SRB2/src/r_draw8_npo2.c
Lactozilla 07656de1d2 Delete old and unused rendering-related code
- Deleted view border code
- Deleted highcolor code
- Deleted pre-NEWCLIP code
- Deleted ylookup and columnofs
- Deleted the last remnants of con_clipviewtop and dc_hires
2024-02-18 22:11:22 -03:00

1579 lines
41 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2023 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_draw8_npo2.c
/// \brief 8bpp span drawer functions (for non-powers-of-two flat dimensions)
/// \note no includes because this is included as part of r_draw.c
// ==========================================================================
// SPANS
// ==========================================================================
#define SPANSIZE 16
#define INVSPAN 0.0625f
#if defined(__GNUC__) || defined(__clang__) // Suppress intentional libdivide compiler warnings - Also added to libdivide.h
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Waggregate-return"
#endif
/** \brief The R_DrawSpan_NPO2_8 function
Draws the actual span.
*/
void R_DrawSpan_NPO2_8 (void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
xposition = ds_xfrac; yposition = ds_yfrac;
xstep = ds_xstep; ystep = ds_ystep;
source = ds_source;
colormap = ds_colormap;
dest = &topleft[ds_y*vid.width + ds_x1];
if (dest+8 > deststop)
return;
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
*dest++ = colormap[source[((y * ds_flatwidth) + x)]];
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawTiltedSpan_NPO2_8 function
Draw slopes! Holy sheit!
*/
void R_DrawTiltedSpan_NPO2_8(void)
{
// x1, x2 = ds_x1, ds_x2
int width = ds_x2 - ds_x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
R_CalcSlopeLight();
dest = &topleft[ds_y*vid.width + ds_x1];
source = ds_source;
//colormap = ds_colormap;
#if 0 // The "perfect" reference version of this routine. Pretty slow.
// Use it only to see how things are supposed to look.
i = 0;
do
{
double z = 1.f/iz;
u = (INT64)(uz*z);
v = (INT64)(vz*z);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = colormap[source[((y * ds_flatwidth) + x)]];
}
dest++;
iz += ds_sz.x;
uz += ds_su.x;
vz += ds_sv.x;
} while (--width >= 0);
#else
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds_sz.x * SPANSIZE;
uzstep = ds_su.x * SPANSIZE;
vzstep = ds_sv.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = colormap[source[((y * ds_flatwidth) + x)]];
}
dest++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = colormap[source[((y * ds_flatwidth) + x)]];
}
}
else
{
double left = width;
iz += ds_sz.x * left;
uz += ds_su.x * left;
vz += ds_sv.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = colormap[source[((y * ds_flatwidth) + x)]];
}
dest++;
u += stepu;
v += stepv;
}
}
}
#endif
}
/** \brief The R_DrawTiltedTranslucentSpan_NPO2_8 function
Like DrawTiltedSpan_NPO2, but translucent
*/
void R_DrawTiltedTranslucentSpan_NPO2_8(void)
{
// x1, x2 = ds_x1, ds_x2
int width = ds_x2 - ds_x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
R_CalcSlopeLight();
dest = &topleft[ds_y*vid.width + ds_x1];
source = ds_source;
//colormap = ds_colormap;
#if 0 // The "perfect" reference version of this routine. Pretty slow.
// Use it only to see how things are supposed to look.
i = 0;
do
{
double z = 1.f/iz;
u = (INT64)(uz*z);
v = (INT64)(vz*z);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dest);
}
dest++;
iz += ds_sz.x;
uz += ds_su.x;
vz += ds_sv.x;
} while (--width >= 0);
#else
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds_sz.x * SPANSIZE;
uzstep = ds_su.x * SPANSIZE;
vzstep = ds_sv.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dest);
}
dest++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dest);
}
}
else
{
double left = width;
iz += ds_sz.x * left;
uz += ds_su.x * left;
vz += ds_sv.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dest);
}
dest++;
u += stepu;
v += stepv;
}
}
}
#endif
}
void R_DrawTiltedSplat_NPO2_8(void)
{
// x1, x2 = ds_x1, ds_x2
int width = ds_x2 - ds_x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
UINT8 val;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
R_CalcSlopeLight();
dest = &topleft[ds_y*vid.width + ds_x1];
source = ds_source;
//colormap = ds_colormap;
#if 0 // The "perfect" reference version of this routine. Pretty slow.
// Use it only to see how things are supposed to look.
i = 0;
do
{
double z = 1.f/iz;
u = (INT64)(uz*z);
v = (INT64)(vz*z);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
}
if (val != TRANSPARENTPIXEL)
*dest = colormap[val];
dest++;
iz += ds_sz.x;
uz += ds_su.x;
vz += ds_sv.x;
} while (--width >= 0);
#else
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds_sz.x * SPANSIZE;
uzstep = ds_su.x * SPANSIZE;
vzstep = ds_sv.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
}
if (val != TRANSPARENTPIXEL)
*dest = colormap[val];
dest++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
}
if (val != TRANSPARENTPIXEL)
*dest = colormap[val];
}
else
{
double left = width;
iz += ds_sz.x * left;
uz += ds_su.x * left;
vz += ds_sv.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
}
if (val != TRANSPARENTPIXEL)
*dest = colormap[val];
dest++;
u += stepu;
v += stepv;
}
}
}
#endif
}
/** \brief The R_DrawSplat_NPO2_8 function
Just like R_DrawSpan_NPO2_8, but skips transparent pixels.
*/
void R_DrawSplat_NPO2_8 (void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
UINT32 val;
xposition = ds_xfrac; yposition = ds_yfrac;
xstep = ds_xstep; ystep = ds_ystep;
source = ds_source;
colormap = ds_colormap;
dest = &topleft[ds_y*vid.width + ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = source[((y * ds_flatwidth) + x)];
if (val != TRANSPARENTPIXEL)
*dest = colormap[val];
dest++;
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawTranslucentSplat_NPO2_8 function
Just like R_DrawSplat_NPO2_8, but is translucent!
*/
void R_DrawTranslucentSplat_NPO2_8 (void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
UINT32 val;
xposition = ds_xfrac; yposition = ds_yfrac;
xstep = ds_xstep; ystep = ds_ystep;
source = ds_source;
colormap = ds_colormap;
dest = &topleft[ds_y*vid.width + ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = source[((y * ds_flatwidth) + x)];
if (val != TRANSPARENTPIXEL)
*dest = *(ds_transmap + (colormap[val] << 8) + *dest);
dest++;
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawFloorSprite_NPO2_8 function
Just like R_DrawSplat_NPO2_8, but for floor sprites.
*/
void R_DrawFloorSprite_NPO2_8 (void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT16 *source;
UINT8 *translation;
UINT8 *colormap;
UINT8 *dest;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
UINT32 val;
xposition = ds_xfrac; yposition = ds_yfrac;
xstep = ds_xstep; ystep = ds_ystep;
source = (UINT16 *)ds_source;
colormap = ds_colormap;
translation = ds_translation;
dest = &topleft[ds_y*vid.width + ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = colormap[translation[val & 0xFF]];
dest++;
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawTranslucentFloorSprite_NPO2_8 function
Just like R_DrawFloorSprite_NPO2_8, but is translucent!
*/
void R_DrawTranslucentFloorSprite_NPO2_8 (void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT16 *source;
UINT8 *translation;
UINT8 *colormap;
UINT8 *dest;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
UINT32 val;
xposition = ds_xfrac; yposition = ds_yfrac;
xstep = ds_xstep; ystep = ds_ystep;
source = (UINT16 *)ds_source;
colormap = ds_colormap;
translation = ds_translation;
dest = &topleft[ds_y*vid.width + ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = *(ds_transmap + (colormap[translation[val & 0xFF]] << 8) + *dest);
dest++;
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawTiltedFloorSprite_NPO2_8 function
Draws a tilted floor sprite.
*/
void R_DrawTiltedFloorSprite_NPO2_8(void)
{
// x1, x2 = ds_x1, ds_x2
int width = ds_x2 - ds_x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT16 *source;
UINT8 *colormap;
UINT8 *translation;
UINT8 *dest;
UINT16 val;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
dest = &topleft[ds_y*vid.width + ds_x1];
source = (UINT16 *)ds_source;
colormap = ds_colormap;
translation = ds_translation;
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds_sz.x * SPANSIZE;
uzstep = ds_su.x * SPANSIZE;
vzstep = ds_sv.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
// Lactozilla: Non-powers-of-two
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = colormap[translation[val & 0xFF]];
dest++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = colormap[translation[val & 0xFF]];
}
}
else
{
double left = width;
iz += ds_sz.x * left;
uz += ds_su.x * left;
vz += ds_sv.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
// Lactozilla: Non-powers-of-two
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = colormap[translation[val & 0xFF]];
dest++;
u += stepu;
v += stepv;
}
}
}
}
/** \brief The R_DrawTiltedTranslucentFloorSprite_NPO2_8 function
Draws a tilted, translucent, floor sprite.
*/
void R_DrawTiltedTranslucentFloorSprite_NPO2_8(void)
{
// x1, x2 = ds_x1, ds_x2
int width = ds_x2 - ds_x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT16 *source;
UINT8 *colormap;
UINT8 *translation;
UINT8 *dest;
UINT16 val;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
dest = &topleft[ds_y*vid.width + ds_x1];
source = (UINT16 *)ds_source;
colormap = ds_colormap;
translation = ds_translation;
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds_sz.x * SPANSIZE;
uzstep = ds_su.x * SPANSIZE;
vzstep = ds_sv.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
// Lactozilla: Non-powers-of-two
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = *(ds_transmap + (colormap[translation[val & 0xFF]] << 8) + *dest);
dest++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = *(ds_transmap + (colormap[translation[val & 0xFF]] << 8) + *dest);
}
}
else
{
double left = width;
iz += ds_sz.x * left;
uz += ds_su.x * left;
vz += ds_sv.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
// Lactozilla: Non-powers-of-two
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
val = source[((y * ds_flatwidth) + x)];
if (val & 0xFF00)
*dest = *(ds_transmap + (colormap[translation[val & 0xFF]] << 8) + *dest);
dest++;
u += stepu;
v += stepv;
}
}
}
}
/** \brief The R_DrawTranslucentSpan_NPO2_8 function
Draws the actual span with translucency.
*/
void R_DrawTranslucentSpan_NPO2_8 (void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
UINT32 val;
xposition = ds_xfrac; yposition = ds_yfrac;
xstep = ds_xstep; ystep = ds_ystep;
source = ds_source;
colormap = ds_colormap;
dest = &topleft[ds_y*vid.width + ds_x1];
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
val = ((y * ds_flatwidth) + x);
*dest = *(ds_transmap + (colormap[source[val]] << 8) + *dest);
dest++;
xposition += xstep;
yposition += ystep;
}
}
void R_DrawWaterSpan_NPO2_8(void)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
UINT8 *dsrc;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds_x2 - ds_x1 + 1);
xposition = ds_xfrac; yposition = (ds_yfrac + ds_waterofs);
xstep = ds_xstep; ystep = ds_ystep;
source = ds_source;
colormap = ds_colormap;
dest = &topleft[ds_y*vid.width + ds_x1];
dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1;
fixedwidth = ds_flatwidth << FRACBITS;
fixedheight = ds_flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
*dest++ = colormap[*(ds_transmap + (source[((y * ds_flatwidth) + x)] << 8) + *dsrc++)];
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawTiltedWaterSpan_NPO2_8 function
Like DrawTiltedTranslucentSpan_NPO2, but for water
*/
void R_DrawTiltedWaterSpan_NPO2_8(void)
{
// x1, x2 = ds_x1, ds_x2
int width = ds_x2 - ds_x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT8 *source;
UINT8 *colormap;
UINT8 *dest;
UINT8 *dsrc;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds_flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds_flatheight);
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
R_CalcSlopeLight();
dest = &topleft[ds_y*vid.width + ds_x1];
dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1;
source = ds_source;
//colormap = ds_colormap;
#if 0 // The "perfect" reference version of this routine. Pretty slow.
// Use it only to see how things are supposed to look.
i = 0;
do
{
double z = 1.f/iz;
u = (INT64)(uz*z);
v = (INT64)(vz*z);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
}
dest++;
iz += ds_sz.x;
uz += ds_su.x;
vz += ds_sv.x;
} while (--width >= 0);
#else
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds_sz.x * SPANSIZE;
uzstep = ds_su.x * SPANSIZE;
vzstep = ds_sv.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
}
dest++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
}
}
else
{
double left = width;
iz += ds_sz.x * left;
uz += ds_su.x * left;
vz += ds_sv.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
}
dest++;
u += stepu;
v += stepv;
}
}
}
#endif
}
#if defined(__GNUC__) || defined(__clang__) // Stop suppressing intentional libdivide compiler warnings
#pragma GCC diagnostic pop
#endif