/* ** r_draw.cpp ** **--------------------------------------------------------------------------- ** Copyright 1998-2016 Randy Heit ** Copyright 2016 Magnus Norddahl ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #include "templates.h" #include "doomdef.h" #include "i_system.h" #include "w_wad.h" #include "v_video.h" #include "doomstat.h" #include "st_stuff.h" #include "g_game.h" #include "g_level.h" #include "r_data/r_translate.h" #include "v_palette.h" #include "r_data/colormaps.h" #include "r_draw.h" #include "r_draw_rgba.h" #include "r_draw_pal.h" #include "r_thread.h" #include "r_drawerargs.h" #include "swrenderer/scene/r_light.h" CVAR(Bool, r_dynlights, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG); namespace swrenderer { int ylookup[MAXHEIGHT]; uint8_t shadetables[NUMCOLORMAPS * 16 * 256]; FDynamicColormap ShadeFakeColormap[16]; uint8_t identitymap[256]; FDynamicColormap identitycolormap; int fuzzoffset[FUZZTABLE + 1]; int fuzzpos; int fuzzviewheight; uint32_t particle_texture[PARTICLE_TEXTURE_SIZE * PARTICLE_TEXTURE_SIZE]; short zeroarray[MAXWIDTH]; short screenheightarray[MAXWIDTH]; void R_InitShadeMaps() { int i, j; // set up shading tables for shaded columns // 16 colormap sets, progressing from full alpha to minimum visible alpha uint8_t *table = shadetables; // Full alpha for (i = 0; i < 16; ++i) { ShadeFakeColormap[i].Color = ~0u; ShadeFakeColormap[i].Desaturate = ~0u; ShadeFakeColormap[i].Next = NULL; ShadeFakeColormap[i].Maps = table; for (j = 0; j < NUMCOLORMAPS; ++j) { int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16 - i); for (int k = 0; k < 256; ++k) { uint8_t v = (((k + 2) * a) + 256) >> 14; table[k] = MIN(v, 64); } table += 256; } } for (i = 0; i < NUMCOLORMAPS * 16 * 256; ++i) { assert(shadetables[i] <= 64); } // Set up a guaranteed identity map for (i = 0; i < 256; ++i) { identitymap[i] = i; } identitycolormap.Maps = identitymap; } void R_InitFuzzTable(int fuzzoff) { /* FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF, FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF, FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF, FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF, FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF */ static const int8_t fuzzinit[FUZZTABLE] = { 1,-1, 1,-1, 1, 1,-1, 1, 1,-1, 1, 1, 1,-1, 1, 1, 1,-1,-1,-1,-1, 1,-1,-1, 1, 1, 1, 1,-1, 1,-1, 1, 1,-1,-1, 1, 1,-1,-1,-1,-1, 1, 1, 1, 1,-1, 1, 1,-1, 1 }; for (int i = 0; i < FUZZTABLE; i++) { fuzzoffset[i] = fuzzinit[i] * fuzzoff; } } void R_InitParticleTexture() { float center = PARTICLE_TEXTURE_SIZE * 0.5f; for (int y = 0; y < PARTICLE_TEXTURE_SIZE; y++) { for (int x = 0; x < PARTICLE_TEXTURE_SIZE; x++) { float dx = (center - x - 0.5f) / center; float dy = (center - y - 0.5f) / center; float dist2 = dx * dx + dy * dy; float alpha = clamp(1.1f - dist2 * 1.1f, 0.0f, 1.0f); particle_texture[x + y * PARTICLE_TEXTURE_SIZE] = (int)(alpha * 128.0f + 0.5f); } } } void R_UpdateFuzzPos(const SpriteDrawerArgs &args) { int yl = MAX(args.dc_yl, 1); int yh = MIN(args.dc_yh, fuzzviewheight); if (yl <= yh) fuzzpos = (fuzzpos + yh - yl + 1) % FUZZTABLE; } }