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RefBsp.c
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RefBsp.c
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#include "WolfDef.h"static Word checkcoord[11][4] = { /* Indexs to the bspcoord table */{3,0,2,1},{3,0,2,0},{3,1,2,0},{0,0,0,0},{2,0,2,1},{0,0,0,0}, /* Not valid */{3,1,3,0},{0,0,0,0},{2,0,3,1},{2,1,3,1},{2,1,3,0}};/********************************** Draw a 3-D textured polygon, must be done FAST! **********************************/void RenderWallLoop(Word x1,Word x2,Word distance){ fixed_t texturecolumn; Word tile,scaler, angle; /* calculate and draw each column */ if (rw_downside) { while (x1 < x2) { /* Time to draw? */ scaler = rw_scale >> FRACBITS; /* Get the draw scale */ xscale[x1] = scaler; /* Save the scale factor */ angle = xtoviewangle[x1]+rw_centerangle; texturecolumn = rw_midpoint - SUFixedMul(finetangent[angle],distance); /* Which texture to use? */ if ((Word)texturecolumn < rw_mintex) { texturecolumn = rw_mintex; } else if ((Word)texturecolumn >= rw_maxtex) { texturecolumn = rw_maxtex-1; } tile = rw_texture[texturecolumn>>8]; /* Get the tile to use */ IO_ScaleWallColumn(x1,scaler,tile,(texturecolumn>>1)&127); /* Draw the line */ ++x1; /* Next x */ rw_scale+=rw_scalestep; /* Step the scale factor for the wall */ } return; } while (x1 < x2) { /* Time to draw? */ scaler = rw_scale >> FRACBITS; /* Get the draw scale */ xscale[x1] = scaler; /* Save the scale factor */ angle = xtoviewangle[x1]+rw_centerangle; texturecolumn = SUFixedMul(finetangent[angle],distance)+rw_midpoint; /* Which texture to use? */ if ((Word)texturecolumn < rw_mintex) { texturecolumn = rw_mintex; } else if ((Word)texturecolumn >= rw_maxtex) { texturecolumn = rw_maxtex-1; } tile = rw_texture[texturecolumn>>8]; /* Get the tile to use */ if (!(WallListPtr[tile+1] & 0x4000)) { texturecolumn^=0xff; /* Reverse the tile for N,W walls */ } IO_ScaleWallColumn(x1,scaler,tile,(texturecolumn>>1)&127); /* Draw the line */ ++x1; /* Next x */ rw_scale+=rw_scalestep; /* Step the scale factor for the wall */ }}/*======================= RenderWallRange== Draw a wall segment between start and stop angles (inclusive) (short angles)= No clipping is needed=======================*/void RenderWallRange (Word start,Word stop,saveseg_t *seg,Word distance){ LongWord scale2; Word vangle; Word x1,x2;/* mark the segment as visible for auto map*/ seg->dir |= DIR_SEENFLAG; /* for automap*/ areavis[seg->area] = 1; /* for sprite drawing*/ start -= ANGLE180; /* Adjust the start angle */ stop -= ANGLE180; /* Adjust the stop angle */ vangle = (Word)(start+ANGLE90)>>ANGLETOFINESHIFT; x1 = viewangletox[vangle]; vangle = (Word)(stop+ANGLE90-1)>>ANGLETOFINESHIFT; /* make non inclusive*/ x2 = viewangletox[vangle]; if (x2 == x1) { return; /* less than one column wide*/ } rw_scale = (long) ScaleFromGlobalAngle(start+centershort,distance)<<FRACBITS; if (x2>x1+1) { scale2 = (long) ScaleFromGlobalAngle(stop+centershort,distance)<<FRACBITS; rw_scalestep = (long)(scale2-rw_scale)/(long)(x2-x1); } RenderWallLoop(x1,x2,distance);}/*================================================================================= ClipWallSegment== Clips the given screenpost and includes it in newcolumn===============================================================================*//* a screenpost_t is a solid range of visangles, used to clip and detect*//* span exposures / hidings*/typedef struct { Word top, bottom;} screenpost_t;#define MAXSEGS 16screenpost_t solidsegs[MAXSEGS], *newend; /* newend is one past the last valid seg */void ClipWallSegment(Word top,Word bottom,saveseg_t *seg,Word distance){ screenpost_t *next, *start; /* find the first clippost that touches the source post (adjacent pixels are touching)*/ start = solidsegs; while (start->bottom > top+1) { start++; } if (top > start->top) { if (bottom > start->top+1) { /* post is entirely visible (above start), so insert a new clippost*/ RenderWallRange(top, bottom,seg,distance); next = newend; newend++; while (next != start) { *next = *(next-1); next--; } next->top = top; next->bottom = bottom; return; } /* there is a fragment above *start*/ RenderWallRange (top, start->top + 1,seg,distance); start->top = top; /* adjust the clip size*/ } if (bottom >= start->bottom) return; /* bottom contained in start*/ next = start; while (bottom <= (next+1)->top+1) { /* there is a fragment between two posts*/ RenderWallRange (next->bottom - 1, (next+1)->top + 1,seg,distance); next++; if (bottom >= next->bottom) { /* bottom is contained in next*/ start->bottom = next->bottom; /* adjust the clip size*/ goto crunch; } } /* there is a fragment after *next*/ RenderWallRange (next->bottom - 1, bottom,seg,distance); start->bottom = bottom; /* adjust the clip size*/ /* remove start+1 to next from the clip list, because start now covers their area*/crunch: if (next == start) { return; /* post just extended past the bottom of one post*/ } while (next++ != newend) /* remove a post*/ *++start = *next; newend = start+1;}/********************************** Clear out the edge segments for the ray cast (Assume full viewing angle) **********************************/void ClearClipSegs(void){ solidsegs[0].top = -1; /* Maximum angle */ solidsegs[0].bottom = ANGLE180 + clipshortangle; /* First edge */ solidsegs[1].top = ANGLE180 - clipshortangle; /* Left edge */ solidsegs[1].bottom = 0; /* Minimum angle */ newend = solidsegs+2;}/********************************** Clip and draw a given wall segment **********************************/void P_DrawSeg (saveseg_t *seg){ Word segplane; Word door; door_t *door_p; unsigned short span, tspan; unsigned short angle1, angle2; int texslide; int distance; if (seg->dir & DIR_DISABLEDFLAG) { /* Segment shut down? */ return; /* pushwall part*/ } segplane = (Word)seg->plane << 7; rw_mintex = (Word)seg->min << 7; rw_maxtex = (Word)seg->max << 7; /* adjust pushwall segs */ if (seg == pwallseg) { /* Is this the active pushwall? */ if (seg->dir&1) { /* east/west*/ segplane += PushWallRec.pwallychange; } else { /* north/south*/ segplane += PushWallRec.pwallxchange; } } /* get texture*/ if (seg->texture >= 129) { /* segment is a door */ door = seg->texture - 129; /* Which door is this? */ door_p = &doors[door]; rw_texture = &textures[129 + (door_p->info>>1)][0]; texslide = door_p->position; rw_mintex += texslide; } else { texslide = 0; rw_texture = &textures[seg->texture][0]; } switch (seg->dir&3) { /* mask off the flags*/ case di_north: distance = viewx - segplane; if (distance <= 0) { return; /* back side*/ } rw_downside = FALSE; rw_midpoint = viewy; normalangle = 2*FINEANGLES/4; angle1 = PointToAngle(segplane,rw_maxtex); angle2 = PointToAngle(segplane,rw_mintex); break; case di_south: distance = segplane - viewx; if (distance <= 0) { return; /* back side*/ } rw_downside = TRUE; rw_midpoint = viewy; normalangle = 0*FINEANGLES/4; angle1 = PointToAngle(segplane,rw_mintex); angle2 = PointToAngle(segplane,rw_maxtex); break; case di_east: distance = viewy - segplane; if (distance <= 0) { return; /* back side*/ } rw_downside = TRUE; rw_midpoint = viewx; normalangle = 1*FINEANGLES/4; angle1 = PointToAngle(rw_mintex,segplane); angle2 = PointToAngle(rw_maxtex,segplane); break; case di_west: distance = segplane - viewy; if (distance <= 0) { return; /* back side*/ } rw_downside = FALSE; rw_midpoint = viewx; normalangle = 3*FINEANGLES/4; angle1 = PointToAngle(rw_maxtex,segplane); angle2 = PointToAngle(rw_mintex,segplane); break; }/* clip to view edges*/ span = angle1 - angle2; if (span >= 0x8000) { /* Test for negative (32 bit clean) */ return; } angle1 -= centershort; angle2 -= centershort; ++angle2; /* make angle 2 non inclusive*/ tspan = angle1 + clipshortangle; if (tspan > clipshortangle2) { tspan -= clipshortangle2; if (tspan >= span) { return; /* totally off the left edge*/ } angle1 = clipshortangle; } tspan = clipshortangle - angle2; if (tspan > clipshortangle2) { tspan -= clipshortangle2; if (tspan >= span) { return; /* totally off the left edge*/ } angle2 = -clipshortangle; }/* calc center angle for texture mapping*/ rw_centerangle = (centerangle-normalangle)&FINEMASK; if (rw_centerangle > FINEANGLES/2) { rw_centerangle -= FINEANGLES; } rw_centerangle += FINEANGLES/4; rw_midpoint -= texslide; rw_mintex -= texslide; angle1 += ANGLE180; /* adjust so angles are unsigned*/ angle2 += ANGLE180; ClipWallSegment(angle1, angle2,seg,distance);}/********************************** Returns True if some part of the BSP dividing line might be visible **********************************/Boolean CheckBSPNode(Word boxpos){ short angle1, angle2; unsigned short span, tspan; unsigned short uangle1, uangle2; screenpost_t *start; Word *PosPtr; int x1,y1,x2,y2; PosPtr = &checkcoord[boxpos][0]; x1 = bspcoord[PosPtr[0]]; y1 = bspcoord[PosPtr[1]]; x2 = bspcoord[PosPtr[2]]; y2 = bspcoord[PosPtr[3]]; angle1 = PointToAngle(x1,y1) - centershort; angle2 = PointToAngle(x2,y2) - centershort; /* check clip list for an open space */ span = angle1 - angle2; if (span >= 0x8000) { return TRUE; /* sitting on a line*/ } tspan = angle1 + clipshortangle; if (tspan > clipshortangle2) { tspan -= clipshortangle2; if (tspan >= span) { return FALSE; /* totally off the left edge*/ } angle1 = clipshortangle; } tspan = clipshortangle - angle2; if (tspan > clipshortangle2) { tspan -= clipshortangle2; if (tspan >= span) { return FALSE; /* totally off the left edge*/ } angle2 = -clipshortangle; }/* find the first clippost that touches the source post (adjacent pixels are touching)*/ uangle1 = angle1 + ANGLE180; uangle2 = angle2 + ANGLE180; start = solidsegs; while (start->bottom > uangle1+1) { ++start; } if (uangle1 <= start->top && uangle2 >= start->bottom) { return FALSE; /* the clippost contains the new span*/ } return TRUE;}/********************************** Draw one or more wall segments **********************************/void TerminalNode (saveseg_t *seg){ for (;;) { /* Forever? */ P_DrawSeg(seg); /* Draw the wall segment (If visible) */ if (seg->dir & DIR_LASTSEGFLAG) { /* Last segment in list? */ return; /* Exit now */ } ++seg; /* Index to the next wall segment */ }}/********************************** Render the 3D view by recursivly following the BSP tree **********************************/void RenderBSPNode(Word bspnum){ savenode_t *bsp; /* Pointer to the current BSP node */ Word side; /* decision line */ Word coordinate; /* Current coord */ Word savednum; /* Save index */ Word savedcoordinate; /* Save value */ Word boxpos; /* Index to the coord table */ bsp = &nodes[bspnum]; /* Get pointer to the current tree node */ if (bsp->dir & DIR_SEGFLAG) { /* There is a segment here... */ TerminalNode((saveseg_t *)bsp); /* Render it */ return; /* Exit */ } /* decision node */ coordinate = bsp->plane<<7; /* stored as half tiles*/ if (bsp->dir) { /* True for vertical tiles */ side = viewx > coordinate; /* vertical decision line*/ savednum = BSPLEFT + (side^1); /* Left or right */ } else { side = viewy > coordinate; /* horizontal decision line*/ savednum = BSPTOP + (side^1); /* Top or bottom */ } savedcoordinate = bspcoord[savednum]; /* Save this coord */ bspcoord[savednum] = coordinate; /* Set my new coord boundary */ RenderBSPNode(bsp->children[side^1]); /* recursively divide front space*/ bspcoord[savednum] = savedcoordinate; /* Restore the coord */ savednum ^= 1; /* Negate the index */ savedcoordinate = bspcoord[savednum]; /* Save the other side */ bspcoord[savednum] = coordinate; /* Set the new side */ /* if the back side node is a single seg, don't bother explicitly checking visibility */ if ( ! ( nodes[bsp->children[side]].dir & DIR_LASTSEGFLAG ) ) { /* don't flow into the back space if it is not going to be visible */ if (viewx <= bspcoord[BSPLEFT]) { boxpos = 0; } else if (viewx < bspcoord[BSPRIGHT]) { boxpos = 1; } else { boxpos = 2; } if (viewy > bspcoord[BSPTOP]) { if (viewy < bspcoord[BSPBOTTOM]) { boxpos += 4; } else { boxpos += 8; } } if (!CheckBSPNode(boxpos)) { /* Intersect possible? */ goto skipback; /* Exit now then */ } } RenderBSPNode(bsp->children[side]); /* recursively divide back space */skipback: bspcoord[savednum] = savedcoordinate;}