mirror of
https://github.com/KolibriOS/kolibrios.git
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c682e2d8c0
git-svn-id: svn://kolibrios.org@333 a494cfbc-eb01-0410-851d-a64ba20cac60
899 lines
18 KiB
C
899 lines
18 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Rendering main loop and setup functions,
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// utility functions (BSP, geometry, trigonometry).
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// See tables.c, too.
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//
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//-----------------------------------------------------------------------------
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//static const char rcsid[] = "$Id: r_main.c,v 1.5 1997/02/03 22:45:12 b1 Exp $";
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#include <stdlib.h>
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#include <math.h>
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#include "doomdef.h"
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#include "d_net.h"
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#include "m_bbox.h"
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#include "r_local.h"
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#include "r_sky.h"
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// Fineangles in the SCREENWIDTH wide window.
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#define FIELDOFVIEW 2048
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int viewangleoffset;
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// increment every time a check is made
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int validcount = 1;
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lighttable_t* fixedcolormap;
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extern lighttable_t** walllights;
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int centerx;
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int centery;
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fixed_t centerxfrac;
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fixed_t centeryfrac;
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fixed_t projection;
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// just for profiling purposes
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int framecount;
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int sscount;
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int linecount;
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int loopcount;
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fixed_t viewx;
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fixed_t viewy;
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fixed_t viewz;
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angle_t viewangle;
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fixed_t viewcos;
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fixed_t viewsin;
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player_t* viewplayer;
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// 0 = high, 1 = low
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int detailshift;
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//
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// precalculated math tables
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//
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angle_t clipangle;
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// The viewangletox[viewangle + FINEANGLES/4] lookup
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// maps the visible view angles to screen X coordinates,
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// flattening the arc to a flat projection plane.
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// There will be many angles mapped to the same X.
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int viewangletox[FINEANGLES/2];
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// The xtoviewangleangle[] table maps a screen pixel
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// to the lowest viewangle that maps back to x ranges
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// from clipangle to -clipangle.
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angle_t xtoviewangle[SCREENWIDTH+1];
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// UNUSED.
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// The finetangentgent[angle+FINEANGLES/4] table
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// holds the fixed_t tangent values for view angles,
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// ranging from MININT to 0 to MAXINT.
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// fixed_t finetangent[FINEANGLES/2];
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// fixed_t finesine[5*FINEANGLES/4];
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fixed_t* finecosine = &finesine[FINEANGLES/4];
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lighttable_t* scalelight[LIGHTLEVELS][MAXLIGHTSCALE];
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lighttable_t* scalelightfixed[MAXLIGHTSCALE];
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lighttable_t* zlight[LIGHTLEVELS][MAXLIGHTZ];
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// bumped light from gun blasts
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int extralight;
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void (*colfunc) (void);
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void (*basecolfunc) (void);
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void (*fuzzcolfunc) (void);
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void (*transcolfunc) (void);
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void (*spanfunc) (void);
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//
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// R_AddPointToBox
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// Expand a given bbox
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// so that it encloses a given point.
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//
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void
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R_AddPointToBox
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( int x,
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int y,
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fixed_t* box )
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{
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if (x< box[BOXLEFT])
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box[BOXLEFT] = x;
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if (x> box[BOXRIGHT])
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box[BOXRIGHT] = x;
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if (y< box[BOXBOTTOM])
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box[BOXBOTTOM] = y;
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if (y> box[BOXTOP])
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box[BOXTOP] = y;
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}
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//
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// R_PointOnSide
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// Traverse BSP (sub) tree,
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// check point against partition plane.
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// Returns side 0 (front) or 1 (back).
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//
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int
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R_PointOnSide
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( fixed_t x,
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fixed_t y,
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node_t* node )
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{
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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if (!node->dx)
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{
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if (x <= node->x)
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return node->dy > 0;
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return node->dy < 0;
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}
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if (!node->dy)
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{
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if (y <= node->y)
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return node->dx < 0;
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return node->dx > 0;
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}
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dx = (x - node->x);
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dy = (y - node->y);
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// Try to quickly decide by looking at sign bits.
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if ( (node->dy ^ node->dx ^ dx ^ dy)&0x80000000 )
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{
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if ( (node->dy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( node->dy>>FRACBITS , dx );
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right = FixedMul ( dy , node->dx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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}
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int
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R_PointOnSegSide
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( fixed_t x,
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fixed_t y,
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seg_t* line )
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{
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fixed_t lx;
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fixed_t ly;
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fixed_t ldx;
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fixed_t ldy;
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fixed_t dx;
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fixed_t dy;
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fixed_t left;
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fixed_t right;
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lx = line->v1->x;
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ly = line->v1->y;
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ldx = line->v2->x - lx;
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ldy = line->v2->y - ly;
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if (!ldx)
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{
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if (x <= lx)
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return ldy > 0;
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return ldy < 0;
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}
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if (!ldy)
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{
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if (y <= ly)
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return ldx < 0;
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return ldx > 0;
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}
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dx = (x - lx);
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dy = (y - ly);
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// Try to quickly decide by looking at sign bits.
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if ( (ldy ^ ldx ^ dx ^ dy)&0x80000000 )
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{
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if ( (ldy ^ dx) & 0x80000000 )
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{
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// (left is negative)
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return 1;
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}
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return 0;
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}
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left = FixedMul ( ldy>>FRACBITS , dx );
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right = FixedMul ( dy , ldx>>FRACBITS );
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if (right < left)
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{
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// front side
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return 0;
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}
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// back side
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return 1;
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}
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//
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// R_PointToAngle
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// To get a global angle from cartesian coordinates,
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// the coordinates are flipped until they are in
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// the first octant of the coordinate system, then
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// the y (<=x) is scaled and divided by x to get a
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// tangent (slope) value which is looked up in the
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// tantoangle[] table.
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//
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angle_t
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R_PointToAngle
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( fixed_t x,
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fixed_t y )
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{
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x -= viewx;
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y -= viewy;
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if ( (!x) && (!y) )
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return 0;
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if (x>= 0)
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{
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// x >=0
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if (y>= 0)
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{
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// y>= 0
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if (x>y)
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{
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// octant 0
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return tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 1
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return ANG90-1-tantoangle[ SlopeDiv(x,y)];
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}
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}
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else
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{
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// y<0
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y = -y;
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if (x>y)
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{
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// octant 8
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return -tantoangle[SlopeDiv(y,x)];
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}
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else
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{
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// octant 7
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return ANG270+tantoangle[ SlopeDiv(x,y)];
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}
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}
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}
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else
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{
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// x<0
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x = -x;
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if (y>= 0)
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{
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// y>= 0
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if (x>y)
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{
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// octant 3
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return ANG180-1-tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 2
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return ANG90+ tantoangle[ SlopeDiv(x,y)];
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}
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}
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else
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{
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// y<0
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y = -y;
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if (x>y)
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{
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// octant 4
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return ANG180+tantoangle[ SlopeDiv(y,x)];
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}
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else
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{
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// octant 5
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return ANG270-1-tantoangle[ SlopeDiv(x,y)];
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}
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}
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}
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return 0;
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}
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angle_t
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R_PointToAngle2
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( fixed_t x1,
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fixed_t y1,
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fixed_t x2,
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fixed_t y2 )
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{
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viewx = x1;
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viewy = y1;
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return R_PointToAngle (x2, y2);
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}
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fixed_t
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R_PointToDist
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( fixed_t x,
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fixed_t y )
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{
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int angle;
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fixed_t dx;
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fixed_t dy;
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fixed_t temp;
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fixed_t dist;
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dx = abs(x - viewx);
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dy = abs(y - viewy);
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if (dy>dx)
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{
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temp = dx;
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dx = dy;
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dy = temp;
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}
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angle = (tantoangle[ FixedDiv(dy,dx)>>DBITS ]+ANG90) >> ANGLETOFINESHIFT;
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// use as cosine
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dist = FixedDiv (dx, finesine[angle] );
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return dist;
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}
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//
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// R_InitPointToAngle
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//
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void R_InitPointToAngle (void)
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{
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// UNUSED - now getting from tables.c
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#if 0
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int i;
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long t;
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float f;
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//
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// slope (tangent) to angle lookup
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//
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for (i=0 ; i<=SLOPERANGE ; i++)
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{
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f = atan( (float)i/SLOPERANGE )/(3.141592657*2);
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t = 0xffffffff*f;
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tantoangle[i] = t;
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}
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#endif
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}
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//
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// R_ScaleFromGlobalAngle
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// Returns the texture mapping scale
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// for the current line (horizontal span)
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// at the given angle.
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// rw_distance must be calculated first.
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//
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fixed_t R_ScaleFromGlobalAngle (angle_t visangle)
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{
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fixed_t scale;
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int anglea;
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int angleb;
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int sinea;
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int sineb;
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fixed_t num;
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int den;
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// UNUSED
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#if 0
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{
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fixed_t dist;
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fixed_t z;
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fixed_t sinv;
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fixed_t cosv;
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sinv = finesine[(visangle-rw_normalangle)>>ANGLETOFINESHIFT];
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dist = FixedDiv (rw_distance, sinv);
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cosv = finecosine[(viewangle-visangle)>>ANGLETOFINESHIFT];
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z = abs(FixedMul (dist, cosv));
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scale = FixedDiv(projection, z);
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return scale;
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}
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#endif
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anglea = ANG90 + (visangle-viewangle);
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angleb = ANG90 + (visangle-rw_normalangle);
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// both sines are allways positive
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sinea = finesine[anglea>>ANGLETOFINESHIFT];
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sineb = finesine[angleb>>ANGLETOFINESHIFT];
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num = FixedMul(projection,sineb)<<detailshift;
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den = FixedMul(rw_distance,sinea);
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if (den > num>>16)
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{
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scale = FixedDiv (num, den);
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if (scale > 64*FRACUNIT)
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scale = 64*FRACUNIT;
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else if (scale < 256)
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scale = 256;
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}
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else
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scale = 64*FRACUNIT;
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return scale;
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}
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//
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// R_InitTables
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//
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void R_InitTables (void)
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{
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// UNUSED: now getting from tables.c
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#if 0
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int i;
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float a;
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float fv;
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int t;
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// viewangle tangent table
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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a = (i-FINEANGLES/4+0.5)*PI*2/FINEANGLES;
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fv = FRACUNIT*tan (a);
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t = fv;
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finetangent[i] = t;
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}
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// finesine table
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for (i=0 ; i<5*FINEANGLES/4 ; i++)
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{
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// OPTIMIZE: mirror...
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a = (i+0.5)*PI*2/FINEANGLES;
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t = FRACUNIT*sin (a);
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finesine[i] = t;
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}
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#endif
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}
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//
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// R_InitTextureMapping
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//
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void R_InitTextureMapping (void)
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{
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int i;
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int x;
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int t;
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fixed_t focallength;
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// Use tangent table to generate viewangletox:
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// viewangletox will give the next greatest x
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// after the view angle.
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//
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// Calc focallength
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// so FIELDOFVIEW angles covers SCREENWIDTH.
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focallength = FixedDiv (centerxfrac,
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finetangent[FINEANGLES/4+FIELDOFVIEW/2] );
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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if (finetangent[i] > FRACUNIT*2)
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t = -1;
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else if (finetangent[i] < -FRACUNIT*2)
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t = viewwidth+1;
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else
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{
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t = FixedMul (finetangent[i], focallength);
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t = (centerxfrac - t+FRACUNIT-1)>>FRACBITS;
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if (t < -1)
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t = -1;
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else if (t>viewwidth+1)
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t = viewwidth+1;
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}
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viewangletox[i] = t;
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}
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// Scan viewangletox[] to generate xtoviewangle[]:
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// xtoviewangle will give the smallest view angle
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// that maps to x.
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for (x=0;x<=viewwidth;x++)
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{
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i = 0;
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while (viewangletox[i]>x)
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i++;
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xtoviewangle[x] = (i<<ANGLETOFINESHIFT)-ANG90;
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}
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// Take out the fencepost cases from viewangletox.
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for (i=0 ; i<FINEANGLES/2 ; i++)
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{
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t = FixedMul (finetangent[i], focallength);
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t = centerx - t;
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if (viewangletox[i] == -1)
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viewangletox[i] = 0;
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else if (viewangletox[i] == viewwidth+1)
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viewangletox[i] = viewwidth;
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}
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clipangle = xtoviewangle[0];
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}
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//
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// R_InitLightTables
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// Only inits the zlight table,
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// because the scalelight table changes with view size.
|
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//
|
|
#define DISTMAP 2
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|
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void R_InitLightTables (void)
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{
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int i;
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int j;
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int level;
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int startmap;
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int scale;
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|
|
// Calculate the light levels to use
|
|
// for each level / distance combination.
|
|
for (i=0 ; i< LIGHTLEVELS ; i++)
|
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{
|
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startmap = ((LIGHTLEVELS-1-i)*2)*NUMCOLORMAPS/LIGHTLEVELS;
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|
for (j=0 ; j<MAXLIGHTZ ; j++)
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|
{
|
|
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 ("R_InitData\n\r");
|
|
R_InitPointToAngle ();
|
|
printf ("R_InitPointToAngle\n\r");
|
|
R_InitTables ();
|
|
// viewwidth / viewheight / detailLevel are set by the defaults
|
|
printf ("R_InitTables\n\r");
|
|
|
|
R_SetViewSize (screenblocks, detailLevel);
|
|
R_InitPlanes ();
|
|
printf ("R_InitPlanes\n\r");
|
|
R_InitLightTables ();
|
|
printf ("R_InitLightTables\n\r");
|
|
R_InitSkyMap ();
|
|
printf ("R_InitSkyMap\n\r");
|
|
R_InitTranslationTables ();
|
|
printf ("R_InitTranslationsTables\n\r");
|
|
|
|
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 ();
|
|
}
|