gzdoom/src/swrenderer/drawers/r_draw.cpp
2017-01-30 11:27:58 +01:00

166 lines
4.9 KiB
C++

/*
** 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 <stddef.h>
#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<uint8_t>(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;
}
}