mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +00:00
Remove zdoom ifdef version as we aren't doing merges from there anymore
This commit is contained in:
parent
49903af394
commit
46e9a0cdf9
1 changed files with 0 additions and 349 deletions
|
@ -52,353 +52,6 @@ namespace swrenderer
|
|||
extern FTexture *rw_pic;
|
||||
extern int wallshade;
|
||||
|
||||
#if 0 // ZDoom version
|
||||
|
||||
struct WallSampler
|
||||
{
|
||||
WallSampler() { }
|
||||
WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x));
|
||||
|
||||
uint32_t uv_pos;
|
||||
uint32_t uv_step;
|
||||
uint32_t uv_max;
|
||||
|
||||
const BYTE *source;
|
||||
uint32_t height;
|
||||
};
|
||||
|
||||
WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x))
|
||||
{
|
||||
height = texture->GetHeight();
|
||||
|
||||
int uv_fracbits = 32 - texture->HeightBits;
|
||||
if (uv_fracbits != 32)
|
||||
{
|
||||
uv_max = height << uv_fracbits;
|
||||
|
||||
// Find start uv in [0-base_height[ range.
|
||||
// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
|
||||
double uv_stepd = swal * yrepeat;
|
||||
double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
|
||||
v = v - floor(v);
|
||||
v *= height;
|
||||
v *= (1 << uv_fracbits);
|
||||
|
||||
uv_pos = (uint32_t)v;
|
||||
uv_step = xs_ToFixed(uv_fracbits, uv_stepd);
|
||||
if (uv_step == 0) // To prevent divide by zero elsewhere
|
||||
uv_step = 1;
|
||||
}
|
||||
else
|
||||
{ // Hack for one pixel tall textures
|
||||
uv_pos = 0;
|
||||
uv_step = 0;
|
||||
uv_max = 1;
|
||||
}
|
||||
|
||||
source = getcol(texture, xoffset >> FRACBITS);
|
||||
}
|
||||
|
||||
// Draw a column with support for non-power-of-two ranges
|
||||
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1column)())
|
||||
{
|
||||
if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
|
||||
{
|
||||
int count = y2 - y1;
|
||||
|
||||
dc_source = sampler.source;
|
||||
dc_dest = (ylookup[y1] + x) + dc_destorg;
|
||||
dc_count = count;
|
||||
dc_iscale = sampler.uv_step;
|
||||
dc_texturefrac = sampler.uv_pos;
|
||||
draw1column();
|
||||
|
||||
uint64_t step64 = sampler.uv_step;
|
||||
uint64_t pos64 = sampler.uv_pos;
|
||||
sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t uv_pos = sampler.uv_pos;
|
||||
|
||||
uint32_t left = y2 - y1;
|
||||
while (left > 0)
|
||||
{
|
||||
uint32_t available = sampler.uv_max - uv_pos;
|
||||
uint32_t next_uv_wrap = available / sampler.uv_step;
|
||||
if (available % sampler.uv_step != 0)
|
||||
next_uv_wrap++;
|
||||
uint32_t count = MIN(left, next_uv_wrap);
|
||||
|
||||
dc_source = sampler.source;
|
||||
dc_dest = (ylookup[y1] + x) + dc_destorg;
|
||||
dc_count = count;
|
||||
dc_iscale = sampler.uv_step;
|
||||
dc_texturefrac = uv_pos;
|
||||
draw1column();
|
||||
|
||||
left -= count;
|
||||
uv_pos += sampler.uv_step * count;
|
||||
if (uv_pos >= sampler.uv_max)
|
||||
uv_pos -= sampler.uv_max;
|
||||
}
|
||||
|
||||
sampler.uv_pos = uv_pos;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw four columns with support for non-power-of-two ranges
|
||||
static void Draw4Columns(int x, int y1, int y2, WallSampler *sampler, void(*draw4columns)())
|
||||
{
|
||||
if (sampler[0].uv_max == 0 || sampler[0].uv_step == 0) // power of two, no wrap handling needed
|
||||
{
|
||||
int count = y2 - y1;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
dc_wall_source[i] = sampler[i].source;
|
||||
dc_wall_texturefrac[i] = sampler[i].uv_pos;
|
||||
dc_wall_iscale[i] = sampler[i].uv_step;
|
||||
|
||||
uint64_t step64 = sampler[i].uv_step;
|
||||
uint64_t pos64 = sampler[i].uv_pos;
|
||||
sampler[i].uv_pos = (uint32_t)(pos64 + step64 * count);
|
||||
}
|
||||
dc_dest = (ylookup[y1] + x) + dc_destorg;
|
||||
dc_count = count;
|
||||
draw4columns();
|
||||
}
|
||||
else
|
||||
{
|
||||
dc_dest = (ylookup[y1] + x) + dc_destorg;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
dc_wall_source[i] = sampler[i].source;
|
||||
}
|
||||
|
||||
uint32_t left = y2 - y1;
|
||||
while (left > 0)
|
||||
{
|
||||
// Find which column wraps first
|
||||
uint32_t count = left;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
uint32_t available = sampler[i].uv_max - sampler[i].uv_pos;
|
||||
uint32_t next_uv_wrap = available / sampler[i].uv_step;
|
||||
if (available % sampler[i].uv_step != 0)
|
||||
next_uv_wrap++;
|
||||
count = MIN(next_uv_wrap, count);
|
||||
}
|
||||
|
||||
// Draw until that column wraps
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
dc_wall_texturefrac[i] = sampler[i].uv_pos;
|
||||
dc_wall_iscale[i] = sampler[i].uv_step;
|
||||
}
|
||||
dc_count = count;
|
||||
draw4columns();
|
||||
|
||||
// Wrap the uv position
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
sampler[i].uv_pos += sampler[i].uv_step * count;
|
||||
if (sampler[i].uv_pos >= sampler[i].uv_max)
|
||||
sampler[i].uv_pos -= sampler[i].uv_max;
|
||||
}
|
||||
|
||||
left -= count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
typedef void(*DrawColumnFuncPtr)();
|
||||
|
||||
static void ProcessWallWorker(
|
||||
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat,
|
||||
const BYTE *(*getcol)(FTexture *tex, int x), DrawColumnFuncPtr draw1column, DrawColumnFuncPtr draw4columns)
|
||||
{
|
||||
if (rw_pic->UseType == FTexture::TEX_Null)
|
||||
return;
|
||||
|
||||
fixed_t xoffset = rw_offset;
|
||||
|
||||
int fracbits = 32 - rw_pic->HeightBits;
|
||||
if (fracbits == 32)
|
||||
{ // Hack for one pixel tall textures
|
||||
fracbits = 0;
|
||||
yrepeat = 0;
|
||||
dc_texturemid = 0;
|
||||
}
|
||||
|
||||
dc_wall_fracbits = fracbits;
|
||||
|
||||
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
|
||||
if (fixed)
|
||||
{
|
||||
dc_wall_colormap[0] = dc_colormap;
|
||||
dc_wall_colormap[1] = dc_colormap;
|
||||
dc_wall_colormap[2] = dc_colormap;
|
||||
dc_wall_colormap[3] = dc_colormap;
|
||||
}
|
||||
|
||||
if (fixedcolormap)
|
||||
dc_colormap = fixedcolormap;
|
||||
else
|
||||
dc_colormap = basecolormap->Maps;
|
||||
|
||||
float light = rw_light;
|
||||
|
||||
// Calculate where 4 column alignment begins and ends:
|
||||
int aligned_x1 = clamp((x1 + 3) / 4 * 4, x1, x2);
|
||||
int aligned_x2 = clamp(x2 / 4 * 4, x1, x2);
|
||||
|
||||
// First unaligned columns:
|
||||
for (int x = x1; x < aligned_x1; x++, light += rw_lightstep)
|
||||
{
|
||||
int y1 = uwal[x];
|
||||
int y2 = dwal[x];
|
||||
if (y2 <= y1)
|
||||
continue;
|
||||
|
||||
if (!fixed)
|
||||
dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
|
||||
|
||||
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol);
|
||||
Draw1Column(x, y1, y2, sampler, draw1column);
|
||||
}
|
||||
|
||||
// The aligned columns
|
||||
for (int x = aligned_x1; x < aligned_x2; x += 4)
|
||||
{
|
||||
// Find y1, y2, light and uv values for four columns:
|
||||
int y1[4] = { uwal[x], uwal[x + 1], uwal[x + 2], uwal[x + 3] };
|
||||
int y2[4] = { dwal[x], dwal[x + 1], dwal[x + 2], dwal[x + 3] };
|
||||
|
||||
float lights[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
lights[i] = light;
|
||||
light += rw_lightstep;
|
||||
}
|
||||
|
||||
WallSampler sampler[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
sampler[i] = WallSampler(y1[i], swal[x + i], yrepeat, lwal[x + i] + xoffset, rw_pic, getcol);
|
||||
|
||||
// Figure out where we vertically can start and stop drawing 4 columns in one go
|
||||
int middle_y1 = y1[0];
|
||||
int middle_y2 = y2[0];
|
||||
for (int i = 1; i < 4; i++)
|
||||
{
|
||||
middle_y1 = MAX(y1[i], middle_y1);
|
||||
middle_y2 = MIN(y2[i], middle_y2);
|
||||
}
|
||||
|
||||
// If we got an empty column in our set we cannot draw 4 columns in one go:
|
||||
bool empty_column_in_set = false;
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (y2[i] <= y1[i])
|
||||
empty_column_in_set = true;
|
||||
}
|
||||
|
||||
if (empty_column_in_set || middle_y2 <= middle_y1)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (y2[i] <= y1[i])
|
||||
continue;
|
||||
|
||||
if (!fixed)
|
||||
dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
|
||||
Draw1Column(x + i, y1[i], y2[i], sampler[i], draw1column);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Draw the first rows where not all 4 columns are active
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (!fixed)
|
||||
dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
|
||||
|
||||
if (y1[i] < middle_y1)
|
||||
Draw1Column(x + i, y1[i], middle_y1, sampler[i], draw1column);
|
||||
}
|
||||
|
||||
// Draw the area where all 4 columns are active
|
||||
if (!fixed)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
dc_wall_colormap[i] = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
|
||||
}
|
||||
}
|
||||
Draw4Columns(x, middle_y1, middle_y2, sampler, draw4columns);
|
||||
|
||||
// Draw the last rows where not all 4 columns are active
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (!fixed)
|
||||
dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
|
||||
|
||||
if (middle_y2 < y2[i])
|
||||
Draw1Column(x + i, middle_y2, y2[i], sampler[i], draw1column);
|
||||
}
|
||||
}
|
||||
|
||||
// The last unaligned columns:
|
||||
for (int x = aligned_x2; x < x2; x++, light += rw_lightstep)
|
||||
{
|
||||
int y1 = uwal[x];
|
||||
int y2 = dwal[x];
|
||||
if (y2 <= y1)
|
||||
continue;
|
||||
|
||||
if (!fixed)
|
||||
dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
|
||||
|
||||
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol);
|
||||
Draw1Column(x, y1, y2, sampler, draw1column);
|
||||
}
|
||||
|
||||
NetUpdate();
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, R_DrawWallCol1, R_DrawWallCol4);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
|
||||
{
|
||||
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, R_DrawWallMaskedCol1, R_DrawWallMaskedCol4);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
void (*drawcol1)();
|
||||
void (*drawcol4)();
|
||||
if (!R_GetTransMaskDrawers(&drawcol1, &drawcol4))
|
||||
{
|
||||
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
|
||||
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, drawcol1, drawcol4);
|
||||
}
|
||||
}
|
||||
|
||||
#else // QZDoom version
|
||||
|
||||
struct WallSampler
|
||||
{
|
||||
WallSampler() { }
|
||||
|
@ -764,8 +417,6 @@ static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, flo
|
|||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat)
|
||||
{
|
||||
FDynamicColormap *startcolormap = basecolormap;
|
||||
|
|
Loading…
Reference in a new issue