SRB2/src/r_draw.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2022 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_draw.c
/// \brief span / column drawer functions, for 8bpp and 16bpp
/// All drawing to the view buffer is accomplished in this file.
/// The other refresh files only know about ccordinates,
/// not the architecture of the frame buffer.
/// The frame buffer is a linear one, and we need only the base address.
#include "doomdef.h"
#include "doomstat.h"
#include "r_local.h"
#include "st_stuff.h" // need ST_HEIGHT
#include "i_video.h"
#include "v_video.h"
#include "m_misc.h"
#include "w_wad.h"
#include "z_zone.h"
#include "console.h" // Until buffering gets finished
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#include "libdivide.h" // used by NPO2 tilted span functions
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#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
// ==========================================================================
// COMMON DATA FOR 8bpp AND 16bpp
// ==========================================================================
/** \brief view info
*/
INT32 viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
/** \brief pointer to the start of each line of the screen,
*/
UINT8 *ylookup[MAXVIDHEIGHT*4];
/** \brief pointer to the start of each line of the screen, for view1 (splitscreen)
*/
UINT8 *ylookup1[MAXVIDHEIGHT*4];
/** \brief pointer to the start of each line of the screen, for view2 (splitscreen)
*/
UINT8 *ylookup2[MAXVIDHEIGHT*4];
/** \brief x byte offset for columns inside the viewwindow,
so the first column starts at (SCRWIDTH - VIEWWIDTH)/2
*/
INT32 columnofs[MAXVIDWIDTH*4];
UINT8 *topleft;
// =========================================================================
// COLUMN DRAWING CODE STUFF
// =========================================================================
lighttable_t *dc_colormap;
INT32 dc_x = 0, dc_yl = 0, dc_yh = 0;
fixed_t dc_iscale, dc_texturemid;
UINT8 dc_hires; // under MSVC boolean is a byte, while on other systems, it a bit,
// soo lets make it a byte on all system for the ASM code
UINT8 *dc_source;
// -----------------------
// translucency stuff here
// -----------------------
#define NUMTRANSTABLES 9 // how many translucency tables are used
UINT8 *transtables; // translucency tables
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UINT8 *blendtables[NUMBLENDMAPS];
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/** \brief R_DrawTransColumn uses this
*/
UINT8 *dc_transmap; // one of the translucency tables
// ----------------------
// translation stuff here
// ----------------------
/** \brief R_DrawTranslatedColumn uses this
*/
UINT8 *dc_translation;
struct r_lightlist_s *dc_lightlist = NULL;
INT32 dc_numlights = 0, dc_maxlights, dc_texheight;
// =========================================================================
// SPAN DRAWING CODE STUFF
// =========================================================================
INT32 ds_y, ds_x1, ds_x2;
lighttable_t *ds_colormap;
lighttable_t *ds_translation; // Lactozilla: Sprite splat drawer
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fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep;
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INT32 ds_waterofs, ds_bgofs;
UINT16 ds_flatwidth, ds_flatheight;
boolean ds_powersoftwo;
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UINT8 *ds_source; // points to the start of a flat
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UINT8 *ds_transmap; // one of the translucency tables
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// Vectors for Software's tilted slope drawers
floatv3_t *ds_su, *ds_sv, *ds_sz;
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floatv3_t *ds_sup, *ds_svp, *ds_szp;
float focallengthf, zeroheight;
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/** \brief Variable flat sizes
*/
UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
// =========================================================================
// TRANSLATION COLORMAP CODE
// =========================================================================
#define DEFAULT_TT_CACHE_INDEX MAXSKINS
#define BOSS_TT_CACHE_INDEX (MAXSKINS + 1)
#define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2)
#define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3)
#define RAINBOW_TT_CACHE_INDEX (MAXSKINS + 4)
#define BLINK_TT_CACHE_INDEX (MAXSKINS + 5)
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#define DASHMODE_TT_CACHE_INDEX (MAXSKINS + 6)
#define DEFAULT_STARTTRANSCOLOR 96
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#define NUM_PALETTE_ENTRIES 256
static UINT8 **translationtablecache[MAXSKINS + 7] = {NULL};
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UINT8 skincolor_modified[MAXSKINCOLORS];
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static INT32 SkinToCacheIndex(INT32 skinnum)
{
switch (skinnum)
{
case TC_DEFAULT: return DEFAULT_TT_CACHE_INDEX;
case TC_BOSS: return BOSS_TT_CACHE_INDEX;
case TC_METALSONIC: return METALSONIC_TT_CACHE_INDEX;
case TC_ALLWHITE: return ALLWHITE_TT_CACHE_INDEX;
case TC_RAINBOW: return RAINBOW_TT_CACHE_INDEX;
case TC_BLINK: return BLINK_TT_CACHE_INDEX;
case TC_DASHMODE: return DASHMODE_TT_CACHE_INDEX;
default: break;
}
return skinnum;
}
static INT32 CacheIndexToSkin(INT32 ttc)
{
switch (ttc)
{
case DEFAULT_TT_CACHE_INDEX: return TC_DEFAULT;
case BOSS_TT_CACHE_INDEX: return TC_BOSS;
case METALSONIC_TT_CACHE_INDEX: return TC_METALSONIC;
case ALLWHITE_TT_CACHE_INDEX: return TC_ALLWHITE;
case RAINBOW_TT_CACHE_INDEX: return TC_RAINBOW;
case BLINK_TT_CACHE_INDEX: return TC_BLINK;
case DASHMODE_TT_CACHE_INDEX: return TC_DASHMODE;
default: break;
}
return ttc;
}
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CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
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/** \brief Initializes the translucency tables used by the Software renderer.
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*/
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void R_InitTranslucencyTables(void)
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{
// Load here the transparency lookup tables 'TRANSx0'
// NOTE: the TRANSx0 resources MUST BE aligned on 64k for the asm
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// optimised code (in other words, transtables pointer low word is 0)
transtables = Z_MallocAlign(NUMTRANSTABLES*0x10000, PU_STATIC,
NULL, 16);
W_ReadLump(W_GetNumForName("TRANS10"), transtables);
W_ReadLump(W_GetNumForName("TRANS20"), transtables+0x10000);
W_ReadLump(W_GetNumForName("TRANS30"), transtables+0x20000);
W_ReadLump(W_GetNumForName("TRANS40"), transtables+0x30000);
W_ReadLump(W_GetNumForName("TRANS50"), transtables+0x40000);
W_ReadLump(W_GetNumForName("TRANS60"), transtables+0x50000);
W_ReadLump(W_GetNumForName("TRANS70"), transtables+0x60000);
W_ReadLump(W_GetNumForName("TRANS80"), transtables+0x70000);
W_ReadLump(W_GetNumForName("TRANS90"), transtables+0x80000);
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R_GenerateBlendTables();
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}
static colorlookup_t transtab_lut;
static void BlendTab_Translucent(UINT8 *table, int style, UINT8 blendamt)
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{
INT16 bg, fg;
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if (table == NULL)
I_Error("BlendTab_Translucent: input table was NULL!");
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for (bg = 0; bg < 0xFF; bg++)
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{
for (fg = 0; fg < 0xFF; fg++)
{
RGBA_t backrgba = V_GetMasterColor(bg);
RGBA_t frontrgba = V_GetMasterColor(fg);
RGBA_t result;
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result.rgba = ASTBlendPixel(backrgba, frontrgba, style, 0xFF);
result.rgba = ASTBlendPixel(result, frontrgba, AST_TRANSLUCENT, blendamt);
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table[((bg * 0x100) + fg)] = GetColorLUT(&transtab_lut, result.s.red, result.s.green, result.s.blue);
}
}
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}
static void BlendTab_Subtractive(UINT8 *table, int style, UINT8 blendamt)
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{
INT16 bg, fg;
if (table == NULL)
I_Error("BlendTab_Subtractive: input table was NULL!");
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if (blendamt == 0xFF)
{
memset(table, GetColorLUT(&transtab_lut, 0, 0, 0), 0x10000);
return;
}
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for (bg = 0; bg < 0xFF; bg++)
{
for (fg = 0; fg < 0xFF; fg++)
{
RGBA_t backrgba = V_GetMasterColor(bg);
RGBA_t frontrgba = V_GetMasterColor(fg);
RGBA_t result;
result.rgba = ASTBlendPixel(backrgba, frontrgba, style, 0xFF);
result.s.red = max(0, result.s.red - blendamt);
result.s.green = max(0, result.s.green - blendamt);
result.s.blue = max(0, result.s.blue - blendamt);
//probably incorrect, but does look better at lower opacity...
//result.rgba = ASTBlendPixel(result, frontrgba, AST_TRANSLUCENT, blendamt);
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table[((bg * 0x100) + fg)] = GetColorLUT(&transtab_lut, result.s.red, result.s.green, result.s.blue);
}
}
}
static void BlendTab_Modulative(UINT8 *table)
{
INT16 bg, fg;
if (table == NULL)
I_Error("BlendTab_Modulative: input table was NULL!");
for (bg = 0; bg < 0xFF; bg++)
{
for (fg = 0; fg < 0xFF; fg++)
{
RGBA_t backrgba = V_GetMasterColor(bg);
RGBA_t frontrgba = V_GetMasterColor(fg);
RGBA_t result;
result.rgba = ASTBlendPixel(backrgba, frontrgba, AST_MODULATE, 0);
table[((bg * 0x100) + fg)] = GetColorLUT(&transtab_lut, result.s.red, result.s.green, result.s.blue);
}
}
}
static INT32 BlendTab_Count[NUMBLENDMAPS] =
{
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NUMTRANSTABLES+1, // blendtab_add
NUMTRANSTABLES+1, // blendtab_subtract
NUMTRANSTABLES+1, // blendtab_reversesubtract
1 // blendtab_modulate
};
static INT32 BlendTab_FromStyle[] =
{
0, // AST_COPY
0, // AST_TRANSLUCENT
blendtab_add, // AST_ADD
blendtab_subtract, // AST_SUBTRACT
blendtab_reversesubtract, // AST_REVERSESUBTRACT
blendtab_modulate, // AST_MODULATE
0 // AST_OVERLAY
};
static void BlendTab_GenerateMaps(INT32 tab, INT32 style, void (*genfunc)(UINT8 *, int, UINT8))
{
INT32 i = 0, num = BlendTab_Count[tab];
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const float amtmul = (256.0f / (float)(NUMTRANSTABLES + 1));
for (; i < num; i++)
{
const size_t offs = (0x10000 * i);
const UINT16 alpha = min(amtmul * i, 0xFF);
genfunc(blendtables[tab] + offs, style, alpha);
}
}
void R_GenerateBlendTables(void)
{
INT32 i;
for (i = 0; i < NUMBLENDMAPS; i++)
blendtables[i] = Z_MallocAlign(BlendTab_Count[i] * 0x10000, PU_STATIC, NULL, 16);
InitColorLUT(&transtab_lut, pMasterPalette, false);
// Additive
BlendTab_GenerateMaps(blendtab_add, AST_ADD, BlendTab_Translucent);
// Subtractive
#if 1
BlendTab_GenerateMaps(blendtab_subtract, AST_SUBTRACT, BlendTab_Subtractive);
#else
BlendTab_GenerateMaps(blendtab_subtract, AST_SUBTRACT, BlendTab_Translucent);
#endif
// Reverse subtractive
BlendTab_GenerateMaps(blendtab_reversesubtract, AST_REVERSESUBTRACT, BlendTab_Translucent);
// Modulative blending only requires a single table
BlendTab_Modulative(blendtables[blendtab_modulate]);
}
#define ClipBlendLevel(style, trans) max(min((trans), BlendTab_Count[BlendTab_FromStyle[style]]-1), 0)
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#define ClipTransLevel(trans) max(min((trans), NUMTRANSMAPS-2), 0)
UINT8 *R_GetTranslucencyTable(INT32 alphalevel)
{
return transtables + (ClipTransLevel(alphalevel-1) << FF_TRANSSHIFT);
}
UINT8 *R_GetBlendTable(int style, INT32 alphalevel)
{
size_t offs;
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if (style <= AST_COPY || style >= AST_OVERLAY)
return NULL;
offs = (ClipBlendLevel(style, alphalevel) << FF_TRANSSHIFT);
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// Lactozilla: Returns the equivalent to AST_TRANSLUCENT
// if no alpha style matches any of the blend tables.
switch (style)
{
case AST_ADD:
return blendtables[blendtab_add] + offs;
case AST_SUBTRACT:
return blendtables[blendtab_subtract] + offs;
case AST_REVERSESUBTRACT:
return blendtables[blendtab_reversesubtract] + offs;
case AST_MODULATE:
return blendtables[blendtab_modulate];
default:
break;
}
// Return a normal translucency table
if (--alphalevel >= 0)
return transtables + (ClipTransLevel(alphalevel) << FF_TRANSSHIFT);
else
return NULL;
}
boolean R_BlendLevelVisible(INT32 blendmode, INT32 alphalevel)
{
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if (blendmode <= AST_COPY || blendmode == AST_SUBTRACT || blendmode == AST_MODULATE || blendmode >= AST_OVERLAY)
return true;
return (alphalevel < BlendTab_Count[BlendTab_FromStyle[blendmode]]);
}
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in hw_md2.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power... stolen from kart, with permission
\param dest_colormap colormap to populate
\param skincolor translation color
*/
static void R_RainbowColormap(UINT8 *dest_colormap, UINT16 skincolor)
{
INT32 i;
RGBA_t color;
UINT8 brightness;
INT32 j;
UINT8 colorbrightnesses[16];
UINT16 brightdif;
INT32 temp;
// first generate the brightness of all the colours of that skincolour
for (i = 0; i < 16; i++)
{
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color = V_GetColor(skincolors[skincolor].ramp[i]);
SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue);
}
// next, for every colour in the palette, choose the transcolor that has the closest brightness
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (i == 0 || i == 31) // pure black and pure white don't change
{
dest_colormap[i] = (UINT8)i;
continue;
}
color = V_GetColor(i);
SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue);
brightdif = 256;
for (j = 0; j < 16; j++)
{
temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]);
if (temp < brightdif)
{
brightdif = (UINT16)temp;
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dest_colormap[i] = skincolors[skincolor].ramp[j];
}
}
}
}
#undef SETBRIGHTNESS
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/** \brief Generates a translation colormap.
\param dest_colormap colormap to populate
\param skinnum skin number, or a translation mode
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\param color translation color
\return void
*/
static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT16 color)
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{
INT32 i, starttranscolor, skinramplength;
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// Handle a couple of simple special cases
if (skinnum < TC_DEFAULT)
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{
switch (skinnum)
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{
case TC_ALLWHITE:
memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8));
return;
case TC_RAINBOW:
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if (color >= numskincolors)
I_Error("Invalid skin color #%hu.", (UINT16)color);
if (color != SKINCOLOR_NONE)
{
R_RainbowColormap(dest_colormap, color);
return;
}
break;
case TC_BLINK:
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if (color >= numskincolors)
I_Error("Invalid skin color #%hu.", (UINT16)color);
if (color != SKINCOLOR_NONE)
{
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memset(dest_colormap, skincolors[color].ramp[3], NUM_PALETTE_ENTRIES * sizeof(UINT8));
return;
}
break;
default:
break;
}
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
// White!
if (skinnum == TC_BOSS)
{
UINT8 *originalColormap = R_GetTranslationColormap(TC_DEFAULT, (skincolornum_t)color, GTC_CACHE);
for (i = 0; i < 16; i++)
{
dest_colormap[DEFAULT_STARTTRANSCOLOR + i] = originalColormap[DEFAULT_STARTTRANSCOLOR + i];
dest_colormap[31-i] = i;
}
}
else if (skinnum == TC_METALSONIC)
{
for (i = 0; i < 6; i++)
{
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dest_colormap[skincolors[SKINCOLOR_BLUE].ramp[12-i]] = skincolors[SKINCOLOR_BLUE].ramp[i];
}
dest_colormap[159] = dest_colormap[253] = dest_colormap[254] = 0;
for (i = 0; i < 16; i++)
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dest_colormap[96+i] = dest_colormap[skincolors[SKINCOLOR_COBALT].ramp[i]];
}
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else if (skinnum == TC_DASHMODE) // This is a long one, because MotorRoach basically hand-picked the indices
{
// greens -> ketchups
dest_colormap[96] = dest_colormap[97] = 48;
dest_colormap[98] = 49;
dest_colormap[99] = 51;
dest_colormap[100] = 52;
dest_colormap[101] = dest_colormap[102] = 54;
dest_colormap[103] = 34;
dest_colormap[104] = 37;
dest_colormap[105] = 39;
dest_colormap[106] = 41;
for (i = 0; i < 5; i++)
dest_colormap[107 + i] = 43 + i;
// reds -> steel blues
dest_colormap[32] = 146;
dest_colormap[33] = 147;
dest_colormap[34] = dest_colormap[35] = 170;
dest_colormap[36] = 171;
dest_colormap[37] = dest_colormap[38] = 172;
dest_colormap[39] = dest_colormap[40] = dest_colormap[41] = 173;
dest_colormap[42] = dest_colormap[43] = dest_colormap[44] = 174;
dest_colormap[45] = dest_colormap[46] = dest_colormap[47] = 175;
dest_colormap[71] = 139;
// steel blues -> oranges
dest_colormap[170] = 52;
dest_colormap[171] = 54;
dest_colormap[172] = 56;
dest_colormap[173] = 42;
dest_colormap[174] = 45;
dest_colormap[175] = 47;
}
return;
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}
else if (color == SKINCOLOR_NONE)
{
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
return;
}
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if (color >= numskincolors)
I_Error("Invalid skin color #%hu.", (UINT16)color);
if (skinnum < 0 && skinnum > TC_DEFAULT)
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I_Error("Invalid translation colormap index %d.", skinnum);
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starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR;
if (starttranscolor >= NUM_PALETTE_ENTRIES)
I_Error("Invalid startcolor #%d.", starttranscolor);
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// Fill in the entries of the palette that are fixed
for (i = 0; i < starttranscolor; i++)
dest_colormap[i] = (UINT8)i;
i = starttranscolor + 16;
if (i < NUM_PALETTE_ENTRIES)
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{
for (i = (UINT8)i; i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
skinramplength = 16;
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}
else
skinramplength = i - NUM_PALETTE_ENTRIES; // shouldn't this be NUM_PALETTE_ENTRIES - starttranscolor?
// Build the translated ramp
for (i = 0; i < skinramplength; i++)
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dest_colormap[starttranscolor + i] = (UINT8)skincolors[color].ramp[i];
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}
/** \brief Retrieves a translation colormap from the cache.
\param skinnum number of skin, TC_DEFAULT or TC_BOSS
\param color translation color
\param flags set GTC_CACHE to use the cache
\return Colormap. If not cached, caller should Z_Free.
*/
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UINT8* R_GetTranslationColormap(INT32 skinnum, skincolornum_t color, UINT8 flags)
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{
UINT8* ret;
INT32 skintableindex = SkinToCacheIndex(skinnum); // Adjust if we want the default colormap
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INT32 i;
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if (flags & GTC_CACHE)
{
// Allocate table for skin if necessary
if (!translationtablecache[skintableindex])
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translationtablecache[skintableindex] = Z_Calloc(MAXSKINCOLORS * sizeof(UINT8**), PU_STATIC, NULL);
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// Get colormap
ret = translationtablecache[skintableindex][color];
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// Rebuild the cache if necessary
if (skincolor_modified[color])
{
for (i = 0; i < (INT32)(sizeof(translationtablecache) / sizeof(translationtablecache[0])); i++)
if (translationtablecache[i] && translationtablecache[i][color])
R_GenerateTranslationColormap(translationtablecache[i][color], CacheIndexToSkin(i), color);
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skincolor_modified[color] = false;
}
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}
else ret = NULL;
// Generate the colormap if necessary
if (!ret)
{
ret = Z_MallocAlign(NUM_PALETTE_ENTRIES, (flags & GTC_CACHE) ? PU_LEVEL : PU_STATIC, NULL, 8);
R_GenerateTranslationColormap(ret, skinnum, color);
// Cache the colormap if desired
if (flags & GTC_CACHE)
translationtablecache[skintableindex][color] = ret;
}
return ret;
}
/** \brief Flushes cache of translation colormaps.
Flushes cache of translation colormaps, but doesn't actually free the
colormaps themselves. These are freed when PU_LEVEL blocks are purged,
at or before which point, this function should be called.
\return void
*/
void R_FlushTranslationColormapCache(void)
{
INT32 i;
for (i = 0; i < (INT32)(sizeof(translationtablecache) / sizeof(translationtablecache[0])); i++)
if (translationtablecache[i])
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memset(translationtablecache[i], 0, MAXSKINCOLORS * sizeof(UINT8**));
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}
UINT16 R_GetColorByName(const char *name)
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{
UINT16 color = (UINT16)atoi(name);
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if (color > 0 && color < numskincolors)
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return color;
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for (color = 1; color < numskincolors; color++)
if (!stricmp(skincolors[color].name, name))
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return color;
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return SKINCOLOR_NONE;
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}
UINT16 R_GetSuperColorByName(const char *name)
{
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UINT16 i, color = SKINCOLOR_NONE;
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char *realname = Z_Malloc(MAXCOLORNAME+1, PU_STATIC, NULL);
snprintf(realname, MAXCOLORNAME+1, "Super %s 1", name);
for (i = 1; i < numskincolors; i++)
if (!stricmp(skincolors[i].name, realname)) {
color = i;
break;
}
Z_Free(realname);
return color;
}
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// ==========================================================================
// COMMON DRAWER FOR 8 AND 16 BIT COLOR MODES
// ==========================================================================
// in a perfect world, all routines would be compatible for either mode,
// and optimised enough
//
// in reality, the few routines that can work for either mode, are
// put here
/** \brief The R_InitViewBuffer function
Creates lookup tables for getting the framebuffer address
of a pixel to draw.
\param width witdh of buffer
\param height hieght of buffer
\return void
*/
void R_InitViewBuffer(INT32 width, INT32 height)
{
INT32 i, bytesperpixel = vid.bpp;
if (width > MAXVIDWIDTH)
width = MAXVIDWIDTH;
if (height > MAXVIDHEIGHT)
height = MAXVIDHEIGHT;
if (bytesperpixel < 1 || bytesperpixel > 4)
I_Error("R_InitViewBuffer: wrong bytesperpixel value %d\n", bytesperpixel);
// Handle resize, e.g. smaller view windows with border and/or status bar.
viewwindowx = (vid.width - width) >> 1;
// Column offset for those columns of the view window, but relative to the entire screen
for (i = 0; i < width; i++)
columnofs[i] = (viewwindowx + i) * bytesperpixel;
// Same with base row offset.
if (width == vid.width)
viewwindowy = 0;
else
viewwindowy = (vid.height - height) >> 1;
// Precalculate all row offsets.
for (i = 0; i < height; i++)
{
ylookup[i] = ylookup1[i] = screens[0] + (i+viewwindowy)*vid.width*bytesperpixel;
ylookup2[i] = screens[0] + (i+(vid.height>>1))*vid.width*bytesperpixel; // for splitscreen
}
}
/** \brief viewborder patches lump numbers
*/
lumpnum_t viewborderlump[8];
/** \brief Store the lumpnumber of the viewborder patches
*/
void R_InitViewBorder(void)
{
viewborderlump[BRDR_T] = W_GetNumForName("brdr_t");
viewborderlump[BRDR_B] = W_GetNumForName("brdr_b");
viewborderlump[BRDR_L] = W_GetNumForName("brdr_l");
viewborderlump[BRDR_R] = W_GetNumForName("brdr_r");
viewborderlump[BRDR_TL] = W_GetNumForName("brdr_tl");
viewborderlump[BRDR_BL] = W_GetNumForName("brdr_bl");
viewborderlump[BRDR_TR] = W_GetNumForName("brdr_tr");
viewborderlump[BRDR_BR] = W_GetNumForName("brdr_br");
}
#if 0
/** \brief R_FillBackScreen
Fills the back screen with a pattern for variable screen sizes
Also draws a beveled edge.
*/
void R_FillBackScreen(void)
{
UINT8 *src, *dest;
patch_t *patch;
INT32 x, y, step, boff;
// quickfix, don't cache lumps in both modes
if (rendermode != render_soft)
return;
// draw pattern around the status bar too (when hires),
// so return only when in full-screen without status bar.
if (scaledviewwidth == vid.width && viewheight == vid.height)
return;
src = scr_borderpatch;
dest = screens[1];
for (y = 0; y < vid.height; y++)
{
for (x = 0; x < vid.width/128; x++)
{
M_Memcpy (dest, src+((y&127)<<7), 128);
dest += 128;
}
if (vid.width&127)
{
M_Memcpy(dest, src+((y&127)<<7), vid.width&127);
dest += (vid.width&127);
}
}
// don't draw the borders when viewwidth is full vid.width.
if (scaledviewwidth == vid.width)
return;
step = 8;
boff = 8;
patch = W_CacheLumpNum(viewborderlump[BRDR_T], PU_CACHE);
for (x = 0; x < scaledviewwidth; x += step)
V_DrawPatch(viewwindowx + x, viewwindowy - boff, 1, patch);
patch = W_CacheLumpNum(viewborderlump[BRDR_B], PU_CACHE);
for (x = 0; x < scaledviewwidth; x += step)
V_DrawPatch(viewwindowx + x, viewwindowy + viewheight, 1, patch);
patch = W_CacheLumpNum(viewborderlump[BRDR_L], PU_CACHE);
for (y = 0; y < viewheight; y += step)
V_DrawPatch(viewwindowx - boff, viewwindowy + y, 1, patch);
patch = W_CacheLumpNum(viewborderlump[BRDR_R],PU_CACHE);
for (y = 0; y < viewheight; y += step)
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + y, 1,
patch);
// Draw beveled corners.
V_DrawPatch(viewwindowx - boff, viewwindowy - boff, 1,
W_CacheLumpNum(viewborderlump[BRDR_TL], PU_CACHE));
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy - boff, 1,
W_CacheLumpNum(viewborderlump[BRDR_TR], PU_CACHE));
V_DrawPatch(viewwindowx - boff, viewwindowy + viewheight, 1,
W_CacheLumpNum(viewborderlump[BRDR_BL], PU_CACHE));
V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + viewheight, 1,
W_CacheLumpNum(viewborderlump[BRDR_BR], PU_CACHE));
}
#endif
/** \brief The R_VideoErase function
Copy a screen buffer.
\param ofs offest from buffer
\param count bytes to erase
\return void
*/
void R_VideoErase(size_t ofs, INT32 count)
{
// LFB copy.
// This might not be a good idea if memcpy
// is not optimal, e.g. byte by byte on
// a 32bit CPU, as GNU GCC/Linux libc did
// at one point.
M_Memcpy(screens[0] + ofs, screens[1] + ofs, count);
}
#if 0
/** \brief The R_DrawViewBorder
Draws the border around the view
for different size windows?
*/
void R_DrawViewBorder(void)
{
INT32 top, side, ofs;
if (rendermode == render_none)
return;
#ifdef HWRENDER
if (rendermode != render_soft)
{
HWR_DrawViewBorder(0);
return;
}
else
#endif
#ifdef DEBUG
fprintf(stderr,"RDVB: vidwidth %d vidheight %d scaledviewwidth %d viewheight %d\n",
vid.width, vid.height, scaledviewwidth, viewheight);
#endif
if (scaledviewwidth == vid.width)
return;
top = (vid.height - viewheight)>>1;
side = (vid.width - scaledviewwidth)>>1;
// copy top and one line of left side
R_VideoErase(0, top*vid.width+side);
// copy one line of right side and bottom
ofs = (viewheight+top)*vid.width - side;
R_VideoErase(ofs, top*vid.width + side);
// copy sides using wraparound
ofs = top*vid.width + vid.width-side;
side <<= 1;
// simpler using our VID_Blit routine
VID_BlitLinearScreen(screens[1] + ofs, screens[0] + ofs, side, viewheight - 1,
vid.width, vid.width);
}
#endif
// ==========================================================================
// INCLUDE 8bpp DRAWING CODE HERE
// ==========================================================================
#include "r_draw8.c"
#include "r_draw8_npo2.c"
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// ==========================================================================
// INCLUDE 16bpp DRAWING CODE HERE
// ==========================================================================
#ifdef HIGHCOLOR
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#include "r_draw16.c"
#endif