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Add 1 pixel tall and wide texture support to the renderer
- These require manual detection and overriding of the scaling factors to 0, because a right shift of (32-0) bits wraps around to 0 and results in no shift at all rather than leaving the register zeroed out.
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8d7e400f8e
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9388597443
4 changed files with 59 additions and 12 deletions
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@ -198,7 +198,10 @@ SetTiltedSpanSize:
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mov [y8+2],cl
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mov [y9+2],cl
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mov [y10+2],cl
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cmp eax,0 ; if x bits is 0, mask must be 0 too.
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jz .notted
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not eax
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.notted:
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pop ecx
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mov [m1+2],eax
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@ -221,10 +221,26 @@ void R_MapPlane (int y, int x1)
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distance = planeheight * yslope[y];
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ds_xstep = xs_ToFixed(32-ds_xbits, distance * xstepscale);
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ds_ystep = xs_ToFixed(32-ds_ybits, distance * ystepscale);
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ds_xfrac = xs_ToFixed(32-ds_xbits, distance * basexfrac) + pviewx;
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ds_yfrac = xs_ToFixed(32-ds_ybits, distance * baseyfrac) + pviewy;
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if (ds_xbits != 0)
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{
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ds_xstep = xs_ToFixed(32 - ds_xbits, distance * xstepscale);
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ds_xfrac = xs_ToFixed(32 - ds_xbits, distance * basexfrac) + pviewx;
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}
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else
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{
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ds_xstep = 0;
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ds_xfrac = 0;
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}
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if (ds_ybits != 0)
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{
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ds_ystep = xs_ToFixed(32 - ds_ybits, distance * ystepscale);
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ds_yfrac = xs_ToFixed(32 - ds_ybits, distance * baseyfrac) + pviewy;
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}
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else
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{
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ds_ystep = 0;
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ds_yfrac = 0;
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}
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if (plane_shade)
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{
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@ -357,7 +373,7 @@ void R_CalcTiltedLighting (double lval, double lend, int width)
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//
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//==========================================================================
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void R_MapTiltedPlane (int y, int x1)
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void R_MapTiltedPlane(int y, int x1)
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{
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int x2 = spanend[y];
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int width = x2 - x1;
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@ -366,18 +382,18 @@ void R_MapTiltedPlane (int y, int x1)
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DWORD u, v;
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int i;
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iz = plane_sz[2] + plane_sz[1]*(centery-y) + plane_sz[0]*(x1-centerx);
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iz = plane_sz[2] + plane_sz[1] * (centery - y) + plane_sz[0] * (x1 - centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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if (plane_shade)
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{
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uz = (iz + plane_sz[0]*width) * planelightfloat;
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uz = (iz + plane_sz[0] * width) * planelightfloat;
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vz = iz * planelightfloat;
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R_CalcTiltedLighting (vz, uz, width);
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R_CalcTiltedLighting(vz, uz, width);
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}
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uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx);
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vz = plane_sv[2] + plane_sv[1]*(centery-y) + plane_sv[0]*(x1-centerx);
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uz = plane_su[2] + plane_su[1] * (centery - y) + plane_su[0] * (x1 - centerx);
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vz = plane_sv[2] + plane_sv[1] * (centery - y) + plane_sv[0] * (x1 - centerx);
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fb = ylookup[y] + x1 + dc_destorg;
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@ -1888,6 +1904,15 @@ void R_DrawTiltedPlane (visplane_t *pl, double _xscale, double _yscale, fixed_t
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}
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}
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// Hack in support for 1 x Z and Z x 1 texture sizes
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if (ds_ybits == 0)
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{
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plane_sv[2] = plane_sv[1] = plane_sv[0] = 0;
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}
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if (ds_xbits = 0)
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{
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plane_su[2] = plane_su[1] = plane_su[0] = 0;
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}
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#if defined(X86_ASM)
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if (ds_source != ds_curtiltedsource)
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R_SetTiltedSpanSource_ASM (ds_source);
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@ -1104,6 +1104,12 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *l
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rw_pic->GetHeight(); // Make sure texture size is loaded
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fracbits = 32 - rw_pic->HeightBits;
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if (fracbits == 32)
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{ // Hack for one pixel tall textures
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fracbits = 0;
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yrepeat = 0;
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dc_texturemid = 0;
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}
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setupvline(fracbits);
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xoffset = rw_offset;
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basecolormapdata = basecolormap->Maps;
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@ -1456,6 +1462,12 @@ void maskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_
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rw_pic->GetHeight(); // Make sure texture size is loaded
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fracbits = 32- rw_pic->HeightBits;
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if (fracbits == 32)
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{ // Hack for one pixel tall textures
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fracbits = 0;
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yrepeat = 0;
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dc_texturemid = 0;
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}
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setupmvline(fracbits);
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xoffset = rw_offset;
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basecolormapdata = basecolormap->Maps;
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@ -1631,6 +1643,12 @@ void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, f
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rw_pic->GetHeight(); // Make sure texture size is loaded
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fracbits = 32 - rw_pic->HeightBits;
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if (fracbits == 32)
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{ // Hack for one pixel tall textures
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fracbits = 0;
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yrepeat = 0;
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dc_texturemid = 0;
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}
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setuptmvline(fracbits);
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xoffset = rw_offset;
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basecolormapdata = basecolormap->Maps;
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@ -210,8 +210,9 @@ void FTexture::CalcBitSize ()
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}
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WidthMask = (1 << WidthBits) - 1;
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// The minimum height is 2, because we cannot shift right 32 bits.
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for (i = 1; (1 << i) < Height; ++i)
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// <hr>The minimum height is 2, because we cannot shift right 32 bits.</hr>
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// Scratch that. Somebody actually made a 1x1 texture, so now we have to handle it.
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for (i = 0; (1 << i) < Height; ++i)
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{ }
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HeightBits = i;
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