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Add R_Draw2sMultiPatchTranslucentColumn_8, for columns of multi-patch textures used as midtextures on two-sided linedefs with both transparency AND translucency
...that was a mouthful
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5 changed files with 103 additions and 0 deletions
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@ -162,6 +162,7 @@ void R_DrawSplat_8(void);
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void R_DrawTranslucentSplat_8(void);
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void R_DrawTranslucentSpan_8(void);
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void R_Draw2sMultiPatchColumn_8(void);
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void R_Draw2sMultiPatchTranslucentColumn_8(void);
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void R_DrawFogSpan_8(void);
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void R_DrawFogColumn_8(void);
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void R_DrawColumnShadowed_8(void);
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@ -203,6 +203,103 @@ void R_Draw2sMultiPatchColumn_8(void)
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}
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}
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void R_Draw2sMultiPatchTranslucentColumn_8(void)
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{
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INT32 count;
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register UINT8 *dest;
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register fixed_t frac;
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fixed_t fracstep;
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count = dc_yh - dc_yl;
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if (count < 0) // Zero length, column does not exceed a pixel.
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return;
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#ifdef RANGECHECK
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if ((unsigned)dc_x >= (unsigned)vid.width || dc_yl < 0 || dc_yh >= vid.height)
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return;
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#endif
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// Framebuffer destination address.
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// Use ylookup LUT to avoid multiply with ScreenWidth.
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// Use columnofs LUT for subwindows?
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//dest = ylookup[dc_yl] + columnofs[dc_x];
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dest = &topleft[dc_yl*vid.width + dc_x];
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count++;
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// Determine scaling, which is the only mapping to be done.
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fracstep = dc_iscale;
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//frac = dc_texturemid + (dc_yl - centery)*fracstep;
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frac = (dc_texturemid + FixedMul((dc_yl << FRACBITS) - centeryfrac, fracstep))*(!dc_hires);
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// Inner loop that does the actual texture mapping, e.g. a DDA-like scaling.
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// This is as fast as it gets.
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{
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register const UINT8 *source = dc_source;
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register const UINT8 *transmap = dc_transmap;
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register const lighttable_t *colormap = dc_colormap;
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register INT32 heightmask = dc_texheight-1;
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register UINT8 val;
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if (dc_texheight & heightmask) // not a power of 2 -- killough
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{
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heightmask++;
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heightmask <<= FRACBITS;
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if (frac < 0)
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while ((frac += heightmask) < 0);
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else
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while (frac >= heightmask)
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frac -= heightmask;
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do
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{
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// Re-map color indices from wall texture column
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// using a lighting/special effects LUT.
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// heightmask is the Tutti-Frutti fix
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val = source[frac>>FRACBITS];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[*(transmap + (val<<8) + (*dest))];
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dest += vid.width;
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// Avoid overflow.
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if (fracstep > 0x7FFFFFFF - frac)
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frac += fracstep - heightmask;
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else
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frac += fracstep;
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while (frac >= heightmask)
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frac -= heightmask;
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} while (--count);
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}
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else
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{
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while ((count -= 2) >= 0) // texture height is a power of 2
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{
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[*(transmap + (val<<8) + (*dest))];
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dest += vid.width;
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frac += fracstep;
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[*(transmap + (val<<8) + (*dest))];
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dest += vid.width;
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frac += fracstep;
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}
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if (count & 1)
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{
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val = source[(frac>>FRACBITS) & heightmask];
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if (val != TRANSPARENTPIXEL)
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*dest = colormap[*(transmap + (val<<8) + (*dest))];
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}
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}
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}
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}
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/** \brief The R_DrawShadeColumn_8 function
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Experiment to make software go faster. Taken from the Boom source
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*/
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@ -271,6 +271,8 @@ static void R_Render2sidedMultiPatchColumn(column_t *column)
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if (colfunc == wallcolfunc)
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twosmultipatchfunc();
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else if (colfunc == fuzzcolfunc)
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twosmultipatchtransfunc();
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else
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colfunc();
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}
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@ -49,6 +49,7 @@ void (*splatfunc)(void); // span drawer w/ transparency
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void (*basespanfunc)(void); // default span func for color mode
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void (*transtransfunc)(void); // translucent translated column drawer
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void (*twosmultipatchfunc)(void); // for cols with transparent pixels
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void (*twosmultipatchtransfunc)(void); // for cols with transparent pixels AND translucency
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// ------------------
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// global video state
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@ -127,6 +128,7 @@ void SCR_SetMode(void)
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fuzzcolfunc = R_DrawTranslucentColumn_8;
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walldrawerfunc = R_DrawWallColumn_8;
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twosmultipatchfunc = R_Draw2sMultiPatchColumn_8;
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twosmultipatchtransfunc = R_Draw2sMultiPatchTranslucentColumn_8;
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#ifdef RUSEASM
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if (R_ASM)
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{
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@ -136,6 +136,7 @@ extern void (*basespanfunc)(void);
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extern void (*splatfunc)(void);
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extern void (*transtransfunc)(void);
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extern void (*twosmultipatchfunc)(void);
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extern void (*twosmultipatchtransfunc)(void);
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// -----
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// CPUID
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