SRB2/src/r_draw.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

741 lines
21 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// 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_draw.c
/// \brief span / column drawer functions, for 8bpp and 16bpp
/// All drawing to the view buffer is accomplished in this file.
/// The other refresh files only know about ccordinates,
/// not the architecture of the frame buffer.
/// The frame buffer is a linear one, and we need only the base address.
#include "doomdef.h"
#include "doomstat.h"
#include "r_local.h"
#include "r_translation.h"
#include "st_stuff.h" // need ST_HEIGHT
#include "i_video.h"
#include "v_video.h"
#include "m_misc.h"
#include "w_wad.h"
#include "z_zone.h"
#include "console.h" // Until buffering gets finished
#include "libdivide.h" // used by NPO2 tilted span functions
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
// ==========================================================================
// COMMON DATA FOR 8bpp AND 16bpp
// ==========================================================================
/** \brief view info
*/
INT32 viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy;
UINT8 *topleft;
// =========================================================================
// COLUMN DRAWING CODE STUFF
// =========================================================================
lighttable_t *dc_colormap;
INT32 dc_x = 0, dc_yl = 0, dc_yh = 0;
fixed_t dc_iscale, dc_texturemid;
UINT8 *dc_source;
// -----------------------
// translucency stuff here
// -----------------------
#define NUMTRANSTABLES 9 // how many translucency tables are used
UINT8 *transtables; // translucency tables
UINT8 *blendtables[NUMBLENDMAPS];
/** \brief R_DrawTransColumn uses this
*/
UINT8 *dc_transmap; // one of the translucency tables
// ----------------------
// translation stuff here
// ----------------------
/** \brief R_DrawTranslatedColumn uses this
*/
UINT8 *dc_translation;
struct r_lightlist_s *dc_lightlist = NULL;
INT32 dc_numlights = 0, dc_maxlights, dc_texheight;
// =========================================================================
// SPAN DRAWING CODE STUFF
// =========================================================================
INT32 ds_y, ds_x1, ds_x2;
lighttable_t *ds_colormap;
lighttable_t *ds_translation; // Lactozilla: Sprite splat drawer
fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep;
INT32 ds_waterofs, ds_bgofs;
UINT16 ds_flatwidth, ds_flatheight;
boolean ds_powersoftwo, ds_solidcolor, ds_fog;
UINT8 *ds_source; // points to the start of a flat
UINT8 *ds_transmap; // one of the translucency tables
// Vectors for Software's tilted slope drawers
dvector3_t ds_su, ds_sv, ds_sz, ds_slopelight;
double zeroheight;
float focallengthf;
/** \brief Variable flat sizes
*/
UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
// =========================================================================
// TRANSLATION COLORMAP CODE
// =========================================================================
static colorcache_t **translationtablecache[TT_CACHE_SIZE] = {NULL};
boolean skincolor_modified[MAXSKINCOLORS];
INT32 R_SkinTranslationToCacheIndex(INT32 translation)
{
switch (translation)
{
case TC_DEFAULT: return DEFAULT_TT_CACHE_INDEX;
case TC_BOSS: return BOSS_TT_CACHE_INDEX;
case TC_METALSONIC: return METALSONIC_TT_CACHE_INDEX;
case TC_ALLWHITE: return ALLWHITE_TT_CACHE_INDEX;
case TC_RAINBOW: return RAINBOW_TT_CACHE_INDEX;
case TC_BLINK: return BLINK_TT_CACHE_INDEX;
case TC_DASHMODE: return DASHMODE_TT_CACHE_INDEX;
default: return translation;
}
}
static INT32 CacheIndexToSkin(INT32 index)
{
switch (index)
{
case DEFAULT_TT_CACHE_INDEX: return TC_DEFAULT;
case BOSS_TT_CACHE_INDEX: return TC_BOSS;
case METALSONIC_TT_CACHE_INDEX: return TC_METALSONIC;
case ALLWHITE_TT_CACHE_INDEX: return TC_ALLWHITE;
case RAINBOW_TT_CACHE_INDEX: return TC_RAINBOW;
case BLINK_TT_CACHE_INDEX: return TC_BLINK;
case DASHMODE_TT_CACHE_INDEX: return TC_DASHMODE;
default: return index;
}
}
CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1];
/** \brief Initializes the translucency tables used by the Software renderer.
*/
void R_InitTranslucencyTables(void)
{
// Load here the transparency lookup tables 'TRANSx0'
transtables = Z_MallocAlign(NUMTRANSTABLES*0x10000, PU_STATIC,
NULL, 16);
W_ReadLump(W_GetNumForName("TRANS10"), transtables);
W_ReadLump(W_GetNumForName("TRANS20"), transtables+0x10000);
W_ReadLump(W_GetNumForName("TRANS30"), transtables+0x20000);
W_ReadLump(W_GetNumForName("TRANS40"), transtables+0x30000);
W_ReadLump(W_GetNumForName("TRANS50"), transtables+0x40000);
W_ReadLump(W_GetNumForName("TRANS60"), transtables+0x50000);
W_ReadLump(W_GetNumForName("TRANS70"), transtables+0x60000);
W_ReadLump(W_GetNumForName("TRANS80"), transtables+0x70000);
W_ReadLump(W_GetNumForName("TRANS90"), transtables+0x80000);
R_GenerateBlendTables();
}
static colorlookup_t transtab_lut;
static void BlendTab_Translucent(UINT8 *table, int style, UINT8 blendamt)
{
INT16 bg, fg;
if (table == NULL)
I_Error("BlendTab_Translucent: input table was NULL!");
for (bg = 0; bg < 0xFF; bg++)
{
for (fg = 0; fg < 0xFF; fg++)
{
RGBA_t backrgba = V_GetMasterColor(bg);
RGBA_t frontrgba = V_GetMasterColor(fg);
RGBA_t result;
result.rgba = ASTBlendPixel(backrgba, frontrgba, style, 0xFF);
result.rgba = ASTBlendPixel(result, frontrgba, AST_TRANSLUCENT, blendamt);
table[((bg * 0x100) + fg)] = GetColorLUT(&transtab_lut, result.s.red, result.s.green, result.s.blue);
}
}
}
static void BlendTab_Subtractive(UINT8 *table, int style, UINT8 blendamt)
{
INT16 bg, fg;
if (table == NULL)
I_Error("BlendTab_Subtractive: input table was NULL!");
if (blendamt == 0xFF)
{
memset(table, GetColorLUT(&transtab_lut, 0, 0, 0), 0x10000);
return;
}
for (bg = 0; bg < 0xFF; bg++)
{
for (fg = 0; fg < 0xFF; fg++)
{
RGBA_t backrgba = V_GetMasterColor(bg);
RGBA_t frontrgba = V_GetMasterColor(fg);
RGBA_t result;
result.rgba = ASTBlendPixel(backrgba, frontrgba, style, 0xFF);
result.s.red = max(0, result.s.red - blendamt);
result.s.green = max(0, result.s.green - blendamt);
result.s.blue = max(0, result.s.blue - blendamt);
//probably incorrect, but does look better at lower opacity...
//result.rgba = ASTBlendPixel(result, frontrgba, AST_TRANSLUCENT, blendamt);
table[((bg * 0x100) + fg)] = GetColorLUT(&transtab_lut, result.s.red, result.s.green, result.s.blue);
}
}
}
static void BlendTab_Modulative(UINT8 *table)
{
INT16 bg, fg;
if (table == NULL)
I_Error("BlendTab_Modulative: input table was NULL!");
for (bg = 0; bg < 0xFF; bg++)
{
for (fg = 0; fg < 0xFF; fg++)
{
RGBA_t backrgba = V_GetMasterColor(bg);
RGBA_t frontrgba = V_GetMasterColor(fg);
RGBA_t result;
result.rgba = ASTBlendPixel(backrgba, frontrgba, AST_MODULATE, 0);
table[((bg * 0x100) + fg)] = GetColorLUT(&transtab_lut, result.s.red, result.s.green, result.s.blue);
}
}
}
static INT32 BlendTab_Count[NUMBLENDMAPS] =
{
NUMTRANSTABLES+1, // blendtab_add
NUMTRANSTABLES+1, // blendtab_subtract
NUMTRANSTABLES+1, // blendtab_reversesubtract
1 // blendtab_modulate
};
static INT32 BlendTab_FromStyle[] =
{
0, // AST_COPY
0, // AST_TRANSLUCENT
blendtab_add, // AST_ADD
blendtab_subtract, // AST_SUBTRACT
blendtab_reversesubtract, // AST_REVERSESUBTRACT
blendtab_modulate, // AST_MODULATE
0 // AST_OVERLAY
};
static void BlendTab_GenerateMaps(INT32 tab, INT32 style, void (*genfunc)(UINT8 *, int, UINT8))
{
INT32 i = 0, num = BlendTab_Count[tab];
const float amtmul = (256.0f / (float)(NUMTRANSTABLES + 1));
for (; i < num; i++)
{
const size_t offs = (0x10000 * i);
const UINT16 alpha = min(amtmul * i, 0xFF);
genfunc(blendtables[tab] + offs, style, alpha);
}
}
void R_GenerateBlendTables(void)
{
INT32 i;
for (i = 0; i < NUMBLENDMAPS; i++)
blendtables[i] = Z_MallocAlign(BlendTab_Count[i] * 0x10000, PU_STATIC, NULL, 16);
InitColorLUT(&transtab_lut, pMasterPalette, false);
// Additive
BlendTab_GenerateMaps(blendtab_add, AST_ADD, BlendTab_Translucent);
// Subtractive
#if 1
BlendTab_GenerateMaps(blendtab_subtract, AST_SUBTRACT, BlendTab_Subtractive);
#else
BlendTab_GenerateMaps(blendtab_subtract, AST_SUBTRACT, BlendTab_Translucent);
#endif
// Reverse subtractive
BlendTab_GenerateMaps(blendtab_reversesubtract, AST_REVERSESUBTRACT, BlendTab_Translucent);
// Modulative blending only requires a single table
BlendTab_Modulative(blendtables[blendtab_modulate]);
}
#define ClipBlendLevel(style, trans) max(min((trans), BlendTab_Count[BlendTab_FromStyle[style]]-1), 0)
#define ClipTransLevel(trans) max(min((trans), NUMTRANSMAPS-2), 0)
UINT8 *R_GetTranslucencyTable(INT32 alphalevel)
{
return transtables + (ClipTransLevel(alphalevel-1) << FF_TRANSSHIFT);
}
UINT8 *R_GetBlendTable(int style, INT32 alphalevel)
{
size_t offs;
if (style <= AST_COPY || style >= AST_OVERLAY)
return NULL;
offs = (ClipBlendLevel(style, alphalevel) << FF_TRANSSHIFT);
// Lactozilla: Returns the equivalent to AST_TRANSLUCENT
// if no alpha style matches any of the blend tables.
switch (style)
{
case AST_ADD:
return blendtables[blendtab_add] + offs;
case AST_SUBTRACT:
return blendtables[blendtab_subtract] + offs;
case AST_REVERSESUBTRACT:
return blendtables[blendtab_reversesubtract] + offs;
case AST_MODULATE:
return blendtables[blendtab_modulate];
default:
break;
}
// Return a normal translucency table
if (--alphalevel >= 0)
return transtables + (ClipTransLevel(alphalevel) << FF_TRANSSHIFT);
else
return NULL;
}
boolean R_BlendLevelVisible(INT32 blendmode, INT32 alphalevel)
{
if (blendmode <= AST_COPY || blendmode == AST_SUBTRACT || blendmode == AST_MODULATE || blendmode >= AST_OVERLAY)
return true;
return (alphalevel < BlendTab_Count[BlendTab_FromStyle[blendmode]]);
}
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in hw_md2.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power... stolen from kart, with permission
\param dest_colormap colormap to populate
\param skincolor translation color
*/
static void R_RainbowColormap(UINT8 *dest_colormap, UINT16 skincolor)
{
INT32 i;
RGBA_t color;
UINT8 brightness;
INT32 j;
UINT8 colorbrightnesses[COLORRAMPSIZE];
UINT16 brightdif;
INT32 temp;
// first generate the brightness of all the colours of that skincolour
for (i = 0; i < COLORRAMPSIZE; i++)
{
color = V_GetColor(skincolors[skincolor].ramp[i]);
SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue);
}
// next, for every colour in the palette, choose the translated colour that has the closest brightness
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (i == 0 || i == 31) // pure black and pure white don't change
{
dest_colormap[i] = (UINT8)i;
continue;
}
color = V_GetColor(i);
SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue);
brightdif = 256;
for (j = 0; j < COLORRAMPSIZE; j++)
{
temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]);
if (temp < brightdif)
{
brightdif = (UINT16)temp;
dest_colormap[i] = skincolors[skincolor].ramp[j];
}
}
}
}
#undef SETBRIGHTNESS
/** \brief Generates a translation colormap.
\param dest_colormap colormap to populate
\param translation translation mode
\param color translation color
\param starttranscolor starting point of the translation
\return void
*/
static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 translation, UINT16 color, INT32 starttranscolor)
{
INT32 i, skinramplength;
remaptable_t *tr;
// Handle a couple of simple special cases
if (translation < TC_DEFAULT)
{
switch (translation)
{
case TC_ALLWHITE:
case TC_DASHMODE:
tr = R_GetBuiltInTranslation((SINT8)translation);
if (tr)
{
memcpy(dest_colormap, tr->remap, NUM_PALETTE_ENTRIES);
return;
}
break;
case TC_RAINBOW:
if (color >= numskincolors)
I_Error("Invalid skin color #%hu", (UINT16)color);
else if (color != SKINCOLOR_NONE)
{
R_RainbowColormap(dest_colormap, color);
return;
}
break;
case TC_BLINK:
if (color >= numskincolors)
I_Error("Invalid skin color #%hu", (UINT16)color);
else if (color != SKINCOLOR_NONE)
{
memset(dest_colormap, skincolors[color].ramp[3], NUM_PALETTE_ENTRIES * sizeof(UINT8));
return;
}
break;
default:
break;
}
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
// White!
if (translation == TC_BOSS)
{
UINT8 *originalColormap = R_GetTranslationColormap(TC_DEFAULT, (skincolornum_t)color, GTC_CACHE);
if (starttranscolor >= NUM_PALETTE_ENTRIES)
I_Error("Invalid startcolor #%d", starttranscolor);
for (i = 0; i < COLORRAMPSIZE; i++)
{
dest_colormap[starttranscolor + i] = originalColormap[starttranscolor + i];
dest_colormap[31-i] = i;
}
}
else if (translation == TC_METALSONIC)
{
for (i = 0; i < 6; i++)
{
dest_colormap[skincolors[SKINCOLOR_BLUE].ramp[12-i]] = skincolors[SKINCOLOR_BLUE].ramp[i];
}
dest_colormap[159] = dest_colormap[253] = dest_colormap[254] = 0;
for (i = 0; i < COLORRAMPSIZE; i++)
dest_colormap[96+i] = dest_colormap[skincolors[SKINCOLOR_COBALT].ramp[i]];
}
return;
}
else if (color == SKINCOLOR_NONE)
{
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
return;
}
if (color >= numskincolors)
I_Error("Invalid skin color #%hu", (UINT16)color);
if (starttranscolor >= NUM_PALETTE_ENTRIES)
I_Error("Invalid startcolor #%d", starttranscolor);
// Fill in the entries of the palette that are fixed
for (i = 0; i < starttranscolor; i++)
dest_colormap[i] = (UINT8)i;
i = starttranscolor + COLORRAMPSIZE;
if (i < NUM_PALETTE_ENTRIES)
{
for (i = (UINT8)i; i < NUM_PALETTE_ENTRIES; i++)
dest_colormap[i] = (UINT8)i;
skinramplength = COLORRAMPSIZE;
}
else
skinramplength = i - NUM_PALETTE_ENTRIES; // shouldn't this be NUM_PALETTE_ENTRIES - starttranscolor?
// Build the translated ramp
for (i = 0; i < skinramplength; i++)
dest_colormap[starttranscolor + i] = (UINT8)skincolors[color].ramp[i];
}
/** \brief Retrieves a translation colormap from the cache.
\param skinnum number of skin, or translation modes
\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, skincolornum_t color, UINT8 flags)
{
colorcache_t *ret;
INT32 index = 0;
INT32 starttranscolor = DEFAULT_STARTTRANSCOLOR;
// Adjust if we want the default colormap
if (skinnum >= numskins)
I_Error("Invalid skin number %d", skinnum);
else if (skinnum >= 0)
{
index = skins[skinnum]->skinnum;
starttranscolor = skins[skinnum]->starttranscolor;
}
else if (skinnum <= TC_DEFAULT)
{
// Do default translation
index = R_SkinTranslationToCacheIndex(skinnum);
}
else
I_Error("Invalid translation %d", skinnum);
if (flags & GTC_CACHE)
{
// Allocate table for skin if necessary
if (!translationtablecache[index])
translationtablecache[index] = Z_Calloc(MAXSKINCOLORS * sizeof(colorcache_t**), PU_STATIC, NULL);
// Get colormap
ret = translationtablecache[index][color];
// Rebuild the cache if necessary
if (skincolor_modified[color])
{
// Moved up here so that R_UpdateTranslationRemaps doesn't cause a stack overflow,
// since in this situation, it will call R_GetTranslationColormap
skincolor_modified[color] = false;
for (unsigned i = 0; i < TT_CACHE_SIZE; i++)
{
if (translationtablecache[i])
{
colorcache_t *cache = translationtablecache[i][color];
if (cache)
{
R_GenerateTranslationColormap(cache->colors, CacheIndexToSkin(i), color, starttranscolor);
R_UpdateTranslationRemaps(color, i);
}
}
}
}
}
else
ret = NULL;
// Generate the colormap if necessary
if (!ret)
{
ret = Z_Malloc(sizeof(colorcache_t), (flags & GTC_CACHE) ? PU_LEVEL : PU_STATIC, NULL);
R_GenerateTranslationColormap(ret->colors, skinnum, color, starttranscolor);
// Cache the colormap if desired
if (flags & GTC_CACHE)
translationtablecache[index][color] = ret;
}
return ret->colors;
}
/** \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 < TT_CACHE_SIZE; i++)
if (translationtablecache[i])
memset(translationtablecache[i], 0, MAXSKINCOLORS * sizeof(UINT8**));
}
UINT16 R_GetColorByName(const char *name)
{
UINT16 color = (UINT16)atoi(name);
if (color > 0 && color < numskincolors)
return color;
for (color = 1; color < numskincolors; color++)
if (!stricmp(skincolors[color].name, name))
return color;
return SKINCOLOR_NONE;
}
UINT16 R_GetSuperColorByName(const char *name)
{
UINT16 i, color = SKINCOLOR_NONE;
char *realname = Z_Malloc(MAXCOLORNAME+1, PU_STATIC, NULL);
snprintf(realname, MAXCOLORNAME+1, "Super %s 1", name);
for (i = 1; i < numskincolors; i++)
if (!stricmp(skincolors[i].name, realname)) {
color = i;
break;
}
Z_Free(realname);
return color;
}
// ==========================================================================
// 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 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;
// Same with base row offset.
if (width == vid.width)
viewwindowy = 0;
else
viewwindowy = (vid.height - height) >> 1;
}
/** \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);
}
// R_CalcTiltedLighting
// Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly.
static INT32 tiltlighting[MAXVIDWIDTH];
static void R_CalcTiltedLighting(fixed_t start, fixed_t end)
{
// ZDoom uses a different lighting setup to us, and I couldn't figure out how to adapt their version
// of this function. Here's my own.
INT32 left = ds_x1, right = ds_x2;
fixed_t step = (end-start)/(ds_x2-ds_x1+1);
INT32 i;
// I wanna do some optimizing by checking for out-of-range segments on either side to fill in all at once,
// but I'm too bad at coding to not crash the game trying to do that. I guess this is fast enough for now...
for (i = left; i <= right; i++) {
tiltlighting[i] = (start += step) >> FRACBITS;
if (tiltlighting[i] < 0)
tiltlighting[i] = 0;
else if (tiltlighting[i] >= MAXLIGHTSCALE)
tiltlighting[i] = MAXLIGHTSCALE-1;
}
}
#define PLANELIGHTFLOAT (BASEVIDWIDTH * BASEVIDWIDTH / vid.width / zeroheight / 21.0f * FIXED_TO_FLOAT(fovtan))
// Lighting is simple. It's just linear interpolation from start to end
static void R_CalcSlopeLight(void)
{
float iz = ds_slopelight.z + ds_slopelight.y * (centery - ds_y) + ds_slopelight.x * (ds_x1 - centerx);
float lightstart = iz * PLANELIGHTFLOAT;
float lightend = (iz + ds_slopelight.x * (ds_x2 - ds_x1)) * PLANELIGHTFLOAT;
R_CalcTiltedLighting(FloatToFixed(lightstart), FloatToFixed(lightend));
}
// ==========================================================================
// INCLUDE 8bpp DRAWING CODE HERE
// ==========================================================================
#include "r_draw8.c"
#include "r_draw8_npo2.c"