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r_draw.pas
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//------------------------------------------------------------------------------
//
// DoomXS - A basic Windows source port of Doom
// based on original Linux Doom as published by "id Software"
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2021-2022 by Jim Valavanis
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//------------------------------------------------------------------------------
// Site: https://sourceforge.net/projects/doomxs/
//------------------------------------------------------------------------------
unit r_draw;
interface
uses
d_delphi,
m_fixed,
r_defs;
// The span blitting interface.
// Hook in assembler or system specific BLT
// here.
procedure R_DrawColumn;
procedure R_DrawSkyColumn;
// The Spectre/Invisibility effect.
procedure R_DrawFuzzColumn;
// Draw with color translation tables,
// for player sprite rendering,
// Green/Red/Blue/Indigo shirts.
procedure R_DrawTranslatedColumn;
procedure R_VideoErase(const ofs: integer; const count: integer);
// Span blitting for rows, floor/ceiling.
// No Sepctre effect needed.
procedure R_DrawSpan;
procedure R_InitBuffer(width, height: integer);
// Initialize color translation tables,
// for player rendering etc.
procedure R_InitTranslationTables;
// Rendering function.
procedure R_FillBackScreen;
var
// R_DrawColumn
// Source is the top of the column to scale.
dc_colormap: Plighttable_tArray;
dc_iscale: fixed_t;
dc_texturemid: fixed_t;
dc_x: integer;
dc_yl: integer;
dc_yh: integer;
// first pixel in a column (possibly virtual)
dc_source: PByteArray;
translationtables: PByteArray;
dc_translation: PByteArray;
var
ds_y: integer;
ds_x1: integer;
ds_x2: integer;
ds_colormap: Plighttable_tArray;
ds_xfrac: fixed_t;
ds_yfrac: fixed_t;
ds_xstep: fixed_t;
ds_ystep: fixed_t;
// start of a 64*64 tile image
ds_source: PByteArray;
// just for profiling
dscount: integer;
viewwidth: integer;
viewheight: integer;
scaledviewwidth: integer;
viewwindowx: integer;
viewwindowy: integer;
implementation
uses
doomdef,
w_wad,
z_memory,
r_data,
r_main,
st_stuff,
// Needs access to LFB (guess what).
v_video,
doomstat;
//
// 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.,
//
var
ylookup: array[0..SCREENHEIGHT - 1] of PByteArray;
columnofs: array[0..SCREENWIDTH - 1] of integer;
procedure R_ClampDC;
begin
if dc_yl > dc_yh then
Exit;
if dc_yl < 0 then
dc_yl := 0
else if dc_yl >= viewheight then
dc_yl := viewheight - 1;
if dc_yh < 0 then
dc_yh := 0
else if dc_yh >= viewheight then
dc_yh := viewheight - 1;
end;
//
// 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.
//
procedure R_DrawColumn;
var
count: integer;
dest: PByte;
frac: fixed_t;
fracstep: fixed_t;
b: byte;
begin
R_ClampDC;
count := dc_yh - dc_yl;
// Zero length, column does not exceed a pixel.
if count < 0 then
Exit;
// 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.
if (detailshift = 1) and (count > 0) then
begin
frac := frac + fracstep div 2;
fracstep := fracstep * 2;
while count > 0 do
begin
b := dc_colormap[dc_source[(frac div FRACUNIT) and 127]];
dest^ := b;
inc(dest, SCREENWIDTH);
dest^ := b;
inc(dest, SCREENWIDTH);
inc(frac, fracstep);
dec(count, 2);
end;
fracstep := fracstep div 2;
frac := frac - fracstep div 2;
end;
while count >= 0 do
begin
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
dest^ := dc_colormap[dc_source[(frac div FRACUNIT) and 127]];
inc(dest, SCREENWIDTH);
frac := frac + fracstep;
dec(count);
end;
end;
procedure R_DrawSkyColumn;
var
count: integer;
i: integer;
dest: PByte;
frac: fixed_t;
fracstep: fixed_t;
begin
R_ClampDC;
count := dc_yh - dc_yl;
// Zero length, column does not exceed a pixel.
if count < 0 then
Exit;
// 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 := FRACUNIT * 200 div SCREENHEIGHT;
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.
for i := 0 to count do
begin
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
dest^ := dc_source[(frac div FRACUNIT) and 127]; // JVAL removed colormap, sky is full bright
inc(dest, SCREENWIDTH);
frac := frac + fracstep;
end;
end;
// Spectre/Invisibility.
const
FUZZTABLE = 50;
FUZZOFF = SCREENWIDTH;
fuzzoffset: array[0..FUZZTABLE - 1] of integer = (
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
);
var
fuzzpos: integer = 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.
procedure R_DrawFuzzColumn;
var
count: integer;
i: integer;
dest: PByteArray;
begin
R_ClampDC;
// Adjust borders. Low...
if dc_yl = 0 then
dc_yl := 1;
// .. and high.
if dc_yh = viewheight - 1 then
dc_yh := viewheight - 2;
count := dc_yh - dc_yl;
// Zero length.
if count < 0 then
Exit;
// Does not work with blocky mode.
dest := @((ylookup[dc_yl]^)[columnofs[dc_x]]);
// Looks like an attempt at dithering,
// using the colormap #6 (of 0-31, a bit
// brighter than average).
for i := 0 to count do
begin
// 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[0] := colormaps[6 * 256 + dest[fuzzoffset[fuzzpos]]];
// Clamp table lookup index.
inc(fuzzpos);
if fuzzpos = FUZZTABLE then
fuzzpos := 0;
dest := @dest[SCREENWIDTH];
end;
end;
// 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.
procedure R_DrawTranslatedColumn;
var
count: integer;
dest: PByte;
frac: fixed_t;
fracstep: fixed_t;
i: integer;
begin
R_ClampDC;
count := dc_yh - dc_yl;
if count < 0 then
Exit;
// 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.
for i := 0 to count do
begin
// Translation tables are used
// to map certain colorramps to other ones,
// used with PLAY sprites.
// Thus the "green" ramp of the player 0 sprite
// is mapped to gray, red, black/indigo.
dest^ := dc_colormap[dc_translation[dc_source[frac div FRACUNIT]]];
inc(dest, SCREENWIDTH);
frac := frac + fracstep;
end;
end;
//
// 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.
//
procedure R_InitTranslationTables;
var
i: integer;
begin
translationtables := Z_Malloc(256 * 3 + 255, PU_STATIC, nil);
translationtables := PByteArray((integer(translationtables) + 255 ) and (not 255));
// translate just the 16 green colors
for i := 0 to 255 do
if (i >= $70) and (i <= $7f) then
begin
// map green ramp to gray, brown, red
translationtables[i] := $60 + (i and $f);
translationtables[i + 256] := $40 + (i and $f);
translationtables[i + 512] := $20 + (i and $f);
end
else
begin
// Keep all other colors as is.
translationtables[i] := i;
translationtables[i + 256] := i;
translationtables[i + 512] := i;
end;
end;
//
// 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.
//
//
// Draws the actual span.
procedure R_DrawSpan;
var
xfrac: fixed_t;
yfrac: fixed_t;
dest: PByte;
count: integer;
spot: integer;
b: byte;
begin
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;
if (detailshift = 1) and (count > 0) then
begin
xfrac := xfrac + ds_xstep div 2;
yfrac := yfrac + ds_ystep div 2;
ds_xstep := ds_xstep * 2;
ds_ystep := ds_ystep * 2;
while count > 0 do
begin
spot := (yfrac div 1024) and (63 * 64) + (xfrac div FRACUNIT) and 63;
b := ds_colormap[ds_source[spot]];
dest^ := b;
inc(dest);
dest^ := b;
inc(dest);
// Next step in u,v.
xfrac := xfrac + ds_xstep;
yfrac := yfrac + ds_ystep;
dec(count, 2);
end;
ds_xstep := ds_xstep div 2;
ds_ystep := ds_ystep div 2;
xfrac := xfrac - ds_xstep div 2;
yfrac := yfrac - ds_ystep div 2;
end;
while count >= 0 do
begin
// Current texture index in u,v.
spot := (yfrac div 1024) and (63 * 64) + (xfrac div FRACUNIT) and 63;
// Lookup pixel from flat texture tile,
// re-index using light/colormap.
dest^ := ds_colormap[ds_source[spot]];
inc(dest);
// Next step in u,v.
xfrac := xfrac + ds_xstep;
yfrac := yfrac + ds_ystep;
dec(count);
end;
end;
// R_InitBuffer
// Creats lookup tables that avoid
// multiplies and other hazzles
// for getting the framebuffer address
// of a pixel to draw.
procedure R_InitBuffer(width, height: integer);
var
i: integer;
begin
// Handle resize,
// e.g. smaller view windows
// with border and/or status bar.
viewwindowx := (SCREENWIDTH - width) div 2;
// Column offset. For windows.
for i := 0 to width - 1 do
columnofs[i] := viewwindowx + i;
// Samw with base row offset.
if width = SCREENWIDTH then
viewwindowy := 0
else
viewwindowy := (V_PreserveY(ST_Y) - height) div 2;
// Preclaculate all row offsets.
for i := 0 to height - 1 do
ylookup[i] := PByteArray(integer(screens[SCN_FG]) + (i + viewwindowy) * SCREENWIDTH);
end;
// R_FillBackScreen
// Fills the back screen with a pattern
// for variable screen sizes
// Also draws a beveled edge.
procedure R_FillBackScreen;
var
src: PByteArray;
dest: PByteArray;
x: integer;
y: integer;
patch: Ppatch_t;
name: string;
tviewwindowx: integer;
tviewwindowy: integer;
tviewheight: integer;
tscaledviewwidth: integer;
begin
if scaledviewwidth = SCREENWIDTH then
Exit;
if gamemode = commercial then
name := 'GRNROCK' // DOOM II border patch.
else
name := 'FLOOR7_2'; // DOOM border patch.
src := W_CacheLumpName(name, PU_CACHE);
dest := screens[SCN_TMP];
for y := 0 to 200 - ST_HEIGHT do
begin
for x := 0 to 320 div 64 - 1 do
begin
memcpy(dest, PByteArray(integer(src) + _SHL(y and 63, 6)), 64);
dest := @dest[64];
end;
end;
tviewwindowx := viewwindowx * 320 div SCREENWIDTH + 1;
tviewwindowy := viewwindowy * 200 div SCREENHEIGHT + 1;
tviewheight := viewheight * 200 div SCREENHEIGHT - 2;
tscaledviewwidth := scaledviewwidth * 320 div SCREENWIDTH - 2;
patch := W_CacheLumpName('brdr_t', PU_CACHE);
x := 0;
while x < tscaledviewwidth do
begin
V_DrawPatch(tviewwindowx + x, tviewwindowy - 8, SCN_TMP, patch, False);
x := x + 8;
end;
patch := W_CacheLumpName('brdr_b', PU_CACHE);
x := 0;
while x < tscaledviewwidth do
begin
V_DrawPatch(tviewwindowx + x, tviewwindowy + tviewheight, SCN_TMP, patch, False);
x := x + 8;
end;
patch := W_CacheLumpName('brdr_l', PU_CACHE);
y := 0;
while y < tviewheight do
begin
V_DrawPatch(tviewwindowx - 8, tviewwindowy + y, SCN_TMP, patch, False);
y := y + 8;
end;
patch := W_CacheLumpName('brdr_r', PU_CACHE);
y := 0;
while y < tviewheight do
begin
V_DrawPatch(tviewwindowx + tscaledviewwidth, tviewwindowy + y, SCN_TMP, patch, False);
y := y + 8;
end;
// Draw beveled edge.
V_DrawPatch(tviewwindowx - 8, tviewwindowy - 8, SCN_TMP,
W_CacheLumpName('brdr_tl', PU_CACHE), False);
V_DrawPatch(tviewwindowx + tscaledviewwidth, tviewwindowy - 8, SCN_TMP,
W_CacheLumpName('brdr_tr', PU_CACHE), False);
V_DrawPatch(tviewwindowx - 8, tviewwindowy + tviewheight, SCN_TMP,
W_CacheLumpName('brdr_bl', PU_CACHE), False);
V_DrawPatch(tviewwindowx + tscaledviewwidth, tviewwindowy + tviewheight, SCN_TMP,
W_CacheLumpName('brdr_br', PU_CACHE), False);
V_CopyRect(0, 0, SCN_TMP, 320, 200, 0, 0, SCN_BG, True);
end;
//
// Copy a screen buffer.
//
procedure R_VideoErase(const ofs: integer; const count: integer);
begin
// 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(Pointer(integer(screens[SCN_FG]) + ofs), Pointer(integer(screens[SCN_BG]) + ofs), count);
end;
end.