthud = CVAR_INIT ("translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL);
consvar_t cv_drawdist = CVAR_INIT ("drawdist", "8192", CV_SAVE, drawdist_cons_t, NULL);
consvar_t cv_drawdist_precip = CVAR_INIT ("drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL);
consvar_t cv_fov[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("fov", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange),
CVAR_INIT ("fov2", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange),
CVAR_INIT ("fov3", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange),
CVAR_INIT ("fov4", "90", CV_FLOAT|CV_CALL, fov_cons_t, Fov_OnChange)
};
// Okay, whoever said homremoval causes a performance hit should be shot.
consvar_t cv_homremoval = CVAR_INIT ("homremoval", "Yes", CV_SAVE, homremoval_cons_t, NULL);
consvar_t cv_maxportals = CVAR_INIT ("maxportals", "2", CV_SAVE, maxportals_cons_t, NULL);
consvar_t cv_renderstats = CVAR_INIT ("renderstats", "Off", 0, CV_OnOff, NULL);
void SplitScreen_OnChange(void)
{
UINT8 i;
/*
local splitscreen is updated before you're in a game,
so this is the first value for renderer splitscreen
*/
r_splitscreen = splitscreen;
// recompute screen size
R_ExecuteSetViewSize();
if (!demo.playback)
{
for (i = 1; i < MAXSPLITSCREENPLAYERS; i++)
{
if (i > splitscreen)
CL_RemoveSplitscreenPlayer(displayplayers[i]);
else
CL_AddSplitscreenPlayer();
}
if (server && !netgame)
multiplayer = splitscreen;
}
else
{
for (i = 1; i < MAXSPLITSCREENPLAYERS; i++)
displayplayers[i] = consoleplayer;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && i != consoleplayer)
{
UINT8 j;
for (j = 1; j < MAXSPLITSCREENPLAYERS; j++)
{
if (displayplayers[j] == consoleplayer)
{
displayplayers[j] = i;
break;
}
}
if (j == MAXSPLITSCREENPLAYERS)
break;
}
}
}
}
static void Fov_OnChange(void)
{
R_SetViewSize();
}
static void ChaseCam_OnChange(void)
{
;
}
static void ChaseCam2_OnChange(void)
{
;
}
static void ChaseCam3_OnChange(void)
{
;
}
static void ChaseCam4_OnChange(void)
{
;
}
//
// R_PointOnSide
// Traverse BSP (sub) tree,
// check point against partition plane.
// Returns side 0 (front) or 1 (back).
//
// killough 5/2/98: reformatted
//
INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node)
{
if (!node->dx)
return x <= node->x ? node->dy > 0 : node->dy < 0;
if (!node->dy)
return y <= node->y ? node->dx < 0 : node->dx > 0;
x -= node->x;
y -= node->y;
// Try to quickly decide by looking at sign bits.
if ((node->dy ^ node->dx ^ x ^ y) < 0)
return (node->dy ^ x) < 0; // (left is negative)
return FixedMul(y, node->dx>>FRACBITS) >= FixedMul(node->dy>>FRACBITS, x);
}
// killough 5/2/98: reformatted
INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line)
{
fixed_t lx = line->v1->x;
fixed_t ly = line->v1->y;
fixed_t ldx = line->v2->x - lx;
fixed_t ldy = line->v2->y - ly;
if (!ldx)
return x <= lx ? ldy > 0 : ldy < 0;
if (!ldy)
return y <= ly ? ldx < 0 : ldx > 0;
x -= lx;
y -= ly;
// Try to quickly decide by looking at sign bits.
if ((ldy ^ ldx ^ x ^ y) < 0)
return (ldy ^ x) < 0; // (left is negative)
return FixedMul(y, ldx>>FRACBITS) >= FixedMul(ldy>>FRACBITS, x);
}
//
// 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. The +1 size of tantoangle[]
// is to handle the case when x==y without additional
// checking.
//
// killough 5/2/98: reformatted, cleaned up
angle_t R_PointToAngle(fixed_t x, fixed_t y)
{
return R_PointToAngle2(viewx, viewy, x, y);
}
// Similar to R_PointToAngle, but requires an additional player_t argument.
// If this player is a local displayplayer, this will base off the calculations off of their camera instead, otherwise use viewx/viewy as usual.
// Yes this is kinda ghetto.
angle_t R_PointToAnglePlayer(player_t *player, fixed_t x, fixed_t y)
{
fixed_t refx = viewx, refy = viewy;
camera_t *cam = NULL;
UINT8 i;
for (i = 0; i < r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
cam = &camera[i];
break;
}
}
// use whatever cam we found's coordinates.
if (cam != NULL)
{
refx = cam->x;
refy = cam->y;
}
return R_PointToAngle2(refx, refy, x, y);
}
// This version uses 64-bit variables to avoid overflows with large values.
// Currently used only by OpenGL rendering.
angle_t R_PointToAngle64(INT64 x, INT64 y)
{
return (y -= viewy, (x -= viewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDivEx(y,x)] : // octant 0
ANGLE_90-tantoangle[SlopeDivEx(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDivEx(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDivEx(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDivEx(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDivEx(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDivEx(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDivEx(x,y)] : // octant 5
0;
}
angle_t R_PointToAngle2(fixed_t pviewx, fixed_t pviewy, fixed_t x, fixed_t y)
{
return (y -= pviewy, (x -= pviewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
}
fixed_t R_PointToDist2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1)
{
return FixedHypot(px1 - px2, py1 - py2);
}
// Little extra utility. Works in the same way as R_PointToAngle2
fixed_t R_PointToDist(fixed_t x, fixed_t y)
{
return R_PointToDist2(viewx, viewy, x, y);
}
angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1)
{
INT64 dx = x1-x2;
INT64 dy = y1-y2;
if (dx < INT32_MIN || dx > INT32_MAX || dy < INT32_MIN || dy > INT32_MAX)
{
x1 = (int)(dx / 2 + x2);
y1 = (int)(dy / 2 + y2);
}
return (y1 -= y2, (x1 -= x2) || y1) ?
x1 >= 0 ?
y1 >= 0 ?
(x1 > y1) ? tantoangle[SlopeDivEx(y1,x1)] : // octant 0
ANGLE_90-tantoangle[SlopeDivEx(x1,y1)] : // octant 1
x1 > (y1 = -y1) ? 0-tantoangle[SlopeDivEx(y1,x1)] : // octant 8
ANGLE_270+tantoangle[SlopeDivEx(x1,y1)] : // octant 7
y1 >= 0 ? (x1 = -x1) > y1 ? ANGLE_180-tantoangle[SlopeDivEx(y1,x1)] : // octant 3
ANGLE_90 + tantoangle[SlopeDivEx(x1,y1)] : // octant 2
(x1 = -x1) > (y1 = -y1) ? ANGLE_180+tantoangle[SlopeDivEx(y1,x1)] : // octant 4
ANGLE_270-tantoangle[SlopeDivEx(x1,y1)] : // octant 5
0;
}
//
// R_ScaleFromGlobalAngle
// Returns the texture mapping scale for the current line (horizontal span)
// at the given angle.
// rw_distance must be calculated first.
//
// killough 5/2/98: reformatted, cleaned up
//
// note: THIS IS USED ONLY FOR WALLS!
fixed_t R_ScaleFromGlobalAngle(angle_t visangle)
{
angle_t anglea = ANGLE_90 + (visangle-viewangle);
angle_t angleb = ANGLE_90 + (visangle-rw_normalangle);
fixed_t den = FixedMul(rw_distance, FINESINE(anglea>>ANGLETOFINESHIFT));
// proff 11/06/98: Changed for high-res
fixed_t num = FixedMul(projectiony[viewssnum],
FINESINE(angleb>>ANGLETOFINESHIFT));
if (den > num>>16)
{
num = FixedDiv(num, den);
if (num > 64*FRACUNIT)
return 64*FRACUNIT;
if (num < 256)
return 256;
return num;
}
return 64*FRACUNIT;
}
//
// R_DoCulling
// Checks viewz and top/bottom heights of an item against culling planes
// Returns true if the item is to be culled, i.e it shouldn't be drawn!
// if ML_NOCLIMB is set, the camera view is required to be in the same area for culling to occur
boolean R_DoCulling(line_t *cullheight, line_t *viewcullheight, fixed_t vz, fixed_t bottomh, fixed_t toph)
{
fixed_t cullplane;
if (!cullheight)
return false;
cullplane = cullheight->frontsector->floorheight;
if (cullheight->flags & ML_NOCLIMB) // Group culling
{
if (!viewcullheight)
return false;
// Make sure this is part of the same group
if (viewcullheight->frontsector == cullheight->frontsector)
{
// OK, we can cull
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
}
else // Quick culling
{
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
return false;
}
//
// R_InitTextureMapping
//
static void R_InitTextureMapping(int s)
{
INT32 i;
INT32 x;
INT32 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(projection[s],
FINETANGENT(FINEANGLES/4+FIELDOFVIEW/2));
focallengthf[s] = FIXED_TO_FLOAT(focallength);
for (i = 0; i < FINEANGLES/2; i++)
{
if (FINETANGENT(i) > fovtan[s]*2)
t = -1;
else if (FINETANGENT(i) < -fovtan[s]*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[s][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[s][i] > x)
i++;
xtoviewangle[s][x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
if (viewangletox[s][i] == -1)
viewangletox[s][i] = 0;
else if (viewangletox[s][i] == viewwidth+1)
viewangletox[s][i] = viewwidth;
}
clipangle[s] = xtoviewangle[s][0];
doubleclipangle[s] = clipangle[s]*2;
}
//
// R_InitLightTables
// Only inits the zlight table,
// because the scalelight table changes with view size.
//
#define DISTMAP 2
static inline void R_InitLightTables(void)
{
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
INT32 scale;
// Calculate the light levels to use
// for each level / distance combination.
for (i = 0; i < LIGHTLEVELS; i++)
{
startmapl = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j = 0; j < MAXLIGHTZ; j++)
{
//added : 02-02-98 : use BASEVIDWIDTH, vid.width is not set already,
// and it seems it needs to be calculated only once.
scale = FixedDiv((BASEVIDWIDTH/2*FRACUNIT), (j+1)<<LIGHTZSHIFT);
scale >>= LIGHTSCALESHIFT;
level = startmapl - scale/DISTMAP;
if (level < 0)
level = 0;
if (level >= NUMCOLORMAPS)
level = NUMCOLORMAPS-1;
zlight[i][j] = colormaps + level*256;
}
}
}
//#define WOUGHMP_WOUGHMP // I got a fish-eye lens - I'll make a rap video with a couple of friends
// it's kinda laggy sometimes
#ifdef WOUGHMP_WOUGHMP
#define AHHHH_IM_SO_MAAAAD { 0U, 0, FRACUNIT, NULL, 0, 0, {0}, {0}, false }
#else
#define AHHHH_IM_SO_MAAAAD { 0U, FRACUNIT, NULL, 0, 0, {0}, {0}, false }
#endif
static struct viewmorph {
angle_t rollangle; // pre-shifted by fineshift
#ifdef WOUGHMP_WOUGHMP
fixed_t fisheye;
#endif
fixed_t zoomneeded;
INT32 *scrmap;
INT32 scrmapsize;
INT32 x1; // clip rendering horizontally for efficiency
INT16 ceilingclip[MAXVIDWIDTH], floorclip[MAXVIDWIDTH];
boolean use;
} viewmorph[MAXSPLITSCREENPLAYERS] = {
AHHHH_IM_SO_MAAAAD,
AHHHH_IM_SO_MAAAAD,
AHHHH_IM_SO_MAAAAD,
AHHHH_IM_SO_MAAAAD,
};
#undef AHHHH_IM_SO_MAAAAD
void R_CheckViewMorph(int s)
{
struct viewmorph * v = &viewmorph[s];
float zoomfactor, rollcos, rollsin;
float x1, y1, x2, y2;
fixed_t temp;
INT32 end, vx, vy, pos, usedpos;
INT32 realend;
INT32 usedx, usedy;
INT32 width = vid.width;
INT32 height = vid.height;
INT32 halfwidth;
INT32 halfheight;
#ifdef WOUGHMP_WOUGHMP
float fisheyemap[MAXVIDWIDTH/2 + 1];
#endif
angle_t rollangle = viewroll;
#ifdef WOUGHMP_WOUGHMP
fixed_t fisheye = cv_cam2_turnmultiplier.value; // temporary test value
#endif
rollangle >>= ANGLETOFINESHIFT;
rollangle = ((rollangle+2) & ~3) & FINEMASK; // Limit the distinct number of angles to reduce recalcs from angles changing a lot.
#ifdef WOUGHMP_WOUGHMP
fisheye &= ~0x7FF; // Same
#endif
if (r_splitscreen > 0)
{
height /= 2;
if (r_splitscreen > 1)
{
width /= 2;
}
}
halfwidth = width / 2;
halfheight = height / 2;
if (rollangle == v->rollangle &&
#ifdef WOUGHMP_WOUGHMP
fisheye == v->fisheye &&
#endif
v->scrmapsize == width * height)
return; // No change
v->rollangle = rollangle;
#ifdef WOUGHMP_WOUGHMP
v->fisheye = fisheye;
#endif
if (v->rollangle == 0
#ifdef WOUGHMP_WOUGHMP
&& v->fisheye == 0
#endif
)
{
v->use = false;
v->x1 = 0;
if (v->zoomneeded != FRACUNIT)
R_SetViewSize();
v->zoomneeded = FRACUNIT;
return;
}
if (v->scrmapsize != width * height)
{
if (v->scrmap)
free(v->scrmap);
v->scrmap = malloc(width * height * sizeof(INT32));
v->scrmapsize = width * height;
}
temp = FINECOSINE(rollangle);
rollcos = FIXED_TO_FLOAT(temp);
temp = FINESINE(rollangle);
rollsin = FIXED_TO_FLOAT(temp);
// Calculate maximum zoom needed
x1 = (width * fabsf(rollcos) + height * fabsf(rollsin)) / width;
y1 = (height * fabsf(rollcos) + width * fabsf(rollsin)) / height;
#ifdef WOUGHMP_WOUGHMP
if (fisheye)
{
float f = FIXED_TO_FLOAT(fisheye);
for (vx = 0; vx <= halfwidth; vx++)
fisheyemap[vx] = 1.0f / cos(atan(vx * f / halfwidth));
f = cos(atan(f));
if (f < 1.0f)
{
x1 /= f;
y1 /= f;
}
}
#endif
temp = max(x1, y1)*FRACUNIT;
if (temp < FRACUNIT)
temp = FRACUNIT;
else
temp |= 0x3FFF; // Limit how many times the viewport needs to be recalculated
//CONS_Printf("Setting zoom to %f\n", FIXED_TO_FLOAT(temp));
if (temp != v->zoomneeded)
{
v->zoomneeded = temp;
R_SetViewSize();
}
zoomfactor = FIXED_TO_FLOAT(v->zoomneeded);
realend = end = width * height - 1;
if (r_splitscreen > 1)
{
realend = ( realend << 1 ) - width;
}
pos = 0;
// Pre-multiply rollcos and rollsin to use for positional stuff
rollcos /= zoomfactor;
rollsin /= zoomfactor;
x1 = -(halfwidth * rollcos - halfheight * rollsin);
y1 = -(halfheight * rollcos + halfwidth * rollsin);
#ifdef WOUGHMP_WOUGHMP
if (fisheye)
v->x1 = (INT32)(halfwidth - (halfwidth * fabsf(rollcos) + halfheight * fabsf(rollsin)) * fisheyemap[halfwidth]);
else
#endif
v->x1 = (INT32)(halfwidth - (halfwidth * fabsf(rollcos) + halfheight * fabsf(rollsin)));
//CONS_Printf("saving %d cols\n", v->x1);
// Set ceilingclip and floorclip
for (vx = 0; vx < width; vx++)
{
v->ceilingclip[vx] = height;
v->floorclip[vx] = -1;
}
x2 = x1;
y2 = y1;
for (vx = 0; vx < width; vx++)
{
INT16 xa, ya, xb, yb;
xa = x2+halfwidth;
ya = y2+halfheight-1;
xb = width-1-xa;
yb = height-1-ya;
v->ceilingclip[xa] = min(v->ceilingclip[xa], ya);
v->floorclip[xa] = max(v->floorclip[xa], ya);
v->ceilingclip[xb] = min(v->ceilingclip[xb], yb);
v->floorclip[xb] = max(v->floorclip[xb], yb);
x2 += rollcos;
y2 += rollsin;
}
x2 = x1;
y2 = y1;
for (vy = 0; vy < height; vy++)
{
INT16 xa, ya, xb, yb;
xa = x2+halfwidth;
ya = y2+halfheight;
xb = width-1-xa;
yb = height-1-ya;
v->ceilingclip[xa] = min(v->ceilingclip[xa], ya);
v->floorclip[xa] = max(v->floorclip[xa], ya);
v->ceilingclip[xb] = min(v->ceilingclip[xb], yb);
v->floorclip[xb] = max(v->floorclip[xb], yb);
x2 -= rollsin;
y2 += rollcos;
}
//CONS_Printf("Top left corner is %f %f\n", x1, y1);
#ifdef WOUGHMP_WOUGHMP
if (fisheye)
{
for (vy = 0; vy < halfheight; vy++)
{
x2 = x1;
y2 = y1;
x1 -= rollsin;
y1 += rollcos;
for (vx = 0; vx < width; vx++)
{
usedx = halfwidth + x2*fisheyemap[(int) floorf(fabsf(y2*zoomfactor))];
usedy = halfheight + y2*fisheyemap[(int) floorf(fabsf(x2*zoomfactor))];
usedpos = usedx + usedy*width;
v->scrmap[pos] = usedpos;
v->scrmap[end-pos] = end-usedpos;
x2 += rollcos;
y2 += rollsin;
pos++;
}
}
}
else
{
#endif
x1 += halfwidth;
y1 += halfheight;
for (vy = 0; vy < halfheight; vy++)
{
x2 = x1;
y2 = y1;
x1 -= rollsin;
y1 += rollcos;
for (vx = 0; vx < width; vx++)
{
usedx = x2;
usedy = y2;
usedpos = usedx + usedy * vid.width;
v->scrmap[pos] = usedpos;
v->scrmap[end-pos] = realend-usedpos;
x2 += rollcos;
y2 += rollsin;
pos++;
}
}
#ifdef WOUGHMP_WOUGHMP
}
#endif
v->use = true;
}
void R_ApplyViewMorph(int s)
{
UINT8 *tmpscr = screens[4];
UINT8 *srcscr = screens[0];
INT32 width = vid.width;
INT32 height = vid.height;
INT32 p;
INT32 end;
if (!viewmorph[s].use)
return;
if (r_splitscreen == 1)
{
height /= 2;
if (s == 1)
{
srcscr += vid.width * height;
}
}
else if (r_splitscreen > 1)
{
width /= 2;
height /= 2;
if (s % 2)
{
srcscr += width;
}
if (s > 1)
{
srcscr += vid.width * height;
}
}
end = width * height;
#if 0
if (cv_debug & DBG_VIEWMORPH)
{
UINT8 border = 32;
UINT8 grid = 160;
INT32 ws = vid.width / 4;
INT32 hs = vid.width * (vid.height / 4);
memcpy(tmpscr, srcscr, vid.width*vid.height);
for (p = 0; p < vid.width; p++)
{
tmpscr[viewmorph.scrmap[p]] = border;
tmpscr[viewmorph.scrmap[p + hs]] = grid;
tmpscr[viewmorph.scrmap[p + hs*2]] = grid;
tmpscr[viewmorph.scrmap[p + hs*3]] = grid;
tmpscr[viewmorph.scrmap[end - 1 - p]] = border;
}
for (p = vid.width; p < end; p += vid.width)
{
tmpscr[viewmorph.scrmap[p]] = border;
tmpscr[viewmorph.scrmap[p + ws]] = grid;
tmpscr[viewmorph.scrmap[p + ws*2]] = grid;
tmpscr[viewmorph.scrmap[p + ws*3]] = grid;
tmpscr[viewmorph.scrmap[end - 1 - p]] = border;
}
}
else
#endif
{
for (p = 0; p < end; p++)
{
tmpscr[p] = srcscr[viewmorph[s].scrmap[p]];
}
}
VID_BlitLinearScreen(tmpscr, srcscr,
width*vid.bpp, height, width*vid.bpp, vid.width);
}
angle_t R_ViewRollAngle(const player_t *player)
{
angle_t roll = player->viewrollangle;
if (cv_tilting.value)
{
if (!player->spectator)
{
roll += player->tilt;
}
if (cv_actionmovie.value)
{
int xs = intsign(quake.x),
ys = intsign(quake.y),
zs = intsign(quake.z);
roll += (xs ^ ys ^ zs) * ANG1;
}
}
return roll;
}
//
// 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;
void R_SetViewSize(void)
{
setsizeneeded = true;
}
//
// R_ExecuteSetViewSize
//
void R_ExecuteSetViewSize(void)
{
fixed_t dy;
INT32 i;
INT32 j;
INT32 level;
INT32 startmapl;
angle_t fov;
int s;
setsizeneeded = false;
if (rendermode == render_none)
return;
// status bar overlay
st_overlay = cv_showhud.value;
scaledviewwidth = vid.width;
viewheight = vid.height;
if (r_splitscreen)
viewheight >>= 1;
viewwidth = scaledviewwidth;
if (r_splitscreen > 1)
{
viewwidth >>= 1;
scaledviewwidth >>= 1;
}
centerx = viewwidth/2;
centery = viewheight/2;
centerxfrac = centerx<<FRACBITS;
centeryfrac = centery<<FRACBITS;
for (s = 0; s <= r_splitscreen; ++s)
{
fov = FixedAngle(cv_fov[s].value/2) + ANGLE_90;
fovtan[s] = FixedMul(FINETANGENT(fov >> ANGLETOFINESHIFT), viewmorph[s].zoomneeded);
if (r_splitscreen == 1) // Splitscreen FOV should be adjusted to maintain expected vertical view
fovtan[s] = 17*fovtan[s]/10;
projection[s] = projectiony[s] = FixedDiv(centerxfrac, fovtan[s]);
R_InitTextureMapping(s);
// planes
if (rendermode == render_soft)
{
// this is only used for planes rendering in software mode
j = viewheight*16;
for (i = 0; i < j; i++)
{
dy = ((i - viewheight*8)<<FRACBITS);
dy = FixedMul(abs(dy), fovtan[s]);
yslopetab[s][i] = FixedDiv(centerx*FRACUNIT, dy);
}
}
}
R_InitViewBuffer(scaledviewwidth, viewheight);
// thing clipping
for (i = 0; i < viewwidth; i++)
screenheightarray[i] = (INT16)viewheight;
// setup sky scaling
R_SetSkyScale();
// planes
if (rendermode == render_soft)
{
if (ds_su)
Z_Free(ds_su);
if (ds_sv)
Z_Free(ds_sv);
if (ds_sz)
Z_Free(ds_sz);
ds_su = ds_sv = ds_sz = NULL;
ds_sup = ds_svp = ds_szp = NULL;
}
memset(scalelight, 0xFF, sizeof(scalelight));
// Calculate the light levels to use for each level/scale combination.
for (i = 0; i< LIGHTLEVELS; i++)
{
startmapl = ((LIGHTLEVELS - 1 - i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
for (j = 0; j < MAXLIGHTSCALE; j++)
{
level = startmapl - j*vid.width/(viewwidth)/DISTMAP;
if (level < 0)
level = 0;
if (level >= NUMCOLORMAPS)
level = NUMCOLORMAPS - 1;
scalelight[i][j] = colormaps + level*256;
}
}
// continue to do the software setviewsize as long as we use the reference software view
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_SetViewSize();
#endif
am_recalc = true;
}
//
// R_Init
//
void R_Init(void)
{
// screensize independent
//I_OutputMsg("\nR_InitData");
//R_InitData(); -- split to d_main for its own startup steps since it takes AGES
CONS_Printf("R_InitColormaps()...\n");
R_InitColormaps();
//I_OutputMsg("\nR_InitViewBorder");
R_InitViewBorder();
R_SetViewSize(); // setsizeneeded is set true
//I_OutputMsg("\nR_InitPlanes");
R_InitPlanes();
// this is now done by SCR_Recalc() at the first mode set
//I_OutputMsg("\nR_InitLightTables");
R_InitLightTables();
//I_OutputMsg("\nR_InitTranslucencyTables\n");
//R_InitTranslucencyTables();
R_InitDrawNodes();
framecount = 0;
}
//
// R_PointInSubsector
//
subsector_t *R_PointInSubsector(fixed_t x, fixed_t y)
{
size_t nodenum = numnodes-1;
while (!(nodenum & NF_SUBSECTOR))
nodenum = nodes[nodenum].children[R_PointOnSide(x, y, nodes+nodenum)];
return &subsectors[nodenum & ~NF_SUBSECTOR];
}
//
// R_PointInSubsectorOrNull, same as above but returns 0 if not in subsector
//
subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y)
{
node_t *node;
INT32 side, i;
size_t nodenum;
subsector_t *ret;
seg_t *seg;
// single subsector is a special case
if (numnodes == 0)
return subsectors;
nodenum = numnodes - 1;
while (!(nodenum & NF_SUBSECTOR))
{
node = &nodes[nodenum];
side = R_PointOnSide(x, y, node);
nodenum = node->children[side];
}
ret = &subsectors[nodenum & ~NF_SUBSECTOR];
for (i = 0, seg = &segs[ret->firstline]; i < ret->numlines; i++, seg++)
{
if (seg->glseg)
continue;
//if (R_PointOnSegSide(x, y, seg)) -- breaks in ogl because polyvertex_t cast over vertex pointers
if (P_PointOnLineSide(x, y, seg->linedef) != seg->side)
return 0;
}
return ret;
}
//
// R_SetupFrame
//
static void
R_SetupCommonFrame
( player_t * player,
subsector_t * subsector)
{
newview->player = player;
newview->x += quake.x;
newview->y += quake.y;
newview->z += quake.z;
newview->roll = R_ViewRollAngle(player);
if (subsector)
newview->sector = subsector->sector;
else
newview->sector = R_PointInSubsector(newview->x, newview->y)->sector;
R_InterpolateView(rendertimefrac);
}
static void R_SetupAimingFrame(int s)
{
player_t *player = &players[displayplayers[s]];
camera_t *thiscam = &camera[s];
if (player->awayviewtics)
{
newview->aim = player->awayviewaiming;
newview->angle = player->awayviewmobj->angle;
}
else if (thiscam && thiscam->chase)
{
newview->aim = thiscam->aiming;
newview->angle = thiscam->angle;
}
else if (!demo.playback && player->playerstate != PST_DEAD)
{
newview->aim = localaiming[s];
newview->angle = localangle[s];
}
else
{
newview->aim = player->aiming;
newview->angle = player->mo->angle;
}
}
void R_SetupFrame(int s)
{
player_t *player = &players[displayplayers[s]];
camera_t *thiscam = &camera[s];
boolean chasecam = (cv_chasecam[s].value != 0);
R_SetViewContext(VIEWCONTEXT_PLAYER1 + s);
if (player->spectator) // no spectator chasecam
chasecam = false; // force chasecam off
if (chasecam && (thiscam && !thiscam->chase))
{
P_ResetCamera(player, thiscam);
thiscam->chase = true;
}
else if (!chasecam)
thiscam->chase = false;
newview->sky = false;
R_SetupAimingFrame(s);
if (player->awayviewtics)
{
// cut-away view stuff
r_viewmobj = player->awayviewmobj; // should be a MT_ALTVIEWMAN
I_Assert(r_viewmobj != NULL);
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->z = r_viewmobj->z + 20*FRACUNIT;
R_SetupCommonFrame(player, r_viewmobj->subsector);
}
else if (!player->spectator && chasecam)
// use outside cam view
{
r_viewmobj = NULL;
newview->x = thiscam->x;
newview->y = thiscam->y;
newview->z = thiscam->z + (thiscam->height>>1);
R_SetupCommonFrame(player, thiscam->subsector);
}
else
// use the player's eyes view
{
r_viewmobj = player->mo;
I_Assert(r_viewmobj != NULL);
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->z = player->viewz;
R_SetupCommonFrame(player, r_viewmobj->subsector);
}
}
void R_SkyboxFrame(int s)
{
player_t *player = &players[displayplayers[s]];
camera_t *thiscam = &camera[s];
R_SetViewContext(VIEWCONTEXT_SKY1 + s);
// cut-away view stuff
newview->sky = true;
r_viewmobj = player->skybox.viewpoint;
#ifdef PARANOIA
if (!r_viewmobj)
{
const size_t playeri = (size_t)(player - players);
I_Error("R_SkyboxFrame: r_viewmobj null (player %s)", sizeu1(playeri));
}
#endif
R_SetupAimingFrame(s);
newview->x = r_viewmobj->x;
newview->y = r_viewmobj->y;
newview->z = r_viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle!
if (mapheaderinfo[gamemap-1])
{
mapheader_t *mh = mapheaderinfo[gamemap-1];
vector3_t campos = {0,0,0}; // Position of player's actual view point
mobj_t *center = player->skybox.centerpoint;
if (player->awayviewtics) {
campos.x = player->awayviewmobj->x;
campos.y = player->awayviewmobj->y;
campos.z = player->awayviewmobj->z + 20*FRACUNIT;
} else if (thiscam->chase) {
campos.x = thiscam->x;
campos.y = thiscam->y;
campos.z = thiscam->z + (thiscam->height>>1);
} else {
campos.x = player->mo->x;
campos.y = player->mo->y;
campos.z = player->viewz;
}
// Earthquake effects should be scaled in the skybox
// (if an axis isn't used, the skybox won't shake in that direction)
campos.x += quake.x;
campos.y += quake.y;
campos.z += quake.z;
if (center) // Is there a viewpoint?
{
fixed_t x = 0, y = 0;
if (mh->skybox_scalex > 0)
x = (campos.x - center->x) / mh->skybox_scalex;
else if (mh->skybox_scalex < 0)
x = (campos.x - center->x) * -mh->skybox_scalex;
if (mh->skybox_scaley > 0)
y = (campos.y - center->y) / mh->skybox_scaley;
else if (mh->skybox_scaley < 0)
y = (campos.y - center->y) * -mh->skybox_scaley;
if (r_viewmobj->angle == 0)
{
newview->x += x;
newview->y += y;
}
else if (r_viewmobj->angle == ANGLE_90)
{
newview->x -= y;
newview->y += x;
}
else if (r_viewmobj->angle == ANGLE_180)
{
newview->x -= x;
newview->y -= y;
}
else if (r_viewmobj->angle == ANGLE_270)
{
newview->x += y;
newview->y -= x;
}
else
{
angle_t ang = r_viewmobj->angle>>ANGLETOFINESHIFT;
newview->x += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
newview->y += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
}
}
if (mh->skybox_scalez > 0)
newview->z += campos.z / mh->skybox_scalez;
else if (mh->skybox_scalez < 0)
newview->z += campos.z * -mh->skybox_scalez;
}
R_SetupCommonFrame(player, r_viewmobj->subsector);
}
boolean R_ViewpointHasChasecam(player_t *player)
{
boolean chasecam = false;
UINT8 i;
for (i = 0; i <= splitscreen; i++)
{
if (player == &players[g_localplayers[i]])
{
chasecam = (cv_chasecam[i].value != 0);
break;
}
}
if (player->playerstate == PST_DEAD || gamestate == GS_TITLESCREEN || tutorialmode)
chasecam = true; // force chasecam on
else if (player->spectator) // no spectator chasecam
chasecam = false; // force chasecam off
return chasecam;
}
boolean R_IsViewpointThirdPerson(player_t *player, boolean skybox)
{
boolean chasecam = R_ViewpointHasChasecam(player);
// cut-away view stuff
if (player->awayviewtics || skybox)
return chasecam;
// use outside cam view
else if (!player->spectator && chasecam)
return true;
// use the player's eyes view
return false;
}
static void R_PortalFrame(portal_t *portal)
{
viewx = portal->viewx;
viewy = portal->viewy;
viewz = portal->viewz;
viewangle = portal->viewangle;
viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT);
viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT);
portalclipstart = portal->start;
portalclipend = portal->end;
if (portal->clipline != -1)
{
portalclipline = &lines[portal->clipline];
portalcullsector = portalclipline->frontsector;
viewsector = portalclipline->frontsector;
}
else
{
portalclipline = NULL;
portalcullsector = NULL;
viewsector = R_PointInSubsector(viewx, viewy)->sector;
}
}
static void Mask_Pre (maskcount_t* m)
{
m->drawsegs[0] = ds_p - drawsegs;
m->vissprites[0] = visspritecount;
m->viewx = viewx;
m->viewy = viewy;
m->viewz = viewz;
m->viewsector = viewsector;
}
static void Mask_Post (maskcount_t* m)
{
m->drawsegs[1] = ds_p - drawsegs;
m->vissprites[1] = visspritecount;
}
// ================
// R_RenderView
// ================
// FAB NOTE FOR WIN32 PORT !! I'm not finished already,
// but I suspect network may have problems with the video buffer being locked
// for all duration of rendering, and being released only once at the end..
// I mean, there is a win16lock() or something that lasts all the rendering,
// so maybe we should release screen lock before each netupdate below..?
void R_RenderPlayerView(void)
{
player_t * player = &players[displayplayers[viewssnum]];
INT32 nummasks = 1;
maskcount_t* masks = malloc(sizeof(maskcount_t));
// if this is display player 1
if (cv_homremoval.value && player == &players[displayplayers[0]])
{
if (cv_homremoval.value == 1)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); // No HOM effect!
else //'development' HOM removal -- makes it blindingly obvious if HOM is spotted.
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 32+(timeinmap&15));
}
else if (r_splitscreen == 2 && player == &players[displayplayers[2]])
{
// Draw over the fourth screen so you don't have to stare at a HOM :V
V_DrawFill(viewwidth, viewheight, viewwidth, viewheight, 31|V_NOSCALESTART);
}
R_SetupFrame(viewssnum);
framecount++;
validcount++;
// Clear buffers.
R_ClearPlanes();
if (viewmorph[viewssnum].use)
{
portalclipstart = viewmorph[viewssnum].x1;
portalclipend = viewwidth-viewmorph[viewssnum].x1-1;
R_PortalClearClipSegs(portalclipstart, portalclipend);
memcpy(ceilingclip, viewmorph[viewssnum].ceilingclip, sizeof(INT16)*vid.width);
memcpy(floorclip, viewmorph[viewssnum].floorclip, sizeof(INT16)*vid.width);
}
else
{
portalclipstart = 0;
portalclipend = viewwidth;
R_ClearClipSegs();
}
R_ClearDrawSegs();
R_ClearSprites();
Portal_InitList();
// check for new console commands.
NetUpdate();
// The head node is the last node output.
Mask_Pre(&masks[nummasks - 1]);
curdrawsegs = ds_p;
//profile stuff ---------------------------------------------------------
#ifdef TIMING
mytotal = 0;
ProfZeroTimer();
#endif
ps_numbspcalls = ps_numpolyobjects = ps_numdrawnodes = 0;
ps_bsptime = I_GetPreciseTime();
R_RenderBSPNode((INT32)numnodes - 1);
ps_bsptime = I_GetPreciseTime() - ps_bsptime;
ps_numsprites = visspritecount;
#ifdef TIMING
RDMSR(0x10, &mycount);
mytotal += mycount; // 64bit add
CONS_Debug(DBG_RENDER, "RenderBSPNode: 0x%d %d\n", *((INT32 *)&mytotal + 1), (INT32)mytotal);
#endif
//profile stuff ---------------------------------------------------------
Mask_Post(&masks[nummasks - 1]);
ps_sw_spritecliptime = I_GetPreciseTime();
R_ClipSprites(drawsegs, NULL);
ps_sw_spritecliptime = I_GetPreciseTime() - ps_sw_spritecliptime;
// Add skybox portals caused by sky visplanes.
if (cv_skybox.value && player->skybox.viewpoint)
Portal_AddSkyboxPortals(player);
// Portal rendering. Hijacks the BSP traversal.
ps_sw_portaltime = I_GetPreciseTime();
if (portal_base)
{
portal_t *portal;
for(portal = portal_base; portal; portal = portal_base)
{
portalrender = portal->pass; // Recursiveness depth.
R_ClearFFloorClips();
// Apply the viewpoint stored for the portal.
R_PortalFrame(portal);
// Hack in the clipsegs to delimit the starting
// clipping for sprites and possibly other similar
// future items.
R_PortalClearClipSegs(portal->start, portal->end);
// Hack in the top/bottom clip values for the window
// that were previously stored.
Portal_ClipApply(portal);
validcount++;
masks = realloc(masks, (++nummasks)*sizeof(maskcount_t));
Mask_Pre(&masks[nummasks - 1]);
curdrawsegs = ds_p;
// Render the BSP from the new viewpoint, and clip
// any sprites with the new clipsegs and window.
R_RenderBSPNode((INT32)numnodes - 1);
Mask_Post(&masks[nummasks - 1]);
R_ClipSprites(ds_p - (masks[nummasks - 1].drawsegs[1] - masks[nummasks - 1].drawsegs[0]), portal);
Portal_Remove(portal);
}
}
ps_sw_portaltime = I_GetPreciseTime() - ps_sw_portaltime;
ps_sw_planetime = I_GetPreciseTime();
R_DrawPlanes();
ps_sw_planetime = I_GetPreciseTime() - ps_sw_planetime;
// draw mid texture and sprite
// And now 3D floors/sides!
ps_sw_maskedtime = I_GetPreciseTime();
R_DrawMasked(masks, nummasks);
ps_sw_maskedtime = I_GetPreciseTime() - ps_sw_maskedtime;
free(masks);
}
// =========================================================================
// ENGINE COMMANDS & VARS
// =========================================================================
void R_RegisterEngineStuff(void)
{
UINT8 i;
CV_RegisterVar(&cv_gravity);
CV_RegisterVar(&cv_tailspickup);
CV_RegisterVar(&cv_allowmlook);
CV_RegisterVar(&cv_homremoval);
// Enough for dedicated server
if (dedicated)
return;
CV_RegisterVar(&cv_drawdist);
CV_RegisterVar(&cv_drawdist_precip);
CV_RegisterVar(&cv_shadow);
CV_RegisterVar(&cv_skybox);
CV_RegisterVar(&cv_ffloorclip);
for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
{
CV_RegisterVar(&cv_fov[i]);
CV_RegisterVar(&cv_chasecam[i]);
CV_RegisterVar(&cv_cam_dist[i]);
CV_RegisterVar(&cv_cam_still[i]);
CV_RegisterVar(&cv_cam_height[i]);
CV_RegisterVar(&cv_cam_speed[i]);
CV_RegisterVar(&cv_cam_rotate[i]);
}
CV_RegisterVar(&cv_tilting);
CV_RegisterVar(&cv_actionmovie);
CV_RegisterVar(&cv_windowquake);
CV_RegisterVar(&cv_showhud);
CV_RegisterVar(&cv_translucenthud);
CV_RegisterVar(&cv_maxportals);
CV_RegisterVar(&cv_movebob);
// Frame interpolation/uncapped
CV_RegisterVar(&cv_fpscap);
}