// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 by Sonic Team Junior. // // 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_draw16.c /// \brief 16bpp (HIGHCOLOR) span/column drawer functions /// \note no includes because this is included as part of r_draw.c // ========================================================================== // COLUMNS // ========================================================================== /// \brief kick out the upper bit of each component (we're in 5 : 5 : 5) #define HIMASK1 0x7bde /** \brief The R_DrawColumn_16 function standard upto 128high posts column drawer */ void R_DrawColumn_16(void) { INT32 count; INT16 *dest; fixed_t frac, fracstep; count = dc_yh - dc_yl + 1; // Zero length, column does not exceed a pixel. if (count <= 0) return; #ifdef RANGECHECK if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) I_Error("R_DrawColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif // Framebuffer destination address. // Use ylookup LUT to avoid multiply with ScreenWidth. // Use columnofs LUT for subwindows? dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); // Determine scaling, which is the only mapping to be done. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl - centery)*fracstep; // Inner loop that does the actual texture mapping, e.g. a DDA-like scaling. // This is as fast as it gets. do { // Re-map color indices from wall texture column using a lighting/special effects LUT. *dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&127]>>1]; dest += vid.width; frac += fracstep; } while (--count); } /** \brief The R_DrawWallColumn_16 function LAME cutnpaste: same as R_DrawColumn_16 but wraps around 256 instead of 128 for the tall sky textures (256x240) */ void R_DrawWallColumn_16(void) { INT32 count; INT16 *dest; fixed_t frac, fracstep; count = dc_yh - dc_yl + 1; // Zero length, column does not exceed a pixel. if (count <= 0) return; #ifdef RANGECHECK if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) I_Error("R_DrawWallColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); fracstep = dc_iscale; frac = dc_texturemid + (dc_yl - centery)*fracstep; do { *dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&255]>>1]; dest += vid.width; frac += fracstep; } while (--count); } /** \brief The R_DrawTranslucentColumn_16 function LAME cutnpaste: same as R_DrawColumn_16 but does translucent */ void R_DrawTranslucentColumn_16(void) { INT32 count; INT16 *dest; fixed_t frac, fracstep; // check out coords for src* if ((dc_yl < 0) || (dc_x >= vid.width)) return; count = dc_yh - dc_yl; if (count < 0) return; #ifdef RANGECHECK if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) I_Error("R_DrawTranslucentColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif // FIXME. As above. dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); // Looks familiar. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl - centery)*fracstep; // Here we do an additional index re-mapping. do { *dest = (INT16)((INT16)((color8to16[dc_source[frac>>FRACBITS]]>>1) & 0x39ce) + (INT16)(((*dest & HIMASK1)) & 0x7fff)); dest += vid.width; frac += fracstep; } while (count--); } /** \brief The R_DrawTranslatedColumn_16 function ? */ void R_DrawTranslatedColumn_16(void) { INT32 count; INT16 *dest; fixed_t frac, fracstep; count = dc_yh - dc_yl; if (count < 0) return; #ifdef RANGECHECK if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height) I_Error("R_DrawTranslatedColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x); #endif dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]); // Looks familiar. fracstep = dc_iscale; frac = dc_texturemid + (dc_yl - centery)*fracstep; // Here we do an additional index re-mapping. do { *dest = color8to16[dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]]; dest += vid.width; frac += fracstep; } while (count--); } // ========================================================================== // SPANS // ========================================================================== /** \brief The R_*_16 function Draws the actual span. */ void R_DrawSpan_16(void) { fixed_t xfrac, yfrac; INT16 *dest; INT32 count, spot; #ifdef RANGECHECK if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= vid.width || ds_y > vid.height) I_Error("R_DrawSpan_16: %d to %d at %d", ds_x1, ds_x2, ds_y); #endif xfrac = ds_xfrac; yfrac = ds_yfrac; dest = (INT16 *)(void *)(ylookup[ds_y] + columnofs[ds_x1]); // We do not check for zero spans here? count = ds_x2 - ds_x1; if (count <= 0) // We do now! return; do { // Current texture index in u, v. spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63); // Lookup pixel from flat texture tile, re-index using light/colormap. *dest++ = hicolormaps[((INT16 *)(void *)ds_source)[spot]>>1]; // Next step in u, v. xfrac += ds_xstep; yfrac += ds_ystep; } while (count--); }