// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __R_MAIN_H__ #define __R_MAIN_H__ #include "r_utility.h" #include "d_player.h" #include "v_palette.h" #include "r_data/colormaps.h" typedef BYTE lighttable_t; // This could be wider for >8 bit display. // // POV related. // extern bool bRenderingToCanvas; extern double ViewCos; extern double ViewSin; extern fixed_t viewingrangerecip; extern double FocalLengthX, FocalLengthY; extern double InvZtoScale; extern double WallTMapScale2; extern int viewwindowx; extern int viewwindowy; extern double CenterX; extern double CenterY; extern double YaspectMul; extern double IYaspectMul; extern FDynamicColormap*basecolormap; // [RH] Colormap for sector currently being drawn extern int linecount; extern int loopcount; extern bool r_dontmaplines; // // Lighting. // // [RH] This has changed significantly from Doom, which used lookup // tables based on 1/z for walls and z for flats and only recognized // 16 discrete light levels. The terminology I use is borrowed from Build. // // The size of a single colormap, in bits #define COLORMAPSHIFT 8 // Convert a light level into an unbounded colormap index (shade). Result is // fixed point. Why the +12? I wish I knew, but experimentation indicates it // is necessary in order to best reproduce Doom's original lighting. #define LIGHT2SHADE(l) ((NUMCOLORMAPS*2*FRACUNIT)-(((l)+12)*(FRACUNIT*NUMCOLORMAPS/128))) // MAXLIGHTSCALE from original DOOM, divided by 2. #define MAXLIGHTVIS (24.0) // Convert a shade and visibility to a clamped colormap index. // Result is not fixed point. // Change R_CalcTiltedLighting() when this changes. #define GETPALOOKUP(vis,shade) (clamp (((shade)-FLOAT2FIXED(MIN(MAXLIGHTVIS,double(vis))))>>FRACBITS, 0, NUMCOLORMAPS-1)) // Calculate the light multiplier for dc_light/ds_light // This is used instead of GETPALOOKUP when ds_colormap/dc_colormap is set to the base colormap // Returns a value between 0 and 1 in fixed point #define LIGHTSCALE(vis,shade) FLOAT2FIXED(clamp((FIXED2DBL(shade) - (MIN(MAXLIGHTVIS,double(vis)))) / NUMCOLORMAPS, 0.0, (NUMCOLORMAPS-1)/(double)NUMCOLORMAPS)) // Converts fixedlightlev into a shade value #define FIXEDLIGHT2SHADE(lightlev) (((lightlev) >> COLORMAPSHIFT) << FRACBITS) struct ShadeConstants { uint16_t light_alpha; uint16_t light_red; uint16_t light_green; uint16_t light_blue; uint16_t fade_alpha; uint16_t fade_red; uint16_t fade_green; uint16_t fade_blue; uint16_t desaturate; bool simple_shade; }; // calculates the light constant passed to the shade_pal_index function inline uint32_t calc_light_multiplier(dsfixed_t light) { return 256 - (light >> (FRACBITS - 8)); } // Give the compiler a strong hint we want these functions inlined: #ifndef FORCEINLINE #if defined(_MSC_VER) #define FORCEINLINE __forceinline #elif defined(__GNUC__) #define FORCEINLINE __attribute__((always_inline)) inline #else #define FORCEINLINE inline #endif #endif // Calculates a ARGB8 color for the given palette index and light multiplier FORCEINLINE uint32_t shade_pal_index_simple(uint32_t index, uint32_t light) { const PalEntry &color = GPalette.BaseColors[index]; uint32_t red = color.r; uint32_t green = color.g; uint32_t blue = color.b; red = red * light / 256; green = green * light / 256; blue = blue * light / 256; return 0xff000000 | (red << 16) | (green << 8) | blue; } FORCEINLINE uint32_t shade_bgra_simple(uint32_t color, uint32_t light) { uint32_t red = (color >> 16) & 0xff; uint32_t green = (color >> 8) & 0xff; uint32_t blue = color & 0xff; red = red * light / 256; green = green * light / 256; blue = blue * light / 256; return 0xff000000 | (red << 16) | (green << 8) | blue; } // Calculates a ARGB8 color for the given palette index, light multiplier and dynamic colormap FORCEINLINE uint32_t shade_pal_index(uint32_t index, uint32_t light, const ShadeConstants &constants) { const PalEntry &color = GPalette.BaseColors[index]; uint32_t red = color.r; uint32_t green = color.g; uint32_t blue = color.b; if (constants.simple_shade) { red = red * light / 256; green = green * light / 256; blue = blue * light / 256; } else { uint32_t inv_light = 256 - light; uint32_t inv_desaturate = 256 - constants.desaturate; uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate; red = (red * inv_desaturate + intensity) / 256; green = (green * inv_desaturate + intensity) / 256; blue = (blue * inv_desaturate + intensity) / 256; red = (constants.fade_red * inv_light + red * light) / 256; green = (constants.fade_green * inv_light + green * light) / 256; blue = (constants.fade_blue * inv_light + blue * light) / 256; red = (red * constants.light_red) / 256; green = (green * constants.light_green) / 256; blue = (blue * constants.light_blue) / 256; } return 0xff000000 | (red << 16) | (green << 8) | blue; } FORCEINLINE uint32_t shade_bgra(uint32_t color, uint32_t light, const ShadeConstants &constants) { uint32_t red = (color >> 16) & 0xff; uint32_t green = (color >> 8) & 0xff; uint32_t blue = color & 0xff; if (constants.simple_shade) { red = red * light / 256; green = green * light / 256; blue = blue * light / 256; } else { uint32_t inv_light = 256 - light; uint32_t inv_desaturate = 256 - constants.desaturate; uint32_t intensity = ((red * 77 + green * 143 + blue * 37) >> 8) * constants.desaturate; red = (red * inv_desaturate + intensity) / 256; green = (green * inv_desaturate + intensity) / 256; blue = (blue * inv_desaturate + intensity) / 256; red = (constants.fade_red * inv_light + red * light) / 256; green = (constants.fade_green * inv_light + green * light) / 256; blue = (constants.fade_blue * inv_light + blue * light) / 256; red = (red * constants.light_red) / 256; green = (green * constants.light_green) / 256; blue = (blue * constants.light_blue) / 256; } return 0xff000000 | (red << 16) | (green << 8) | blue; } // Calculate constants for a simple shade #define SSE_SHADE_SIMPLE_INIT(light) \ __m128i mlight_hi = _mm_set_epi16(256, light, light, light, 256, light, light, light); \ __m128i mlight_lo = mlight_hi; // Calculate constants for a simple shade with different light levels for each pixel #define SSE_SHADE_SIMPLE_INIT4(light3, light2, light1, light0) \ __m128i mlight_hi = _mm_set_epi16(256, light1, light1, light1, 256, light0, light0, light0); \ __m128i mlight_lo = _mm_set_epi16(256, light3, light3, light3, 256, light2, light2, light2); // Simple shade 4 pixels #define SSE_SHADE_SIMPLE(fg) { \ __m128i fg_hi = _mm_unpackhi_epi8(fg, _mm_setzero_si128()); \ __m128i fg_lo = _mm_unpacklo_epi8(fg, _mm_setzero_si128()); \ fg_hi = _mm_mullo_epi16(fg_hi, mlight_hi); \ fg_hi = _mm_srli_epi16(fg_hi, 8); \ fg_lo = _mm_mullo_epi16(fg_lo, mlight_lo); \ fg_lo = _mm_srli_epi16(fg_lo, 8); \ fg = _mm_packus_epi16(fg_lo, fg_hi); \ } // Calculate constants for a complex shade #define SSE_SHADE_INIT(light, shade_constants) \ __m128i mlight_hi = _mm_set_epi16(256, light, light, light, 256, light, light, light); \ __m128i mlight_lo = mlight_hi; \ __m128i color = _mm_set_epi16( \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue); \ __m128i fade = _mm_set_epi16( \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue); \ __m128i fade_amount_hi = _mm_mullo_epi16(fade, _mm_subs_epu16(_mm_set1_epi16(256), mlight_hi)); \ __m128i fade_amount_lo = fade_amount_hi; \ __m128i inv_desaturate = _mm_set1_epi16(256 - shade_constants.desaturate); \ // Calculate constants for a complex shade with different light levels for each pixel #define SSE_SHADE_INIT4(light3, light2, light1, light0, shade_constants) \ __m128i mlight_hi = _mm_set_epi16(256, light1, light1, light1, 256, light0, light0, light0); \ __m128i mlight_lo = _mm_set_epi16(256, light3, light3, light3, 256, light2, light2, light2); \ __m128i color = _mm_set_epi16( \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue, \ shade_constants.light_alpha, shade_constants.light_red, shade_constants.light_green, shade_constants.light_blue); \ __m128i fade = _mm_set_epi16( \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue, \ shade_constants.fade_alpha, shade_constants.fade_red, shade_constants.fade_green, shade_constants.fade_blue); \ __m128i fade_amount_hi = _mm_mullo_epi16(fade, _mm_subs_epu16(_mm_set1_epi16(256), mlight_hi)); \ __m128i fade_amount_lo = _mm_mullo_epi16(fade, _mm_subs_epu16(_mm_set1_epi16(256), mlight_lo)); \ __m128i inv_desaturate = _mm_set1_epi16(256 - shade_constants.desaturate); \ // Complex shade 4 pixels #define SSE_SHADE(fg, shade_constants) { \ __m128i fg_hi = _mm_unpackhi_epi8(fg, _mm_setzero_si128()); \ __m128i fg_lo = _mm_unpacklo_epi8(fg, _mm_setzero_si128()); \ \ __m128i intensity_hi = _mm_mullo_epi16(fg_hi, _mm_set_epi16(0, 77, 143, 37, 0, 77, 143, 37)); \ uint16_t intensity_hi0 = ((_mm_extract_epi16(intensity_hi, 2) + _mm_extract_epi16(intensity_hi, 1) + _mm_extract_epi16(intensity_hi, 0)) >> 8) * shade_constants.desaturate; \ uint16_t intensity_hi1 = ((_mm_extract_epi16(intensity_hi, 6) + _mm_extract_epi16(intensity_hi, 5) + _mm_extract_epi16(intensity_hi, 4)) >> 8) * shade_constants.desaturate; \ intensity_hi = _mm_set_epi16(intensity_hi1, intensity_hi1, intensity_hi1, intensity_hi1, intensity_hi0, intensity_hi0, intensity_hi0, intensity_hi0); \ \ fg_hi = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_hi, inv_desaturate), intensity_hi), 8); \ fg_hi = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_hi, mlight_hi), fade_amount_hi), 8); \ fg_hi = _mm_srli_epi16(_mm_mullo_epi16(fg_hi, color), 8); \ \ __m128i intensity_lo = _mm_mullo_epi16(fg_lo, _mm_set_epi16(0, 77, 143, 37, 0, 77, 143, 37)); \ uint16_t intensity_lo0 = ((_mm_extract_epi16(intensity_lo, 2) + _mm_extract_epi16(intensity_lo, 1) + _mm_extract_epi16(intensity_lo, 0)) >> 8) * shade_constants.desaturate; \ uint16_t intensity_lo1 = ((_mm_extract_epi16(intensity_lo, 6) + _mm_extract_epi16(intensity_lo, 5) + _mm_extract_epi16(intensity_lo, 4)) >> 8) * shade_constants.desaturate; \ intensity_lo = _mm_set_epi16(intensity_lo1, intensity_lo1, intensity_lo1, intensity_lo1, intensity_lo0, intensity_lo0, intensity_lo0, intensity_lo0); \ \ fg_lo = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_lo, inv_desaturate), intensity_lo), 8); \ fg_lo = _mm_srli_epi16(_mm_adds_epu16(_mm_mullo_epi16(fg_lo, mlight_lo), fade_amount_lo), 8); \ fg_lo = _mm_srli_epi16(_mm_mullo_epi16(fg_lo, color), 8); \ \ fg = _mm_packus_epi16(fg_lo, fg_hi); \ } extern bool r_swtruecolor; extern double GlobVis; void R_SetVisibility(double visibility); double R_GetVisibility(); extern double r_BaseVisibility; extern double r_WallVisibility; extern double r_FloorVisibility; extern float r_TiltVisibility; extern double r_SpriteVisibility; extern int r_actualextralight; extern bool foggy; extern int fixedlightlev; extern FColormap* fixedcolormap; extern FSpecialColormap*realfixedcolormap; // // Function pointers to switch refresh/drawing functions. // Used to select shadow mode etc. // extern void (*colfunc) (void); extern void (*basecolfunc) (void); extern void (*fuzzcolfunc) (void); extern void (*transcolfunc) (void); // No shadow effects on floors. extern void (*spanfunc) (void); // [RH] Function pointers for the horizontal column drawers. extern void (*hcolfunc_pre) (void); extern void (*hcolfunc_post1) (int hx, int sx, int yl, int yh); extern void (*hcolfunc_post2) (int hx, int sx, int yl, int yh); extern void (*hcolfunc_post4) (int sx, int yl, int yh); void R_InitTextureMapping (); // // REFRESH - the actual rendering functions. // // Called by G_Drawer. void R_RenderActorView (AActor *actor, bool dontmaplines = false); void R_SetupBuffer (); void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas, int x, int y, int width, int height, bool dontmaplines = false); // [RH] Initialize multires stuff for renderer void R_MultiresInit (void); extern int stacked_extralight; extern double stacked_visibility; extern DVector3 stacked_viewpos; extern DAngle stacked_angle; extern void R_CopyStackedViewParameters(); #endif // __R_MAIN_H__