545 lines
12 KiB
C
545 lines
12 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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// The actual span/column drawing functions.
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// Here find the main potential for optimization,
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// e.g. inline assembly, different algorithms.
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//
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//-----------------------------------------------------------------------------
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//static const char
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#include "doomdef.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "w_wad.h"
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#include "r_local.h"
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// Needs access to LFB (guess what).
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#include "v_video.h"
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// State.
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#include "doomstat.h"
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// ?
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#define MAXWIDTH 1120
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#define MAXHEIGHT 832
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// status bar height at bottom of screen
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#define SBARHEIGHT 32
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//
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// All drawing to the view buffer is accomplished in this file.
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// The other refresh files only know about ccordinates,
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// not the architecture of the frame buffer.
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// Conveniently, the frame buffer is a linear one,
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// and we need only the base address,
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// and the total size == width*height*depth/8.,
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//
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byte* viewimage;
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int viewwidth;
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int scaledviewwidth;
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int viewheight;
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int viewwindowx;
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int viewwindowy;
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byte* ylookup[MAXHEIGHT];
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int columnofs[MAXWIDTH];
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// Color tables for different players,
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// translate a limited part to another
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// (color ramps used for suit colors).
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//
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byte translations[3][256];
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//
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// R_DrawColumn
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// Source is the top of the column to scale.
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//
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const lighttable_t* dc_colormap;
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int dc_x;
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int dc_yl;
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int dc_yh;
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fixed_t dc_iscale;
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fixed_t dc_texturemid;
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// first pixel in a column (possibly virtual)
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const byte* dc_source;
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// just for profiling
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int dccount;
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//
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// A column is a vertical slice/span from a wall texture that,
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// given the DOOM style restrictions on the view orientation,
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// will always have constant z depth.
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// Thus a special case loop for very fast rendering can
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// be used. It has also been used with Wolfenstein 3D.
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//
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void R_DrawColumn (void)
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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// Zero length, column does not exceed a pixel.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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I_Error ("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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#endif
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// Framebuffer destination address.
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// Use ylookup LUT to avoid multiply with ScreenWidth.
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// Use columnofs LUT for subwindows?
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dest = ylookup[dc_yl] + columnofs[dc_x];
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// Determine scaling,
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// which is the only mapping to be done.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Inner loop that does the actual texture mapping,
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// e.g. a DDA-line scaling.
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// This is as fast as it gets.
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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*dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// Spectre/Invisibility.
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//
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#define FUZZTABLE 50
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#define FUZZOFF (SCREENWIDTH)
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static const int fuzzoffset[FUZZTABLE] =
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{
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FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
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};
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int fuzzpos = 0;
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//
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// Framebuffer postprocessing.
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// Creates a fuzzy image by copying pixels
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// from adjacent ones to left and right.
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// Used with an all black colormap, this
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// could create the SHADOW effect,
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// i.e. spectres and invisible players.
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//
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void R_DrawFuzzColumn (void)
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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// Adjust borders. Low...
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if (!dc_yl)
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dc_yl = 1;
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// .. and high.
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if (dc_yh == viewheight-1)
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dc_yh = viewheight - 2;
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count = dc_yh - dc_yl;
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// Zero length.
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0 || dc_yh >= SCREENHEIGHT)
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{
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I_Error ("R_DrawFuzzColumn: %i to %i at %i",
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dc_yl, dc_yh, dc_x);
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}
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#endif
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// Keep till detailshift bug in blocky mode fixed,
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// or blocky mode removed.
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/* WATCOM code
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if (detailshift)
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{
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if (dc_x & 1)
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{
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outpw (GC_INDEX,GC_READMAP+(2<<8) );
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outp (SC_INDEX+1,12);
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}
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else
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{
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outpw (GC_INDEX,GC_READMAP);
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outp (SC_INDEX+1,3);
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}
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dest = destview + dc_yl*80 + (dc_x>>1);
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}
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else
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{
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outpw (GC_INDEX,GC_READMAP+((dc_x&3)<<8) );
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outp (SC_INDEX+1,1<<(dc_x&3));
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dest = destview + dc_yl*80 + (dc_x>>2);
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}*/
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// Does not work with blocky mode.
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dest = ylookup[dc_yl] + columnofs[dc_x];
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Looks like an attempt at dithering,
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// using the colormap #6 (of 0-31, a bit
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// brighter than average).
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do
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{
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// Lookup framebuffer, and retrieve
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// a pixel that is either one column
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// left or right of the current one.
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// Add index from colormap to index.
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*dest = colormaps[6*256+dest[fuzzoffset[fuzzpos]]];
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// Clamp table lookup index.
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if (++fuzzpos == FUZZTABLE)
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fuzzpos = 0;
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// R_DrawTranslatedColumn
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// Used to draw player sprites
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// with the green colorramp mapped to others.
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// Could be used with different translation
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// tables, e.g. the lighter colored version
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// of the BaronOfHell, the HellKnight, uses
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// identical sprites, kinda brightened up.
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//
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byte* dc_translation;
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byte* translationtables;
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void R_DrawTranslatedColumn (void)
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{
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int count;
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byte* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= SCREENWIDTH
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|| dc_yl < 0
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|| dc_yh >= SCREENHEIGHT)
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{
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I_Error ( "R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
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}
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#endif
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// WATCOM VGA specific.
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/* Keep for fixing.
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if (detailshift)
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{
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if (dc_x & 1)
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outp (SC_INDEX+1,12);
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else
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outp (SC_INDEX+1,3);
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dest = destview + dc_yl*80 + (dc_x>>1);
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}
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else
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{
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outp (SC_INDEX+1,1<<(dc_x&3));
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dest = destview + dc_yl*80 + (dc_x>>2);
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}*/
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// FIXME. As above.
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dest = ylookup[dc_yl] + columnofs[dc_x];
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl-centery)*fracstep;
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// Here we do an additional index re-mapping.
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do
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{
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// Translation tables are used
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// to map certain colorramps to other ones,
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// used with PLAY sprites.
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// Thus the "green" ramp of the player 0 sprite
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// is mapped to gray, red, black/indigo.
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*dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
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dest += SCREENWIDTH;
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frac += fracstep;
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} while (count--);
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}
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//
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// R_InitTranslationTables
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// Creates the translation tables to map
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// the green color ramp to gray, brown, red.
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// Assumes a given structure of the PLAYPAL.
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// Could be read from a lump instead.
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//
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void R_InitTranslationTables (void)
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{
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int i;
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translationtables = (byte *)Z_Malloc (256*3+255, PU_STATIC, 0);
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translationtables = (byte *)(( (int)translationtables + 255 )& ~255);
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// translate just the 16 green colors
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for (i=0 ; i<256 ; i++)
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{
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if (i >= 0x70 && i<= 0x7f)
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{
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// map green ramp to gray, brown, red
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translationtables[i] =(byte)( 0x60 + (i&0xf));
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translationtables [i+256] =(byte)( 0x40 + (i&0xf));
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translationtables [i+512] =(byte)( 0x20 + (i&0xf));
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}
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else
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{
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// Keep all other colors as is.
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translationtables[i] = translationtables[i+256] = translationtables[i+512] = (byte)i;
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}
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}
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}
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//
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// R_DrawSpan
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// With DOOM style restrictions on view orientation,
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// the floors and ceilings consist of horizontal slices
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// or spans with constant z depth.
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// However, rotation around the world z axis is possible,
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// thus this mapping, while simpler and faster than
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// perspective correct texture mapping, has to traverse
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// the texture at an angle in all but a few cases.
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// In consequence, flats are not stored by column (like walls),
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// and the inner loop has to step in texture space u and v.
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//
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int ds_y;
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int ds_x1;
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int ds_x2;
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const lighttable_t* ds_colormap;
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fixed_t ds_xfrac;
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fixed_t ds_yfrac;
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fixed_t ds_xstep;
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fixed_t ds_ystep;
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// start of a 64*64 tile image
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const byte* ds_source;
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// just for profiling
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int dscount;
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//
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// Draws the actual span.
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void R_DrawSpan (void)
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{
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fixed_t xfrac;
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fixed_t yfrac;
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byte* dest;
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int count;
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int spot;
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#ifdef RANGECHECK
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if (ds_x2 < ds_x1
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|| ds_x1<0
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|| ds_x2>=SCREENWIDTH
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|| (unsigned)ds_y>SCREENHEIGHT)
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{
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I_Error( "R_DrawSpan: %i to %i at %i",
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ds_x1,ds_x2,ds_y);
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}
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// dscount++;
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#endif
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xfrac = ds_xfrac;
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yfrac = ds_yfrac;
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dest = ylookup[ds_y] + columnofs[ds_x1];
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// We do not check for zero spans here?
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count = ds_x2 - ds_x1;
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do
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{
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// Current texture index in u,v.
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spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
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// Lookup pixel from flat texture tile,
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// re-index using light/colormap.
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*dest++ = ds_colormap[ds_source[spot]];
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// Next step in u,v.
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xfrac += ds_xstep;
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yfrac += ds_ystep;
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} while (count--);
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}
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//
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// R_InitBuffer
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// Creats lookup tables that avoid
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// multiplies and other hazzles
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// for getting the framebuffer address
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// of a pixel to draw.
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//
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void R_InitBuffer( int width, int height )
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{
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int i;
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// Handle resize,
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// e.g. smaller view windows
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// with border and/or status bar.
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viewwindowx = (SCREENWIDTH-width) >> 1;
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// Column offset. For windows.
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for (i=0 ; i<width ; i++)
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columnofs[i] = viewwindowx + i;
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// Samw with base row offset.
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if (width == SCREENWIDTH)
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viewwindowy = 0;
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else
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viewwindowy = (SCREENHEIGHT-SBARHEIGHT-height) >> 1;
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// Preclaculate all row offsets.
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for (i=0 ; i<height ; i++)
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ylookup[i] = screens[0] + (i+viewwindowy)*SCREENWIDTH;
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}
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//
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// Copy a screen buffer.
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//
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void R_VideoErase ( unsigned ofs, int count )
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{
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// LFB copy.
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// This might not be a good idea if memcpy
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// is not optiomal, e.g. byte by byte on
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// a 32bit CPU, as GNU GCC/Linux libc did
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// at one point.
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if(count <0)return;//hack
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memcpy (screens[0]+ofs, screens[1]+ofs, count);
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}
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//
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// R_DrawViewBorder
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// Draws the border around the view
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// for different size windows?
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//
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void V_MarkRect( int x, int y, int width,
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int height );
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void R_DrawViewBorder (void)
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{
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int top;
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int side;
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int ofs;
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int i;
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if (scaledviewwidth == SCREENWIDTH)
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return;
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top = ((SCREENHEIGHT-SBARHEIGHT)-viewheight)/2;
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side = (SCREENWIDTH-scaledviewwidth)/2;
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// copy top and one line of left side
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R_VideoErase (0, top*SCREENWIDTH+side);
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// copy one line of right side and bottom
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ofs = (viewheight+top)*SCREENWIDTH-side;
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R_VideoErase (ofs, top*SCREENWIDTH+side);
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// copy sides using wraparound
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ofs = top*SCREENWIDTH + SCREENWIDTH-side;
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side <<= 1;
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for (i=1 ; i<viewheight ; i++)
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{
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R_VideoErase (ofs, side);
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ofs += SCREENWIDTH;
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}
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// ?
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V_MarkRect (0,0,SCREENWIDTH, SCREENHEIGHT-SBARHEIGHT);
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}
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