gzdoom/src/swrenderer/drawers/r_draw.cpp

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/*
** r_draw.cpp
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
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#include <stddef.h>
#include "templates.h"
#include "doomdef.h"
#include "i_system.h"
#include "w_wad.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_draw.h"
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#include "r_draw_rgba.h"
#include "r_draw_pal.h"
#include "r_thread.h"
#include "swrenderer/scene/r_light.h"
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CVAR(Bool, r_dynlights, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
namespace swrenderer
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{
int ylookup[MAXHEIGHT];
uint8_t shadetables[NUMCOLORMAPS * 16 * 256];
FDynamicColormap ShadeFakeColormap[16];
uint8_t identitymap[256];
FDynamicColormap identitycolormap;
int fuzzoffset[FUZZTABLE + 1];
int fuzzpos;
int fuzzviewheight;
uint32_t particle_texture[PARTICLE_TEXTURE_SIZE * PARTICLE_TEXTURE_SIZE];
short zeroarray[MAXWIDTH];
short screenheightarray[MAXWIDTH];
namespace drawerargs
{
int dc_pitch;
lighttable_t *dc_colormap;
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FSWColormap *dc_fcolormap;
ShadeConstants dc_shade_constants;
fixed_t dc_light;
int dc_x;
int dc_yl;
int dc_yh;
fixed_t dc_iscale;
fixed_t dc_texturefrac;
uint32_t dc_textureheight;
int dc_color;
uint32_t dc_srccolor;
uint32_t dc_srccolor_bgra;
uint32_t *dc_srcblend;
uint32_t *dc_destblend;
fixed_t dc_srcalpha;
fixed_t dc_destalpha;
const uint8_t *dc_source;
const uint8_t *dc_source2;
uint32_t dc_texturefracx;
uint8_t *dc_translation;
uint8_t *dc_dest;
uint8_t *dc_destorg;
int dc_destheight;
int dc_count;
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FVector3 dc_normal;
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FVector3 dc_viewpos;
FVector3 dc_viewpos_step;
TriLight *dc_lights;
int dc_num_lights;
uint32_t dc_wall_texturefrac[4];
uint32_t dc_wall_iscale[4];
uint8_t *dc_wall_colormap[4];
fixed_t dc_wall_light[4];
const uint8_t *dc_wall_source[4];
const uint8_t *dc_wall_source2[4];
uint32_t dc_wall_texturefracx[4];
uint32_t dc_wall_sourceheight[4];
int dc_wall_fracbits;
int ds_y;
int ds_x1;
int ds_x2;
lighttable_t * ds_colormap;
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FSWColormap *ds_fcolormap;
ShadeConstants ds_shade_constants;
dsfixed_t ds_light;
dsfixed_t ds_xfrac;
dsfixed_t ds_yfrac;
dsfixed_t ds_xstep;
dsfixed_t ds_ystep;
int ds_xbits;
int ds_ybits;
fixed_t ds_alpha;
double ds_lod;
const uint8_t *ds_source;
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bool ds_source_mipmapped;
int ds_color;
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bool drawer_needs_pal_input;
unsigned int dc_tspans[4][MAXHEIGHT];
unsigned int *dc_ctspan[4];
unsigned int *horizspan[4];
}
namespace
{
SWPixelFormatDrawers *active_drawers;
SWPalDrawers pal_drawers;
SWTruecolorDrawers tc_drawers;
}
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SWPixelFormatDrawers *R_Drawers()
{
return active_drawers;
}
void R_InitColumnDrawers()
{
if (r_swtruecolor)
active_drawers = &tc_drawers;
else
active_drawers = &pal_drawers;
}
void R_InitShadeMaps()
{
int i, j;
// set up shading tables for shaded columns
// 16 colormap sets, progressing from full alpha to minimum visible alpha
uint8_t *table = shadetables;
// Full alpha
for (i = 0; i < 16; ++i)
{
ShadeFakeColormap[i].Color = ~0u;
ShadeFakeColormap[i].Desaturate = ~0u;
ShadeFakeColormap[i].Next = NULL;
ShadeFakeColormap[i].Maps = table;
for (j = 0; j < NUMCOLORMAPS; ++j)
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{
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16 - i);
for (int k = 0; k < 256; ++k)
{
uint8_t v = (((k + 2) * a) + 256) >> 14;
table[k] = MIN<uint8_t>(v, 64);
}
table += 256;
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}
}
for (i = 0; i < NUMCOLORMAPS * 16 * 256; ++i)
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{
assert(shadetables[i] <= 64);
}
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// Set up a guaranteed identity map
for (i = 0; i < 256; ++i)
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{
identitymap[i] = i;
}
identitycolormap.Maps = identitymap;
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}
void R_InitFuzzTable(int fuzzoff)
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{
/*
FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
*/
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static const int8_t fuzzinit[FUZZTABLE] = {
1,-1, 1,-1, 1, 1,-1,
1, 1,-1, 1, 1, 1,-1,
1, 1, 1,-1,-1,-1,-1,
1,-1,-1, 1, 1, 1, 1,-1,
1,-1, 1, 1,-1,-1, 1,
1,-1,-1,-1,-1, 1, 1,
1, 1,-1, 1, 1,-1, 1
};
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for (int i = 0; i < FUZZTABLE; i++)
{
fuzzoffset[i] = fuzzinit[i] * fuzzoff;
}
}
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void R_InitParticleTexture()
{
float center = PARTICLE_TEXTURE_SIZE * 0.5f;
for (int y = 0; y < PARTICLE_TEXTURE_SIZE; y++)
{
for (int x = 0; x < PARTICLE_TEXTURE_SIZE; x++)
{
float dx = (center - x - 0.5f) / center;
float dy = (center - y - 0.5f) / center;
float dist2 = dx * dx + dy * dy;
float alpha = clamp(1.1f - dist2 * 1.1f, 0.0f, 1.0f);
particle_texture[x + y * PARTICLE_TEXTURE_SIZE] = (int)(alpha * 128.0f + 0.5f);
}
}
}
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void R_SetColorMapLight(FSWColormap *base_colormap, float light, int shade)
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{
using namespace drawerargs;
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dc_fcolormap = base_colormap;
if (r_swtruecolor)
{
dc_shade_constants.light_red = dc_fcolormap->Color.r * 256 / 255;
dc_shade_constants.light_green = dc_fcolormap->Color.g * 256 / 255;
dc_shade_constants.light_blue = dc_fcolormap->Color.b * 256 / 255;
dc_shade_constants.light_alpha = dc_fcolormap->Color.a * 256 / 255;
dc_shade_constants.fade_red = dc_fcolormap->Fade.r;
dc_shade_constants.fade_green = dc_fcolormap->Fade.g;
dc_shade_constants.fade_blue = dc_fcolormap->Fade.b;
dc_shade_constants.fade_alpha = dc_fcolormap->Fade.a;
dc_shade_constants.desaturate = MIN(abs(dc_fcolormap->Desaturate), 255) * 255 / 256;
dc_shade_constants.simple_shade = (dc_fcolormap->Color.d == 0x00ffffff && dc_fcolormap->Fade.d == 0x00000000 && dc_fcolormap->Desaturate == 0);
dc_colormap = base_colormap->Maps;
dc_light = LIGHTSCALE(light, shade);
}
else
{
dc_colormap = base_colormap->Maps + (GETPALOOKUP(light, shade) << COLORMAPSHIFT);
}
}
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void R_SetDSColorMapLight(FSWColormap *base_colormap, float light, int shade)
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{
using namespace drawerargs;
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ds_fcolormap = base_colormap;
if (r_swtruecolor)
{
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ds_shade_constants.light_red = ds_fcolormap->Color.r * 256 / 255;
ds_shade_constants.light_green = ds_fcolormap->Color.g * 256 / 255;
ds_shade_constants.light_blue = ds_fcolormap->Color.b * 256 / 255;
ds_shade_constants.light_alpha = ds_fcolormap->Color.a * 256 / 255;
ds_shade_constants.fade_red = ds_fcolormap->Fade.r;
ds_shade_constants.fade_green = ds_fcolormap->Fade.g;
ds_shade_constants.fade_blue = ds_fcolormap->Fade.b;
ds_shade_constants.fade_alpha = ds_fcolormap->Fade.a;
ds_shade_constants.desaturate = MIN(abs(ds_fcolormap->Desaturate), 255) * 255 / 256;
ds_shade_constants.simple_shade = (ds_fcolormap->Color.d == 0x00ffffff && ds_fcolormap->Fade.d == 0x00000000 && ds_fcolormap->Desaturate == 0);
ds_colormap = base_colormap->Maps;
ds_light = LIGHTSCALE(light, shade);
}
else
{
ds_colormap = base_colormap->Maps + (GETPALOOKUP(light, shade) << COLORMAPSHIFT);
}
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}
void R_SetTranslationMap(lighttable_t *translation)
{
using namespace drawerargs;
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if (r_swtruecolor)
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{
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dc_fcolormap = nullptr;
dc_colormap = nullptr;
dc_translation = translation;
dc_shade_constants.light_red = 256;
dc_shade_constants.light_green = 256;
dc_shade_constants.light_blue = 256;
dc_shade_constants.light_alpha = 256;
dc_shade_constants.fade_red = 0;
dc_shade_constants.fade_green = 0;
dc_shade_constants.fade_blue = 0;
dc_shade_constants.fade_alpha = 256;
dc_shade_constants.desaturate = 0;
dc_shade_constants.simple_shade = true;
dc_light = 0;
}
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else
{
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dc_fcolormap = nullptr;
dc_colormap = translation;
}
}
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void R_SetSpanTexture(FTexture *tex)
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{
using namespace drawerargs;
tex->GetWidth();
ds_xbits = tex->WidthBits;
ds_ybits = tex->HeightBits;
if ((1 << ds_xbits) > tex->GetWidth())
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{
ds_xbits--;
}
if ((1 << ds_ybits) > tex->GetHeight())
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{
ds_ybits--;
}
ds_source = r_swtruecolor ? (const uint8_t*)tex->GetPixelsBgra() : tex->GetPixels();
ds_source_mipmapped = tex->Mipmapped() && tex->GetWidth() > 1 && tex->GetHeight() > 1;
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}
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void R_SetSpanColormap(FDynamicColormap *colormap, int shade)
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{
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R_SetDSColorMapLight(colormap, 0, shade);
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}
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void R_UpdateFuzzPos()
{
using namespace drawerargs;
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dc_yl = MAX(dc_yl, 1);
dc_yh = MIN(dc_yh, fuzzviewheight);
if (dc_yl <= dc_yh)
fuzzpos = (fuzzpos + dc_yh - dc_yl + 1) % FUZZTABLE;
}
void DrawerStyle::DrawMaskedColumn(int x, fixed_t iscale, FTexture *tex, fixed_t col, double spryscale, double sprtopscreen, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, bool unmasked)
{
using namespace drawerargs;
// Handle the linear filtered version in a different function to reduce chances of merge conflicts from zdoom.
if (r_swtruecolor && !drawer_needs_pal_input) // To do: add support to R_DrawColumnHoriz_rgba
{
DrawMaskedColumnBgra(x, iscale, tex, col, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, unmasked);
return;
}
dc_x = x;
dc_iscale = iscale;
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dc_textureheight = tex->GetHeight();
const FTexture::Span *span;
const BYTE *column;
if (r_swtruecolor && !drawer_needs_pal_input)
column = (const BYTE *)tex->GetColumnBgra(col >> FRACBITS, &span);
else
column = tex->GetColumn(col >> FRACBITS, &span);
FTexture::Span unmaskedSpan[2];
if (unmasked)
{
span = unmaskedSpan;
unmaskedSpan[0].TopOffset = 0;
unmaskedSpan[0].Length = tex->GetHeight();
unmaskedSpan[1].TopOffset = 0;
unmaskedSpan[1].Length = 0;
}
int pixelsize = r_swtruecolor ? 4 : 1;
while (span->Length != 0)
{
const int length = span->Length;
const int top = span->TopOffset;
// calculate unclipped screen coordinates for post
dc_yl = (int)(sprtopscreen + spryscale * top + 0.5);
dc_yh = (int)(sprtopscreen + spryscale * (top + length) + 0.5) - 1;
if (sprflipvert)
{
swapvalues(dc_yl, dc_yh);
}
if (dc_yh >= mfloorclip[dc_x])
{
dc_yh = mfloorclip[dc_x] - 1;
}
if (dc_yl < mceilingclip[dc_x])
{
dc_yl = mceilingclip[dc_x];
}
if (dc_yl <= dc_yh)
{
dc_texturefrac = FLOAT2FIXED((dc_yl + 0.5 - sprtopscreen) / spryscale);
dc_source = column;
dc_source2 = nullptr;
dc_dest = (ylookup[dc_yl] + dc_x) * pixelsize + dc_destorg;
dc_count = dc_yh - dc_yl + 1;
fixed_t maxfrac = ((top + length) << FRACBITS) - 1;
dc_texturefrac = MAX(dc_texturefrac, 0);
dc_texturefrac = MIN(dc_texturefrac, maxfrac);
if (dc_iscale > 0)
dc_count = MIN(dc_count, (maxfrac - dc_texturefrac + dc_iscale - 1) / dc_iscale);
else if (dc_iscale < 0)
dc_count = MIN(dc_count, (dc_texturefrac - dc_iscale) / (-dc_iscale));
(R_Drawers()->*colfunc)();
}
span++;
}
}
void DrawerStyle::DrawMaskedColumnBgra(int x, fixed_t iscale, FTexture *tex, fixed_t col, double spryscale, double sprtopscreen, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, bool unmasked)
{
using namespace drawerargs;
dc_x = x;
dc_iscale = iscale;
// Normalize to 0-1 range:
double uv_stepd = FIXED2DBL(dc_iscale);
double v_step = uv_stepd / tex->GetHeight();
// Convert to uint32:
dc_iscale = (uint32_t)(v_step * (1 << 30));
// Texture mipmap and filter selection:
fixed_t xoffset = col;
double xmagnitude = 1.0; // To do: pass this into R_DrawMaskedColumn
double ymagnitude = fabs(uv_stepd);
double magnitude = MAX(ymagnitude, xmagnitude);
double min_lod = -1000.0;
double lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
bool magnifying = lod < 0.0f;
int mipmap_offset = 0;
int mip_width = tex->GetWidth();
int mip_height = tex->GetHeight();
uint32_t xpos = (uint32_t)((((uint64_t)xoffset) << FRACBITS) / mip_width);
if (r_mipmap && tex->Mipmapped() && mip_width > 1 && mip_height > 1)
{
int level = (int)lod;
while (level > 0 && mip_width > 1 && mip_height > 1)
{
mipmap_offset += mip_width * mip_height;
level--;
mip_width = MAX(mip_width >> 1, 1);
mip_height = MAX(mip_height >> 1, 1);
}
}
xoffset = (xpos >> FRACBITS) * mip_width;
const uint32_t *pixels = tex->GetPixelsBgra() + mipmap_offset;
bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
if (filter_nearest)
{
xoffset = MAX(MIN(xoffset, (mip_width << FRACBITS) - 1), 0);
int tx = xoffset >> FRACBITS;
dc_source = (BYTE*)(pixels + tx * mip_height);
dc_source2 = nullptr;
dc_textureheight = mip_height;
dc_texturefracx = 0;
}
else
{
xoffset = MAX(MIN(xoffset - (FRACUNIT / 2), (mip_width << FRACBITS) - 1), 0);
int tx0 = xoffset >> FRACBITS;
int tx1 = MIN(tx0 + 1, mip_width - 1);
dc_source = (BYTE*)(pixels + tx0 * mip_height);
dc_source2 = (BYTE*)(pixels + tx1 * mip_height);
dc_textureheight = mip_height;
dc_texturefracx = (xoffset >> (FRACBITS - 4)) & 15;
}
// Grab the posts we need to draw
const FTexture::Span *span;
tex->GetColumnBgra(col >> FRACBITS, &span);
FTexture::Span unmaskedSpan[2];
if (unmasked)
{
span = unmaskedSpan;
unmaskedSpan[0].TopOffset = 0;
unmaskedSpan[0].Length = tex->GetHeight();
unmaskedSpan[1].TopOffset = 0;
unmaskedSpan[1].Length = 0;
}
// Draw each span post
while (span->Length != 0)
{
const int length = span->Length;
const int top = span->TopOffset;
// calculate unclipped screen coordinates for post
dc_yl = (int)(sprtopscreen + spryscale * top + 0.5);
dc_yh = (int)(sprtopscreen + spryscale * (top + length) + 0.5) - 1;
if (sprflipvert)
{
swapvalues(dc_yl, dc_yh);
}
if (dc_yh >= mfloorclip[dc_x])
{
dc_yh = mfloorclip[dc_x] - 1;
}
if (dc_yl < mceilingclip[dc_x])
{
dc_yl = mceilingclip[dc_x];
}
if (dc_yl <= dc_yh)
{
dc_dest = (ylookup[dc_yl] + dc_x) * 4 + dc_destorg;
dc_count = dc_yh - dc_yl + 1;
double v = ((dc_yl + 0.5 - sprtopscreen) / spryscale) / tex->GetHeight();
dc_texturefrac = (uint32_t)(v * (1 << 30));
(R_Drawers()->*colfunc)();
}
span++;
}
}
bool DrawerStyle::SetBlendFunc(int op, fixed_t fglevel, fixed_t bglevel, int flags)
{
using namespace drawerargs;
// r_drawtrans is a seriously bad thing to turn off. I wonder if I should
// just remove it completely.
if (!r_drawtrans || (op == STYLEOP_Add && fglevel == FRACUNIT && bglevel == 0 && !(flags & STYLEF_InvertSource)))
{
if (flags & STYLEF_ColorIsFixed)
{
colfunc = &SWPixelFormatDrawers::FillColumn;
}
else if (dc_translation == NULL)
{
colfunc = basecolfunc;
}
else
{
colfunc = transcolfunc;
drawer_needs_pal_input = true;
}
return true;
}
if (flags & STYLEF_InvertSource)
{
dc_srcblend = Col2RGB8_Inverse[fglevel >> 10];
dc_destblend = Col2RGB8_LessPrecision[bglevel >> 10];
dc_srcalpha = fglevel;
dc_destalpha = bglevel;
}
else if (op == STYLEOP_Add && fglevel + bglevel <= FRACUNIT)
{
dc_srcblend = Col2RGB8[fglevel >> 10];
dc_destblend = Col2RGB8[bglevel >> 10];
dc_srcalpha = fglevel;
dc_destalpha = bglevel;
}
else
{
dc_srcblend = Col2RGB8_LessPrecision[fglevel >> 10];
dc_destblend = Col2RGB8_LessPrecision[bglevel >> 10];
dc_srcalpha = fglevel;
dc_destalpha = bglevel;
}
switch (op)
{
case STYLEOP_Add:
if (fglevel == 0 && bglevel == FRACUNIT)
{
return false;
}
if (fglevel + bglevel <= FRACUNIT)
{ // Colors won't overflow when added
if (flags & STYLEF_ColorIsFixed)
{
colfunc = &SWPixelFormatDrawers::FillAddColumn;
}
else if (dc_translation == NULL)
{
colfunc = &SWPixelFormatDrawers::DrawAddColumn;
}
else
{
colfunc = &SWPixelFormatDrawers::DrawTranslatedAddColumn;
drawer_needs_pal_input = true;
}
}
else
{ // Colors might overflow when added
if (flags & STYLEF_ColorIsFixed)
{
colfunc = &SWPixelFormatDrawers::FillAddClampColumn;
}
else if (dc_translation == NULL)
{
colfunc = &SWPixelFormatDrawers::DrawAddClampColumn;
}
else
{
colfunc = &SWPixelFormatDrawers::DrawAddClampTranslatedColumn;
drawer_needs_pal_input = true;
}
}
return true;
case STYLEOP_Sub:
if (flags & STYLEF_ColorIsFixed)
{
colfunc = &SWPixelFormatDrawers::FillSubClampColumn;
}
else if (dc_translation == NULL)
{
colfunc = &SWPixelFormatDrawers::DrawSubClampColumn;
}
else
{
colfunc = &SWPixelFormatDrawers::DrawSubClampTranslatedColumn;
drawer_needs_pal_input = true;
}
return true;
case STYLEOP_RevSub:
if (fglevel == 0 && bglevel == FRACUNIT)
{
return false;
}
if (flags & STYLEF_ColorIsFixed)
{
colfunc = &SWPixelFormatDrawers::FillRevSubClampColumn;
}
else if (dc_translation == NULL)
{
colfunc = &SWPixelFormatDrawers::DrawRevSubClampColumn;
}
else
{
colfunc = &SWPixelFormatDrawers::DrawRevSubClampTranslatedColumn;
drawer_needs_pal_input = true;
}
return true;
default:
return false;
}
}
fixed_t DrawerStyle::GetAlpha(int type, fixed_t alpha)
{
switch (type)
{
case STYLEALPHA_Zero: return 0;
case STYLEALPHA_One: return OPAQUE;
case STYLEALPHA_Src: return alpha;
case STYLEALPHA_InvSrc: return OPAQUE - alpha;
default: return 0;
}
}
bool DrawerStyle::SetPatchStyle(FRenderStyle style, fixed_t alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap)
{
using namespace drawerargs;
fixed_t fglevel, bglevel;
drawer_needs_pal_input = false;
style.CheckFuzz();
if (style.BlendOp == STYLEOP_Shadow)
{
style = LegacyRenderStyles[STYLE_TranslucentStencil];
alpha = TRANSLUC33;
color = 0;
}
if (style.Flags & STYLEF_ForceAlpha)
{
alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
}
else if (style.Flags & STYLEF_TransSoulsAlpha)
{
alpha = fixed_t(transsouls * OPAQUE);
}
else if (style.Flags & STYLEF_Alpha1)
{
alpha = FRACUNIT;
}
else
{
alpha = clamp<fixed_t>(alpha, 0, OPAQUE);
}
if (translation != -1)
{
dc_translation = NULL;
if (translation != 0)
{
FRemapTable *table = TranslationToTable(translation);
if (table != NULL && !table->Inactive)
{
if (r_swtruecolor)
dc_translation = (uint8_t*)table->Palette;
else
dc_translation = table->Remap;
}
}
}
// Check for special modes
if (style.BlendOp == STYLEOP_Fuzz)
{
colfunc = fuzzcolfunc;
return true;
}
else if (style == LegacyRenderStyles[STYLE_Shaded])
{
// Shaded drawer only gets 16 levels of alpha because it saves memory.
if ((alpha >>= 12) == 0 || basecolormap == nullptr)
return false;
colfunc = &SWPixelFormatDrawers::DrawShadedColumn;
drawer_needs_pal_input = true;
CameraLight *cameraLight = CameraLight::Instance();
dc_color = cameraLight->fixedcolormap ? cameraLight->fixedcolormap->Maps[APART(color)] : basecolormap->Maps[APART(color)];
basecolormap = &ShadeFakeColormap[16 - alpha];
if (cameraLight->fixedlightlev >= 0 && cameraLight->fixedcolormap == NULL)
{
R_SetColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->fixedlightlev));
}
else
{
R_SetColorMapLight(basecolormap, 0, 0);
}
return true;
}
fglevel = GetAlpha(style.SrcAlpha, alpha);
bglevel = GetAlpha(style.DestAlpha, alpha);
if (style.Flags & STYLEF_ColorIsFixed)
{
uint32_t x = fglevel >> 10;
uint32_t r = RPART(color);
uint32_t g = GPART(color);
uint32_t b = BPART(color);
// dc_color is used by the rt_* routines. It is indexed into dc_srcblend.
dc_color = RGB256k.RGB[r >> 2][g >> 2][b >> 2];
if (style.Flags & STYLEF_InvertSource)
{
r = 255 - r;
g = 255 - g;
b = 255 - b;
}
uint32_t alpha = clamp(fglevel >> (FRACBITS - 8), 0, 255);
dc_srccolor_bgra = (alpha << 24) | (r << 16) | (g << 8) | b;
// dc_srccolor is used by the R_Fill* routines. It is premultiplied
// with the alpha.
dc_srccolor = ((((r*x) >> 4) << 20) | ((g*x) >> 4) | ((((b)*x) >> 4) << 10)) & 0x3feffbff;
R_SetColorMapLight(&identitycolormap, 0, 0);
}
if (!DrawerStyle::SetBlendFunc(style.BlendOp, fglevel, bglevel, style.Flags))
{
return false;
}
return true;
}
bool DrawerStyle::SetPatchStyle(FRenderStyle style, float alpha, int translation, uint32_t color, FDynamicColormap *&basecolormap)
{
return SetPatchStyle(style, FLOAT2FIXED(alpha), translation, color, basecolormap);
}
DrawerFunc DrawerStyle::GetTransMaskDrawer()
{
if (colfunc == &SWPixelFormatDrawers::DrawAddColumn)
{
return &SWPixelFormatDrawers::DrawWallAddColumn;
}
if (colfunc == &SWPixelFormatDrawers::DrawAddClampColumn)
{
return &SWPixelFormatDrawers::DrawWallAddClampColumn;
}
if (colfunc == &SWPixelFormatDrawers::DrawSubClampColumn)
{
return &SWPixelFormatDrawers::DrawWallSubClampColumn;
}
if (colfunc == &SWPixelFormatDrawers::DrawRevSubClampColumn)
{
return &SWPixelFormatDrawers::DrawWallRevSubClampColumn;
}
return nullptr;
}
void DrawerStyle::SetSpanStyle(bool masked, bool additive, fixed_t alpha)
{
using namespace drawerargs;
if (masked)
{
if (alpha < OPAQUE || additive)
{
if (!additive)
{
spanfunc = &SWPixelFormatDrawers::DrawSpanMaskedTranslucent;
dc_srcblend = Col2RGB8[alpha >> 10];
dc_destblend = Col2RGB8[(OPAQUE - alpha) >> 10];
dc_srcalpha = alpha;
dc_destalpha = OPAQUE - alpha;
}
else
{
spanfunc = &SWPixelFormatDrawers::DrawSpanMaskedAddClamp;
dc_srcblend = Col2RGB8_LessPrecision[alpha >> 10];
dc_destblend = Col2RGB8_LessPrecision[FRACUNIT >> 10];
dc_srcalpha = alpha;
dc_destalpha = FRACUNIT;
}
}
else
{
spanfunc = &SWPixelFormatDrawers::DrawSpanMasked;
}
}
else
{
if (alpha < OPAQUE || additive)
{
if (!additive)
{
spanfunc = &SWPixelFormatDrawers::DrawSpanTranslucent;
dc_srcblend = Col2RGB8[alpha >> 10];
dc_destblend = Col2RGB8[(OPAQUE - alpha) >> 10];
dc_srcalpha = alpha;
dc_destalpha = OPAQUE - alpha;
}
else
{
spanfunc = &SWPixelFormatDrawers::DrawSpanAddClamp;
dc_srcblend = Col2RGB8_LessPrecision[alpha >> 10];
dc_destblend = Col2RGB8_LessPrecision[FRACUNIT >> 10];
dc_srcalpha = alpha;
dc_destalpha = FRACUNIT;
}
}
else
{
spanfunc = &SWPixelFormatDrawers::DrawSpan;
}
}
}
2016-03-01 15:47:10 +00:00
}