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