/* ** Wall drawing stuff free of Build pollution ** Copyright (c) 2016 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** */ #include #include #include "doomdef.h" #include "doomstat.h" #include "doomdata.h" #include "r_local.h" #include "r_sky.h" #include "v_video.h" #include "m_swap.h" #include "a_sharedglobal.h" #include "d_net.h" #include "g_level.h" #include "r_draw.h" #include "r_bsp.h" #include "r_plane.h" #include "r_segs.h" #include "r_3dfloors.h" #include "v_palette.h" #include "r_data/colormaps.h" namespace swrenderer { using namespace drawerargs; extern FTexture *rw_pic; extern int wallshade; 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); } } static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat) { FDynamicColormap *startcolormap = basecolormap; int startshade = wallshade; bool fogginess = foggy; short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH]; short *up, *down; up = uwal; down = most1; assert(WallC.sx1 <= x1); assert(WallC.sx2 >= x2); // kg3D - fake floors instead of zdoom light list for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++) { int j = R_CreateWallSegmentYSloped (most3, frontsector->e->XFloor.lightlist[i].plane, &WallC); if (j != 3) { for (int j = x1; j < x2; ++j) { down[j] = clamp (most3[j], up[j], dwal[j]); } ProcessNormalWall (x1, x2, up, down, swal, lwal, yrepeat); up = down; down = (down == most1) ? most2 : most1; } lightlist_t *lit = &frontsector->e->XFloor.lightlist[i]; basecolormap = lit->extra_colormap; wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight); } ProcessNormalWall (x1, x2, up, dwal, swal, lwal, yrepeat); basecolormap = startcolormap; wallshade = startshade; } static void ProcessWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, bool mask) { if (mask) { if (colfunc == basecolfunc) { ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat); } else { ProcessTranslucentWall(x1, x2, uwal, dwal, swal, lwal, yrepeat); } } else { if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size())) { ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat); } else { ProcessStripedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat); } } } //============================================================================= // // ProcessWallNP2 // // This is a wrapper around ProcessWall that helps it tile textures whose heights // are not powers of 2. It divides the wall into texture-sized strips and calls // ProcessNormalWall for each of those. Since only one repetition of the texture fits // in each strip, ProcessWall will not tile. // //============================================================================= static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, bool mask) { short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH]; short *up, *down; double texheight = rw_pic->GetHeight(); double partition; double scaledtexheight = texheight / yrepeat; if (yrepeat >= 0) { // normal orientation: draw strips from top to bottom partition = top - fmod(top - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight); if (partition == top) { partition -= scaledtexheight; } up = uwal; down = most1; dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight; while (partition > bot) { int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC); if (j != 3) { for (int j = x1; j < x2; ++j) { down[j] = clamp(most3[j], up[j], dwal[j]); } ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, mask); up = down; down = (down == most1) ? most2 : most1; } partition -= scaledtexheight; dc_texturemid -= texheight; } ProcessWall(x1, x2, up, dwal, swal, lwal, yrepeat, mask); } else { // upside down: draw strips from bottom to top partition = bot - fmod(bot - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight); up = most1; down = dwal; dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight; while (partition < top) { int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC); if (j != 12) { for (int j = x1; j < x2; ++j) { up[j] = clamp(most3[j], uwal[j], down[j]); } ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, mask); down = up; up = (up == most1) ? most2 : most1; } partition -= scaledtexheight; dc_texturemid -= texheight; } ProcessWall(x1, x2, uwal, down, swal, lwal, yrepeat, mask); } } void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat) { if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits) { double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1); double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1); double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2); double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2); double top = MAX(frontcz1, frontcz2); double bot = MIN(frontfz1, frontfz2); if (fake3D & FAKE3D_CLIPTOP) { top = MIN(top, sclipTop); } if (fake3D & FAKE3D_CLIPBOTTOM) { bot = MAX(bot, sclipBottom); } ProcessWallNP2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, true); } else { ProcessWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, true); } } void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask) { if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits) { ProcessWallNP2(x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, false); } else { ProcessWall(x1, x2, walltop, wallbottom, swall, lwall, yscale, false); } } void R_DrawSkySegment(visplane_t *pl, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x)) { ProcessNormalWall(pl->left, pl->right, uwal, dwal, swal, lwal, yrepeat, getcol); } }