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214 lines
5.3 KiB
C
214 lines
5.3 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2021 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_draw16.c
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/// \brief 16bpp (HIGHCOLOR) span/column drawer functions
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/// \note no includes because this is included as part of r_draw.c
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// ==========================================================================
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// COLUMNS
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// ==========================================================================
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/// \brief kick out the upper bit of each component (we're in 5 : 5 : 5)
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#define HIMASK1 0x7bde
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/** \brief The R_DrawColumn_16 function
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standard upto 128high posts column drawer
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*/
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void R_DrawColumn_16(void)
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{
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INT32 count;
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INT16 *dest;
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fixed_t frac, fracstep;
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count = dc_yh - dc_yl + 1;
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// Zero length, column does not exceed a pixel.
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if (count <= 0)
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return;
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#ifdef RANGECHECK
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if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
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I_Error("R_DrawColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
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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 = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
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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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// 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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do
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{
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// Re-map color indices from wall texture column using a lighting/special effects LUT.
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*dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&127]>>1];
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dest += vid.width;
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frac += fracstep;
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} while (--count);
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}
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/** \brief The R_DrawWallColumn_16 function
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LAME cutnpaste: same as R_DrawColumn_16 but wraps around 256
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instead of 128 for the tall sky textures (256x240)
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*/
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void R_DrawWallColumn_16(void)
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{
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INT32 count;
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INT16 *dest;
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fixed_t frac, fracstep;
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count = dc_yh - dc_yl + 1;
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// Zero length, column does not exceed a pixel.
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if (count <= 0)
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return;
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#ifdef RANGECHECK
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if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
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I_Error("R_DrawWallColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
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#endif
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dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl - centery)*fracstep;
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do
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{
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*dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&255]>>1];
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dest += vid.width;
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frac += fracstep;
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} while (--count);
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}
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/** \brief The R_DrawTranslucentColumn_16 function
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LAME cutnpaste: same as R_DrawColumn_16 but does
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translucent
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*/
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void R_DrawTranslucentColumn_16(void)
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{
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INT32 count;
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INT16 *dest;
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fixed_t frac, fracstep;
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// check out coords for src*
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if ((dc_yl < 0) || (dc_x >= vid.width))
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return;
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count = dc_yh - dc_yl;
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
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I_Error("R_DrawTranslucentColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
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#endif
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// FIXME. As above.
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dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl - centery)*fracstep;
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// Here we do an additional index re-mapping.
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do
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{
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*dest = (INT16)((INT16)((color8to16[dc_source[frac>>FRACBITS]]>>1) & 0x39ce)
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+ (INT16)(((*dest & HIMASK1)) & 0x7fff));
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dest += vid.width;
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frac += fracstep;
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} while (count--);
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}
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/** \brief The R_DrawTranslatedColumn_16 function
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?
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*/
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void R_DrawTranslatedColumn_16(void)
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{
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INT32 count;
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INT16 *dest;
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fixed_t frac, fracstep;
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count = dc_yh - dc_yl;
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if (count < 0)
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return;
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#ifdef RANGECHECK
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if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
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I_Error("R_DrawTranslatedColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
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#endif
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dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
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// Looks familiar.
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fracstep = dc_iscale;
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frac = dc_texturemid + (dc_yl - centery)*fracstep;
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// Here we do an additional index re-mapping.
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do
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{
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*dest = color8to16[dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]];
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dest += vid.width;
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frac += fracstep;
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} while (count--);
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}
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// ==========================================================================
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// SPANS
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// ==========================================================================
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/** \brief The R_*_16 function
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Draws the actual span.
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*/
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void R_DrawSpan_16(void)
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{
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fixed_t xfrac, yfrac;
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INT16 *dest;
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INT32 count, spot;
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#ifdef RANGECHECK
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if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= vid.width || ds_y > vid.height)
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I_Error("R_DrawSpan_16: %d to %d at %d", ds_x1, ds_x2, ds_y);
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#endif
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xfrac = ds_xfrac;
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yfrac = ds_yfrac;
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dest = (INT16 *)(void *)(ylookup[ds_y] + columnofs[ds_x1]);
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// We do not check for zero spans here?
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count = ds_x2 - ds_x1;
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if (count <= 0) // We do now!
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return;
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do
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{
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// Current texture index in u, v.
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spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
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// Lookup pixel from flat texture tile, re-index using light/colormap.
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*dest++ = hicolormaps[((INT16 *)(void *)ds_source)[spot]>>1];
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// Next step in u, v.
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xfrac += ds_xstep;
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yfrac += ds_ystep;
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} while (count--);
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}
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