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352 changed files with 6040 additions and 6040 deletions
24
62-02.md
24
62-02.md
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@ -43,7 +43,7 @@
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FIXEDPOINT screenytopstart, screenybottomstart;
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FIXEDPOINT screenytopend, screenybottomend;
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} NODE, *PNODE;
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char * pDIB; // pointer to DIB section we’ll draw into
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char * pDIB; // pointer to DIB section we'll draw into
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HBITMAP hDIBSection; // handle of DIB section
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HPALETTE hpalDIB;
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int iteration = 0, WorldIsRunning = 1;
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@ -158,7 +158,7 @@
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VERTEX *pextravertex = pextravertexlist;
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pwall = pnodelist;
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for (wall = 0; wall < numnodes; wall++) {
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// Assume the wall won’t be visible
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// Assume the wall won't be visible
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pwall->isVisible = 0;
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// Generate the wall endpoints, accounting for t values and
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// clipping
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@ -299,7 +299,7 @@
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// Outside view triangle, trivially clipped
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goto NextWall;
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}
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// Partially clipped in Y; we’ll do Y clipping at
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// Partially clipped in Y; we'll do Y clipping at
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// drawing time
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}
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// The wall is visible; mark it as such and project it.
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@ -349,15 +349,15 @@
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// remembering the nodes we pass through on the way.
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// Figure whether this wall is facing frontward or
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// backward; do in viewspace because non-visible walls
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// aren’t projected into screenspace, and we need to
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// aren't projected into screenspace, and we need to
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// traverse all walls in the BSP tree, visible or not,
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// in order to find all the visible walls
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if (WallFacingViewer(pwall)) {
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// We’re on the forward side of this wall, do the back
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// We're on the forward side of this wall, do the back
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// children first
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pFarChildren = pwall->backtree;
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} else {
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// We’re on the back side of this wall, do the front
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// We're on the back side of this wall, do the front
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// children first
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pFarChildren = pwall->fronttree;
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}
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@ -384,21 +384,21 @@
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FillConvexPolygon(apoint, pwall->color);
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}
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}
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// If there’s a near tree from this node, draw it;
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// If there's a near tree from this node, draw it;
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// otherwise, work back up to the last-pushed parent
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// node of the branch we just finished; we’re done if
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// node of the branch we just finished; we're done if
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// there are no pending parent nodes.
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// Figure whether this wall is facing frontward or
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// backward; do in viewspace because non-visible walls
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// aren’t projected into screenspace, and we need to
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// aren't projected into screenspace, and we need to
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// traverse all walls in the BSP tree, visible or not,
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// in order to find all the visible walls
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if (WallFacingViewer(pwall)) {
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// We’re on the forward side of this wall, do the
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// We're on the forward side of this wall, do the
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// front children now
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pNearChildren = pwall->fronttree;
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} else {
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// We’re on the back side of this wall, do the back
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// We're on the back side of this wall, do the back
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// children now
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pNearChildren = pwall->backtree;
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}
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@ -429,7 +429,7 @@
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TransformVertices();
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ClipWalls();
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DrawWallsBackToFront();
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// We’ve drawn the frame; copy it to the screen
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// We've drawn the frame; copy it to the screen
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hdcScreen = GetDC(hwndOutput);
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holdpal = SelectPalette(hdcScreen, hpalDIB, FALSE);
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RealizePalette(hdcScreen);
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