gzdoom-gles/src/r_draw.cpp
2010-03-06 03:02:24 +00:00

2334 lines
52 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// The actual span/column drawing functions.
// Here find the main potential for optimization,
// e.g. inline assembly, different algorithms.
//
//-----------------------------------------------------------------------------
#include <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "i_system.h"
#include "w_wad.h"
#include "r_local.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "a_hexenglobal.h"
#include "g_game.h"
#include "g_level.h"
#include "r_translate.h"
#include "v_palette.h"
#include "gi.h"
#include "stats.h"
#include "x86.h"
#undef RANGECHECK
// status bar height at bottom of screen
// [RH] status bar position at bottom of screen
extern int ST_Y;
//
// 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.
// Conveniently, the frame buffer is a linear one,
// and we need only the base address,
// and the total size == width*height*depth/8.,
//
BYTE* viewimage;
extern "C" {
int viewwidth;
int halfviewwidth;
int viewheight;
int ylookup[MAXHEIGHT];
BYTE *dc_destorg;
}
int scaledviewwidth;
int viewwindowx;
int viewwindowy;
// [RH] Pointers to the different column drawers.
// These get changed depending on the current
// screen depth and asm/no asm.
void (*R_DrawColumnHoriz)(void);
void (*R_DrawColumn)(void);
void (*R_DrawFuzzColumn)(void);
void (*R_DrawTranslatedColumn)(void);
void (*R_DrawShadedColumn)(void);
void (*R_DrawSpan)(void);
void (*R_DrawSpanMasked)(void);
void (*R_DrawSpanTranslucent)(void);
void (*R_DrawSpanMaskedTranslucent)(void);
void (STACK_ARGS *rt_map4cols)(int,int,int);
//
// R_DrawColumn
// Source is the top of the column to scale.
//
extern "C" {
int dc_pitch=0xABadCafe; // [RH] Distance between rows
lighttable_t* dc_colormap;
int dc_x;
int dc_yl;
int dc_yh;
fixed_t dc_iscale;
fixed_t dc_texturemid;
fixed_t dc_texturefrac;
int dc_color; // [RH] Color for column filler
DWORD dc_srccolor;
DWORD *dc_srcblend; // [RH] Source and destination
DWORD *dc_destblend; // blending lookups
// first pixel in a column (possibly virtual)
const BYTE* dc_source;
BYTE* dc_dest;
int dc_count;
DWORD vplce[4];
DWORD vince[4];
BYTE* palookupoffse[4];
const BYTE* bufplce[4];
// just for profiling
int dccount;
}
int dc_fillcolor;
BYTE *dc_translation;
BYTE shadetables[NUMCOLORMAPS*16*256];
FDynamicColormap ShadeFakeColormap[16];
BYTE identitymap[256];
// Convert legacy render styles to flexible render styles.
// Apple's GCC 4.0.1 apparently wants to initialize the AsDWORD member of FRenderStyle
// rather than the struct before it, which goes against the standard.
#ifndef __APPLE__
FRenderStyle LegacyRenderStyles[STYLE_Count] =
{
/* STYLE_None */ {{ STYLEOP_None, STYLEALPHA_Zero, STYLEALPHA_Zero, 0 }},
/* STYLE_Normal */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1 }},
/* STYLE_Fuzzy */ {{ STYLEOP_Fuzz, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }},
/* STYLE_SoulTrans */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_TransSoulsAlpha }},
/* STYLE_OptFuzzy */ {{ STYLEOP_FuzzOrAdd, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }},
/* STYLE_Stencil */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1 | STYLEF_ColorIsFixed }},
/* STYLE_Translucent */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0 }},
/* STYLE_Add */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_One, 0 }},
/* STYLE_Shaded */ {{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_RedIsAlpha | STYLEF_ColorIsFixed }},
/* STYLE_TranslucentStencil */{{ STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_ColorIsFixed }},
};
#else
FRenderStyle LegacyRenderStyles[STYLE_Count];
static const BYTE Styles[STYLE_Count * 4] =
{
STYLEOP_None, STYLEALPHA_Zero, STYLEALPHA_Zero, 0,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1,
STYLEOP_Fuzz, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_TransSoulsAlpha,
STYLEOP_FuzzOrAdd, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1 | STYLEF_ColorIsFixed,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, 0,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_One, 0,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_RedIsAlpha | STYLEF_ColorIsFixed,
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_ColorIsFixed,
};
static struct LegacyInit
{
LegacyInit()
{
for (int i = 0; i < STYLE_Count; ++i)
{
LegacyRenderStyles[i].BlendOp = Styles[i*4];
LegacyRenderStyles[i].SrcAlpha = Styles[i*4+1];
LegacyRenderStyles[i].DestAlpha = Styles[i*4+2];
LegacyRenderStyles[i].Flags = Styles[i*4+3];
}
}
} DoLegacyInit;
#endif
FArchive &operator<< (FArchive &arc, FRenderStyle &style)
{
arc << style.BlendOp << style.SrcAlpha << style.DestAlpha << style.Flags;
return arc;
}
EXTERN_CVAR (Int, r_columnmethod)
/************************************/
/* */
/* Palettized drawers (C versions) */
/* */
/************************************/
#ifndef X86_ASM
//
// A column is a vertical slice/span from a wall texture that,
// given the DOOM style restrictions on the view orientation,
// will always have constant z depth.
// Thus a special case loop for very fast rendering can
// be used. It has also been used with Wolfenstein 3D.
//
void R_DrawColumnP_C (void)
{
int count;
BYTE* dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
// Zero length, column does not exceed a pixel.
if (count <= 0)
return;
// Framebuffer destination address.
dest = dc_dest;
// Determine scaling,
// which is the only mapping to be done.
fracstep = dc_iscale;
frac = dc_texturefrac;
{
// [RH] Get local copies of these variables so that the compiler
// has a better chance of optimizing this well.
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
// Inner loop that does the actual texture mapping,
// e.g. a DDA-lile scaling.
// This is as fast as it gets.
do
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
*dest = colormap[source[frac>>FRACBITS]];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
#endif
// [RH] Just fills a column with a color
void R_FillColumnP (void)
{
int count;
BYTE* dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
{
int pitch = dc_pitch;
BYTE color = dc_color;
do
{
*dest = color;
dest += pitch;
} while (--count);
}
}
void R_FillAddColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor;
int pitch = dc_pitch;
do
{
DWORD bg;
bg = (fg + bg2rgb[*dest]) | 0x1f07c1f;
*dest = RGB32k[0][0][bg & (bg>>15)];
dest += pitch;
} while (--count);
}
void R_FillAddClampColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor;
int pitch = dc_pitch;
do
{
DWORD a = fg + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
} while (--count);
}
void R_FillSubClampColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor | 0x40100400;
int pitch = dc_pitch;
do
{
DWORD a = fg - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
} while (--count);
}
void R_FillRevSubClampColumn (void)
{
int count;
BYTE *dest;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
DWORD *bg2rgb;
DWORD fg;
bg2rgb = dc_destblend;
fg = dc_srccolor;
int pitch = dc_pitch;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg;
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
} while (--count);
}
//
// Spectre/Invisibility.
//
#define FUZZTABLE 50
extern "C"
{
int fuzzoffset[FUZZTABLE+1]; // [RH] +1 for the assembly routine
int fuzzpos = 0;
int fuzzviewheight;
}
/*
FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
*/
static const signed char fuzzinit[FUZZTABLE] = {
1,-1, 1,-1, 1, 1,-1,
1, 1,-1, 1, 1, 1,-1,
1, 1, 1,-1,-1,-1,-1,
1,-1,-1, 1, 1, 1, 1,-1,
1,-1, 1, 1,-1,-1, 1,
1,-1,-1,-1,-1, 1, 1,
1, 1,-1, 1, 1,-1, 1
};
void R_InitFuzzTable (int fuzzoff)
{
int i;
for (i = 0; i < FUZZTABLE; i++)
{
fuzzoffset[i] = fuzzinit[i] * fuzzoff;
}
}
#ifndef X86_ASM
//
// Creates a fuzzy image by copying pixels from adjacent ones above and below.
// Used with an all black colormap, this could create the SHADOW effect,
// i.e. spectres and invisible players.
//
void R_DrawFuzzColumnP_C (void)
{
int count;
BYTE *dest;
// Adjust borders. Low...
if (dc_yl == 0)
dc_yl = 1;
// .. and high.
if (dc_yh > fuzzviewheight)
dc_yh = fuzzviewheight;
count = dc_yh - dc_yl;
// Zero length.
if (count < 0)
return;
count++;
dest = ylookup[dc_yl] + dc_x + dc_destorg;
// colormap #6 is used for shading (of 0-31, a bit brighter than average)
{
// [RH] Make local copies of global vars to try and improve
// the optimizations made by the compiler.
int pitch = dc_pitch;
int fuzz = fuzzpos;
int cnt;
BYTE *map = &NormalLight.Maps[6*256];
// [RH] Split this into three separate loops to minimize
// the number of times fuzzpos needs to be clamped.
if (fuzz)
{
cnt = MIN(FUZZTABLE-fuzz,count);
count -= cnt;
do
{
*dest = map[dest[fuzzoffset[fuzz++]]];
dest += pitch;
} while (--cnt);
}
if (fuzz == FUZZTABLE || count > 0)
{
while (count >= FUZZTABLE)
{
fuzz = 0;
cnt = FUZZTABLE;
count -= FUZZTABLE;
do
{
*dest = map[dest[fuzzoffset[fuzz++]]];
dest += pitch;
} while (--cnt);
}
fuzz = 0;
if (count > 0)
{
do
{
*dest = map[dest[fuzzoffset[fuzz++]]];
dest += pitch;
} while (--count);
}
}
fuzzpos = fuzz;
}
}
#endif
//
// R_DrawTranlucentColumn
//
/*
[RH] This translucency algorithm is based on DOSDoom 0.65's, but uses
a 32k RGB table instead of an 8k one. At least on my machine, it's
slightly faster (probably because it uses only one shift instead of
two), and it looks considerably less green at the ends of the
translucency range. The extra size doesn't appear to be an issue.
The following note is from DOSDoom 0.65:
New translucency algorithm, by Erik Sandberg:
Basically, we compute the red, green and blue values for each pixel, and
then use a RGB table to check which one of the palette colours that best
represents those RGB values. The RGB table is 8k big, with 4 R-bits,
5 G-bits and 4 B-bits. A 4k table gives a bit too bad precision, and a 32k
table takes up more memory and results in more cache misses, so an 8k
table seemed to be quite ultimate.
The computation of the RGB for each pixel is accelerated by using two
1k tables for each translucency level.
The xth element of one of these tables contains the r, g and b values for
the colour x, weighted for the current translucency level (for example,
the weighted rgb values for background colour at 75% translucency are 1/4
of the original rgb values). The rgb values are stored as three
low-precision fixed point values, packed into one long per colour:
Bit 0-4: Frac part of blue (5 bits)
Bit 5-8: Int part of blue (4 bits)
Bit 9-13: Frac part of red (5 bits)
Bit 14-17: Int part of red (4 bits)
Bit 18-22: Frac part of green (5 bits)
Bit 23-27: Int part of green (5 bits)
Bit 28-31: All zeros (4 bits)
The point of this format is that the two colours now can be added, and
then be converted to a RGB table index very easily: First, we just set
all the frac bits and the four upper zero bits to 1. It's now possible
to get the RGB table index by anding the current value >> 5 with the
current value >> 19. When asm-optimised, this should be the fastest
algorithm that uses RGB tables.
*/
void R_DrawAddColumnP_C (void)
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
do
{
DWORD fg = colormap[source[frac>>FRACBITS]];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg+bg) | 0x1f07c1f;
*dest = RGB32k[0][0][fg & (fg>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
//
// R_DrawTranslatedColumn
// Used to draw player sprites with the green colorramp mapped to others.
// Could be used with different translation tables, e.g. the lighter colored
// version of the BaronOfHell, the HellKnight, uses identical sprites, kinda
// brightened up.
//
void R_DrawTranslatedColumnP_C (void)
{
int count;
BYTE* dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
// [RH] Local copies of global vars to improve compiler optimizations
BYTE *colormap = dc_colormap;
BYTE *translation = dc_translation;
const BYTE *source = dc_source;
int pitch = dc_pitch;
do
{
*dest = colormap[translation[source[frac>>FRACBITS]]];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Draw a column that is both translated and translucent
void R_DrawTlatedAddColumnP_C (void)
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
BYTE *translation = dc_translation;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
do
{
DWORD fg = colormap[translation[source[frac>>FRACBITS]]];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg+bg) | 0x1f07c1f;
*dest = RGB32k[0][0][fg & (fg>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Draw a column whose "color" values are actually translucency
// levels for a base color stored in dc_color.
void R_DrawShadedColumnP_C (void)
{
int count;
BYTE *dest;
fixed_t frac, fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
const BYTE *source = dc_source;
BYTE *colormap = dc_colormap;
int pitch = dc_pitch;
DWORD *fgstart = &Col2RGB8[0][dc_color];
do
{
DWORD val = colormap[source[frac>>FRACBITS]];
DWORD fg = fgstart[val<<8];
val = (Col2RGB8[64-val][*dest] + fg) | 0x1f07c1f;
*dest = RGB32k[0][0][val & (val>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Add source to destination, clamping it to white
void R_DrawAddClampColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = fg2rgb[colormap[source[frac>>FRACBITS]]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Add translated source to destination, clamping it to white
void R_DrawAddClampTranslatedColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *translation = dc_translation;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = fg2rgb[colormap[translation[source[frac>>FRACBITS]]]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k[0][0][(a>>15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract destination from source, clamping it to black
void R_DrawSubClampColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (fg2rgb[colormap[source[frac>>FRACBITS]]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract destination from source, clamping it to black
void R_DrawSubClampTranslatedColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *translation = dc_translation;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (fg2rgb[colormap[translation[source[frac>>FRACBITS]]]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][(a>>15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract source from destination, clamping it to black
void R_DrawRevSubClampColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[source[frac>>FRACBITS]]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
// Subtract source from destination, clamping it to black
void R_DrawRevSubClampTranslatedColumnP_C ()
{
int count;
BYTE *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_count;
if (count <= 0)
return;
dest = dc_dest;
fracstep = dc_iscale;
frac = dc_texturefrac;
{
BYTE *translation = dc_translation;
BYTE *colormap = dc_colormap;
const BYTE *source = dc_source;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[translation[source[frac>>FRACBITS]]]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][(a>>15) & a];
dest += pitch;
frac += fracstep;
} while (--count);
}
}
//
// R_DrawSpan
// With DOOM style restrictions on view orientation,
// the floors and ceilings consist of horizontal slices
// or spans with constant z depth.
// However, rotation around the world z axis is possible,
// thus this mapping, while simpler and faster than
// perspective correct texture mapping, has to traverse
// the texture at an angle in all but a few cases.
// In consequence, flats are not stored by column (like walls),
// and the inner loop has to step in texture space u and v.
//
// [RH] I'm not sure who wrote this, but floor/ceiling mapping
// *is* perspective correct for spans of constant z depth, which
// Doom guarantees because it does not let you change your pitch.
// Also, because of the new texture system, flats *are* stored by
// column to make it easy to use them on walls too. To accomodate
// this, the use of x/u and y/v in R_DrawSpan just needs to be
// swapped.
//
extern "C" {
int ds_color; // [RH] color for non-textured spans
int ds_y;
int ds_x1;
int ds_x2;
lighttable_t* ds_colormap;
dsfixed_t ds_xfrac;
dsfixed_t ds_yfrac;
dsfixed_t ds_xstep;
dsfixed_t ds_ystep;
int ds_xbits;
int ds_ybits;
// start of a floor/ceiling tile image
const BYTE* ds_source;
// just for profiling
int dscount;
}
//
// Draws the actual span.
#ifndef X86_ASM
void R_DrawSpanP_C (void)
{
dsfixed_t xfrac;
dsfixed_t yfrac;
dsfixed_t xstep;
dsfixed_t ystep;
BYTE* dest;
const BYTE* source = ds_source;
const BYTE* colormap = ds_colormap;
int count;
int spot;
#ifdef RANGECHECK
if (ds_x2 < ds_x1 || ds_x1 < 0
|| ds_x2 >= screen->width || ds_y > screen->height)
{
I_Error ("R_DrawSpan: %i to %i at %i", ds_x1, ds_x2, ds_y);
}
// dscount++;
#endif
xfrac = ds_xfrac;
yfrac = ds_yfrac;
dest = ylookup[ds_y] + ds_x1 + dc_destorg;
count = ds_x2 - ds_x1 + 1;
xstep = ds_xstep;
ystep = ds_ystep;
if (ds_xbits == 6 && ds_ybits == 6)
{
// 64x64 is the most common case by far, so special case it.
do
{
// Current texture index in u,v.
spot = ((xfrac>>(32-6-6))&(63*64)) + (yfrac>>(32-6));
// Lookup pixel from flat texture tile,
// re-index using light/colormap.
*dest++ = colormap[source[spot]];
// Next step in u,v.
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
else
{
BYTE yshift = 32 - ds_ybits;
BYTE xshift = yshift - ds_xbits;
int xmask = ((1 << ds_xbits) - 1) << ds_ybits;
do
{
// Current texture index in u,v.
spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
// Lookup pixel from flat texture tile,
// re-index using light/colormap.
*dest++ = colormap[source[spot]];
// Next step in u,v.
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
}
// [RH] Draw a span with holes
void R_DrawSpanMaskedP_C (void)
{
dsfixed_t xfrac;
dsfixed_t yfrac;
dsfixed_t xstep;
dsfixed_t ystep;
BYTE* dest;
const BYTE* source = ds_source;
const BYTE* colormap = ds_colormap;
int count;
int spot;
xfrac = ds_xfrac;
yfrac = ds_yfrac;
dest = ylookup[ds_y] + ds_x1 + dc_destorg;
count = ds_x2 - ds_x1 + 1;
xstep = ds_xstep;
ystep = ds_ystep;
if (ds_xbits == 6 && ds_ybits == 6)
{
// 64x64 is the most common case by far, so special case it.
do
{
BYTE texdata;
spot = ((xfrac>>(32-6-6))&(63*64)) + (yfrac>>(32-6));
texdata = source[spot];
if (texdata != 0)
{
*dest = colormap[texdata];
}
dest++;
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
else
{
BYTE yshift = 32 - ds_ybits;
BYTE xshift = yshift - ds_xbits;
int xmask = ((1 << ds_xbits) - 1) << ds_ybits;
do
{
BYTE texdata;
spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
texdata = source[spot];
if (texdata != 0)
{
*dest = colormap[texdata];
}
dest++;
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
}
#endif
void R_DrawSpanTranslucentP_C (void)
{
dsfixed_t xfrac;
dsfixed_t yfrac;
dsfixed_t xstep;
dsfixed_t ystep;
BYTE* dest;
const BYTE* source = ds_source;
const BYTE* colormap = ds_colormap;
int count;
int spot;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
xfrac = ds_xfrac;
yfrac = ds_yfrac;
dest = ylookup[ds_y] + ds_x1 + dc_destorg;
count = ds_x2 - ds_x1 + 1;
xstep = ds_xstep;
ystep = ds_ystep;
if (ds_xbits == 6 && ds_ybits == 6)
{
// 64x64 is the most common case by far, so special case it.
do
{
spot = ((xfrac>>(32-6-6))&(63*64)) + (yfrac>>(32-6));
DWORD fg = colormap[source[spot]];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg+bg) | 0x1f07c1f;
*dest++ = RGB32k[0][0][fg & (fg>>15)];
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
else
{
BYTE yshift = 32 - ds_ybits;
BYTE xshift = yshift - ds_xbits;
int xmask = ((1 << ds_xbits) - 1) << ds_ybits;
do
{
spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
DWORD fg = colormap[source[spot]];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg+bg) | 0x1f07c1f;
*dest++ = RGB32k[0][0][fg & (fg>>15)];
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
}
void R_DrawSpanMaskedTranslucentP_C (void)
{
dsfixed_t xfrac;
dsfixed_t yfrac;
dsfixed_t xstep;
dsfixed_t ystep;
BYTE* dest;
const BYTE* source = ds_source;
const BYTE* colormap = ds_colormap;
int count;
int spot;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
xfrac = ds_xfrac;
yfrac = ds_yfrac;
dest = ylookup[ds_y] + ds_x1 + dc_destorg;
count = ds_x2 - ds_x1 + 1;
xstep = ds_xstep;
ystep = ds_ystep;
if (ds_xbits == 6 && ds_ybits == 6)
{
// 64x64 is the most common case by far, so special case it.
do
{
BYTE texdata;
spot = ((xfrac>>(32-6-6))&(63*64)) + (yfrac>>(32-6));
texdata = source[spot];
if (texdata != 0)
{
DWORD fg = colormap[texdata];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg+bg) | 0x1f07c1f;
*dest = RGB32k[0][0][fg & (fg>>15)];
}
dest++;
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
else
{
BYTE yshift = 32 - ds_ybits;
BYTE xshift = yshift - ds_xbits;
int xmask = ((1 << ds_xbits) - 1) << ds_ybits;
do
{
BYTE texdata;
spot = ((xfrac >> xshift) & xmask) + (yfrac >> yshift);
texdata = source[spot];
if (texdata != 0)
{
DWORD fg = colormap[texdata];
DWORD bg = *dest;
fg = fg2rgb[fg];
bg = bg2rgb[bg];
fg = (fg+bg) | 0x1f07c1f;
*dest = RGB32k[0][0][fg & (fg>>15)];
}
dest++;
xfrac += xstep;
yfrac += ystep;
} while (--count);
}
}
// [RH] Just fill a span with a color
void R_FillSpan (void)
{
memset (ylookup[ds_y] + ds_x1 + dc_destorg, ds_color, ds_x2 - ds_x1 + 1);
}
/****************************************************/
/****************************************************/
// wallscan stuff, in C
#ifndef X86_ASM
static DWORD STACK_ARGS vlinec1 ();
static int vlinebits;
DWORD (STACK_ARGS *dovline1)() = vlinec1;
DWORD (STACK_ARGS *doprevline1)() = vlinec1;
#ifdef X64_ASM
extern "C" void vlinetallasm4();
#define dovline4 vlinetallasm4
extern "C" void setupvlinetallasm (int);
#else
static void STACK_ARGS vlinec4 ();
void (STACK_ARGS *dovline4)() = vlinec4;
#endif
static DWORD STACK_ARGS mvlinec1();
static void STACK_ARGS mvlinec4();
static int mvlinebits;
DWORD (STACK_ARGS *domvline1)() = mvlinec1;
void (STACK_ARGS *domvline4)() = mvlinec4;
#else
extern "C"
{
DWORD STACK_ARGS vlineasm1 ();
DWORD STACK_ARGS prevlineasm1 ();
DWORD STACK_ARGS vlinetallasm1 ();
DWORD STACK_ARGS prevlinetallasm1 ();
void STACK_ARGS vlineasm4 ();
void STACK_ARGS vlinetallasmathlon4 ();
void STACK_ARGS vlinetallasm4 ();
void STACK_ARGS setupvlineasm (int);
void STACK_ARGS setupvlinetallasm (int);
DWORD STACK_ARGS mvlineasm1();
void STACK_ARGS mvlineasm4();
void STACK_ARGS setupmvlineasm (int);
}
DWORD (STACK_ARGS *dovline1)() = vlinetallasm1;
DWORD (STACK_ARGS *doprevline1)() = prevlinetallasm1;
void (STACK_ARGS *dovline4)() = vlinetallasm4;
DWORD (STACK_ARGS *domvline1)() = mvlineasm1;
void (STACK_ARGS *domvline4)() = mvlineasm4;
#endif
void setupvline (int fracbits)
{
#ifdef X86_ASM
if (CPU.Family <= 5)
{
if (fracbits >= 24)
{
setupvlineasm (fracbits);
dovline4 = vlineasm4;
dovline1 = vlineasm1;
doprevline1 = prevlineasm1;
}
else
{
setupvlinetallasm (fracbits);
dovline1 = vlinetallasm1;
doprevline1 = prevlinetallasm1;
dovline4 = vlinetallasm4;
}
}
else
{
setupvlinetallasm (fracbits);
if (CPU.bIsAMD && CPU.AMDFamily >= 7)
{
dovline4 = vlinetallasmathlon4;
}
}
#else
vlinebits = fracbits;
#ifdef X64_ASM
setupvlinetallasm(fracbits);
#endif
#endif
}
#if !defined(X86_ASM)
DWORD STACK_ARGS vlinec1 ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = vlinebits;
int pitch = dc_pitch;
do
{
*dest = colormap[source[frac>>bits]];
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void STACK_ARGS vlinec4 ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = vlinebits;
DWORD place;
do
{
dest[0] = palookupoffse[0][bufplce[0][(place=vplce[0])>>bits]]; vplce[0] = place+vince[0];
dest[1] = palookupoffse[1][bufplce[1][(place=vplce[1])>>bits]]; vplce[1] = place+vince[1];
dest[2] = palookupoffse[2][bufplce[2][(place=vplce[2])>>bits]]; vplce[2] = place+vince[2];
dest[3] = palookupoffse[3][bufplce[3][(place=vplce[3])>>bits]]; vplce[3] = place+vince[3];
dest += dc_pitch;
} while (--count);
}
#endif
void setupmvline (int fracbits)
{
#if defined(X86_ASM)
setupmvlineasm (fracbits);
domvline1 = mvlineasm1;
domvline4 = mvlineasm4;
#else
mvlinebits = fracbits;
#endif
}
#if !defined(X86_ASM)
DWORD STACK_ARGS mvlinec1 ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = mvlinebits;
int pitch = dc_pitch;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
*dest = colormap[pix];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void STACK_ARGS mvlinec4 ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = mvlinebits;
DWORD place;
do
{
BYTE pix;
pix = bufplce[0][(place=vplce[0])>>bits]; if(pix) dest[0] = palookupoffse[0][pix]; vplce[0] = place+vince[0];
pix = bufplce[1][(place=vplce[1])>>bits]; if(pix) dest[1] = palookupoffse[1][pix]; vplce[1] = place+vince[1];
pix = bufplce[2][(place=vplce[2])>>bits]; if(pix) dest[2] = palookupoffse[2][pix]; vplce[2] = place+vince[2];
pix = bufplce[3][(place=vplce[3])>>bits]; if(pix) dest[3] = palookupoffse[3][pix]; vplce[3] = place+vince[3];
dest += dc_pitch;
} while (--count);
}
#endif
extern "C" short spanend[MAXHEIGHT];
extern fixed_t rw_light;
extern fixed_t rw_lightstep;
extern int wallshade;
static void R_DrawFogBoundarySection (int y, int y2, int x1)
{
BYTE *colormap = dc_colormap;
BYTE *dest = ylookup[y] + dc_destorg;
for (; y < y2; ++y)
{
int x2 = spanend[y];
int x = x1;
do
{
dest[x] = colormap[dest[x]];
} while (++x <= x2);
dest += dc_pitch;
}
}
static void R_DrawFogBoundaryLine (int y, int x)
{
int x2 = spanend[y];
BYTE *colormap = dc_colormap;
BYTE *dest = ylookup[y] + dc_destorg;
do
{
dest[x] = colormap[dest[x]];
} while (++x <= x2);
}
void R_DrawFogBoundary (int x1, int x2, short *uclip, short *dclip)
{
// This is essentially the same as R_MapVisPlane but with an extra step
// to create new horizontal spans whenever the light changes enough that
// we need to use a new colormap.
fixed_t lightstep = rw_lightstep;
fixed_t light = rw_light+lightstep*(x2-x1);
int x = x2;
int t2 = uclip[x];
int b2 = dclip[x];
int rcolormap = GETPALOOKUP (light, wallshade);
int lcolormap;
BYTE *basecolormapdata = basecolormap->Maps;
if (b2 > t2)
{
clearbufshort (spanend+t2, b2-t2, x);
}
dc_colormap = basecolormapdata + (rcolormap << COLORMAPSHIFT);
for (--x; x >= x1; --x)
{
int t1 = uclip[x];
int b1 = dclip[x];
const int xr = x+1;
int stop;
light -= rw_lightstep;
lcolormap = GETPALOOKUP (light, wallshade);
if (lcolormap != rcolormap)
{
if (t2 < b2 && rcolormap != 0)
{ // Colormap 0 is always the identity map, so rendering it is
// just a waste of time.
R_DrawFogBoundarySection (t2, b2, xr);
}
if (t1 < t2) t2 = t1;
if (b1 > b2) b2 = b1;
if (t2 < b2)
{
clearbufshort (spanend+t2, b2-t2, x);
}
rcolormap = lcolormap;
dc_colormap = basecolormapdata + (lcolormap << COLORMAPSHIFT);
}
else
{
if (dc_colormap != basecolormapdata)
{
stop = MIN (t1, b2);
while (t2 < stop)
{
R_DrawFogBoundaryLine (t2++, xr);
}
stop = MAX (b1, t2);
while (b2 > stop)
{
R_DrawFogBoundaryLine (--b2, xr);
}
}
else
{
t2 = MAX (t2, MIN (t1, b2));
b2 = MIN (b2, MAX (b1, t2));
}
stop = MIN (t2, b1);
while (t1 < stop)
{
spanend[t1++] = x;
}
stop = MAX (b2, t2);
while (b1 > stop)
{
spanend[--b1] = x;
}
}
t2 = uclip[x];
b2 = dclip[x];
}
if (t2 < b2 && rcolormap != 0)
{
R_DrawFogBoundarySection (t2, b2, x1);
}
}
int tmvlinebits;
void setuptmvline (int bits)
{
tmvlinebits = bits;
}
fixed_t tmvline1_add ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = tmvlinebits;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
DWORD fg = fg2rgb[colormap[pix]];
DWORD bg = bg2rgb[*dest];
fg = (fg+bg) | 0x1f07c1f;
*dest = RGB32k[0][0][fg & (fg>>15)];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void tmvline4_add ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = tmvlinebits;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
for (int i = 0; i < 4; ++i)
{
BYTE pix = bufplce[i][vplce[i] >> bits];
if (pix != 0)
{
DWORD fg = fg2rgb[palookupoffse[i][pix]];
DWORD bg = bg2rgb[dest[i]];
fg = (fg+bg) | 0x1f07c1f;
dest[i] = RGB32k[0][0][fg & (fg>>15)];
}
vplce[i] += vince[i];
}
dest += dc_pitch;
} while (--count);
}
fixed_t tmvline1_addclamp ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = tmvlinebits;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
DWORD a = fg2rgb[colormap[pix]] + bg2rgb[*dest];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
*dest = RGB32k[0][0][a & (a>>15)];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void tmvline4_addclamp ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = tmvlinebits;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
for (int i = 0; i < 4; ++i)
{
BYTE pix = bufplce[i][vplce[i] >> bits];
if (pix != 0)
{
DWORD a = fg2rgb[palookupoffse[i][pix]] + bg2rgb[dest[i]];
DWORD b = a;
a |= 0x01f07c1f;
b &= 0x40100400;
a &= 0x3fffffff;
b = b - (b >> 5);
a |= b;
dest[i] = RGB32k[0][0][a & (a>>15)];
}
vplce[i] += vince[i];
}
dest += dc_pitch;
} while (--count);
}
fixed_t tmvline1_subclamp ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = tmvlinebits;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
DWORD a = (fg2rgb[colormap[pix]] | 0x40100400) - bg2rgb[*dest];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void tmvline4_subclamp ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = tmvlinebits;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
for (int i = 0; i < 4; ++i)
{
BYTE pix = bufplce[i][vplce[i] >> bits];
if (pix != 0)
{
DWORD a = (fg2rgb[palookupoffse[i][pix]] | 0x40100400) - bg2rgb[dest[i]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
dest[i] = RGB32k[0][0][a & (a>>15)];
}
vplce[i] += vince[i];
}
dest += dc_pitch;
} while (--count);
}
fixed_t tmvline1_revsubclamp ()
{
DWORD fracstep = dc_iscale;
DWORD frac = dc_texturefrac;
BYTE *colormap = dc_colormap;
int count = dc_count;
const BYTE *source = dc_source;
BYTE *dest = dc_dest;
int bits = tmvlinebits;
int pitch = dc_pitch;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
BYTE pix = source[frac>>bits];
if (pix != 0)
{
DWORD a = (bg2rgb[*dest] | 0x40100400) - fg2rgb[colormap[pix]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
*dest = RGB32k[0][0][a & (a>>15)];
}
frac += fracstep;
dest += pitch;
} while (--count);
return frac;
}
void tmvline4_revsubclamp ()
{
BYTE *dest = dc_dest;
int count = dc_count;
int bits = tmvlinebits;
DWORD *fg2rgb = dc_srcblend;
DWORD *bg2rgb = dc_destblend;
do
{
for (int i = 0; i < 4; ++i)
{
BYTE pix = bufplce[i][vplce[i] >> bits];
if (pix != 0)
{
DWORD a = (bg2rgb[dest[i]] | 0x40100400) - fg2rgb[palookupoffse[i][pix]];
DWORD b = a;
b &= 0x40100400;
b = b - (b >> 5);
a &= b;
a |= 0x01f07c1f;
dest[i] = RGB32k[0][0][a & (a>>15)];
}
vplce[i] += vince[i];
}
dest += dc_pitch;
} while (--count);
}
void R_DrawBorder (int x1, int y1, int x2, int y2)
{
FTextureID picnum;
if (level.info != NULL && level.info->bordertexture[0] != 0)
{
picnum = TexMan.CheckForTexture (level.info->bordertexture, FTexture::TEX_Flat);
}
else
{
picnum = TexMan.CheckForTexture (gameinfo.borderFlat, FTexture::TEX_Flat);
}
if (picnum.isValid())
{
screen->FlatFill (x1, y1, x2, y2, TexMan(picnum));
}
else
{
screen->Clear (x1, y1, x2, y2, 0, 0);
}
}
/*
==================
=
= R_DrawViewBorder
=
= Draws the border around the view for different size windows
==================
*/
int BorderNeedRefresh;
void V_MarkRect (int x, int y, int width, int height);
void M_DrawFrame (int x, int y, int width, int height);
void R_DrawViewBorder (void)
{
// [RH] Redraw the status bar if SCREENWIDTH > status bar width.
// Will draw borders around itself, too.
if (SCREENWIDTH > 320)
{
SB_state = screen->GetPageCount ();
}
if (viewwidth == SCREENWIDTH)
{
return;
}
R_DrawBorder (0, 0, SCREENWIDTH, viewwindowy);
R_DrawBorder (0, viewwindowy, viewwindowx, viewheight + viewwindowy);
R_DrawBorder (viewwindowx + viewwidth, viewwindowy, SCREENWIDTH, viewheight + viewwindowy);
R_DrawBorder (0, viewwindowy + viewheight, SCREENWIDTH, ST_Y);
M_DrawFrame (viewwindowx, viewwindowy, viewwidth, viewheight);
V_MarkRect (0, 0, SCREENWIDTH, ST_Y);
}
/*
==================
=
= R_DrawTopBorder
=
= Draws the top border around the view for different size windows
==================
*/
int BorderTopRefresh;
void R_DrawTopBorder ()
{
FTexture *p;
int offset;
if (viewwidth == SCREENWIDTH)
return;
offset = gameinfo.border->offset;
if (viewwindowy < 34)
{
R_DrawBorder (0, 0, viewwindowx, 34);
R_DrawBorder (viewwindowx, 0, viewwindowx + viewwidth, viewwindowy);
R_DrawBorder (viewwindowx + viewwidth, 0, SCREENWIDTH, 34);
p = TexMan(gameinfo.border->t);
screen->FlatFill(viewwindowx, viewwindowy - p->GetHeight(),
viewwindowx + viewwidth, viewwindowy, p, true);
p = TexMan(gameinfo.border->l);
screen->FlatFill(viewwindowx - p->GetWidth(), viewwindowy,
viewwindowx, 35, p, true);
p = TexMan(gameinfo.border->r);
screen->FlatFill(viewwindowx + viewwidth, viewwindowy,
viewwindowx + viewwidth + p->GetWidth(), 35, p, true);
p = TexMan(gameinfo.border->tl);
screen->DrawTexture (p, viewwindowx - offset, viewwindowy - offset, TAG_DONE);
p = TexMan(gameinfo.border->tr);
screen->DrawTexture (p, viewwindowx + viewwidth, viewwindowy - offset, TAG_DONE);
}
else
{
R_DrawBorder (0, 0, SCREENWIDTH, 34);
}
}
// [RH] Initialize the column drawer pointers
void R_InitColumnDrawers ()
{
#ifdef X86_ASM
R_DrawColumn = R_DrawColumnP_ASM;
R_DrawColumnHoriz = R_DrawColumnHorizP_ASM;
R_DrawFuzzColumn = R_DrawFuzzColumnP_ASM;
R_DrawTranslatedColumn = R_DrawTranslatedColumnP_C;
R_DrawShadedColumn = R_DrawShadedColumnP_C;
R_DrawSpan = R_DrawSpanP_ASM;
R_DrawSpanMasked = R_DrawSpanMaskedP_ASM;
if (CPU.Family <= 5)
{
rt_map4cols = rt_map4cols_asm2;
}
else
{
rt_map4cols = rt_map4cols_asm1;
}
#else
R_DrawColumnHoriz = R_DrawColumnHorizP_C;
R_DrawColumn = R_DrawColumnP_C;
R_DrawFuzzColumn = R_DrawFuzzColumnP_C;
R_DrawTranslatedColumn = R_DrawTranslatedColumnP_C;
R_DrawShadedColumn = R_DrawShadedColumnP_C;
R_DrawSpan = R_DrawSpanP_C;
R_DrawSpanMasked = R_DrawSpanMaskedP_C;
rt_map4cols = rt_map4cols_c;
#endif
R_DrawSpanTranslucent = R_DrawSpanTranslucentP_C;
R_DrawSpanMaskedTranslucent = R_DrawSpanMaskedTranslucentP_C;
}
// [RH] Choose column drawers in a single place
EXTERN_CVAR (Bool, r_drawfuzz)
EXTERN_CVAR (Float, transsouls)
CVAR (Bool, r_drawtrans, true, 0)
static FDynamicColormap *basecolormapsave;
static bool R_SetBlendFunc (int op, fixed_t fglevel, fixed_t bglevel, int flags)
{
// r_drawtrans is a seriously bad thing to turn off. I wonder if I should
// just remove it completely.
if (!r_drawtrans || (op == STYLEOP_Add && fglevel == FRACUNIT && bglevel == 0 && !(flags & STYLEF_InvertSource)))
{
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillColumnP;
hcolfunc_post1 = rt_copy1col;
hcolfunc_post4 = rt_copy4cols;
}
else if (dc_translation == NULL)
{
colfunc = basecolfunc;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
}
else
{
colfunc = transcolfunc;
hcolfunc_post1 = rt_tlate1col;
hcolfunc_post4 = rt_tlate4cols;
}
return true;
}
if (flags & STYLEF_InvertSource)
{
dc_srcblend = Col2RGB8_Inverse[fglevel>>10];
dc_destblend = Col2RGB8_LessPrecision[bglevel>>10];
}
else if (op == STYLEOP_Add && fglevel + bglevel <= FRACUNIT)
{
dc_srcblend = Col2RGB8[fglevel>>10];
dc_destblend = Col2RGB8[bglevel>>10];
}
else
{
dc_srcblend = Col2RGB8_LessPrecision[fglevel>>10];
dc_destblend = Col2RGB8_LessPrecision[bglevel>>10];
}
switch (op)
{
case STYLEOP_Add:
if (fglevel == 0 && bglevel == FRACUNIT)
{
return false;
}
if (fglevel + bglevel <= FRACUNIT)
{ // Colors won't overflow when added
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillAddColumn;
hcolfunc_post1 = rt_add1col;
hcolfunc_post4 = rt_add4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawAddColumnP_C;
hcolfunc_post1 = rt_add1col;
hcolfunc_post4 = rt_add4cols;
}
else
{
colfunc = R_DrawTlatedAddColumnP_C;
hcolfunc_post1 = rt_tlateadd1col;
hcolfunc_post4 = rt_tlateadd4cols;
}
}
else
{ // Colors might overflow when added
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillAddClampColumn;
hcolfunc_post1 = rt_addclamp1col;
hcolfunc_post4 = rt_addclamp4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawAddClampColumnP_C;
hcolfunc_post1 = rt_addclamp1col;
hcolfunc_post4 = rt_addclamp4cols;
}
else
{
colfunc = R_DrawAddClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlateaddclamp1col;
hcolfunc_post4 = rt_tlateaddclamp4cols;
}
}
return true;
case STYLEOP_Sub:
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillSubClampColumn;
hcolfunc_post1 = rt_subclamp1col;
hcolfunc_post4 = rt_subclamp4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawSubClampColumnP_C;
hcolfunc_post1 = rt_subclamp1col;
hcolfunc_post4 = rt_subclamp4cols;
}
else
{
colfunc = R_DrawSubClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlatesubclamp1col;
hcolfunc_post4 = rt_tlatesubclamp4cols;
}
return true;
case STYLEOP_RevSub:
if (fglevel == 0 && bglevel == FRACUNIT)
{
return false;
}
if (flags & STYLEF_ColorIsFixed)
{
colfunc = R_FillRevSubClampColumn;
hcolfunc_post1 = rt_subclamp1col;
hcolfunc_post4 = rt_subclamp4cols;
}
else if (dc_translation == NULL)
{
colfunc = R_DrawRevSubClampColumnP_C;
hcolfunc_post1 = rt_revsubclamp1col;
hcolfunc_post4 = rt_revsubclamp4cols;
}
else
{
colfunc = R_DrawRevSubClampTranslatedColumnP_C;
hcolfunc_post1 = rt_tlaterevsubclamp1col;
hcolfunc_post4 = rt_tlaterevsubclamp4cols;
}
return true;
default:
return false;
}
}
static fixed_t GetAlpha(int type, fixed_t alpha)
{
switch (type)
{
case STYLEALPHA_Zero: return 0;
case STYLEALPHA_One: return FRACUNIT;
case STYLEALPHA_Src: return alpha;
case STYLEALPHA_InvSrc: return FRACUNIT - alpha;
default: return 0;
}
}
ESPSResult R_SetPatchStyle (FRenderStyle style, fixed_t alpha, int translation, DWORD color)
{
fixed_t fglevel, bglevel;
style.CheckFuzz();
if (style.Flags & STYLEF_TransSoulsAlpha)
{
alpha = fixed_t(transsouls * FRACUNIT);
}
else if (style.Flags & STYLEF_Alpha1)
{
alpha = FRACUNIT;
}
else
{
alpha = clamp<fixed_t> (alpha, 0, FRACUNIT);
}
dc_translation = NULL;
if (translation != 0)
{
FRemapTable *table = TranslationToTable(translation);
if (table != NULL && !table->Inactive)
{
dc_translation = table->Remap;
}
}
basecolormapsave = basecolormap;
hcolfunc_pre = R_DrawColumnHoriz;
// Check for special modes
if (style.BlendOp == STYLEOP_Fuzz)
{
colfunc = fuzzcolfunc;
return DoDraw0;
}
else if (style == LegacyRenderStyles[STYLE_Shaded])
{
// Shaded drawer only gets 16 levels because it saves memory.
if ((alpha >>= 12) == 0)
return DontDraw;
colfunc = R_DrawShadedColumn;
hcolfunc_post1 = rt_shaded1col;
hcolfunc_post4 = rt_shaded4cols;
dc_color = fixedcolormap ? fixedcolormap[APART(color)] : basecolormap->Maps[APART(color)];
dc_colormap = (basecolormap = &ShadeFakeColormap[16-alpha])->Maps;
if (fixedlightlev >= 0 && fixedcolormap == NULL)
{
dc_colormap += fixedlightlev;
}
return r_columnmethod ? DoDraw1 : DoDraw0;
}
fglevel = GetAlpha(style.SrcAlpha, alpha);
bglevel = GetAlpha(style.DestAlpha, alpha);
if (style.Flags & STYLEF_ColorIsFixed)
{
int x = fglevel >> 10;
int r = RPART(color);
int g = GPART(color);
int b = BPART(color);
// dc_color is used by the rt_* routines. It is indexed into dc_srcblend.
dc_color = RGB32k[r>>3][g>>3][b>>3];
if (style.Flags & STYLEF_InvertSource)
{
r = 255 - r;
g = 255 - g;
b = 255 - b;
}
// dc_srccolor is used by the R_Fill* routines. It is premultiplied
// with the alpha.
dc_srccolor = ((((r*x)>>4)<<20) | ((g*x)>>4) | ((((b)*x)>>4)<<10)) & 0x3feffbff;
hcolfunc_pre = R_FillColumnHorizP;
dc_colormap = identitymap;
}
if (!R_SetBlendFunc (style.BlendOp, fglevel, bglevel, style.Flags))
{
return DontDraw;
}
return r_columnmethod ? DoDraw1 : DoDraw0;
}
void R_FinishSetPatchStyle ()
{
basecolormap = basecolormapsave;
}
bool R_GetTransMaskDrawers (fixed_t (**tmvline1)(), void (**tmvline4)())
{
if (colfunc == R_DrawAddColumnP_C)
{
*tmvline1 = tmvline1_add;
*tmvline4 = tmvline4_add;
return true;
}
if (colfunc == R_DrawAddClampColumnP_C)
{
*tmvline1 = tmvline1_addclamp;
*tmvline4 = tmvline4_addclamp;
return true;
}
if (colfunc == R_DrawSubClampColumnP_C)
{
*tmvline1 = tmvline1_subclamp;
*tmvline4 = tmvline4_subclamp;
return true;
}
if (colfunc == R_DrawRevSubClampColumnP_C)
{
*tmvline1 = tmvline1_revsubclamp;
*tmvline4 = tmvline4_revsubclamp;
return true;
}
return false;
}
//==========================================================================
//
// FRenderStyle :: IsVisible
//
// Coupled with the given alpha, will this render style produce something
// visible on-screen?
//
//==========================================================================
bool FRenderStyle::IsVisible(fixed_t alpha) const throw()
{
if (BlendOp == STYLEOP_None)
{
return false;
}
if (BlendOp == STYLEOP_Add || BlendOp == STYLEOP_RevSub)
{
if (Flags & STYLEF_Alpha1)
{
alpha = FRACUNIT;
}
else
{
alpha = clamp(alpha, 0, FRACUNIT);
}
return GetAlpha(SrcAlpha, alpha) != 0 || GetAlpha(DestAlpha, alpha) != FRACUNIT;
}
// Treat anything else as visible.
return true;
}
//==========================================================================
//
// FRenderStyle :: CheckFuzz
//
// Adjusts settings based on r_drawfuzz CVAR
//
//==========================================================================
void FRenderStyle::CheckFuzz()
{
if (BlendOp == STYLEOP_FuzzOrAdd)
{
BlendOp = (r_drawfuzz || !r_drawtrans) ? STYLEOP_Fuzz : STYLEOP_Add;
}
else if (BlendOp == STYLEOP_FuzzOrSub)
{
BlendOp = (r_drawfuzz || !r_drawtrans) ? STYLEOP_Fuzz : STYLEOP_Sub;
}
else if (BlendOp == STYLEOP_FuzzOrRevSub)
{
BlendOp = (r_drawfuzz || !r_drawtrans) ? STYLEOP_Fuzz : STYLEOP_RevSub;
}
}