mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-02 08:53:29 +00:00
582 lines
No EOL
16 KiB
C++
582 lines
No EOL
16 KiB
C++
/*
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** Wall drawing stuff free of Build pollution
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** Copyright (c) 2016 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <stdlib.h>
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#include <stddef.h>
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "a_sharedglobal.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "r_draw.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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namespace swrenderer
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{
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using namespace drawerargs;
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extern FTexture *rw_pic;
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extern int wallshade;
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struct WallSampler
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{
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WallSampler() { }
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WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x));
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uint32_t uv_pos;
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uint32_t uv_step;
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uint32_t uv_max;
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const BYTE *source;
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uint32_t height;
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};
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WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x))
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{
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height = texture->GetHeight();
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int uv_fracbits = 32 - texture->HeightBits;
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if (uv_fracbits != 32)
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{
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uv_max = height << uv_fracbits;
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// Find start uv in [0-base_height[ range.
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// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
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double uv_stepd = swal * yrepeat;
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double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
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v = v - floor(v);
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v *= height;
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v *= (1 << uv_fracbits);
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uv_pos = (uint32_t)v;
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uv_step = xs_ToFixed(uv_fracbits, uv_stepd);
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if (uv_step == 0) // To prevent divide by zero elsewhere
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uv_step = 1;
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}
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else
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{ // Hack for one pixel tall textures
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uv_pos = 0;
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uv_step = 0;
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uv_max = 1;
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}
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source = getcol(texture, xoffset >> FRACBITS);
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}
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// Draw a column with support for non-power-of-two ranges
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static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1column)())
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{
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if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
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{
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int count = y2 - y1;
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dc_source = sampler.source;
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dc_dest = (ylookup[y1] + x) + dc_destorg;
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dc_count = count;
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dc_iscale = sampler.uv_step;
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dc_texturefrac = sampler.uv_pos;
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draw1column();
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uint64_t step64 = sampler.uv_step;
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uint64_t pos64 = sampler.uv_pos;
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sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
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}
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else
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{
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uint32_t uv_pos = sampler.uv_pos;
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uint32_t left = y2 - y1;
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while (left > 0)
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{
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uint32_t available = sampler.uv_max - uv_pos;
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uint32_t next_uv_wrap = available / sampler.uv_step;
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if (available % sampler.uv_step != 0)
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next_uv_wrap++;
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uint32_t count = MIN(left, next_uv_wrap);
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dc_source = sampler.source;
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dc_dest = (ylookup[y1] + x) + dc_destorg;
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dc_count = count;
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dc_iscale = sampler.uv_step;
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dc_texturefrac = uv_pos;
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draw1column();
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left -= count;
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uv_pos += sampler.uv_step * count;
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if (uv_pos >= sampler.uv_max)
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uv_pos -= sampler.uv_max;
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}
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sampler.uv_pos = uv_pos;
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}
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}
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// Draw four columns with support for non-power-of-two ranges
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static void Draw4Columns(int x, int y1, int y2, WallSampler *sampler, void(*draw4columns)())
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{
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if (sampler[0].uv_max == 0 || sampler[0].uv_step == 0) // power of two, no wrap handling needed
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{
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int count = y2 - y1;
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for (int i = 0; i < 4; i++)
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{
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dc_wall_source[i] = sampler[i].source;
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dc_wall_texturefrac[i] = sampler[i].uv_pos;
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dc_wall_iscale[i] = sampler[i].uv_step;
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uint64_t step64 = sampler[i].uv_step;
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uint64_t pos64 = sampler[i].uv_pos;
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sampler[i].uv_pos = (uint32_t)(pos64 + step64 * count);
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}
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dc_dest = (ylookup[y1] + x) + dc_destorg;
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dc_count = count;
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draw4columns();
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}
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else
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{
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dc_dest = (ylookup[y1] + x) + dc_destorg;
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for (int i = 0; i < 4; i++)
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{
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dc_wall_source[i] = sampler[i].source;
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}
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uint32_t left = y2 - y1;
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while (left > 0)
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{
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// Find which column wraps first
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uint32_t count = left;
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for (int i = 0; i < 4; i++)
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{
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uint32_t available = sampler[i].uv_max - sampler[i].uv_pos;
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uint32_t next_uv_wrap = available / sampler[i].uv_step;
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if (available % sampler[i].uv_step != 0)
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next_uv_wrap++;
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count = MIN(next_uv_wrap, count);
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}
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// Draw until that column wraps
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for (int i = 0; i < 4; i++)
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{
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dc_wall_texturefrac[i] = sampler[i].uv_pos;
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dc_wall_iscale[i] = sampler[i].uv_step;
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}
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dc_count = count;
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draw4columns();
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// Wrap the uv position
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for (int i = 0; i < 4; i++)
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{
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sampler[i].uv_pos += sampler[i].uv_step * count;
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if (sampler[i].uv_pos >= sampler[i].uv_max)
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sampler[i].uv_pos -= sampler[i].uv_max;
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}
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left -= count;
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}
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}
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}
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typedef void(*DrawColumnFuncPtr)();
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static void ProcessWallWorker(
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int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat,
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const BYTE *(*getcol)(FTexture *tex, int x), DrawColumnFuncPtr draw1column, DrawColumnFuncPtr draw4columns)
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{
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if (rw_pic->UseType == FTexture::TEX_Null)
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return;
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fixed_t xoffset = rw_offset;
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int fracbits = 32 - rw_pic->HeightBits;
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if (fracbits == 32)
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{ // Hack for one pixel tall textures
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fracbits = 0;
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yrepeat = 0;
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dc_texturemid = 0;
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}
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dc_wall_fracbits = fracbits;
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bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
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if (fixed)
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{
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dc_wall_colormap[0] = dc_colormap;
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dc_wall_colormap[1] = dc_colormap;
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dc_wall_colormap[2] = dc_colormap;
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dc_wall_colormap[3] = dc_colormap;
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}
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if (fixedcolormap)
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dc_colormap = fixedcolormap;
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else
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dc_colormap = basecolormap->Maps;
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float light = rw_light;
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// Calculate where 4 column alignment begins and ends:
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int aligned_x1 = clamp((x1 + 3) / 4 * 4, x1, x2);
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int aligned_x2 = clamp(x2 / 4 * 4, x1, x2);
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// First unaligned columns:
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for (int x = x1; x < aligned_x1; x++, light += rw_lightstep)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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if (!fixed)
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dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
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WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol);
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Draw1Column(x, y1, y2, sampler, draw1column);
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}
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// The aligned columns
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for (int x = aligned_x1; x < aligned_x2; x += 4)
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{
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// Find y1, y2, light and uv values for four columns:
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int y1[4] = { uwal[x], uwal[x + 1], uwal[x + 2], uwal[x + 3] };
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int y2[4] = { dwal[x], dwal[x + 1], dwal[x + 2], dwal[x + 3] };
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float lights[4];
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for (int i = 0; i < 4; i++)
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{
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lights[i] = light;
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light += rw_lightstep;
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}
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WallSampler sampler[4];
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for (int i = 0; i < 4; i++)
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sampler[i] = WallSampler(y1[i], swal[x + i], yrepeat, lwal[x + i] + xoffset, rw_pic, getcol);
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// Figure out where we vertically can start and stop drawing 4 columns in one go
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int middle_y1 = y1[0];
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int middle_y2 = y2[0];
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for (int i = 1; i < 4; i++)
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{
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middle_y1 = MAX(y1[i], middle_y1);
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middle_y2 = MIN(y2[i], middle_y2);
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}
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// If we got an empty column in our set we cannot draw 4 columns in one go:
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bool empty_column_in_set = false;
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for (int i = 0; i < 4; i++)
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{
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if (y2[i] <= y1[i])
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empty_column_in_set = true;
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}
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if (empty_column_in_set || middle_y2 <= middle_y1)
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{
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for (int i = 0; i < 4; i++)
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{
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if (y2[i] <= y1[i])
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continue;
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if (!fixed)
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dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
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Draw1Column(x + i, y1[i], y2[i], sampler[i], draw1column);
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}
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continue;
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}
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// Draw the first rows where not all 4 columns are active
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for (int i = 0; i < 4; i++)
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{
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if (!fixed)
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dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
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if (y1[i] < middle_y1)
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Draw1Column(x + i, y1[i], middle_y1, sampler[i], draw1column);
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}
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// Draw the area where all 4 columns are active
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if (!fixed)
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{
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for (int i = 0; i < 4; i++)
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{
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dc_wall_colormap[i] = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
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}
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}
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Draw4Columns(x, middle_y1, middle_y2, sampler, draw4columns);
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// Draw the last rows where not all 4 columns are active
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for (int i = 0; i < 4; i++)
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{
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if (!fixed)
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dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
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if (middle_y2 < y2[i])
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Draw1Column(x + i, middle_y2, y2[i], sampler[i], draw1column);
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}
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}
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// The last unaligned columns:
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for (int x = aligned_x2; x < x2; x++, light += rw_lightstep)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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if (!fixed)
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dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
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WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol);
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Draw1Column(x, y1, y2, sampler, draw1column);
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}
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NetUpdate();
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}
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static void ProcessNormalWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, R_DrawWallCol1, R_DrawWallCol4);
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}
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static void ProcessMaskedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
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{
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ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
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}
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else
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{
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ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, R_DrawWallMaskedCol1, R_DrawWallMaskedCol4);
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}
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}
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static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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void (*drawcol1)();
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void (*drawcol4)();
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if (!R_GetTransMaskDrawers(&drawcol1, &drawcol4))
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{
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// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
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ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
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}
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else
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{
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ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, drawcol1, drawcol4);
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}
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}
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static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat)
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{
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FDynamicColormap *startcolormap = basecolormap;
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int startshade = wallshade;
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bool fogginess = foggy;
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short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
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short *up, *down;
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up = uwal;
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down = most1;
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assert(WallC.sx1 <= x1);
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assert(WallC.sx2 >= x2);
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// kg3D - fake floors instead of zdoom light list
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for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
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{
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int j = R_CreateWallSegmentYSloped (most3, frontsector->e->XFloor.lightlist[i].plane, &WallC);
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if (j != 3)
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{
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for (int j = x1; j < x2; ++j)
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{
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down[j] = clamp (most3[j], up[j], dwal[j]);
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}
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ProcessNormalWall (x1, x2, up, down, swal, lwal, yrepeat);
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up = down;
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down = (down == most1) ? most2 : most1;
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}
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess,
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*lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
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}
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ProcessNormalWall (x1, x2, up, dwal, swal, lwal, yrepeat);
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basecolormap = startcolormap;
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wallshade = startshade;
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}
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static void ProcessWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, bool mask)
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{
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if (mask)
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{
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if (colfunc == basecolfunc)
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{
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ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat);
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}
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else
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{
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ProcessTranslucentWall(x1, x2, uwal, dwal, swal, lwal, yrepeat);
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}
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}
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else
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{
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if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
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{
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ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat);
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}
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else
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{
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ProcessStripedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat);
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}
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}
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}
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//=============================================================================
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//
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// ProcessWallNP2
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//
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// This is a wrapper around ProcessWall that helps it tile textures whose heights
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// are not powers of 2. It divides the wall into texture-sized strips and calls
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// ProcessNormalWall for each of those. Since only one repetition of the texture fits
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// in each strip, ProcessWall will not tile.
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//
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//=============================================================================
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static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, bool mask)
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{
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short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
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short *up, *down;
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double texheight = rw_pic->GetHeight();
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double partition;
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double scaledtexheight = texheight / yrepeat;
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if (yrepeat >= 0)
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{ // normal orientation: draw strips from top to bottom
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partition = top - fmod(top - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight);
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if (partition == top)
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{
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partition -= scaledtexheight;
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}
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up = uwal;
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down = most1;
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dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
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while (partition > bot)
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{
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int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
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if (j != 3)
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{
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for (int j = x1; j < x2; ++j)
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{
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down[j] = clamp(most3[j], up[j], dwal[j]);
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}
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ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, mask);
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up = down;
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down = (down == most1) ? most2 : most1;
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}
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partition -= scaledtexheight;
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dc_texturemid -= texheight;
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}
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ProcessWall(x1, x2, up, dwal, swal, lwal, yrepeat, mask);
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}
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else
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{ // upside down: draw strips from bottom to top
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partition = bot - fmod(bot - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight);
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up = most1;
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down = dwal;
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dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
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while (partition < top)
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{
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int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
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if (j != 12)
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{
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for (int j = x1; j < x2; ++j)
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{
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up[j] = clamp(most3[j], uwal[j], down[j]);
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}
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ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, mask);
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down = up;
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up = (up == most1) ? most2 : most1;
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}
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partition -= scaledtexheight;
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dc_texturemid -= texheight;
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}
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ProcessWall(x1, x2, uwal, down, swal, lwal, yrepeat, mask);
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}
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}
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void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat)
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{
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if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
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{
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double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
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double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
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double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
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double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
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double top = MAX(frontcz1, frontcz2);
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double bot = MIN(frontfz1, frontfz2);
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if (fake3D & FAKE3D_CLIPTOP)
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{
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top = MIN(top, sclipTop);
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}
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if (fake3D & FAKE3D_CLIPBOTTOM)
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{
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bot = MAX(bot, sclipBottom);
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}
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ProcessWallNP2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, true);
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}
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else
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{
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ProcessWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, true);
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}
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}
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void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask)
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{
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if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
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{
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ProcessWallNP2(x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, false);
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}
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else
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{
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ProcessWall(x1, x2, walltop, wallbottom, swall, lwall, yscale, false);
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}
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}
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void R_DrawSkySegment(visplane_t *pl, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
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{
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ProcessNormalWall(pl->left, pl->right, uwal, dwal, swal, lwal, yrepeat, getcol);
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}
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} |