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804 lines
24 KiB
C
804 lines
24 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_draw.c
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/// \brief span / column drawer functions, for 8bpp and 16bpp
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/// All drawing to the view buffer is accomplished in this file.
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/// The other refresh files only know about ccordinates,
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/// not the architecture of the frame buffer.
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/// The frame buffer is a linear one, and we need only the base address.
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_local.h"
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#include "st_stuff.h" // need ST_HEIGHT
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#include "i_video.h"
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#include "v_video.h"
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#include "m_misc.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "console.h" // Until buffering gets finished
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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// ==========================================================================
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// COMMON DATA FOR 8bpp AND 16bpp
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// ==========================================================================
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/** \brief view info
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*/
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INT32 viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
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/** \brief pointer to the start of each line of the screen,
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*/
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UINT8 *ylookup[MAXVIDHEIGHT*4];
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/** \brief pointer to the start of each line of the screen, for view1 (splitscreen)
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*/
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UINT8 *ylookup1[MAXVIDHEIGHT*4];
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/** \brief pointer to the start of each line of the screen, for view2 (splitscreen)
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*/
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UINT8 *ylookup2[MAXVIDHEIGHT*4];
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/** \brief x byte offset for columns inside the viewwindow,
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so the first column starts at (SCRWIDTH - VIEWWIDTH)/2
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*/
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INT32 columnofs[MAXVIDWIDTH*4];
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UINT8 *topleft;
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// =========================================================================
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// COLUMN DRAWING CODE STUFF
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// =========================================================================
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lighttable_t *dc_colormap;
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INT32 dc_x = 0, dc_yl = 0, dc_yh = 0;
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fixed_t dc_iscale, dc_texturemid;
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UINT8 dc_hires; // under MSVC boolean is a byte, while on other systems, it a bit,
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// soo lets make it a byte on all system for the ASM code
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UINT8 *dc_source;
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// -----------------------
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// translucency stuff here
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// -----------------------
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#define NUMTRANSTABLES 9 // how many translucency tables are used
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UINT8 *transtables; // translucency tables
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/** \brief R_DrawTransColumn uses this
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*/
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UINT8 *dc_transmap; // one of the translucency tables
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// ----------------------
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// translation stuff here
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// ----------------------
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/** \brief R_DrawTranslatedColumn uses this
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*/
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UINT8 *dc_translation;
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struct r_lightlist_s *dc_lightlist = NULL;
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INT32 dc_numlights = 0, dc_maxlights, dc_texheight;
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// =========================================================================
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// SPAN DRAWING CODE STUFF
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// =========================================================================
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INT32 ds_y, ds_x1, ds_x2;
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lighttable_t *ds_colormap;
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fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep;
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UINT8 *ds_source; // start of a 64*64 tile image
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UINT8 *ds_transmap; // one of the translucency tables
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#ifdef ESLOPE
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pslope_t *ds_slope; // Current slope being used
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floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff?
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float focallengthf, zeroheight;
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#endif
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/** \brief Variable flat sizes
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*/
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UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
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// ==========================================================================
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// OLD DOOM FUZZY EFFECT
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// ==========================================================================
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// =========================================================================
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// TRANSLATION COLORMAP CODE
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// =========================================================================
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#define DEFAULT_TT_CACHE_INDEX MAXSKINS
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#define BOSS_TT_CACHE_INDEX (MAXSKINS + 1)
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#define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2)
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#define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3)
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#define SKIN_RAMP_LENGTH 16
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#define DEFAULT_STARTTRANSCOLOR 160
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#define NUM_PALETTE_ENTRIES 256
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static UINT8** translationtablecache[MAXSKINS + 4] = {NULL};
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// See also the enum skincolors_t
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// TODO Callum: Can this be translated?
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const char *Color_Names[MAXSKINCOLORS] =
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{
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"None", // SKINCOLOR_NONE
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"White", // SKINCOLOR_WHITE
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"Silver", // SKINCOLOR_SILVER
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"Grey", // SKINCOLOR_GREY
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"Black", // SKINCOLOR_BLACK
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"Cyan", // SKINCOLOR_CYAN
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"Teal", // SKINCOLOR_TEAL
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"Steel_Blue",// SKINCOLOR_STEELBLUE
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"Blue", // SKINCOLOR_BLUE
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"Peach", // SKINCOLOR_PEACH
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"Tan", // SKINCOLOR_TAN
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"Pink", // SKINCOLOR_PINK
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"Lavender", // SKINCOLOR_LAVENDER
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"Purple", // SKINCOLOR_PURPLE
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"Orange", // SKINCOLOR_ORANGE
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"Rosewood", // SKINCOLOR_ROSEWOOD
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"Beige", // SKINCOLOR_BEIGE
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"Brown", // SKINCOLOR_BROWN
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"Red", // SKINCOLOR_RED
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"Dark_Red", // SKINCOLOR_DARKRED
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"Neon_Green",// SKINCOLOR_NEONGREEN
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"Green", // SKINCOLOR_GREEN
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"Zim", // SKINCOLOR_ZIM
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"Olive", // SKINCOLOR_OLIVE
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"Yellow", // SKINCOLOR_YELLOW
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"Gold" // SKINCOLOR_GOLD
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};
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const UINT8 Color_Opposite[MAXSKINCOLORS*2] =
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{
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SKINCOLOR_NONE,8, // SKINCOLOR_NONE
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SKINCOLOR_BLACK,10, // SKINCOLOR_WHITE
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SKINCOLOR_GREY,4, // SKINCOLOR_SILVER
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SKINCOLOR_SILVER,12,// SKINCOLOR_GREY
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SKINCOLOR_WHITE,8, // SKINCOLOR_BLACK
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SKINCOLOR_NONE,8, // SKINCOLOR_CYAN
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SKINCOLOR_NONE,8, // SKINCOLOR_TEAL
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SKINCOLOR_NONE,8, // SKINCOLOR_STEELBLUE
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SKINCOLOR_ORANGE,9, // SKINCOLOR_BLUE
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SKINCOLOR_NONE,8, // SKINCOLOR_PEACH
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SKINCOLOR_NONE,8, // SKINCOLOR_TAN
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SKINCOLOR_NONE,8, // SKINCOLOR_PINK
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SKINCOLOR_NONE,8, // SKINCOLOR_LAVENDER
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SKINCOLOR_NONE,8, // SKINCOLOR_PURPLE
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SKINCOLOR_BLUE,12, // SKINCOLOR_ORANGE
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SKINCOLOR_NONE,8, // SKINCOLOR_ROSEWOOD
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SKINCOLOR_NONE,8, // SKINCOLOR_BEIGE
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SKINCOLOR_NONE,8, // SKINCOLOR_BROWN
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SKINCOLOR_GREEN,5, // SKINCOLOR_RED
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SKINCOLOR_NONE,8, // SKINCOLOR_DARKRED
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SKINCOLOR_NONE,8, // SKINCOLOR_NEONGREEN
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SKINCOLOR_RED,11, // SKINCOLOR_GREEN
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SKINCOLOR_PURPLE,3, // SKINCOLOR_ZIM
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SKINCOLOR_NONE,8, // SKINCOLOR_OLIVE
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SKINCOLOR_NONE,8, // SKINCOLOR_YELLOW
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SKINCOLOR_NONE,8 // SKINCOLOR_GOLD
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};
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CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
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/** \brief The R_InitTranslationTables
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load in color translation tables
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*/
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void R_InitTranslationTables(void)
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{
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#ifdef _NDS
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// Ugly temporary NDS hack.
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transtables = (UINT8*)0x2000000;
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#else
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// Load here the transparency lookup tables 'TINTTAB'
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// NOTE: the TINTTAB resource MUST BE aligned on 64k for the asm
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// optimised code (in other words, transtables pointer low word is 0)
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transtables = Z_MallocAlign(NUMTRANSTABLES*0x10000, PU_STATIC,
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NULL, 16);
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W_ReadLump(W_GetNumForName("TRANS10"), transtables);
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W_ReadLump(W_GetNumForName("TRANS20"), transtables+0x10000);
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W_ReadLump(W_GetNumForName("TRANS30"), transtables+0x20000);
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W_ReadLump(W_GetNumForName("TRANS40"), transtables+0x30000);
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W_ReadLump(W_GetNumForName("TRANS50"), transtables+0x40000);
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W_ReadLump(W_GetNumForName("TRANS60"), transtables+0x50000);
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W_ReadLump(W_GetNumForName("TRANS70"), transtables+0x60000);
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W_ReadLump(W_GetNumForName("TRANS80"), transtables+0x70000);
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W_ReadLump(W_GetNumForName("TRANS90"), transtables+0x80000);
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#endif
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}
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/** \brief Generates a translation colormap.
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\param dest_colormap colormap to populate
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\param skinnum number of skin, TC_DEFAULT or TC_BOSS
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\param color translation color
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\return void
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*/
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static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color)
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{
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// Table of indices into the palette of the first entries of each translated ramp
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const UINT8 skinbasecolors[] = {
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0x00, // SKINCOLOR_WHITE
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0x03, // SKINCOLOR_SILVER
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0x08, // SKINCOLOR_GREY
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0x18, // SKINCOLOR_BLACK
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0xd0, // SKINCOLOR_CYAN
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0xdc, // SKINCOLOR_TEAL
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0xc8, // SKINCOLOR_STEELBLUE
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0xe2, // SKINCOLOR_BLUE
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0x40, // SKINCOLOR_PEACH
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0x48, // SKINCOLOR_TAN
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0x90, // SKINCOLOR_PINK
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0xf8, // SKINCOLOR_LAVENDER
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0xc0, // SKINCOLOR_PURPLE
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0x52, // SKINCOLOR_ORANGE
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0x5c, // SKINCOLOR_ROSEWOOD
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0x20, // SKINCOLOR_BEIGE
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0x30, // SKINCOLOR_BROWN
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0x7d, // SKINCOLOR_RED
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0x85, // SKINCOLOR_DARKRED
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0xb8, // SKINCOLOR_NEONGREEN
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0xa0, // SKINCOLOR_GREEN
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0xb0, // SKINCOLOR_ZIM
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0x69, // SKINCOLOR_OLIVE
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0x67, // SKINCOLOR_YELLOW
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0x70, // SKINCOLOR_GOLD
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};
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INT32 i;
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INT32 starttranscolor;
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// Handle a couple of simple special cases
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if (skinnum == TC_BOSS || skinnum == TC_ALLWHITE || skinnum == TC_METALSONIC || color == SKINCOLOR_NONE)
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{
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for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
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{
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if (skinnum == TC_ALLWHITE) dest_colormap[i] = 0;
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else dest_colormap[i] = (UINT8)i;
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}
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// White!
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if (skinnum == TC_BOSS)
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dest_colormap[31] = 0;
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else if (skinnum == TC_METALSONIC)
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dest_colormap[239] = 0;
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return;
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}
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starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR;
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// Fill in the entries of the palette that are fixed
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for (i = 0; i < starttranscolor; i++)
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dest_colormap[i] = (UINT8)i;
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for (i = (UINT8)(starttranscolor + 16); i < NUM_PALETTE_ENTRIES; i++)
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dest_colormap[i] = (UINT8)i;
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// Build the translated ramp
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switch (color)
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{
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case SKINCOLOR_SILVER:
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case SKINCOLOR_GREY:
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case SKINCOLOR_PEACH:
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case SKINCOLOR_BEIGE:
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case SKINCOLOR_BROWN:
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case SKINCOLOR_RED:
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case SKINCOLOR_GREEN:
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case SKINCOLOR_BLUE:
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// 16 color ramp
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for (i = 0; i < SKIN_RAMP_LENGTH; i++)
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + i);
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break;
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case SKINCOLOR_ORANGE:
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// 14 colors of orange + brown
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for (i = 0; i < SKIN_RAMP_LENGTH-2; i++)
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + i);
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for (i = 0; i < 2; i++)
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dest_colormap[starttranscolor + (i+SKIN_RAMP_LENGTH-2)] = (UINT8)(152 + i);
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break;
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case SKINCOLOR_CYAN:
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// 12 color ramp
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for (i = 0; i < SKIN_RAMP_LENGTH; i++)
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (12*i/SKIN_RAMP_LENGTH));
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break;
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case SKINCOLOR_WHITE:
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case SKINCOLOR_BLACK:
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case SKINCOLOR_STEELBLUE:
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case SKINCOLOR_PINK:
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case SKINCOLOR_LAVENDER:
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case SKINCOLOR_PURPLE:
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case SKINCOLOR_DARKRED:
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case SKINCOLOR_ZIM:
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case SKINCOLOR_YELLOW:
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case SKINCOLOR_GOLD:
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// 8 color ramp
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for (i = 0; i < SKIN_RAMP_LENGTH; i++)
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (i >> 1));
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break;
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case SKINCOLOR_TEAL:
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// 5 color ramp
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for (i = 0; i < SKIN_RAMP_LENGTH; i++)
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{
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if (5*i/16 == 0)
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dest_colormap[starttranscolor + i] = 0xf7;
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else
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (5*i/SKIN_RAMP_LENGTH) - 1);
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}
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break;
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case SKINCOLOR_OLIVE:
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// 7 color ramp
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for (i = 0; i < SKIN_RAMP_LENGTH; i++)
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (7*i/SKIN_RAMP_LENGTH));
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break;
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case SKINCOLOR_TAN:
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// 16 color ramp, from two color ranges
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for (i = 0; i < SKIN_RAMP_LENGTH/2; i++) // Peach half
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + i);
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for (i = 0; i < SKIN_RAMP_LENGTH/2; i++) // Brown half
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dest_colormap[starttranscolor + (i+8)] = (UINT8)(48 + i);
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break;
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case SKINCOLOR_ROSEWOOD:
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// 12 color ramp, from two color ranges!
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for (i = 0; i < 6; i++) // Orange ...third?
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dest_colormap[starttranscolor + i] = (UINT8)(skinbasecolors[color - 1] + (12*i/SKIN_RAMP_LENGTH));
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for (i = 0; i < 10; i++) // Rosewood two-thirds-ish
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dest_colormap[starttranscolor + (i+6)] = (UINT8)(152 + (12*i/SKIN_RAMP_LENGTH));
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break;
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case SKINCOLOR_NEONGREEN:
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// Multi-color ramp
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dest_colormap[starttranscolor] = 0xA0; // Brighter green
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for (i = 0; i < SKIN_RAMP_LENGTH-1; i++) // Neon Green
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dest_colormap[starttranscolor + (i+1)] = (UINT8)(skinbasecolors[color - 1] + (6*i/(SKIN_RAMP_LENGTH-1)));
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break;
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// Super colors, from lightest to darkest!
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case SKINCOLOR_SUPER1:
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// Super White
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for (i = 0; i < 10; i++)
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dest_colormap[starttranscolor + i] = 120; // True white
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for (; i < SKIN_RAMP_LENGTH; i++) // White-yellow fade
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dest_colormap[starttranscolor + i] = (UINT8)(96 + (i-10));
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break;
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case SKINCOLOR_SUPER2:
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// Super Bright
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for (i = 0; i < 5; i++) // White-yellow fade
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dest_colormap[starttranscolor + i] = (UINT8)(96 + i);
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dest_colormap[starttranscolor + 5] = 112; // Golden shine
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for (i = 0; i < 8; i++) // Yellow
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dest_colormap[starttranscolor + (i+6)] = (UINT8)(101 + (i>>1));
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for (i = 0; i < 2; i++) // With a fine golden finish! :3
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dest_colormap[starttranscolor + (i+14)] = (UINT8)(113 + i);
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break;
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case SKINCOLOR_SUPER3:
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// Super Yellow
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for (i = 0; i < 3; i++) // White-yellow fade
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dest_colormap[starttranscolor + i] = (UINT8)(98 + i);
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dest_colormap[starttranscolor + 3] = 112; // Golden shine
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for (i = 0; i < 8; i++) // Yellow
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dest_colormap[starttranscolor + (i+4)] = (UINT8)(101 + (i>>1));
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for (i = 0; i < 4; i++) // With a fine golden finish! :3
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dest_colormap[starttranscolor + (i+12)] = (UINT8)(113 + i);
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break;
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case SKINCOLOR_SUPER4:
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// "The SSNTails"
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dest_colormap[starttranscolor] = 112; // Golden shine
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for (i = 0; i < 8; i++) // Yellow
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dest_colormap[starttranscolor + (i+1)] = (UINT8)(101 + (i>>1));
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for (i = 0; i < 7; i++) // With a fine golden finish! :3
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dest_colormap[starttranscolor + (i+9)] = (UINT8)(113 + i);
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break;
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case SKINCOLOR_SUPER5:
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// Golden Delicious
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for (i = 0; i < 8; i++) // Yellow
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dest_colormap[starttranscolor + i] = (UINT8)(101 + (i>>1));
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for (i = 0; i < 7; i++) // With a fine golden finish! :3
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dest_colormap[starttranscolor + (i+8)] = (UINT8)(113 + i);
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dest_colormap[starttranscolor + 15] = 155;
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break;
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// Super Tails
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case SKINCOLOR_TSUPER1:
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for (i = 0; i < 10; i++) // white
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dest_colormap[starttranscolor + i] = 120;
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for (; i < SKIN_RAMP_LENGTH; i++) // orange
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dest_colormap[starttranscolor + i] = (UINT8)(80 + (i-10));
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break;
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case SKINCOLOR_TSUPER2:
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for (i = 0; i < 4; i++) // white
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dest_colormap[starttranscolor + i] = 120;
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for (; i < SKIN_RAMP_LENGTH; i++) // orange
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dest_colormap[starttranscolor + i] = (UINT8)(80 + ((i-4)>>1));
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break;
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case SKINCOLOR_TSUPER3:
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|
dest_colormap[starttranscolor] = 120; // pure white
|
|
dest_colormap[starttranscolor+1] = 120;
|
|
for (i = 2; i < SKIN_RAMP_LENGTH; i++) // orange
|
|
dest_colormap[starttranscolor + i] = (UINT8)(80 + ((i-2)>>1));
|
|
break;
|
|
|
|
case SKINCOLOR_TSUPER4:
|
|
dest_colormap[starttranscolor] = 120; // pure white
|
|
for (i = 1; i < 9; i++) // orange
|
|
dest_colormap[starttranscolor + i] = (UINT8)(80 + (i-1));
|
|
for (; i < SKIN_RAMP_LENGTH; i++) // gold
|
|
dest_colormap[starttranscolor + i] = (UINT8)(115 + (5*(i-9)/7));
|
|
break;
|
|
|
|
case SKINCOLOR_TSUPER5:
|
|
for (i = 0; i < 8; i++) // orange
|
|
dest_colormap[starttranscolor + i] = (UINT8)(80 + i);
|
|
for (; i < SKIN_RAMP_LENGTH; i++) // gold
|
|
dest_colormap[starttranscolor + i] = (UINT8)(115 + (5*(i-8)/8));
|
|
break;
|
|
|
|
// Super Knuckles
|
|
case SKINCOLOR_KSUPER1:
|
|
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
|
|
dest_colormap[starttranscolor + i] = (UINT8)(120 + (i >> 2));
|
|
break;
|
|
|
|
case SKINCOLOR_KSUPER2:
|
|
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
|
|
dest_colormap[starttranscolor + i] = (UINT8)(120 + (6*i/SKIN_RAMP_LENGTH));
|
|
break;
|
|
|
|
case SKINCOLOR_KSUPER3:
|
|
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
|
|
dest_colormap[starttranscolor + i] = (UINT8)(120 + (i >> 1));
|
|
break;
|
|
|
|
case SKINCOLOR_KSUPER4:
|
|
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
|
|
dest_colormap[starttranscolor + i] = (UINT8)(121 + (i >> 1));
|
|
break;
|
|
|
|
case SKINCOLOR_KSUPER5:
|
|
for (i = 0; i < SKIN_RAMP_LENGTH; i++)
|
|
dest_colormap[starttranscolor + i] = (UINT8)(122 + (i >> 1));
|
|
break;
|
|
|
|
default:
|
|
I_Error("Invalid skin color #%hu.", (UINT16)color);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/** \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.
|
|
*/
|
|
UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags)
|
|
{
|
|
UINT8* ret;
|
|
INT32 skintableindex;
|
|
|
|
// Adjust if we want the default colormap
|
|
if (skinnum == TC_DEFAULT) skintableindex = DEFAULT_TT_CACHE_INDEX;
|
|
else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX;
|
|
else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX;
|
|
else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX;
|
|
else skintableindex = skinnum;
|
|
|
|
if (flags & GTC_CACHE)
|
|
{
|
|
|
|
// Allocate table for skin if necessary
|
|
if (!translationtablecache[skintableindex])
|
|
translationtablecache[skintableindex] = Z_Calloc(MAXTRANSLATIONS * sizeof(UINT8**), PU_STATIC, NULL);
|
|
|
|
// Get colormap
|
|
ret = translationtablecache[skintableindex][color];
|
|
}
|
|
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])
|
|
memset(translationtablecache[i], 0, MAXTRANSLATIONS * sizeof(UINT8**));
|
|
}
|
|
|
|
UINT8 R_GetColorByName(const char *name)
|
|
{
|
|
UINT8 color = (UINT8)atoi(name);
|
|
if (color > 0 && color < MAXSKINCOLORS)
|
|
return color;
|
|
for (color = 1; color < MAXSKINCOLORS; color++)
|
|
if (!stricmp(Color_Names[color], name))
|
|
return color;
|
|
return 0;
|
|
}
|
|
|
|
// ==========================================================================
|
|
// 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 16bpp DRAWING CODE HERE
|
|
// ==========================================================================
|
|
|
|
#include "r_draw16.c"
|