SRB2/src/r_draw16.c
Inuyasha f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00

214 lines
5.3 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file r_draw16.c
/// \brief 16bpp (HIGHCOLOR) span/column drawer functions
/// \note no includes because this is included as part of r_draw.c
// ==========================================================================
// COLUMNS
// ==========================================================================
/// \brief kick out the upper bit of each component (we're in 5 : 5 : 5)
#define HIMASK1 0x7bde
/** \brief The R_DrawColumn_16 function
standard upto 128high posts column drawer
*/
void R_DrawColumn_16(void)
{
INT32 count;
INT16 *dest;
fixed_t frac, fracstep;
count = dc_yh - dc_yl + 1;
// Zero length, column does not exceed a pixel.
if (count <= 0)
return;
#ifdef RANGECHECK
if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
I_Error("R_DrawColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
#endif
// Framebuffer destination address.
// Use ylookup LUT to avoid multiply with ScreenWidth.
// Use columnofs LUT for subwindows?
dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
// Determine scaling, which is the only mapping to be done.
fracstep = dc_iscale;
frac = dc_texturemid + (dc_yl - centery)*fracstep;
// Inner loop that does the actual texture mapping, e.g. a DDA-like scaling.
// This is as fast as it gets.
do
{
// Re-map color indices from wall texture column using a lighting/special effects LUT.
*dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&127]>>1];
dest += vid.width;
frac += fracstep;
} while (--count);
}
/** \brief The R_DrawWallColumn_16 function
LAME cutnpaste: same as R_DrawColumn_16 but wraps around 256
instead of 128 for the tall sky textures (256x240)
*/
void R_DrawWallColumn_16(void)
{
INT32 count;
INT16 *dest;
fixed_t frac, fracstep;
count = dc_yh - dc_yl + 1;
// Zero length, column does not exceed a pixel.
if (count <= 0)
return;
#ifdef RANGECHECK
if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
I_Error("R_DrawWallColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
#endif
dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
fracstep = dc_iscale;
frac = dc_texturemid + (dc_yl - centery)*fracstep;
do
{
*dest = hicolormaps[((INT16 *)(void *)dc_source)[(frac>>FRACBITS)&255]>>1];
dest += vid.width;
frac += fracstep;
} while (--count);
}
/** \brief The R_DrawTranslucentColumn_16 function
LAME cutnpaste: same as R_DrawColumn_16 but does
translucent
*/
void R_DrawTranslucentColumn_16(void)
{
INT32 count;
INT16 *dest;
fixed_t frac, fracstep;
// check out coords for src*
if ((dc_yl < 0) || (dc_x >= vid.width))
return;
count = dc_yh - dc_yl;
if (count < 0)
return;
#ifdef RANGECHECK
if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
I_Error("R_DrawTranslucentColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
#endif
// FIXME. As above.
dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
// Looks familiar.
fracstep = dc_iscale;
frac = dc_texturemid + (dc_yl - centery)*fracstep;
// Here we do an additional index re-mapping.
do
{
*dest = (INT16)((INT16)((color8to16[dc_source[frac>>FRACBITS]]>>1) & 0x39ce)
+ (INT16)(((*dest & HIMASK1)) & 0x7fff));
dest += vid.width;
frac += fracstep;
} while (count--);
}
/** \brief The R_DrawTranslatedColumn_16 function
?
*/
void R_DrawTranslatedColumn_16(void)
{
INT32 count;
INT16 *dest;
fixed_t frac, fracstep;
count = dc_yh - dc_yl;
if (count < 0)
return;
#ifdef RANGECHECK
if (dc_x >= vid.width || dc_yl < 0 || dc_yh >= vid.height)
I_Error("R_DrawTranslatedColumn_16: %d to %d at %d", dc_yl, dc_yh, dc_x);
#endif
dest = (INT16 *)(void *)(ylookup[dc_yl] + columnofs[dc_x]);
// Looks familiar.
fracstep = dc_iscale;
frac = dc_texturemid + (dc_yl - centery)*fracstep;
// Here we do an additional index re-mapping.
do
{
*dest = color8to16[dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]];
dest += vid.width;
frac += fracstep;
} while (count--);
}
// ==========================================================================
// SPANS
// ==========================================================================
/** \brief The R_*_16 function
Draws the actual span.
*/
void R_DrawSpan_16(void)
{
fixed_t xfrac, yfrac;
INT16 *dest;
INT32 count, spot;
#ifdef RANGECHECK
if (ds_x2 < ds_x1 || ds_x1 < 0 || ds_x2 >= vid.width || ds_y > vid.height)
I_Error("R_DrawSpan_16: %d to %d at %d", ds_x1, ds_x2, ds_y);
#endif
xfrac = ds_xfrac;
yfrac = ds_yfrac;
dest = (INT16 *)(void *)(ylookup[ds_y] + columnofs[ds_x1]);
// We do not check for zero spans here?
count = ds_x2 - ds_x1;
if (count <= 0) // We do now!
return;
do
{
// Current texture index in u, v.
spot = ((yfrac>>(16-6))&(63*64)) + ((xfrac>>16)&63);
// Lookup pixel from flat texture tile, re-index using light/colormap.
*dest++ = hicolormaps[((INT16 *)(void *)ds_source)[spot]>>1];
// Next step in u, v.
xfrac += ds_xstep;
yfrac += ds_ystep;
} while (count--);
}