mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
c412b42703
- The stat meters now return an FString instead of sprintfing into a fixed output buffer. - NOASM is now automatically defined when compiling for a non-x86 target. - Some changes have been made to the integral types in doomtype.h: - For consistancy with the other integral types, byte is no longer a synonym for BYTE. - Most uses of BOOL have been change to the standard C++ bool type. Those that weren't were changed to INTBOOL to indicate they may contain values other than 0 or 1 but are still used as a boolean. - Compiler-provided types with explicit bit sizes are now used. In particular, DWORD is no longer a long so it will work with both 64-bit Windows and Linux. - Since some files need to include Windows headers, uint32 is a synonym for the non-Windows version of DWORD. - Removed d_textur.h. The pic_t struct it defined was used nowhere, and that was all it contained. SVN r326 (trunk)
2199 lines
52 KiB
C++
2199 lines
52 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// The actual span/column drawing functions.
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// Here find the main potential for optimization,
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// e.g. inline assembly, different algorithms.
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//
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//-----------------------------------------------------------------------------
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#include <stddef.h>
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#include "templates.h"
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#include "m_alloc.h"
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#include "doomdef.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "v_video.h"
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#include "doomstat.h"
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#include "st_stuff.h"
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#include "a_hexenglobal.h"
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#include "g_game.h"
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#include "gi.h"
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#include "stats.h"
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#undef RANGECHECK
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// status bar height at bottom of screen
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// [RH] status bar position at bottom of screen
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extern int ST_Y;
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//
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// All drawing to the view buffer is accomplished in this file.
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// The other refresh files only know about ccordinates,
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// not the architecture of the frame buffer.
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// Conveniently, the frame buffer is a linear one,
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// and we need only the base address,
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// and the total size == width*height*depth/8.,
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//
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extern BYTE decorate_translations[];
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BYTE* viewimage;
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extern "C" {
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int viewwidth;
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int halfviewwidth;
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int viewheight;
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int ylookup[MAXHEIGHT];
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BYTE *dc_destorg;
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}
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int scaledviewwidth;
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int viewwindowx;
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int viewwindowy;
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extern "C" {
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int realviewwidth; // [RH] Physical width of view window
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int realviewheight; // [RH] Physical height of view window
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int detailxshift; // [RH] X shift for horizontal detail level
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int detailyshift; // [RH] Y shift for vertical detail level
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}
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#ifdef USEASM
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extern "C" void STACK_ARGS DoubleHoriz_MMX (int height, int width, BYTE *dest, int pitch);
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extern "C" void STACK_ARGS DoubleHorizVert_MMX (int height, int width, BYTE *dest, int pitch);
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extern "C" void STACK_ARGS DoubleVert_ASM (int height, int width, BYTE *dest, int pitch);
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#endif
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// [RH] Pointers to the different column drawers.
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// These get changed depending on the current
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// screen depth and asm/no asm.
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void (*R_DrawColumnHoriz)(void);
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void (*R_DrawColumn)(void);
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void (*R_DrawFuzzColumn)(void);
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void (*R_DrawTranslatedColumn)(void);
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void (*R_DrawShadedColumn)(void);
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void (*R_DrawSpan)(void);
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void (*R_DrawSpanMasked)(void);
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void (*R_DrawSpanTranslucent)(void);
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void (*R_DrawSpanMaskedTranslucent)(void);
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void (*rt_map4cols)(int,int,int);
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//
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// R_DrawColumn
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// Source is the top of the column to scale.
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//
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extern "C" {
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int dc_pitch=0xABadCafe; // [RH] Distance between rows
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lighttable_t* dc_colormap;
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int dc_x;
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int dc_yl;
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int dc_yh;
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fixed_t dc_iscale;
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fixed_t dc_texturemid;
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fixed_t dc_texturefrac;
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int dc_color; // [RH] Color for column filler
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DWORD *dc_srcblend; // [RH] Source and destination
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DWORD *dc_destblend; // blending lookups
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// first pixel in a column (possibly virtual)
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const BYTE* dc_source;
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BYTE* dc_dest;
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int dc_count;
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DWORD vplce[4];
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DWORD vince[4];
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BYTE* palookupoffse[4];
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const BYTE* bufplce[4];
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// just for profiling
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int dccount;
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}
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cycle_t DetailDoubleCycles;
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int dc_fillcolor;
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BYTE *dc_translation;
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BYTE *translationtables[NUM_TRANSLATION_TABLES];
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/************************************/
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/* */
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/* Palettized drawers (C versions) */
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/* */
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/************************************/
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#ifndef USEASM
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//
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// A column is a vertical slice/span from a wall texture that,
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// given the DOOM style restrictions on the view orientation,
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// will always have constant z depth.
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// Thus a special case loop for very fast rendering can
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// be used. It has also been used with Wolfenstein 3D.
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//
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void R_DrawColumnP_C (void)
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{
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int count;
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BYTE* dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_count;
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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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// Framebuffer destination address.
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dest = dc_dest;
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// Determine scaling,
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// which is the only mapping to be done.
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fracstep = dc_iscale;
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frac = dc_texturefrac;
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{
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// [RH] Get local copies of these variables so that the compiler
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// has a better chance of optimizing this well.
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BYTE *colormap = dc_colormap;
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const BYTE *source = dc_source;
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int pitch = dc_pitch;
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// Inner loop that does the actual texture mapping,
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// e.g. a DDA-lile 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
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// using a lighting/special effects LUT.
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*dest = colormap[source[frac>>FRACBITS]];
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dest += pitch;
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frac += fracstep;
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} while (--count);
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}
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}
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#endif // USEASM
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// [RH] Just fills a column with a color
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void R_FillColumnP (void)
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{
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int count;
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BYTE* dest;
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count = dc_count;
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if (count <= 0)
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return;
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dest = dc_dest;
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{
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int pitch = dc_pitch;
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BYTE color = dc_color;
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do
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{
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*dest = color;
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dest += pitch;
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} while (--count);
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}
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}
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void R_FillAddColumn (void)
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{
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int count;
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BYTE *dest;
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count = dc_count;
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if (count <= 0)
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return;
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dest = dc_dest;
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DWORD *bg2rgb;
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DWORD fg;
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bg2rgb = dc_destblend;
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fg = dc_srcblend[dc_color];
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int pitch = dc_pitch;
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do
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{
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DWORD bg;
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bg = (fg + bg2rgb[*dest]) | 0x1f07c1f;
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*dest = RGB32k[0][0][bg & (bg>>15)];
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dest += pitch;
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} while (--count);
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}
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//
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// Spectre/Invisibility.
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//
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#define FUZZTABLE 50
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extern "C"
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{
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int fuzzoffset[FUZZTABLE+1]; // [RH] +1 for the assembly routine
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int fuzzpos = 0;
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int fuzzviewheight;
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}
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/*
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FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
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FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
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FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
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FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
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*/
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static const signed char fuzzinit[FUZZTABLE] = {
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1,-1, 1,-1, 1, 1,-1,
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1, 1,-1, 1, 1, 1,-1,
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1, 1, 1,-1,-1,-1,-1,
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1,-1,-1, 1, 1, 1, 1,-1,
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1,-1, 1, 1,-1,-1, 1,
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1,-1,-1,-1,-1, 1, 1,
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1, 1,-1, 1, 1,-1, 1
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};
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void R_InitFuzzTable (int fuzzoff)
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{
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int i;
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for (i = 0; i < FUZZTABLE; i++)
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{
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fuzzoffset[i] = fuzzinit[i] * fuzzoff;
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}
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}
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#ifndef USEASM
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//
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// Creates a fuzzy image by copying pixels from adjacent ones above and below.
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// Used with an all black colormap, this could create the SHADOW effect,
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// i.e. spectres and invisible players.
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//
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void R_DrawFuzzColumnP_C (void)
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{
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int count;
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BYTE *dest;
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// Adjust borders. Low...
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if (dc_yl == 0)
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dc_yl = 1;
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// .. and high.
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if (dc_yh > fuzzviewheight)
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dc_yh = fuzzviewheight;
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count = dc_yh - dc_yl;
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// Zero length.
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if (count < 0)
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return;
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count++;
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dest = ylookup[dc_yl] + dc_x + dc_destorg;
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// colormap #6 is used for shading (of 0-31, a bit brighter than average)
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{
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// [RH] Make local copies of global vars to try and improve
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// the optimizations made by the compiler.
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int pitch = dc_pitch;
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int fuzz = fuzzpos;
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int cnt;
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BYTE *map = &NormalLight.Maps[6*256];
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// [RH] Split this into three separate loops to minimize
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// the number of times fuzzpos needs to be clamped.
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if (fuzz)
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{
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cnt = MIN(FUZZTABLE-fuzz,count);
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count -= cnt;
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do
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{
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*dest = map[dest[fuzzoffset[fuzz++]]];
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dest += pitch;
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} while (--cnt);
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}
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if (fuzz == FUZZTABLE || count > 0)
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{
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while (count >= FUZZTABLE)
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{
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fuzz = 0;
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cnt = FUZZTABLE;
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count -= FUZZTABLE;
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do
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{
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*dest = map[dest[fuzzoffset[fuzz++]]];
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dest += pitch;
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} while (--cnt);
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}
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fuzz = 0;
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if (count > 0)
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{
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do
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{
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*dest = map[dest[fuzzoffset[fuzz++]]];
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dest += pitch;
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} while (--count);
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}
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}
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fuzzpos = fuzz;
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}
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}
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#endif // USEASM
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//
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// R_DrawTranlucentColumn
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//
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/*
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[RH] This translucency algorithm is based on DOSDoom 0.65's, but uses
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a 32k RGB table instead of an 8k one. At least on my machine, it's
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slightly faster (probably because it uses only one shift instead of
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two), and it looks considerably less green at the ends of the
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translucency range. The extra size doesn't appear to be an issue.
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The following note is from DOSDoom 0.65:
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New translucency algorithm, by Erik Sandberg:
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Basically, we compute the red, green and blue values for each pixel, and
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then use a RGB table to check which one of the palette colours that best
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represents those RGB values. The RGB table is 8k big, with 4 R-bits,
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5 G-bits and 4 B-bits. A 4k table gives a bit too bad precision, and a 32k
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table takes up more memory and results in more cache misses, so an 8k
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table seemed to be quite ultimate.
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The computation of the RGB for each pixel is accelerated by using two
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1k tables for each translucency level.
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The xth element of one of these tables contains the r, g and b values for
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the colour x, weighted for the current translucency level (for example,
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the weighted rgb values for background colour at 75% translucency are 1/4
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of the original rgb values). The rgb values are stored as three
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low-precision fixed point values, packed into one long per colour:
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Bit 0-4: Frac part of blue (5 bits)
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Bit 5-8: Int part of blue (4 bits)
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Bit 9-13: Frac part of red (5 bits)
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Bit 14-17: Int part of red (4 bits)
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Bit 18-22: Frac part of green (5 bits)
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Bit 23-27: Int part of green (5 bits)
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Bit 28-31: All zeros (4 bits)
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The point of this format is that the two colours now can be added, and
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then be converted to a RGB table index very easily: First, we just set
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all the frac bits and the four upper zero bits to 1. It's now possible
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to get the RGB table index by anding the current value >> 5 with the
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current value >> 19. When asm-optimised, this should be the fastest
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algorithm that uses RGB tables.
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*/
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void R_DrawAddColumnP_C (void)
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{
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int count;
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BYTE *dest;
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fixed_t frac;
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fixed_t fracstep;
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count = dc_count;
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if (count <= 0)
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return;
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dest = dc_dest;
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fracstep = dc_iscale;
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frac = dc_texturefrac;
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{
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DWORD *fg2rgb = dc_srcblend;
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DWORD *bg2rgb = dc_destblend;
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BYTE *colormap = dc_colormap;
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const BYTE *source = dc_source;
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int pitch = dc_pitch;
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do
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{
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DWORD fg = colormap[source[frac>>FRACBITS]];
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DWORD bg = *dest;
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fg = fg2rgb[fg];
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bg = bg2rgb[bg];
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fg = (fg+bg) | 0x1f07c1f;
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*dest = RGB32k[0][0][fg & (fg>>15)];
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dest += pitch;
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frac += fracstep;
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} while (--count);
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}
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}
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//
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// R_DrawTranslatedColumn
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// Used to draw player sprites with the green colorramp mapped to others.
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// Could be used with different translation tables, e.g. the lighter colored
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// version of the BaronOfHell, the HellKnight, uses identical sprites, kinda
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// brightened up.
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//
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void R_DrawTranslatedColumnP_C (void)
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{
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int count;
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BYTE* dest;
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fixed_t frac;
|
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fixed_t fracstep;
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count = dc_count;
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if (count <= 0)
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return;
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dest = dc_dest;
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fracstep = dc_iscale;
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frac = dc_texturefrac;
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{
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// [RH] Local copies of global vars to improve compiler optimizations
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BYTE *colormap = dc_colormap;
|
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BYTE *translation = dc_translation;
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const BYTE *source = dc_source;
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int pitch = dc_pitch;
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do
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{
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*dest = colormap[translation[source[frac>>FRACBITS]]];
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dest += pitch;
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frac += fracstep;
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} while (--count);
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}
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}
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|
|
// Draw a column that is both translated and translucent
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|
void R_DrawTlatedAddColumnP_C (void)
|
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{
|
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int count;
|
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BYTE *dest;
|
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fixed_t frac;
|
|
fixed_t fracstep;
|
|
|
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count = dc_count;
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if (count <= 0)
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return;
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|
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dest = dc_dest;
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|
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fracstep = dc_iscale;
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frac = dc_texturefrac;
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|
|
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{
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DWORD *fg2rgb = dc_srcblend;
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DWORD *bg2rgb = dc_destblend;
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BYTE *translation = dc_translation;
|
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BYTE *colormap = dc_colormap;
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const BYTE *source = dc_source;
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int pitch = dc_pitch;
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do
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{
|
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DWORD fg = colormap[translation[source[frac>>FRACBITS]]];
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DWORD bg = *dest;
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fg = fg2rgb[fg];
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bg = bg2rgb[bg];
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fg = (fg+bg) | 0x1f07c1f;
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*dest = RGB32k[0][0][fg & (fg>>15)];
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dest += pitch;
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frac += fracstep;
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} while (--count);
|
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}
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}
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|
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// Draw a column whose "color" values are actually translucency
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// levels for a base color stored in dc_color.
|
|
void R_DrawShadedColumnP_C (void)
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|
{
|
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int count;
|
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BYTE *dest;
|
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fixed_t frac, fracstep;
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|
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count = dc_count;
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|
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if (count <= 0)
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return;
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dest = dc_dest;
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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 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);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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.
|
|
#if !defined(USEASM)
|
|
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 USEASM
|
|
static DWORD STACK_ARGS vlinec1 ();
|
|
static void STACK_ARGS vlinec4 ();
|
|
static int vlinebits;
|
|
|
|
DWORD (STACK_ARGS *dovline1)() = vlinec1;
|
|
DWORD (STACK_ARGS *doprevline1)() = vlinec1;
|
|
void (STACK_ARGS *dovline4)() = vlinec4;
|
|
|
|
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 vlinetallasm4 ();
|
|
void STACK_ARGS vlinetallasmathlon4 ();
|
|
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 USEASM
|
|
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;
|
|
#endif
|
|
}
|
|
|
|
#ifndef USEASM
|
|
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(USEASM)
|
|
setupmvlineasm (fracbits);
|
|
domvline1 = mvlineasm1;
|
|
domvline4 = mvlineasm4;
|
|
#else
|
|
mvlinebits = fracbits;
|
|
#endif
|
|
}
|
|
|
|
#ifndef USEASM
|
|
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;
|
|
|
|
if (b2 > t2)
|
|
{
|
|
clearbufshort (spanend+t2, b2-t2, x);
|
|
}
|
|
|
|
dc_colormap = basecolormap + (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 = basecolormap + (lcolormap << COLORMAPSHIFT);
|
|
}
|
|
else
|
|
{
|
|
if (dc_colormap != basecolormap)
|
|
{
|
|
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);
|
|
}
|
|
|
|
/****************************************************/
|
|
/****************************************************/
|
|
|
|
//
|
|
// R_InitTranslationTables
|
|
// Creates the translation tables to map the green color ramp to gray,
|
|
// brown, red. Assumes a given structure of the PLAYPAL.
|
|
//
|
|
void R_InitTranslationTables ()
|
|
{
|
|
static BYTE MainTranslationTables[256*
|
|
(NUMCOLORMAPS*16 // Shaded
|
|
+MAXPLAYERS*2+1 // Players + PlayersExtra + Menu player
|
|
+8 // Standard (7 for Strife, 3 for the rest)
|
|
+MAX_ACS_TRANSLATIONS // LevelScripted
|
|
+BODYQUESIZE // PlayerCorpses
|
|
)];
|
|
int i, j;
|
|
|
|
// Diminishing translucency tables for shaded actors. Not really
|
|
// translation tables, but putting them here was convenient, particularly
|
|
// since translationtables[0] would otherwise be wasted.
|
|
translationtables[0] = MainTranslationTables;
|
|
|
|
// Player translations, one for each player
|
|
translationtables[TRANSLATION_Players] =
|
|
translationtables[0] + NUMCOLORMAPS*16*256;
|
|
|
|
// Extra player translations, one for each player, unused by Doom
|
|
translationtables[TRANSLATION_PlayersExtra] =
|
|
translationtables[TRANSLATION_Players] + (MAXPLAYERS+1)*256;
|
|
|
|
// The three standard translations from Doom or Heretic (seven for Strife),
|
|
// plus the generic ice translation.
|
|
translationtables[TRANSLATION_Standard] =
|
|
translationtables[TRANSLATION_PlayersExtra] + MAXPLAYERS*256;
|
|
|
|
translationtables[TRANSLATION_LevelScripted] =
|
|
translationtables[TRANSLATION_Standard] + 8*256;
|
|
|
|
translationtables[TRANSLATION_PlayerCorpses] =
|
|
translationtables[TRANSLATION_LevelScripted] + MAX_ACS_TRANSLATIONS*256;
|
|
|
|
translationtables[TRANSLATION_Decorate] = decorate_translations;
|
|
translationtables[TRANSLATION_Blood] = decorate_translations + MAX_DECORATE_TRANSLATIONS*256;
|
|
|
|
// [RH] Each player now gets their own translation table. These are set
|
|
// up during netgame arbitration and as-needed rather than in here.
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
translationtables[0][i] = i;
|
|
}
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
memcpy (translationtables[TRANSLATION_Players] + i*256, translationtables[0], 256);
|
|
memcpy (translationtables[TRANSLATION_PlayersExtra] + i*256, translationtables[0], 256);
|
|
}
|
|
|
|
// Create the standard translation tables
|
|
for (i = 0; i < 7; ++i)
|
|
{
|
|
memcpy (translationtables[TRANSLATION_Standard] + i*256, translationtables[0], 256);
|
|
}
|
|
if (gameinfo.gametype == GAME_Doom)
|
|
{
|
|
for (i = 0x70; i < 0x80; i++)
|
|
{ // map green ramp to gray, brown, red
|
|
translationtables[TRANSLATION_Standard][i ] = 0x60 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+256] = 0x40 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+512] = 0x20 + (i&0xf);
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
{
|
|
for (i = 225; i <= 240; i++)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i ] = 114+(i-225); // yellow
|
|
translationtables[TRANSLATION_Standard][i+256] = 145+(i-225); // red
|
|
translationtables[TRANSLATION_Standard][i+512] = 190+(i-225); // blue
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
for (i = 0x20; i <= 0x3F; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i ] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][i+1*256] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][i+2*256] = 0xD0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+3*256] = 0xD0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+4*256] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][i+5*256] = i - 0x20;
|
|
translationtables[TRANSLATION_Standard][i+6*256] = i - 0x20;
|
|
}
|
|
for (i = 0x50; i <= 0x5F; ++i)
|
|
{
|
|
// Merchant hair
|
|
translationtables[TRANSLATION_Standard][i+4*256] = 0x80 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+5*256] = 0x10 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+6*256] = 0x40 + (i&0xf);
|
|
}
|
|
for (i = 0x80; i <= 0x8F; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i ] = 0x40 + (i&0xf); // red
|
|
translationtables[TRANSLATION_Standard][i+1*256] = 0xB0 + (i&0xf); // rust
|
|
translationtables[TRANSLATION_Standard][i+2*256] = 0x10 + (i&0xf); // gray
|
|
translationtables[TRANSLATION_Standard][i+3*256] = 0x30 + (i&0xf); // dark green
|
|
translationtables[TRANSLATION_Standard][i+4*256] = 0x50 + (i&0xf); // gold
|
|
translationtables[TRANSLATION_Standard][i+5*256] = 0x60 + (i&0xf); // bright green
|
|
translationtables[TRANSLATION_Standard][i+6*256] = 0x90 + (i&0xf); // blue
|
|
}
|
|
for (i = 0xC0; i <= 0xCF; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i+4*256] = 0xA0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+5*256] = 0x20 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+6*256] = (i&0xf);
|
|
}
|
|
translationtables[TRANSLATION_Standard][0xC0+6*256] = 1;
|
|
for (i = 0xD0; i <= 0xDF; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i+4*256] = 0xB0 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+5*256] = 0x30 + (i&0xf);
|
|
translationtables[TRANSLATION_Standard][i+6*256] = 0x10 + (i&0xf);
|
|
}
|
|
for (i = 0xF1; i <= 0xF6; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i ] = 0xDF + (i&0xf);
|
|
}
|
|
for (i = 0xF7; i <= 0xFB; ++i)
|
|
{
|
|
translationtables[TRANSLATION_Standard][i ] = i - 6;
|
|
}
|
|
}
|
|
|
|
// Create the ice translation table, based on Hexen's. Alas, the standard
|
|
// Doom palette has no good substitutes for these bluish-tinted grays, so
|
|
// they will just look gray unless you use a different PLAYPAL with Doom.
|
|
|
|
static const BYTE IcePalette[16][3] =
|
|
{
|
|
{ 10, 8, 18 },
|
|
{ 15, 15, 26 },
|
|
{ 20, 16, 36 },
|
|
{ 30, 26, 46 },
|
|
{ 40, 36, 57 },
|
|
{ 50, 46, 67 },
|
|
{ 59, 57, 78 },
|
|
{ 69, 67, 88 },
|
|
{ 79, 77, 99 },
|
|
{ 89, 87,109 },
|
|
{ 99, 97,120 },
|
|
{ 109,107,130 },
|
|
{ 118,118,141 },
|
|
{ 128,128,151 },
|
|
{ 138,138,162 },
|
|
{ 148,148,172 }
|
|
};
|
|
BYTE IcePaletteRemap[16];
|
|
for (i = 0; i < 16; ++i)
|
|
{
|
|
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
|
|
}
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
int r = GPalette.BaseColors[i].r;
|
|
int g = GPalette.BaseColors[i].g;
|
|
int b = GPalette.BaseColors[i].b;
|
|
int v = (r*77 + g*143 + b*37) >> 12;
|
|
translationtables[TRANSLATION_Standard][7*256+i] = IcePaletteRemap[v];
|
|
}
|
|
|
|
// set up shading tables for shaded columns
|
|
// 16 colormap sets, progressing from full alpha to minimum visible alpha
|
|
|
|
BYTE *table = translationtables[TRANSLATION_Shaded];
|
|
|
|
// Full alpha
|
|
for (i = 0; i < 16; ++i)
|
|
{
|
|
for (j = 0; j < NUMCOLORMAPS; ++j)
|
|
{
|
|
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16-i);
|
|
for (int k = 0; k < 256; ++k)
|
|
{
|
|
BYTE v = (((k+2) * a) + 256) >> 14;
|
|
table[k] = MIN<BYTE> (v, 64);
|
|
}
|
|
table += 256;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Create a player's translation table based on a given mid-range color.
|
|
// [GRB] Split to 2 functions (because of player setup menu)
|
|
static void R_CreatePlayerTranslation (float h, float s, float v, FPlayerSkin *skin, BYTE *table, BYTE *alttable)
|
|
{
|
|
int i;
|
|
BYTE start = skin->range0start;
|
|
BYTE end = skin->range0end;
|
|
float r, g, b;
|
|
float bases, basev;
|
|
float sdelta, vdelta;
|
|
float range;
|
|
|
|
// Set up the base translation for this skin. If the skin was created
|
|
// for the current game, then this is just an identity translation.
|
|
// Otherwise, it remaps the colors from the skin's original palette to
|
|
// the current one.
|
|
if (skin->othergame)
|
|
{
|
|
memcpy (table, OtherGameSkinRemap, 256);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
table[i] = i;
|
|
}
|
|
}
|
|
|
|
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
|
if (start == 0 && end == 0)
|
|
return;
|
|
|
|
range = (float)(end-start+1);
|
|
|
|
bases = s;
|
|
basev = v;
|
|
|
|
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
|
|
{
|
|
// Build player sprite translation
|
|
s -= 0.23f;
|
|
v += 0.1f;
|
|
sdelta = 0.23f / range;
|
|
vdelta = -0.94112f / range;
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
float uses, usev;
|
|
uses = clamp (s, 0.f, 1.f);
|
|
usev = clamp (v, 0.f, 1.f);
|
|
HSVtoRGB (&r, &g, &b, h, uses, usev);
|
|
table[i] = ColorMatcher.Pick (
|
|
clamp ((int)(r * 255.f), 0, 255),
|
|
clamp ((int)(g * 255.f), 0, 255),
|
|
clamp ((int)(b * 255.f), 0, 255));
|
|
s += sdelta;
|
|
v += vdelta;
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
{
|
|
float vdelta = 0.418916f / range;
|
|
|
|
// Build player sprite translation
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
v = vdelta * (float)(i - start) + basev - 0.2352937f;
|
|
v = clamp (v, 0.f, 1.f);
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
table[i] = ColorMatcher.Pick (
|
|
clamp ((int)(r * 255.f), 0, 255),
|
|
clamp ((int)(g * 255.f), 0, 255),
|
|
clamp ((int)(b * 255.f), 0, 255));
|
|
}
|
|
|
|
// Build rain/lifegem translation
|
|
if (alttable)
|
|
{
|
|
bases = MIN (bases*1.3f, 1.f);
|
|
basev = MIN (basev*1.3f, 1.f);
|
|
for (i = 145; i <= 168; i++)
|
|
{
|
|
s = MIN (bases, 0.8965f - 0.0962f*(float)(i - 161));
|
|
v = MIN (1.f, (0.2102f + 0.0489f*(float)(i - 144)) * basev);
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
alttable[i] = ColorMatcher.Pick (
|
|
clamp ((int)(r * 255.f), 0, 255),
|
|
clamp ((int)(g * 255.f), 0, 255),
|
|
clamp ((int)(b * 255.f), 0, 255));
|
|
}
|
|
}
|
|
}
|
|
else if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
if (memcmp (sprites[skin->sprite].name, "PLAY", 4) == 0)
|
|
{ // The fighter is different! He gets a brown hairy loincloth, but the other
|
|
// two have blue capes.
|
|
float vs[9] = { .28f, .32f, .38f, .42f, .47f, .5f, .58f, .71f, .83f };
|
|
|
|
// Build player sprite translation
|
|
//h = 45.f;
|
|
v = MAX (0.1f, v);
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
HSVtoRGB (&r, &g, &b, h, s, vs[(i-start)*9/(int)range]*basev);
|
|
table[i] = ColorMatcher.Pick (
|
|
clamp ((int)(r * 255.f), 0, 255),
|
|
clamp ((int)(g * 255.f), 0, 255),
|
|
clamp ((int)(b * 255.f), 0, 255));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float ms[18] = { .95f, .96f, .89f, .97f, .97f, 1.f, 1.f, 1.f, .97f, .99f, .87f, .77f, .69f, .62f, .57f, .47f, .43f };
|
|
float mv[18] = { .16f, .19f, .22f, .25f, .31f, .35f, .38f, .41f, .47f, .54f, .60f, .65f, .71f, .77f, .83f, .89f, .94f, 1.f };
|
|
|
|
// Build player sprite translation
|
|
v = MAX (0.1f, v);
|
|
|
|
for (i = start; i <= end; i++)
|
|
{
|
|
HSVtoRGB (&r, &g, &b, h, ms[(i-start)*18/(int)range]*bases, mv[(i-start)*18/(int)range]*basev);
|
|
table[i] = ColorMatcher.Pick (
|
|
clamp ((int)(r * 255.f), 0, 255),
|
|
clamp ((int)(g * 255.f), 0, 255),
|
|
clamp ((int)(b * 255.f), 0, 255));
|
|
}
|
|
}
|
|
|
|
// Build lifegem translation
|
|
if (alttable)
|
|
{
|
|
for (i = 164; i <= 185; ++i)
|
|
{
|
|
const PalEntry *base = &GPalette.BaseColors[i];
|
|
float dummy;
|
|
|
|
RGBtoHSV (base->r/255.f, base->g/255.f, base->b/255.f, &dummy, &s, &v);
|
|
HSVtoRGB (&r, &g, &b, h, s*bases, v*basev);
|
|
alttable[i] = ColorMatcher.Pick (
|
|
clamp ((int)(r * 255.f), 0, 255),
|
|
clamp ((int)(g * 255.f), 0, 255),
|
|
clamp ((int)(b * 255.f), 0, 255));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_BuildPlayerTranslation (int player)
|
|
{
|
|
float h, s, v;
|
|
|
|
D_GetPlayerColor (player, &h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v,
|
|
&skins[players[player].userinfo.skin],
|
|
&translationtables[TRANSLATION_Players][player*256],
|
|
&translationtables[TRANSLATION_PlayersExtra][player*256]);
|
|
}
|
|
|
|
void R_GetPlayerTranslation (int color, FPlayerSkin *skin, BYTE *table)
|
|
{
|
|
float h, s, v;
|
|
|
|
RGBtoHSV (RPART(color)/255.f, GPART(color)/255.f, BPART(color)/255.f,
|
|
&h, &s, &v);
|
|
|
|
R_CreatePlayerTranslation (h, s, v, skin, table, NULL);
|
|
}
|
|
|
|
void R_DrawBorder (int x1, int y1, int x2, int y2)
|
|
{
|
|
int picnum;
|
|
|
|
picnum = TexMan.CheckForTexture (gameinfo.borderFlat, FTexture::TEX_Flat);
|
|
if (picnum >= 0)
|
|
{
|
|
screen->FlatFill (x1, y1, x2, y2, TexMan(picnum));
|
|
}
|
|
else
|
|
{
|
|
screen->Clear (x1, y1, x2, y2, 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 (realviewwidth == SCREENWIDTH)
|
|
{
|
|
return;
|
|
}
|
|
|
|
R_DrawBorder (0, 0, SCREENWIDTH, viewwindowy);
|
|
R_DrawBorder (0, viewwindowy, viewwindowx, realviewheight + viewwindowy);
|
|
R_DrawBorder (viewwindowx + realviewwidth, viewwindowy, SCREENWIDTH, realviewheight + viewwindowy);
|
|
R_DrawBorder (0, viewwindowy + realviewheight, SCREENWIDTH, ST_Y);
|
|
|
|
M_DrawFrame (viewwindowx, viewwindowy, realviewwidth, realviewheight);
|
|
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 *p1, *p2;
|
|
int x, y;
|
|
int offset;
|
|
int size;
|
|
|
|
if (realviewwidth == SCREENWIDTH)
|
|
return;
|
|
|
|
R_DrawBorder (0, 0, SCREENWIDTH, 34);
|
|
offset = gameinfo.border->offset;
|
|
size = gameinfo.border->size;
|
|
|
|
if (viewwindowy < 35)
|
|
{
|
|
p1 = TexMan(gameinfo.border->t);
|
|
for (x = viewwindowx; x < viewwindowx + realviewwidth; x += size)
|
|
{
|
|
screen->DrawTexture (p1, x, viewwindowy - offset, TAG_DONE);
|
|
}
|
|
|
|
p1 = TexMan(gameinfo.border->l);
|
|
p2 = TexMan(gameinfo.border->r);
|
|
for (y = viewwindowy; y < 35; y += size)
|
|
{
|
|
screen->DrawTexture (p1, viewwindowx - offset, y, TAG_DONE);
|
|
screen->DrawTexture (p2, viewwindowx + realviewwidth, y, TAG_DONE);
|
|
}
|
|
|
|
p1 = TexMan(gameinfo.border->tl);
|
|
screen->DrawTexture (p1, viewwindowx-offset, viewwindowy - offset, TAG_DONE);
|
|
|
|
p1 = TexMan(gameinfo.border->tr);
|
|
screen->DrawTexture (p1, viewwindowx+realviewwidth, viewwindowy - offset, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
|
|
// [RH] Double pixels in the view window horizontally
|
|
// and/or vertically (or not at all).
|
|
void R_DetailDouble ()
|
|
{
|
|
if (!viewactive) return;
|
|
DetailDoubleCycles = 0;
|
|
clock (DetailDoubleCycles);
|
|
|
|
switch ((detailxshift << 1) | detailyshift)
|
|
{
|
|
case 1: // y-double
|
|
#ifdef USEASM
|
|
DoubleVert_ASM (viewheight, viewwidth, dc_destorg, RenderTarget->GetPitch());
|
|
#else
|
|
{
|
|
int rowsize = realviewwidth;
|
|
int pitch = RenderTarget->GetPitch();
|
|
int y;
|
|
BYTE *line;
|
|
|
|
line = dc_destorg;
|
|
for (y = viewheight; y != 0; --y, line += pitch<<1)
|
|
{
|
|
memcpy (line+pitch, line, rowsize);
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
|
|
case 2: // x-double
|
|
#ifdef USEASM
|
|
if (CPU.bMMX && (viewwidth&15)==0)
|
|
{
|
|
DoubleHoriz_MMX (viewheight, viewwidth, dc_destorg+viewwidth, RenderTarget->GetPitch());
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
int rowsize = viewwidth;
|
|
int pitch = RenderTarget->GetPitch();
|
|
int y,x;
|
|
BYTE *linefrom, *lineto;
|
|
|
|
linefrom = dc_destorg;
|
|
for (y = viewheight; y != 0; --y, linefrom += pitch)
|
|
{
|
|
lineto = linefrom - viewwidth;
|
|
for (x = 0; x < rowsize; ++x)
|
|
{
|
|
BYTE c = linefrom[x];
|
|
lineto[x*2] = c;
|
|
lineto[x*2+1] = c;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 3: // x- and y-double
|
|
#ifdef USEASM
|
|
if (CPU.bMMX && (viewwidth&15)==0 && 0)
|
|
{
|
|
DoubleHorizVert_MMX (viewheight, viewwidth, dc_destorg+viewwidth, RenderTarget->GetPitch());
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
int rowsize = viewwidth;
|
|
int realpitch = RenderTarget->GetPitch();
|
|
int pitch = realpitch << 1;
|
|
int y,x;
|
|
BYTE *linefrom, *lineto;
|
|
|
|
linefrom = dc_destorg;
|
|
for (y = viewheight; y != 0; --y, linefrom += pitch)
|
|
{
|
|
lineto = linefrom - viewwidth;
|
|
for (x = 0; x < rowsize; ++x)
|
|
{
|
|
BYTE c = linefrom[x];
|
|
lineto[x*2] = c;
|
|
lineto[x*2+1] = c;
|
|
lineto[x*2+realpitch] = c;
|
|
lineto[x*2+realpitch+1] = c;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
unclock (DetailDoubleCycles);
|
|
}
|
|
|
|
ADD_STAT(detail)
|
|
{
|
|
FString out;
|
|
out.Format ("doubling = %04.1f ms", (double)DetailDoubleCycles * 1000 * SecondsPerCycle);
|
|
return out;
|
|
}
|
|
|
|
// [RH] Initialize the column drawer pointers
|
|
void R_InitColumnDrawers ()
|
|
{
|
|
#ifdef USEASM
|
|
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 BYTE *basecolormapsave;
|
|
|
|
// Convenience macros, to make the following look more like OpenGL/Direct3D
|
|
#define BL_ONE FRACUNIT
|
|
#define BL_ZERO 0
|
|
#define BL_SRC_ALPHA alpha
|
|
#define BL_INV_SRC_ALPHA (BL_ONE-alpha)
|
|
|
|
static bool stencilling;
|
|
|
|
static bool R_SetBlendFunc (fixed_t fglevel, fixed_t bglevel)
|
|
{
|
|
if (!r_drawtrans || (fglevel == BL_ONE && bglevel == BL_ZERO))
|
|
{
|
|
if (stencilling)
|
|
{
|
|
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 (fglevel == BL_ZERO && bglevel == BL_ONE)
|
|
{
|
|
return false;
|
|
}
|
|
if (fglevel + bglevel <= BL_ONE)
|
|
{ // Colors won't overflow when added
|
|
dc_srcblend = Col2RGB8[fglevel>>10];
|
|
dc_destblend = Col2RGB8[bglevel>>10];
|
|
if (stencilling)
|
|
{
|
|
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
|
|
dc_srcblend = Col2RGB8_LessPrecision[fglevel>>10];
|
|
dc_destblend = Col2RGB8_LessPrecision[bglevel>>10];
|
|
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;
|
|
}
|
|
|
|
ESPSResult R_SetPatchStyle (int style, fixed_t alpha, int translation, DWORD color)
|
|
{
|
|
fixed_t fglevel, bglevel;
|
|
|
|
if (style == STYLE_OptFuzzy)
|
|
{
|
|
style = (r_drawfuzz || !r_drawtrans) ? STYLE_Fuzzy : STYLE_Translucent;
|
|
}
|
|
else if (style == STYLE_SoulTrans)
|
|
{
|
|
style = STYLE_Translucent;
|
|
alpha = (fixed_t)(FRACUNIT * transsouls);
|
|
}
|
|
|
|
alpha = clamp<fixed_t> (alpha, 0, FRACUNIT);
|
|
|
|
if (translation != 0)
|
|
{
|
|
dc_translation = translationtables[(translation&0xff00)>>8]
|
|
+ (translation&0x00ff)*256;
|
|
}
|
|
else
|
|
{
|
|
dc_translation = NULL;
|
|
}
|
|
basecolormapsave = basecolormap;
|
|
stencilling = false;
|
|
hcolfunc_pre = R_DrawColumnHoriz;
|
|
|
|
switch (style)
|
|
{
|
|
// Special modes
|
|
case STYLE_Fuzzy:
|
|
colfunc = fuzzcolfunc;
|
|
return DoDraw0;
|
|
|
|
case 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[APART(color)];
|
|
dc_colormap = basecolormap = &translationtables[TRANSLATION_Shaded][((16-alpha)*NUMCOLORMAPS)*256];
|
|
if (fixedlightlev)
|
|
{
|
|
dc_colormap += fixedlightlev;
|
|
}
|
|
return r_columnmethod ? DoDraw1 : DoDraw0;
|
|
|
|
// Standard modes
|
|
case STYLE_Stencil:
|
|
dc_color = APART(color);
|
|
stencilling = true;
|
|
case STYLE_Normal:
|
|
fglevel = BL_ONE;
|
|
bglevel = BL_ZERO;
|
|
break;
|
|
|
|
case STYLE_TranslucentStencil:
|
|
dc_color = APART(color);
|
|
stencilling = true;
|
|
case STYLE_Translucent:
|
|
fglevel = BL_SRC_ALPHA;
|
|
bglevel = BL_INV_SRC_ALPHA;
|
|
break;
|
|
|
|
case STYLE_Add:
|
|
fglevel = BL_SRC_ALPHA;
|
|
bglevel = BL_ONE;
|
|
break;
|
|
|
|
default:
|
|
return DontDraw;
|
|
}
|
|
|
|
if (stencilling)
|
|
{
|
|
hcolfunc_pre = R_FillColumnHorizP;
|
|
}
|
|
|
|
return R_SetBlendFunc (fglevel, bglevel) ?
|
|
(r_columnmethod ? DoDraw1 : DoDraw0) : DontDraw;
|
|
}
|
|
|
|
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;
|
|
}
|
|
return false;
|
|
}
|