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📄 r_draw.c

📁 doom游戏
💻 C
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//
// 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 == SCREENWIDTH) //SCREENWIDTH was 320 - Markus
	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; 
    } 

    // This piece of code draws borders arond status bar - Markus

    ofs  = (SCREENWIDTH * (SCREENHEIGHT - SBARHEIGHT)) - ((SCREENWIDTH - SBARWIDTH) / 2);//+= (scaledviewwidth - 320) >> 1;
    side = (SCREENWIDTH - SBARWIDTH); 

    for(i = 0;i < SBARHEIGHT - 1; i++)
    {
    R_VideoErase(ofs, side);
    ofs += SCREENWIDTH; 
    }

    R_VideoErase(ofs, side >> 1);

    
    // ? 
    V_MarkRect (0,0, SCREENWIDTH, SCREENHEIGHT-SBARHEIGHT); 

    V_MarkRect (0, SCREENHEIGHT - SBARHEIGHT, (SCREENWIDTH - SBARWIDTH) / 2 , SBARHEIGHT); 

    V_MarkRect ((SCREENWIDTH + SBARWIDTH) / 2, SCREENHEIGHT - SBARHEIGHT, ((SCREENWIDTH - SBARWIDTH) / 2) , SBARHEIGHT); 

 
} 
 
 

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