ref: b8f176fc34741b72fc6bbb6ab45cad33c2c0d717
dir: /r_part.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "dat.h" #include "fns.h" vec3_t r_pright, r_pup, r_ppn; #define PARTICLE_33 0 #define PARTICLE_66 1 #define PARTICLE_OPAQUE 2 typedef struct { particle_t *particle; int level; int color; } partparms_t; static partparms_t partparms; static byte BlendParticle33( int pcolor, int dstcolor ) { return vid.alphamap[pcolor + dstcolor*256]; } static byte BlendParticle66( int pcolor, int dstcolor ) { return vid.alphamap[pcolor*256+dstcolor]; } static byte BlendParticle100( int pcolor, int /*dstcolor*/ ) { return pcolor; } /* ** R_DrawParticle ** ** Yes, this is amazingly slow, but it's the C reference ** implementation and should be both robust and vaguely ** understandable. The only time this path should be ** executed is if we're debugging on x86 or if we're ** recompiling and deploying on a non-x86 platform. ** ** To minimize error and improve readability I went the ** function pointer route. This exacts some overhead, but ** it pays off in clean and easy to understand code. */ void R_DrawParticle( void ) { particle_t *pparticle = partparms.particle; int level = partparms.level; vec3_t local, transformed; float zi; byte *pdest; short *pz; int color = pparticle->color; int i, izi, pix, count, u, v; /* ** transform the particle */ VectorSubtract (pparticle->origin, r_origin, local); transformed[0] = DotProduct(local, r_pright); transformed[1] = DotProduct(local, r_pup); transformed[2] = DotProduct(local, r_ppn); if (transformed[2] < PARTICLE_Z_CLIP) return; /* ** bind the blend function pointer to the appropriate blender */ /* byte (*blendparticle)( int, int ); if ( level == PARTICLE_33 ) blendparticle = BlendParticle33; else if ( level == PARTICLE_66 ) blendparticle = BlendParticle66; else blendparticle = BlendParticle100; */ /* ** project the point */ // FIXME: preadjust xcenter and ycenter zi = 1.0 / transformed[2]; u = (int)(xcenter + zi * transformed[0] + 0.5); v = (int)(ycenter - zi * transformed[1] + 0.5); if ((v > d_vrectbottom_particle) || (u > d_vrectright_particle) || (v < d_vrecty) || (u < d_vrectx)) { return; } /* ** compute addresses of zbuffer, framebuffer, and ** compute the Z-buffer reference value. */ pz = d_pzbuffer + (d_zwidth * v) + u; pdest = d_viewbuffer + d_scantable[v] + u; izi = (int)(zi * 0x8000); /* ** determine the screen area covered by the particle, ** which also means clamping to a min and max */ pix = izi >> d_pix_shift; if (pix < d_pix_min) pix = d_pix_min; else if (pix > d_pix_max) pix = d_pix_max; /* ** render the appropriate pixels */ count = pix; switch (level) { case PARTICLE_33 : for ( ; count ; count--, pz += d_zwidth, pdest += r_screenwidth) { //FIXME--do it in blocks of 8? for (i=0 ; i<pix ; i++) { if (pz[i] <= izi) { pz[i] = izi; pdest[i] = vid.alphamap[color + ((int)pdest[i]<<8)]; } } } break; case PARTICLE_66 : for ( ; count ; count--, pz += d_zwidth, pdest += r_screenwidth) { for (i=0 ; i<pix ; i++) { if (pz[i] <= izi) { pz[i] = izi; pdest[i] = vid.alphamap[(color<<8) + (int)pdest[i]]; } } } break; default: //100 for ( ; count ; count--, pz += d_zwidth, pdest += r_screenwidth) { for (i=0 ; i<pix ; i++) { if (pz[i] <= izi) { pz[i] = izi; pdest[i] = color; } } } break; } } /* ** R_DrawParticles ** ** Responsible for drawing all of the particles in the particle list ** throughout the world. Doesn't care if we're using the C path or ** if we're using the asm path, it simply assigns a function pointer ** and goes. */ void R_DrawParticles (void) { particle_t *p; int i; extern unsigned long fpu_sp24_cw, fpu_chop_cw; VectorScale( vright, xscaleshrink, r_pright ); VectorScale( vup, yscaleshrink, r_pup ); VectorCopy( vpn, r_ppn ); for (p=r_newrefdef.particles, i=0 ; i<r_newrefdef.num_particles ; i++,p++) { if ( p->alpha > 0.66 ) partparms.level = PARTICLE_OPAQUE; else if ( p->alpha > 0.33 ) partparms.level = PARTICLE_66; else partparms.level = PARTICLE_33; partparms.particle = p; partparms.color = p->color; R_DrawParticle(); } }