📄 r_draw.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: r_draw.c,v 1.2 2003/09/08 22:34:31 jasonk Exp $//// 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: r_draw.c,v $// Revision 1.2 2003/09/08 22:34:31 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:54 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// The actual span/column drawing functions.// Here find the main potential for optimization,// e.g. inline assembly, different algorithms.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: r_draw.c,v 1.2 2003/09/08 22:34:31 jasonk Exp $";#include "doomdef.h"#include "i_system.h"#include "z_zone.h"#include "w_wad.h"#include "r_local.h"// Needs access to LFB (guess what).#include "v_video.h"// State.#include "doomstat.h"// ?#define MAXWIDTH 1120#define MAXHEIGHT 832// status bar height at bottom of screen#define SBARHEIGHT 32//// All drawing to the view buffer is accomplished in this file.// The other refresh files only know about ccordinates,// not the architecture of the frame buffer.// Conveniently, the frame buffer is a linear one,// and we need only the base address,// and the total size == width*height*depth/8.,//byte* viewimage; int viewwidth;int scaledviewwidth;int viewheight;int viewwindowx;int viewwindowy; byte* ylookup[MAXHEIGHT]; int columnofs[MAXWIDTH]; // Color tables for different players,// translate a limited part to another// (color ramps used for suit colors).//byte translations[3][256]; //// R_DrawColumn// Source is the top of the column to scale.//lighttable_t* dc_colormap; int dc_x; int dc_yl; int dc_yh; fixed_t dc_iscale; fixed_t dc_texturemid;// first pixel in a column (possibly virtual) byte* dc_source; // just for profiling int dccount;//// A column is a vertical slice/span from a wall texture that,// given the DOOM style restrictions on the view orientation,// will always have constant z depth.// Thus a special case loop for very fast rendering can// be used. It has also been used with Wolfenstein 3D.// void R_DrawColumn (void) { int count; byte* dest; fixed_t frac; fixed_t fracstep; count = dc_yh - dc_yl; // Zero length, column does not exceed a pixel. if (count < 0) return; #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); #endif // Framebuffer destination address. // Use ylookup LUT to avoid multiply with ScreenWidth. // Use columnofs LUT for subwindows? dest = ylookup[dc_yl] + columnofs[dc_x]; // Determine scaling, // which is the only mapping to be done. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl-centery)*fracstep; // Inner loop that does the actual texture mapping, // e.g. a DDA-lile scaling. // This is as fast as it gets. do { // Re-map color indices from wall texture column // using a lighting/special effects LUT. *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; dest += SCREENWIDTH; frac += fracstep; } while (count--); } // UNUSED.// Loop unrolled.#if 0void 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--; } }#endifvoid R_DrawColumnLow (void) { int count; byte* dest; byte* dest2; fixed_t frac; fixed_t fracstep; count = dc_yh - dc_yl; // Zero length. if (count < 0) return; #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) { I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); } // dccount++; #endif // Blocky mode, need to multiply by 2. dc_x <<= 1; dest = ylookup[dc_yl] + columnofs[dc_x]; dest2 = ylookup[dc_yl] + columnofs[dc_x+1]; fracstep = dc_iscale; frac = dc_texturemid + (dc_yl-centery)*fracstep; do { // Hack. Does not work corretly. *dest2 = *dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]]; dest += SCREENWIDTH; dest2 += SCREENWIDTH; frac += fracstep; } while (count--);}//// Spectre/Invisibility.//#define FUZZTABLE 50 #define FUZZOFF (SCREENWIDTH)int fuzzoffset[FUZZTABLE] ={ FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF, FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF, FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF, FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF }; int fuzzpos = 0; //// Framebuffer postprocessing.// Creates a fuzzy image by copying pixels// from adjacent ones to left and right.// Used with an all black colormap, this// could create the SHADOW effect,// i.e. spectres and invisible players.//void R_DrawFuzzColumn (void) { int count; byte* dest; fixed_t frac; fixed_t fracstep; // Adjust borders. Low... if (!dc_yl) dc_yl = 1; // .. and high. if (dc_yh == viewheight-1) dc_yh = viewheight - 2; count = dc_yh - dc_yl; // Zero length. if (count < 0) return; #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) { I_Error ("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); }#endif // Keep till detailshift bug in blocky mode fixed, // or blocky mode removed. /* WATCOM code if (detailshift) { if (dc_x & 1) { outpw (GC_INDEX,GC_READMAP+(2<<8) ); outp (SC_INDEX+1,12); } else { outpw (GC_INDEX,GC_READMAP); outp (SC_INDEX+1,3); } dest = destview + dc_yl*80 + (dc_x>>1); } else { outpw (GC_INDEX,GC_READMAP+((dc_x&3)<<8) ); outp (SC_INDEX+1,1<<(dc_x&3)); dest = destview + dc_yl*80 + (dc_x>>2); }*/ // Does not work with blocky mode. dest = ylookup[dc_yl] + columnofs[dc_x]; // Looks familiar. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl-centery)*fracstep; // Looks like an attempt at dithering, // using the colormap #6 (of 0-31, a bit // brighter than average). do { // Lookup framebuffer, and retrieve // a pixel that is either one column // left or right of the current one. // Add index from colormap to index. *dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]]; // Clamp table lookup index. if (++fuzzpos == FUZZTABLE) fuzzpos = 0; dest += SCREENWIDTH; frac += fracstep; } while (count--); } //// R_DrawTranslatedColumn// Used to draw player sprites// with the green colorramp mapped to others.// Could be used with different translation// tables, e.g. the lighter colored version// of the BaronOfHell, the HellKnight, uses// identical sprites, kinda brightened up.//byte* dc_translation;byte* translationtables;void R_DrawTranslatedColumn (void) { int count; byte* dest; fixed_t frac; fixed_t fracstep; count = dc_yh - dc_yl; if (count < 0) return; #ifdef RANGECHECK if ((unsigned)dc_x >= SCREENWIDTH || dc_yl < 0 || dc_yh >= SCREENHEIGHT) { I_Error ( "R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x); } #endif // WATCOM VGA specific. /* Keep for fixing. if (detailshift) { if (dc_x & 1) outp (SC_INDEX+1,12); else outp (SC_INDEX+1,3); dest = destview + dc_yl*80 + (dc_x>>1); } else { outp (SC_INDEX+1,1<<(dc_x&3)); dest = destview + dc_yl*80 + (dc_x>>2); }*/ // FIXME. As above. dest = ylookup[dc_yl] + columnofs[dc_x]; // Looks familiar. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl-centery)*fracstep; // Here we do an additional index re-mapping. do
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