mirror of
https://git.code.sf.net/p/quake/quakeforge
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6377734e32
I got tired of having to maintain two separate software renderers, but didn't want to just nuke sw32, so its core changes are merged into sw. Alias model rendering is broken, but I know exactly what's wrong and how to fix it, just need to take care due to asm.
157 lines
3.9 KiB
C
157 lines
3.9 KiB
C
/*
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vid_common_sw.c
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general video driver functions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cvar.h"
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#include "QF/mathlib.h"
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#include "QF/qargs.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "vid_internal.h"
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unsigned short d_8to16table[256];
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/*
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VID_MakeColormap32
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LordHavoc: makes a 32bit color*light table, RGBA order, no endian,
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may need to be re-ordered to hardware at display time
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*/
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static void
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VID_MakeColormap32 (void *outcolormap, byte *pal)
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{
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int c, l;
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byte *out;
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out = (byte *)&d_8to24table;
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/*
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* Generates colors not affected by lighting, such as
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* HUD pieces and general sprites (such as explosions)
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*/
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for (c = 0; c < 256; c++) {
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*out++ = pal[c*3+2];
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*out++ = pal[c*3+1];
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*out++ = pal[c*3+0];
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*out++ = 255;
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}
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d_8to24table[255] = 0; // 255 is transparent
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out = (byte *) outcolormap;
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/*
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* Generates colors affected by lighting, such as the
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* world and other models that give it life, like foes and pickups.
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*/
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for (l = 0;l < VID_GRADES;l++)
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{
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for (c = 0;c < vid.fullbright;c++)
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{
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out[(l*256+c)*4+0] = bound(0, (pal[c*3+2] * l) >> (VID_CBITS - 1),
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255);
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out[(l*256+c)*4+1] = bound(0, (pal[c*3+1] * l) >> (VID_CBITS - 1),
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255);
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out[(l*256+c)*4+2] = bound(0, (pal[c*3+0] * l) >> (VID_CBITS - 1),
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255);
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out[(l*256+c)*4+3] = 255;
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}
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for (;c < 255;c++)
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{
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out[(l*256+c)*4+0] = pal[c*3+2];
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out[(l*256+c)*4+1] = pal[c*3+1];
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out[(l*256+c)*4+2] = pal[c*3+0];
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out[(l*256+c)*4+3] = 255;
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}
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out[(l*256+255)*4+0] = 0;
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out[(l*256+255)*4+1] = 0;
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out[(l*256+255)*4+2] = 0;
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out[(l*256+255)*4+3] = 0;
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}
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}
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static unsigned short
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lh24to16bit (int red, int green, int blue)
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{
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red = bound(0, red, 255);
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green = bound(0, green, 255);
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blue = bound(0, blue, 255);
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red >>= 3;
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green >>= 2;
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blue >>= 3;
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red <<= 11;
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green <<= 5;
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return (unsigned short) (red | green | blue);
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}
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/*
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VID_MakeColormap16
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LordHavoc: makes a 16bit color*light table, RGB order, native endian,
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may need to be translated to hardware order at display time
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*/
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static void
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VID_MakeColormap16 (void *outcolormap, byte *pal)
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{
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int c, l;
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unsigned short *out;
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out = (unsigned short *)&d_8to16table;
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for (c = 0; c < 256; c++)
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*out++ = lh24to16bit(pal[c*3+0], pal[c*3+1], pal[c*3+2]);
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d_8to16table[255] = 0; // 255 is transparent
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out = (unsigned short *) outcolormap;
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for (l = 0;l < VID_GRADES;l++)
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{
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for (c = 0;c < vid.fullbright;c++)
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out[l*256+c] = lh24to16bit(
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(pal[c*3+0] * l) >> (VID_CBITS - 1),
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(pal[c*3+1] * l) >> (VID_CBITS - 1),
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(pal[c*3+2] * l) >> (VID_CBITS - 1));
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for (;c < 255;c++)
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out[l*256+c] = lh24to16bit(pal[c*3+0], pal[c*3+1], pal[c*3+2]);
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out[l*256+255] = 0;
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}
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}
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/*
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VID_MakeColormaps
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LordHavoc: makes 8bit, 16bit, and 32bit colormaps and palettes
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*/
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void
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VID_MakeColormaps (void)
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{
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vid.colormap16 = malloc (256*VID_GRADES * sizeof (unsigned short));
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vid.colormap32 = malloc (256*VID_GRADES * sizeof (unsigned int));
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SYS_CHECKMEM (vid.colormap16 && vid.colormap32);
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VID_MakeColormap16(vid.colormap16, vid.palette);
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VID_MakeColormap32(vid.colormap32, vid.palette);
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}
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