diff --git a/src/swrenderer/scene/r_walldraw.cpp b/src/swrenderer/scene/r_walldraw.cpp index 24d22b2c53..74aafe11e6 100644 --- a/src/swrenderer/scene/r_walldraw.cpp +++ b/src/swrenderer/scene/r_walldraw.cpp @@ -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;