diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 4e88aa3a23..430ce7d8cd 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -291,6 +291,19 @@ if( NOT NO_FMOD ) if( EXISTS "${FMOD_INCLUDE_DIR}/fmod_common.h" ) set( FMOD_STUDIO YES ) + set( FMOD_VERSION_FILE "fmod_common.h" ) + else() + set( FMOD_STUDIO NO ) + set( FMOD_VERSION_FILE "fmod.h" ) + endif() + + file( STRINGS "${FMOD_INCLUDE_DIR}/${FMOD_VERSION_FILE}" FMOD_VERSION_LINE REGEX "^#define[ \t]+FMOD_VERSION[ \t]+0x[0-9]+$" ) + string( REGEX REPLACE "^#define[ \t]+FMOD_VERSION[ \t]+0x([0-9][0-9][0-9][0-9])([0-9][0-9])([0-9][0-9])$" "\\1.\\2.\\3" FMOD_VERSION "${FMOD_VERSION_LINE}" ) + message( STATUS "FMOD version: ${FMOD_VERSION}" ) + + # FMOD Ex didn't hide xiph symbols in the past (not applicable to Win32 since symbols are hidden by default there). + if( NOT WIN32 AND NOT FMOD_STUDIO AND NOT NO_OPENAL AND "${FMOD_VERSION}" VERSION_LESS "4.36.00") + message( SEND_ERROR "Use of FMOD Ex ${FMOD_VERSION} with OpenAL will result in crashes. Either update FMOD to 4.36 or later or set NO_OPENAL." ) endif() else() message( STATUS "Could not find FMOD include files" ) diff --git a/src/am_map.cpp b/src/am_map.cpp index 9292e81d9f..d74927b684 100644 --- a/src/am_map.cpp +++ b/src/am_map.cpp @@ -2046,7 +2046,8 @@ void AM_drawSubsectors() scale / scaley, rotation, colormap, - floorlight + floorlight, + f_y + f_h ); } } diff --git a/src/b_think.cpp b/src/b_think.cpp index 5a98b5c1ae..d097db8640 100644 --- a/src/b_think.cpp +++ b/src/b_think.cpp @@ -358,7 +358,7 @@ void DBot::WhatToGet (AActor *item) } else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && player->mo->health >= deh.MaxSoulsphere) return; - else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && player->mo->health >= deh.MaxHealth /*MAXHEALTH*/) + else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && player->mo->health >= player->mo->GetMaxHealth() + player->mo->stamina) return; if ((dest == NULL || diff --git a/src/g_game.cpp b/src/g_game.cpp index ec79d59e60..810a29da10 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -1172,7 +1172,7 @@ void G_Ticker () } // check for turbo cheats - if (cmd->ucmd.forwardmove > TURBOTHRESHOLD && + if (turbo > 100.f && cmd->ucmd.forwardmove > TURBOTHRESHOLD && !(gametic&31) && ((gametic>>5)&(MAXPLAYERS-1)) == i ) { Printf ("%s is turbo!\n", players[i].userinfo.GetName()); diff --git a/src/g_shared/sbarinfo_commands.cpp b/src/g_shared/sbarinfo_commands.cpp index d105ab8180..b3aecb0b54 100644 --- a/src/g_shared/sbarinfo_commands.cpp +++ b/src/g_shared/sbarinfo_commands.cpp @@ -241,7 +241,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl applyscale = false; } if(type == PLAYERICON) - texture = TexMan[statusBar->CPlayer->mo->ScoreIcon]; + texture = TexMan(statusBar->CPlayer->mo->ScoreIcon); else if(type == AMMO1) { AAmmo *ammo = statusBar->ammo1; @@ -270,7 +270,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl { AInventory *item = statusBar->CPlayer->mo->FindInventory(); if (item != NULL) - texture = TexMan[item->Icon]; + texture = TexMan(item->Icon); } else if(type == HEXENARMOR_ARMOR || type == HEXENARMOR_SHIELD || type == HEXENARMOR_HELM || type == HEXENARMOR_AMULET) { @@ -290,7 +290,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl } } else if(type == INVENTORYICON) - texture = TexMan[sprite]; + texture = TexMan(sprite); else if(type == SELECTEDINVENTORYICON && statusBar->CPlayer->mo->InvSel != NULL) texture = TexMan(statusBar->CPlayer->mo->InvSel->Icon); else if(image >= 0) @@ -312,7 +312,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl spawnScaleY = item->Scale.Y; } - texture = TexMan[icon]; + texture = TexMan(icon); } enum ImageType @@ -2436,22 +2436,22 @@ class CommandDrawKeyBar : public SBarInfoCommand { if(!vertical) { - statusBar->DrawGraphic(TexMan[item->Icon], x+slotOffset, y+rowOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); - rowWidth = rowIconSize == -1 ? TexMan[item->Icon]->GetScaledHeight()+2 : rowIconSize; + statusBar->DrawGraphic(TexMan(item->Icon), x+slotOffset, y+rowOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); + rowWidth = rowIconSize == -1 ? TexMan(item->Icon)->GetScaledHeight()+2 : rowIconSize; } else { - statusBar->DrawGraphic(TexMan[item->Icon], x+rowOffset, y+slotOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); - rowWidth = rowIconSize == -1 ? TexMan[item->Icon]->GetScaledWidth()+2 : rowIconSize; + statusBar->DrawGraphic(TexMan(item->Icon), x+rowOffset, y+slotOffset, block->XOffset(), block->YOffset(), block->Alpha(), block->FullScreenOffsets()); + rowWidth = rowIconSize == -1 ? TexMan(item->Icon)->GetScaledWidth()+2 : rowIconSize; } // If cmd.special is -1 then the slot size is auto detected if(iconSize == -1) { if(!vertical) - slotOffset += (reverse ? -1 : 1) * (TexMan[item->Icon]->GetScaledWidth() + 2); + slotOffset += (reverse ? -1 : 1) * (TexMan(item->Icon)->GetScaledWidth() + 2); else - slotOffset += (reverse ? -1 : 1) * (TexMan[item->Icon]->GetScaledHeight() + 2); + slotOffset += (reverse ? -1 : 1) * (TexMan(item->Icon)->GetScaledHeight() + 2); } else slotOffset += (reverse ? -iconSize : iconSize); diff --git a/src/menu/optionmenuitems.h b/src/menu/optionmenuitems.h index 76718809e1..0fadeca374 100644 --- a/src/menu/optionmenuitems.h +++ b/src/menu/optionmenuitems.h @@ -671,6 +671,7 @@ public: { return FOptionMenuItem::MenuEvent(mkey, fromcontroller); } + if (fabs(value) < FLT_EPSILON) value = 0; SetSliderValue(clamp(value, mMin, mMax)); S_Sound (CHAN_VOICE | CHAN_UI, "menu/change", snd_menuvolume, ATTN_NONE); return true; diff --git a/src/p_user.cpp b/src/p_user.cpp index b7bd4c2ec4..4a15e7f180 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -2677,10 +2677,11 @@ void P_PlayerThink (player_t *player) // Apply degeneration. if (dmflags2 & DF2_YES_DEGENERATION) { - if ((level.time % TICRATE) == 0 && player->health > deh.MaxHealth) + int maxhealth = player->mo->GetMaxHealth() + player->mo->stamina; + if ((level.time % TICRATE) == 0 && player->health > maxhealth) { - if (player->health - 5 < deh.MaxHealth) - player->health = deh.MaxHealth; + if (player->health - 5 < maxhealth) + player->health = maxhealth; else player->health--; diff --git a/src/r_segs.cpp b/src/r_segs.cpp index 45e3044d3a..3697222425 100644 --- a/src/r_segs.cpp +++ b/src/r_segs.cpp @@ -1066,56 +1066,188 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2) return; } -// prevlineasm1 is like vlineasm1 but skips the loop if only drawing one pixel -inline fixed_t prevline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest) +struct WallscanSampler { - dc_iscale = vince; - dc_colormap = colormap; - dc_count = count; - dc_texturefrac = vplce; - dc_source = bufplce; - dc_dest = dest; - return doprevline1 (); -} + WallscanSampler() { } + WallscanSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x)); -void wallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, - double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) + uint32_t uv_pos; + uint32_t uv_step; + uint32_t uv_max; + + const BYTE *source; + uint32_t height; +}; + +WallscanSampler::WallscanSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x)) { - int x, fracbits; - int y1ve[4], y2ve[4], u4, d4, z; - char bad; - float light = rw_light - rw_lightstep; - SDWORD xoffset; - BYTE *basecolormapdata; - double iscale; + height = texture->GetHeight(); - // This function also gets used to draw skies. Unlike BUILD, skies are - // drawn by visplane instead of by bunch, so these checks are invalid. - //if ((uwal[x1] > viewheight) && (uwal[x2] > viewheight)) return; - //if ((dwal[x1] < 0) && (dwal[x2] < 0)) return; - - if (rw_pic->UseType == FTexture::TEX_Null) + int uv_fracbits = 32 - texture->HeightBits; + if (uv_fracbits != 32) { - return; + 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; } -//extern cycle_t WallScanCycles; -//clock (WallScanCycles); + source = getcol(texture, xoffset >> FRACBITS); +} - rw_pic->GetHeight(); // Make sure texture size is loaded - fracbits = 32 - rw_pic->HeightBits; +// Draw a column with support for non-power-of-two ranges +void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*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 +void wallscan_drawcol4(int x, int y1, int y2, WallscanSampler *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++) + { + bufplce[i] = sampler[i].source; + vplce[i] = sampler[i].uv_pos; + vince[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++) + { + bufplce[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++) + { + vplce[i] = sampler[i].uv_pos; + vince[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 DWORD(*Draw1ColumnFuncPtr)(); +typedef void(*Draw4ColumnsFuncPtr)(); + +void wallscan_any( + int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, + const BYTE *(*getcol)(FTexture *tex, int x), + void(setupwallscan(int bits, Draw1ColumnFuncPtr &draw1, Draw4ColumnsFuncPtr &draw2))) +{ + if (rw_pic->UseType == FTexture::TEX_Null) + return; + + fixed_t xoffset = rw_offset; + + rw_pic->GetHeight(); // To ensure that rw_pic->HeightBits has been set + int fracbits = 32 - rw_pic->HeightBits; if (fracbits == 32) { // Hack for one pixel tall textures fracbits = 0; yrepeat = 0; dc_texturemid = 0; } - setupvline(fracbits); - xoffset = rw_offset; - basecolormapdata = basecolormap->Maps; - x = x1; - //while ((umost[x] > dmost[x]) && (x < x2)) x++; + DWORD(*draw1column)(); + void(*draw4columns)(); + setupwallscan(fracbits, draw1column, draw4columns); bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0); if (fixed) @@ -1126,128 +1258,175 @@ void wallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *l palookupoffse[3] = dc_colormap; } - for(; (x < x2) && (x & 3); ++x) + 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) { - light += rw_lightstep; - y1ve[0] = uwal[x];//max(uwal[x],umost[x]); - y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); - if (y2ve[0] <= y1ve[0]) continue; - assert (y1ve[0] < viewheight); - assert (y2ve[0] <= viewheight); + int y1 = uwal[x]; + int y2 = dwal[x]; + if (y2 <= y1) + continue; if (!fixed) - { // calculate lighting - dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } + dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT); - dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); - dc_dest = ylookup[y1ve[0]] + x + dc_destorg; - dc_count = y2ve[0] - y1ve[0]; - iscale = swal[x] * yrepeat; - dc_iscale = xs_ToFixed(fracbits, iscale); - dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5)); - - dovline1(); + WallscanSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol); + wallscan_drawcol1(x, y1, y2, sampler, draw1column); } - for(; x < x2-3; x += 4) + // The aligned columns + for (int x = aligned_x1; x < aligned_x2; x += 4) { - bad = 0; - for (z = 3; z>= 0; --z) - { - y1ve[z] = uwal[x+z];//max(uwal[x+z],umost[x+z]); - y2ve[z] = dwal[x+z];//min(dwal[x+z],dmost[x+z])-1; - if (y2ve[z] <= y1ve[z]) { bad += 1<> FRACBITS); - iscale = swal[x + z] * yrepeat; - vince[z] = xs_ToFixed(fracbits, iscale); - vplce[z] = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[z] - CenterY + 0.5)); - } - if (bad == 15) + float lights[4]; + for (int i = 0; i < 4; i++) { - light += rw_lightstep * 4; - continue; + lights[i] = light; + light += rw_lightstep; } - if (!fixed) + WallscanSampler sampler[4]; + for (int i = 0; i < 4; i++) + sampler[i] = WallscanSampler(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++) { - for (z = 0; z < 4; ++z) + 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++) { - light += rw_lightstep; - palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - } + if (y2[i] <= y1[i]) + continue; - u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3])); - d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3])); - - if ((bad != 0) || (u4 >= d4)) - { - for (z = 0; z < 4; ++z) - { - if (!(bad & 1)) - { - prevline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg); - } - bad >>= 1; + if (!fixed) + dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT); + wallscan_drawcol1(x + i, y1[i], y2[i], sampler[i], draw1column); } continue; } - for (z = 0; z < 4; ++z) + // Draw the first rows where not all 4 columns are active + for (int i = 0; i < 4; i++) { - if (u4 > y1ve[z]) - { - vplce[z] = prevline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg); - } + if (!fixed) + dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT); + + if (y1[i] < middle_y1) + wallscan_drawcol1(x + i, y1[i], middle_y1, sampler[i], draw1column); } - if (d4 > u4) + // Draw the area where all 4 columns are active + if (!fixed) { - dc_count = d4-u4; - dc_dest = ylookup[u4]+x+dc_destorg; - dovline4(); - } - - BYTE *i = x+ylookup[d4]+dc_destorg; - for (z = 0; z < 4; ++z) - { - if (y2ve[z] > d4) + for (int i = 0; i < 4; i++) { - prevline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z); + palookupoffse[i] = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT); } } + wallscan_drawcol4(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]) + wallscan_drawcol1(x + i, middle_y2, y2[i], sampler[i], draw1column); + } } - for(;xMaps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT); - dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); - dc_dest = ylookup[y1ve[0]] + x + dc_destorg; - dc_count = y2ve[0] - y1ve[0]; - iscale = swal[x] * yrepeat; - dc_iscale = xs_ToFixed(fracbits, iscale); - dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5)); - - dovline1(); + WallscanSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol); + wallscan_drawcol1(x, y1, y2, sampler, draw1column); } -//unclock (WallScanCycles); + NetUpdate(); +} - NetUpdate (); +void wallscan(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) +{ + wallscan_any(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, [](int bits, Draw1ColumnFuncPtr &line1, Draw4ColumnsFuncPtr &line4) + { + setupvline(bits); + line1 = dovline1; + line4 = dovline4; + }); +} + +void maskwallscan(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) +{ + if (!rw_pic->bMasked) // Textures that aren't masked can use the faster wallscan. + { + wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol); + } + else + { + wallscan_any(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, [](int bits, Draw1ColumnFuncPtr &line1, Draw4ColumnsFuncPtr &line4) + { + setupmvline(bits); + line1 = domvline1; + line4 = domvline4; + }); + } +} + +void transmaskwallscan(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) +{ + static fixed_t(*tmvline1)(); + static void(*tmvline4)(); + if (!R_GetTransMaskDrawers(&tmvline1, &tmvline4)) + { + // The current translucency is unsupported, so draw with regular maskwallscan instead. + maskwallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol); + } + else + { + wallscan_any(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, [](int bits, Draw1ColumnFuncPtr &line1, Draw4ColumnsFuncPtr &line4) + { + setuptmvline(bits); + line1 = reinterpret_cast(tmvline1); + line4 = tmvline4; + }); + } } void wallscan_striped (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat) @@ -1423,370 +1602,6 @@ static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *d } } -inline fixed_t mvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest) -{ - dc_iscale = vince; - dc_colormap = colormap; - dc_count = count; - dc_texturefrac = vplce; - dc_source = bufplce; - dc_dest = dest; - return domvline1 (); -} - -void maskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, - double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) -{ - int x, fracbits; - BYTE *p; - int y1ve[4], y2ve[4], u4, d4, startx, dax, z; - char bad; - float light = rw_light - rw_lightstep; - SDWORD xoffset; - BYTE *basecolormapdata; - double iscale; - - if (rw_pic->UseType == FTexture::TEX_Null) - { - return; - } - - if (!rw_pic->bMasked) - { // Textures that aren't masked can use the faster wallscan. - wallscan (x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol); - return; - } - -//extern cycle_t WallScanCycles; -//clock (WallScanCycles); - - rw_pic->GetHeight(); // Make sure texture size is loaded - fracbits = 32- rw_pic->HeightBits; - if (fracbits == 32) - { // Hack for one pixel tall textures - fracbits = 0; - yrepeat = 0; - dc_texturemid = 0; - } - setupmvline(fracbits); - xoffset = rw_offset; - basecolormapdata = basecolormap->Maps; - - x = startx = x1; - p = x + dc_destorg; - - bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0); - if (fixed) - { - palookupoffse[0] = dc_colormap; - palookupoffse[1] = dc_colormap; - palookupoffse[2] = dc_colormap; - palookupoffse[3] = dc_colormap; - } - - for(; (x < x2) && ((size_t)p & 3); ++x, ++p) - { - light += rw_lightstep; - y1ve[0] = uwal[x];//max(uwal[x],umost[x]); - y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); - if (y2ve[0] <= y1ve[0]) continue; - - if (!fixed) - { // calculate lighting - dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - - dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); - dc_dest = ylookup[y1ve[0]] + p; - dc_count = y2ve[0] - y1ve[0]; - iscale = swal[x] * yrepeat; - dc_iscale = xs_ToFixed(fracbits, iscale); - dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5)); - - domvline1(); - } - - for(; x < x2-3; x += 4, p+= 4) - { - bad = 0; - for (z = 3, dax = x+3; z >= 0; --z, --dax) - { - y1ve[z] = uwal[dax]; - y2ve[z] = dwal[dax]; - if (y2ve[z] <= y1ve[z]) { bad += 1<> FRACBITS); - iscale = swal[dax] * yrepeat; - vince[z] = xs_ToFixed(fracbits, iscale); - vplce[z] = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[z] - CenterY + 0.5)); - } - if (bad == 15) - { - light += rw_lightstep * 4; - continue; - } - - if (!fixed) - { - for (z = 0; z < 4; ++z) - { - light += rw_lightstep; - palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - } - - u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3])); - d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3])); - - if ((bad != 0) || (u4 >= d4)) - { - for (z = 0; z < 4; ++z) - { - if (!(bad & 1)) - { - mvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); - } - bad >>= 1; - } - continue; - } - - for (z = 0; z < 4; ++z) - { - if (u4 > y1ve[z]) - { - vplce[z] = mvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); - } - } - - if (d4 > u4) - { - dc_count = d4-u4; - dc_dest = ylookup[u4]+p; - domvline4(); - } - - BYTE *i = p+ylookup[d4]; - for (z = 0; z < 4; ++z) - { - if (y2ve[z] > d4) - { - mvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z); - } - } - } - for(; x < x2; ++x, ++p) - { - light += rw_lightstep; - y1ve[0] = uwal[x]; - y2ve[0] = dwal[x]; - if (y2ve[0] <= y1ve[0]) continue; - - if (!fixed) - { // calculate lighting - dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - - dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); - dc_dest = ylookup[y1ve[0]] + p; - dc_count = y2ve[0] - y1ve[0]; - iscale = swal[x] * yrepeat; - dc_iscale = xs_ToFixed(fracbits, iscale); - dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5)); - - domvline1(); - } - -//unclock(WallScanCycles); - - NetUpdate (); -} - -inline void preptmvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest) -{ - dc_iscale = vince; - dc_colormap = colormap; - dc_count = count; - dc_texturefrac = vplce; - dc_source = bufplce; - dc_dest = dest; -} - -void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, - double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) -{ - fixed_t (*tmvline1)(); - void (*tmvline4)(); - int x, fracbits; - BYTE *p; - int y1ve[4], y2ve[4], u4, d4, startx, dax, z; - char bad; - float light = rw_light - rw_lightstep; - SDWORD xoffset; - BYTE *basecolormapdata; - double iscale; - - if (rw_pic->UseType == FTexture::TEX_Null) - { - return; - } - - if (!R_GetTransMaskDrawers (&tmvline1, &tmvline4)) - { - // The current translucency is unsupported, so draw with regular maskwallscan instead. - maskwallscan (x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol); - return; - } - -//extern cycle_t WallScanCycles; -//clock (WallScanCycles); - - rw_pic->GetHeight(); // Make sure texture size is loaded - fracbits = 32 - rw_pic->HeightBits; - if (fracbits == 32) - { // Hack for one pixel tall textures - fracbits = 0; - yrepeat = 0; - dc_texturemid = 0; - } - setuptmvline(fracbits); - xoffset = rw_offset; - basecolormapdata = basecolormap->Maps; - fixed_t centeryfrac = FLOAT2FIXED(CenterY); - - x = startx = x1; - p = x + dc_destorg; - - bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0); - if (fixed) - { - palookupoffse[0] = dc_colormap; - palookupoffse[1] = dc_colormap; - palookupoffse[2] = dc_colormap; - palookupoffse[3] = dc_colormap; - } - - for(; (x < x2) && ((size_t)p & 3); ++x, ++p) - { - light += rw_lightstep; - y1ve[0] = uwal[x];//max(uwal[x],umost[x]); - y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); - if (y2ve[0] <= y1ve[0]) continue; - - if (!fixed) - { // calculate lighting - dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - - dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); - dc_dest = ylookup[y1ve[0]] + p; - dc_count = y2ve[0] - y1ve[0]; - iscale = swal[x] * yrepeat; - dc_iscale = xs_ToFixed(fracbits, iscale); - dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5)); - - tmvline1(); - } - - for(; x < x2-3; x += 4, p+= 4) - { - bad = 0; - for (z = 3, dax = x+3; z >= 0; --z, --dax) - { - y1ve[z] = uwal[dax]; - y2ve[z] = dwal[dax]; - if (y2ve[z] <= y1ve[z]) { bad += 1<> FRACBITS); - iscale = swal[dax] * yrepeat; - vince[z] = xs_ToFixed(fracbits, iscale); - vplce[z] = xs_ToFixed(fracbits, dc_texturemid + vince[z] * (y1ve[z] - CenterY + 0.5)); - } - if (bad == 15) - { - light += rw_lightstep * 4; - continue; - } - - if (!fixed) - { - for (z = 0; z < 4; ++z) - { - light += rw_lightstep; - palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - } - - u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3])); - d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3])); - - if ((bad != 0) || (u4 >= d4)) - { - for (z = 0; z < 4; ++z) - { - if (!(bad & 1)) - { - preptmvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); - tmvline1(); - } - bad >>= 1; - } - continue; - } - - for (z = 0; z < 4; ++z) - { - if (u4 > y1ve[z]) - { - preptmvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); - vplce[z] = tmvline1(); - } - } - - if (d4 > u4) - { - dc_count = d4-u4; - dc_dest = ylookup[u4]+p; - tmvline4(); - } - - BYTE *i = p+ylookup[d4]; - for (z = 0; z < 4; ++z) - { - if (y2ve[z] > d4) - { - preptmvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z); - tmvline1(); - } - } - } - for(; x < x2; ++x, ++p) - { - light += rw_lightstep; - y1ve[0] = uwal[x]; - y2ve[0] = dwal[x]; - if (y2ve[0] <= y1ve[0]) continue; - - if (!fixed) - { // calculate lighting - dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); - } - - dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); - dc_dest = ylookup[y1ve[0]] + p; - dc_count = y2ve[0] - y1ve[0]; - iscale = swal[x] * yrepeat; - dc_iscale = xs_ToFixed(fracbits, iscale); - dc_texturefrac = xs_ToFixed(fracbits, dc_texturemid + iscale * (y1ve[0] - CenterY + 0.5)); - - tmvline1(); - } - -//unclock(WallScanCycles); - - NetUpdate (); -} - // // R_RenderSegLoop // Draws zero, one, or two textures for walls. diff --git a/src/r_things.cpp b/src/r_things.cpp index cad434fa5c..e7d130fa85 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -281,6 +281,15 @@ void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool us dc_source = column; dc_dest = (ylookup[dc_yl] + dc_x) + 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)); + if (useRt) hcolfunc_pre(); else @@ -954,15 +963,14 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor return; tx += tex->GetWidth() * thingxscalemul; - double dtx2 = tx * xscale; - x2 = centerx + xs_RoundToInt(dtx2); + x2 = centerx + xs_RoundToInt(tx * xscale); // off the left side or too small? if ((x2 < WindowLeft || x2 <= x1)) return; xscale = spriteScale.X * xscale / tex->Scale.X; - iscale = (fixed_t)(tex->GetWidth() / (dtx2 - dtx1) * FRACUNIT); + iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases double yscale = spriteScale.Y / tex->Scale.Y; @@ -990,7 +998,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor vis->xiscale = iscale; } - vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx - dtx1 + 0.5 * thingxscalemul)); + vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1)); } else { diff --git a/src/v_draw.cpp b/src/v_draw.cpp index bef7328944..8483b9844a 100644 --- a/src/v_draw.cpp +++ b/src/v_draw.cpp @@ -1282,7 +1282,7 @@ void DCanvas::FinishSimplePolys() void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, - FDynamicColormap *colormap, int lightlevel) + FDynamicColormap *colormap, int lightlevel, int bottomclip) { #ifndef NO_SWRENDER // Use an equation similar to player sprites to determine shade @@ -1300,6 +1300,11 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, return; } + if (bottomclip <= 0) + { + bottomclip = Height; + } + // Find the extents of the polygon, in particular the highest and lowest points. for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i) { @@ -1322,7 +1327,7 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, rightx = points[i].X; } } - if (topy >= Height || // off the bottom of the screen + if (topy >= bottomclip || // off the bottom of the screen boty <= 0 || // off the top of the screen leftx >= Width || // off the right of the screen rightx <= 0) // off the left of the screen @@ -1348,10 +1353,26 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, R_SetupSpanBits(tex); R_SetSpanColormap(colormap != NULL ? &colormap->Maps[clamp(shade >> FRACBITS, 0, NUMCOLORMAPS-1) * 256] : identitymap); R_SetSpanSource(tex->GetPixels()); - scalex = double(1u << (32 - ds_xbits)) / scalex; - scaley = double(1u << (32 - ds_ybits)) / scaley; - ds_xstep = xs_RoundToInt(cosrot * scalex); - ds_ystep = xs_RoundToInt(sinrot * scaley); + if (ds_xbits != 0) + { + scalex = double(1u << (32 - ds_xbits)) / scalex; + ds_xstep = xs_RoundToInt(cosrot * scalex); + } + else + { // Texture is one pixel wide. + scalex = 0; + ds_xstep = 0; + } + if (ds_ybits != 0) + { + scaley = double(1u << (32 - ds_ybits)) / scaley; + ds_ystep = xs_RoundToInt(sinrot * scaley); + } + else + { // Texture is one pixel tall. + scaley = 0; + ds_ystep = 0; + } // Travel down the right edge and create an outline of that edge. pt1 = toppt; @@ -1361,13 +1382,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); - if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height)) + if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); - int y3 = MIN(y2, Height); + int y3 = MIN(y2, bottomclip); if (y1 < 0) { x += xinc * -y1; @@ -1392,13 +1413,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, { x = FLOAT2FIXED(points[pt1].X + 0.5f); y2 = xs_RoundToInt(points[pt2].Y + 0.5f); - if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height)) + if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip)) { } else { fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y)); - int y3 = MIN(y2, Height); + int y3 = MIN(y2, bottomclip); if (y1 < 0) { x += xinc * -y1; diff --git a/src/v_video.h b/src/v_video.h index d19a3b06ec..890ab6d638 100644 --- a/src/v_video.h +++ b/src/v_video.h @@ -224,7 +224,7 @@ public: // Fill a simple polygon with a texture virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, DAngle rotation, - struct FDynamicColormap *colormap, int lightlevel); + struct FDynamicColormap *colormap, int lightlevel, int bottomclip); // Set an area to a specified color virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color); diff --git a/src/win32/fb_d3d9.cpp b/src/win32/fb_d3d9.cpp index 8bb680dbda..10ab11c729 100644 --- a/src/win32/fb_d3d9.cpp +++ b/src/win32/fb_d3d9.cpp @@ -3084,11 +3084,16 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo // // Here, "simple" means that a simple triangle fan can draw it. // +// Bottomclip is ignored by this implementation, since the hardware renderer +// will unconditionally draw the status bar border every frame on top of the +// polygons, so there's no need to waste time setting up a special scissor +// rectangle here and needlessly forcing separate batches. +// //========================================================================== void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, - DAngle rotation, FDynamicColormap *colormap, int lightlevel) + DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) { // Use an equation similar to player sprites to determine shade double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0); @@ -3109,7 +3114,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints, } if (In2D < 2) { - Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel); + Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel, bottomclip); return; } if (!InScene) diff --git a/src/win32/win32iface.h b/src/win32/win32iface.h index 9b2754eae1..b5262089bc 100644 --- a/src/win32/win32iface.h +++ b/src/win32/win32iface.h @@ -265,7 +265,7 @@ public: void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor); void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints, double originx, double originy, double scalex, double scaley, - DAngle rotation, FDynamicColormap *colormap, int lightlevel); + DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) override; bool WipeStartScreen(int type); void WipeEndScreen(); bool WipeDo(int ticks);