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r_plane.c
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/*-----------------------------------------------------------------------------
*
*
* Copyright (C) 2023-2024 Frenkel Smeijers
*
* 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.
*
* DESCRIPTION:
* Render floor and ceilings
*
*-----------------------------------------------------------------------------*/
#include <stdint.h>
#include "compiler.h"
#include "r_defs.h"
#include "r_main.h"
#include "i_video.h"
#include "globdata.h"
static int16_t nukage;
//
// 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.
//
byte R_GetPlaneColor(int16_t picnum, int16_t lightlevel)
{
const uint8_t __far* colormap = R_LoadColorMap(lightlevel);
if (picnum == -3)
picnum = nukage;
return colormap[picnum];
}
#define FLAT_NUKAGE1_COLOR 122
void P_UpdateAnimatedFlat(void)
{
nukage = FLAT_NUKAGE1_COLOR + (((int16_t)_g_leveltime >> 3) % 3) * 2;
}