qzdoom/src/r_segs.cpp

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// 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:
// All the clipping: columns, horizontal spans, sky columns.
//
// This file contains some code from the Build Engine.
//
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "r_local.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
2006-04-12 01:50:09 +00:00
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.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"
#define WALLYREPEAT 8
CVAR(Bool, r_np2, true, 0)
//CVAR (Int, ty, 8, 0)
//CVAR (Int, tx, 8, 0)
#define HEIGHTBITS 12
#define HEIGHTSHIFT (FRACBITS-HEIGHTBITS)
// The 3072 below is just an arbitrary value picked to avoid
// drawing lines the player is too close to that would overflow
// the texture calculations.
#define TOO_CLOSE_Z 3072
extern fixed_t globaluclip, globaldclip;
// OPTIMIZE: closed two sided lines as single sided
// killough 1/6/98: replaced globals with statics where appropriate
static bool segtextured; // True if any of the segs textures might be visible.
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int OWallMost (short *mostbuf, fixed_t z);
int WallMost (short *mostbuf, const secplane_t &plane);
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat);
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat);
extern fixed_t WallSZ1, WallSZ2, WallTX1, WallTX2, WallTY1, WallTY2, WallCX1, WallCX2, WallCY1, WallCY2;
extern int WallSX1, WallSX2;
extern float WallUoverZorg, WallUoverZstep, WallInvZorg, WallInvZstep, WallDepthScale, WallDepthOrg;
int wallshade;
short walltop[MAXWIDTH]; // [RH] record max extents of wall
short wallbottom[MAXWIDTH];
short wallupper[MAXWIDTH];
short walllower[MAXWIDTH];
fixed_t swall[MAXWIDTH];
fixed_t lwall[MAXWIDTH];
fixed_t lwallscale;
//
// regular wall
//
extern fixed_t rw_backcz1, rw_backcz2;
extern fixed_t rw_backfz1, rw_backfz2;
extern fixed_t rw_frontcz1, rw_frontcz2;
extern fixed_t rw_frontfz1, rw_frontfz2;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markmirror;
bool rw_havehigh;
bool rw_havelow;
fixed_t rw_light; // [RH] Scale lights with viewsize adjustments
fixed_t rw_lightstep;
fixed_t rw_lightleft;
static fixed_t rw_frontlowertop;
static int rw_x;
static int rw_stopx;
fixed_t rw_offset;
static fixed_t rw_scalestep;
static fixed_t rw_midtexturemid;
static fixed_t rw_toptexturemid;
static fixed_t rw_bottomtexturemid;
static fixed_t rw_midtexturescalex;
static fixed_t rw_midtexturescaley;
static fixed_t rw_toptexturescalex;
static fixed_t rw_toptexturescaley;
static fixed_t rw_bottomtexturescalex;
static fixed_t rw_bottomtexturescaley;
FTexture *rw_pic;
static fixed_t *maskedtexturecol;
static FTexture *WallSpriteTile;
static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, fixed_t top, fixed_t bot, bool mask);
static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat);
static void call_wallscan(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, bool mask);
//=============================================================================
//
// CVAR r_fogboundary
//
// If true, makes fog look more "real" by shading the walls separating two
// sectors with different fog.
//=============================================================================
CVAR(Bool, r_fogboundary, true, 0)
inline bool IsFogBoundary (sector_t *front, sector_t *back)
{
return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade &&
(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
}
//=============================================================================
//
// CVAR r_drawmirrors
//
// Set to false to disable rendering of mirrors
//=============================================================================
CVAR(Bool, r_drawmirrors, true, 0)
//
// R_RenderMaskedSegRange
//
fixed_t *MaskedSWall;
fixed_t MaskedScaleY;
static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FTexture::Span *spans), FTexture *tex)
{
if (maskedtexturecol[dc_x] != FIXED_MAX)
{
// calculate lighting
if (fixedcolormap == NULL && fixedlightlev < 0)
{
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
dc_iscale = MulScale18 (MaskedSWall[dc_x], MaskedScaleY);
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
// killough 1/25/98: here's where Medusa came in, because
// it implicitly assumed that the column was all one patch.
// Originally, Doom did not construct complete columns for
// multipatched textures, so there were no header or trailer
// bytes in the column referred to below, which explains
// the Medusa effect. The fix is to construct true columns
// when forming multipatched textures (see r_data.c).
// draw the texture
const FTexture::Span *spans;
const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans);
blastfunc (pixels, spans);
// maskedtexturecol[dc_x] = FIXED_MAX; // kg3D - seems to be useless
}
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
// Clip a midtexture to the floor and ceiling of the sector in front of it.
void ClipMidtex(int x1, int x2)
{
short most[MAXWIDTH];
WallMost(most, curline->frontsector->ceilingplane);
for (int i = x1; i <= x2; ++i)
{
if (wallupper[i] < most[i])
wallupper[i] = most[i];
}
WallMost(most, curline->frontsector->floorplane);
for (int i = x1; i <= x2; ++i)
{
if (walllower[i] > most[i])
walllower[i] = most[i];
}
}
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2);
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
FTexture *tex;
int i;
sector_t tempsec; // killough 4/13/98
fixed_t texheight, textop, texheightscale;
bool notrelevant = false;
const sector_t *sec;
sprflipvert = false;
curline = ds->curline;
// killough 4/11/98: draw translucent 2s normal textures
// [RH] modified because we don't use user-definable translucency maps
ESPSResult drawmode;
- Changed: The texture loader now looks for a TEXTURES lump for text based texture definitions. HIRESTEX is still supported but deprecated. - Removed all 16 bit values from texture manager. - Changed: The texture manager now sorts all textures for a WAD by type to avoid priority issues with HIRESTEX defined textures. - Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is always the same for both sides of a linedef. This also makes handling this in the UDMF parser easier because the linedef parsing function does not need to access the sidedef data. - Added new ZDoom specific UDMF linedef and sidedef properties to map parser. - Added new ZDoom specific UDMF sector properties to map parser. - Added class definitions for new interpolators that are better equipped to interact with the interpolated objects. - Separated interpolation code into its own file r_interpolate.cpp. - Added some simple customization options to the end game screens. - Fixed: Polyobject detection in the internal node builder did not work anymore due to some code rearrangement for UDMF map loading. To keep it compatible between all map formats the THINGS lump of binary format maps must be loaded before building the nodes. This also means that the spawning itself can be done in the same function for all map types (except Build) now. - Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse which is more what would be expected from this option. - Fixed: Weapons and ammo items that were modified by Dehacked gave full ammo when being dropped by monsters. To properly handle this the handling of spawning Dehacked modified pickups was changed to use the DECORATE replacement feature instead of hacking the spawn state of the original item and calling a spawn function from there. SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00
drawmode = R_SetPatchStyle (LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
MIN(curline->linedef->Alpha, FRACUNIT), 0, 0);
if ((drawmode == DontDraw && !ds->bFogBoundary && !ds->bFakeBoundary))
{
return;
}
NetUpdate ();
frontsector = curline->frontsector;
backsector = curline->backsector;
tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false);
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormap = sec->ColorMap; // [RH] Set basecolormap
wallshade = ds->shade;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
if (fixedlightlev < 0)
{
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = sec->ceilingplane.ZatPoint(viewx, viewy);
}
if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.ZatPoint(viewx, viewy))
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
break;
}
}
}
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
R_DrawFogBoundary (x1, x2, mceilingclip, mfloorclip);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
}
}
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || drawmode == DontDraw)
{
goto clearfog;
}
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
MaskedScaleY = ds->yrepeat;
maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
// find positioning
texheight = tex->GetScaledHeight() << FRACBITS;
texheightscale = curline->sidedef->GetTextureYScale(side_t::mid);
if (texheightscale != FRACUNIT)
{
texheight = FixedDiv(texheight, texheightscale);
}
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
dc_texturemid = MAX (frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
}
else
{
dc_texturemid = MIN (frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
}
{ // encapsulate the lifetime of rowoffset
fixed_t rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
if (tex->bWorldPanning)
{
// rowoffset is added before the MulScale3 so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid += rowoffset - viewz;
textop = dc_texturemid;
dc_texturemid = MulScale16 (dc_texturemid, MaskedScaleY);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = dc_texturemid - viewz + SafeDivScale16 (rowoffset, MaskedScaleY);
dc_texturemid = MulScale16 (dc_texturemid - viewz, MaskedScaleY) + rowoffset;
}
}
if (fixedlightlev >= 0)
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
if (!(curline->linedef->flags & ML_WRAP_MIDTEX) &&
!(curline->sidedef->Flags & WALLF_WRAP_MIDTEX))
{ // Texture does not wrap vertically.
// [RH] Don't bother drawing segs that are completely offscreen
if (MulScale12 (globaldclip, ds->sz1) < -textop &&
MulScale12 (globaldclip, ds->sz2) < -textop)
{ // Texture top is below the bottom of the screen
goto clearfog;
}
if (MulScale12 (globaluclip, ds->sz1) > texheight - textop &&
MulScale12 (globaluclip, ds->sz2) > texheight - textop)
{ // Texture bottom is above the top of the screen
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPBOTTOM) && textop < sclipBottom - viewz)
{
notrelevant = true;
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPTOP) && textop - texheight > sclipTop - viewz)
{
notrelevant = true;
goto clearfog;
}
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
if (fake3D & FAKE3D_CLIPTOP)
{
OWallMost (wallupper, textop < sclipTop - viewz ? textop : sclipTop - viewz);
}
else
{
OWallMost (wallupper, textop);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
OWallMost (walllower, textop - texheight > sclipBottom - viewz ? textop - texheight : sclipBottom - viewz);
}
else
{
OWallMost (walllower, textop - texheight);
}
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
mfloorclip = walllower;
mceilingclip = wallupper;
// draw the columns one at a time
if (drawmode == DoDraw0)
{
for (dc_x = x1; dc_x <= x2; ++dc_x)
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
}
}
else
{
// [RH] Draw up to four columns at once
int stop = (x2+1) & ~3;
if (x1 > x2)
goto clearfog;
dc_x = x1;
while ((dc_x < stop) && (dc_x & 3))
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
dc_x++;
}
while (dc_x < stop)
{
rt_initcols();
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex);
rt_draw4cols (dc_x - 3);
dc_x++;
}
while (dc_x <= x2)
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
dc_x++;
}
}
}
else
{ // Texture does wrap vertically.
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
if (fake3D & FAKE3D_CLIPTOP)
{
OWallMost (wallupper, sclipTop - viewz);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
mceilingclip = wallupper;
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
OWallMost (walllower, sclipBottom - viewz);
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
mfloorclip = walllower;
}
rw_offset = 0;
rw_pic = tex;
wallscan_np2_ds(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yrepeat);
}
clearfog:
R_FinishSetPatchStyle ();
if (ds->bFakeBoundary & 3)
{
R_RenderFakeWallRange(ds, x1, x2);
}
if (!notrelevant)
{
if (fake3D & FAKE3D_REFRESHCLIP)
{
assert(ds->bkup >= 0);
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2-ds->x1+1) * 2);
}
else
{
clearbufshort(openings + ds->sprtopclip - ds->x1 + x1, x2-x1+1, viewheight);
}
}
return;
}
// kg3D - render one fake wall
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
{
int i;
fixed_t xscale, yscale;
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
ESPSResult drawmode;
drawmode = R_SetPatchStyle (LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
Alpha, 0, 0);
if(drawmode == DontDraw) {
R_FinishSetPatchStyle();
return;
}
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
// find positioning
xscale = FixedMul(rw_pic->xScale, sidedef->GetTextureXScale(side_t::mid));
yscale = FixedMul(rw_pic->yScale, sidedef->GetTextureYScale(side_t::mid));
// encapsulate the lifetime of rowoffset
fixed_t rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
dc_texturemid = rover->model->GetPlaneTexZ(sector_t::ceiling);
rw_offset = curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid);
if (rowoffset < 0)
{
rowoffset += rw_pic->GetHeight() << FRACBITS;
}
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the MulScale3 so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = MulScale16(dc_texturemid - viewz + rowoffset, yscale);
rw_offset = MulScale16 (rw_offset, xscale);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid = MulScale16(dc_texturemid - viewz, yscale) + rowoffset;
}
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
WallTX1 = ds->cx;
WallTY1 = ds->cy;
WallTX2 = WallTX1 + ds->cdx;
WallTY2 = WallTY1 + ds->cdy;
WallDepthScale = ds->WallDepthScale;
WallDepthOrg = ds->WallDepthOrg;
WallUoverZorg = ds->WallUoverZorg;
WallUoverZstep = ds->WallUoverZstep;
WallInvZorg = ds->WallInvZorg;
WallInvZstep = ds->WallInvZstep;
OWallMost(wallupper, sclipTop - viewz);
OWallMost(walllower, sclipBottom - viewz);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
PrepLWall (lwall, curline->sidedef->TexelLength*xscale);
wallscan_np2_ds(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale);
R_FinishSetPatchStyle();
}
// kg3D - walls of fake floors
void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
int i,j;
F3DFloor *rover, *fover = NULL;
int passed, last;
fixed_t floorheight;
fixed_t ceilingheight;
sprflipvert = false;
curline = ds->curline;
frontsector = curline->frontsector;
backsector = curline->backsector;
if (backsector == NULL)
{
return;
}
if ((ds->bFakeBoundary & 3) == 2)
{
sector_t *sec = backsector;
backsector = frontsector;
frontsector = sec;
}
floorheight = backsector->CenterFloor();
ceilingheight = backsector->CenterCeiling();
// maybe fix clipheights
if (!(fake3D & FAKE3D_CLIPBOTTOM)) sclipBottom = floorheight;
if (!(fake3D & FAKE3D_CLIPTOP)) sclipTop = ceilingheight;
// maybe not visible
if (sclipBottom >= frontsector->CenterCeiling()) return;
if (sclipTop <= frontsector->CenterFloor()) return;
if (fake3D & FAKE3D_DOWN2UP)
{ // bottom to viewz
last = 0;
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->a || rover->top.plane->b ||
rover->bottom.plane->a || rover->bottom.plane->b ||
rover->top.plane->Zat0() <= sclipBottom ||
rover->bottom.plane->Zat0() >= ceilingheight ||
rover->top.plane->Zat0() <= floorheight)
{
if (!i)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->bottom.plane->Zat0() >= sclipTop || passed)
{
if (last)
{
break;
}
// maybe wall from inside rendering?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || j == -1)
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
else if(fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if(fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{
// maybe not visible?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model) // never
{
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && j != -1)
{
fover = NULL;
last = 1;
continue; // not visible
}
}
if (!rw_pic)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if(rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else rw_pic = NULL;
break;
}
}
else
{ // top to viewz
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->a || rover->top.plane->b ||
rover->bottom.plane->a || rover->bottom.plane->b ||
rover->bottom.plane->Zat0() >= sclipTop ||
rover->top.plane->Zat0() <= floorheight ||
rover->bottom.plane->Zat0() >= ceilingheight)
{
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->top.plane->Zat0() <= sclipBottom || passed)
{ // maybe wall from inside rendering?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{ // maybe not visible?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, its bugged
if(fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
{ // not visible
break;
}
}
if (rw_pic == NULL)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if(sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else
{
rw_pic = NULL;
}
break;
}
}
return;
}
// prevlineasm1 is like vlineasm1 but skips the loop if only drawing one pixel
inline fixed_t prevline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
return doprevline1 ();
}
void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
fixed_t yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
{
int x, shiftval;
int y1ve[4], y2ve[4], u4, d4, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
BYTE *basecolormapdata;
// This function also gets used to draw skies. Unlike BUILD, skies are
// drawn by visplane instead of by bunch, so these checks are invalid.
//if ((uwal[x1] > viewheight) && (uwal[x2] > viewheight)) return;
//if ((dwal[x1] < 0) && (dwal[x2] < 0)) return;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setupvline (32-shiftval);
yrepeat >>= 2 + shiftval;
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormapdata = basecolormap->Maps;
x = x1;
//while ((umost[x] > dmost[x]) && (x <= x2)) x++;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && (x & 3); ++x)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
assert (y1ve[0] < viewheight);
assert (y2ve[0] <= viewheight);
if (!fixed)
{ // calculate lighting
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + x + dc_destorg;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
dovline1();
}
for(; x <= x2-3; x += 4)
{
bad = 0;
for (z = 3; z>= 0; --z)
{
y1ve[z] = uwal[x+z];//max(uwal[x+z],umost[x+z]);
y2ve[z] = dwal[x+z];//min(dwal[x+z],dmost[x+z])-1;
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
assert (y1ve[z] < viewheight);
assert (y2ve[z] <= viewheight);
bufplce[z] = getcol (rw_pic, (lwal[x+z] + xoffset) >> FRACBITS);
vince[z] = swal[x+z] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixed)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
prevline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg);
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
vplce[z] = prevline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg);
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+x+dc_destorg;
dovline4();
}
BYTE *i = x+ylookup[d4]+dc_destorg;
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
prevline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
}
}
}
for(;x<=x2;x++)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
assert (y1ve[0] < viewheight);
assert (y2ve[0] <= viewheight);
if (!fixed)
{ // calculate lighting
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + x + dc_destorg;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
dovline1();
}
//unclock (WallScanCycles);
NetUpdate ();
}
void wallscan_striped (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat)
{
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
FDynamicColormap *startcolormap = basecolormap;
int startshade = wallshade;
bool fogginess = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
up = uwal;
down = most1;
assert(WallSX1 <= x1);
assert(WallSX2 > x2);
// kg3D - fake floors instead of zdoom light list
for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
{
int j = WallMost (most3, frontsector->e->XFloor.lightlist[i].plane);
if (j != 3)
{
for (int j = x1; j <= x2; ++j)
{
down[j] = clamp (most3[j], up[j], dwal[j]);
}
wallscan (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);
}
wallscan (x1, x2, up, dwal, swal, lwal, yrepeat);
basecolormap = startcolormap;
wallshade = startshade;
}
static void call_wallscan(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, bool mask)
{
if (mask)
{
if (colfunc == basecolfunc)
{
maskwallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
else
{
transmaskwallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
}
else
{
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
else
{
wallscan_striped(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
}
}
//=============================================================================
//
// wallscan_np2
//
// This is a wrapper around wallscan that helps it tile textures whose heights
// are not powers of 2. It divides the wall into texture-sized strips and calls
// wallscan for each of those. Since only one repetition of the texture fits
// in each strip, wallscan will not tile.
//
//=============================================================================
void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, fixed_t top, fixed_t bot, bool mask)
{
if (!r_np2)
{
call_wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat, mask);
}
else
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
fixed_t texheight = rw_pic->GetHeight() << FRACBITS;
fixed_t scaledtexheight = FixedDiv(texheight, yrepeat);
fixed_t partition;
if (yrepeat >= 0)
{ // normal orientation: draw strips from top to bottom
partition = top - (top - FixedDiv(dc_texturemid, yrepeat) - viewz) % scaledtexheight;
up = uwal;
down = most1;
dc_texturemid = FixedMul(partition - viewz, yrepeat) + texheight;
while (partition > bot)
{
int j = OWallMost(most3, partition - viewz);
if (j != 3)
{
for (int j = x1; j <= x2; ++j)
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
call_wallscan(x1, x2, up, down, swal, lwal, yrepeat, mask);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
call_wallscan(x1, x2, up, dwal, swal, lwal, yrepeat, mask);
}
else
{ // upside down: draw strips from bottom to top
partition = bot - (bot - FixedDiv(dc_texturemid, yrepeat) - viewz) % scaledtexheight;
up = most1;
down = dwal;
dc_texturemid = FixedMul(partition - viewz, yrepeat) + texheight;
while (partition < top)
{
int j = OWallMost(most3, partition - viewz);
if (j != 12)
{
for (int j = x1; j <= x2; ++j)
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
call_wallscan(x1, x2, up, down, swal, lwal, yrepeat, mask);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
call_wallscan(x1, x2, uwal, down, swal, lwal, yrepeat, mask);
}
}
}
static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat)
{
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
fixed_t frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1->x, ds->curline->v1->y);
fixed_t frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1->x, ds->curline->v1->y);
fixed_t frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2->x, ds->curline->v2->y);
fixed_t frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2->x, ds->curline->v2->y);
fixed_t top = MAX(frontcz1, frontcz2);
fixed_t bot = MIN(frontfz1, frontfz2);
if (fake3D & FAKE3D_CLIPTOP)
{
top = MIN(top, sclipTop);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
bot = MAX(bot, sclipBottom);
}
wallscan_np2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, true);
}
else
{
call_wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat, true);
}
}
inline fixed_t mvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
return domvline1 ();
}
void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
fixed_t yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
{
int x, shiftval;
BYTE *p;
int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
BYTE *basecolormapdata;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
if (!rw_pic->bMasked)
{ // Textures that aren't masked can use the faster wallscan.
wallscan (x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setupmvline (32-shiftval);
yrepeat >>= 2 + shiftval;
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormapdata = basecolormap->Maps;
x = startx = x1;
p = x + dc_destorg;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && ((size_t)p & 3); ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
domvline1();
}
for(; x <= x2-3; x += 4, p+= 4)
{
bad = 0;
for (z = 3, dax = x+3; z >= 0; --z, --dax)
{
y1ve[z] = uwal[dax];
y2ve[z] = dwal[dax];
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
bufplce[z] = getcol (rw_pic, (lwal[dax] + xoffset) >> FRACBITS);
vince[z] = swal[dax] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixed)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
mvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
vplce[z] = mvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+p;
domvline4();
}
BYTE *i = p+ylookup[d4];
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
mvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
}
}
}
for(; x <= x2; ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];
y2ve[0] = dwal[x];
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
domvline1();
}
//unclock(WallScanCycles);
NetUpdate ();
}
inline void preptmvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
}
void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
fixed_t yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
{
fixed_t (*tmvline1)();
void (*tmvline4)();
int x, shiftval;
BYTE *p;
int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
BYTE *basecolormapdata;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
if (!R_GetTransMaskDrawers (&tmvline1, &tmvline4))
{
// The current translucency is unsupported, so draw with regular maskwallscan instead.
maskwallscan (x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setuptmvline (32-shiftval);
yrepeat >>= 2 + shiftval;
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormapdata = basecolormap->Maps;
x = startx = x1;
p = x + dc_destorg;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && ((size_t)p & 3); ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
tmvline1();
}
for(; x <= x2-3; x += 4, p+= 4)
{
bad = 0;
for (z = 3, dax = x+3; z >= 0; --z, --dax)
{
y1ve[z] = uwal[dax];
y2ve[z] = dwal[dax];
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
bufplce[z] = getcol (rw_pic, (lwal[dax] + xoffset) >> FRACBITS);
vince[z] = swal[dax] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixed)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
preptmvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
tmvline1();
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
preptmvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
vplce[z] = tmvline1();
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+p;
tmvline4();
}
BYTE *i = p+ylookup[d4];
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
preptmvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
tmvline1();
}
}
}
for(; x <= x2; ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];
y2ve[0] = dwal[x];
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
tmvline1();
}
//unclock(WallScanCycles);
NetUpdate ();
}
//
// R_RenderSegLoop
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
// CALLED: CORE LOOPING ROUTINE.
//
// [RH] Rewrote this to use Build's wallscan, so it's quite far
// removed from the original Doom routine.
//
void R_RenderSegLoop ()
{
int x1 = rw_x;
int x2 = rw_stopx;
int x;
fixed_t xscale, yscale;
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
// clip wall to the floor and ceiling
for (x = x1; x < x2; ++x)
{
if (walltop[x] < ceilingclip[x])
{
walltop[x] = ceilingclip[x];
}
if (wallbottom[x] > floorclip[x])
{
wallbottom[x] = floorclip[x];
}
}
// mark ceiling areas
if (markceiling)
{
for (x = x1; x < x2; ++x)
{
short top = (fakeFloor && fake3D & 2) ? fakeFloor->ceilingclip[x] : ceilingclip[x];
short bottom = MIN (walltop[x], floorclip[x]);
if (top < bottom)
{
ceilingplane->top[x] = top;
ceilingplane->bottom[x] = bottom;
}
}
}
// mark floor areas
if (markfloor)
{
for (x = x1; x < x2; ++x)
{
short top = MAX (wallbottom[x], ceilingclip[x]);
short bottom = (fakeFloor && fake3D & 1) ? fakeFloor->floorclip[x] : floorclip[x];
if (top < bottom)
{
assert (bottom <= viewheight);
floorplane->top[x] = top;
floorplane->bottom[x] = bottom;
}
}
}
// kg3D - fake planes clipping
if (fake3D & FAKE3D_REFRESHCLIP)
{
if (fake3D & FAKE3D_CLIPBOTFRONT)
{
memcpy (fakeFloor->floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
memcpy (fakeFloor->floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
if (fake3D & FAKE3D_CLIPTOPFRONT)
{
memcpy (fakeFloor->ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
memcpy (fakeFloor->ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
}
if(fake3D & 7) return;
// draw the wall tiers
if (midtexture)
{ // one sided line
if (midtexture->UseType != FTexture::TEX_Null && viewactive)
{
dc_texturemid = rw_midtexturemid;
rw_pic = midtexture;
xscale = FixedMul(rw_pic->xScale, rw_midtexturescalex);
yscale = FixedMul(rw_pic->yScale, rw_midtexturescaley);
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale);
lwallscale = xscale;
}
if (midtexture->bWorldPanning)
{
rw_offset = MulScale16 (rw_offset_mid, xscale);
}
else
{
rw_offset = rw_offset_mid;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
wallscan_np2(x1, x2-1, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false);
}
else
{
call_wallscan(x1, x2-1, walltop, wallbottom, swall, lwall, yscale, false);
}
}
clearbufshort (ceilingclip+x1, x2-x1, viewheight);
clearbufshort (floorclip+x1, x2-x1, 0xffff);
}
else
{ // two sided line
if (toptexture != NULL && toptexture->UseType != FTexture::TEX_Null)
{ // top wall
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
if (viewactive)
{
dc_texturemid = rw_toptexturemid;
rw_pic = toptexture;
xscale = FixedMul(rw_pic->xScale, rw_toptexturescalex);
yscale = FixedMul(rw_pic->yScale, rw_toptexturescaley);
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale);
lwallscale = xscale;
}
if (toptexture->bWorldPanning)
{
rw_offset = MulScale16 (rw_offset_top, xscale);
}
else
{
rw_offset = rw_offset_top;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
wallscan_np2(x1, x2-1, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false);
}
else
{
call_wallscan(x1, x2-1, walltop, wallupper, swall, lwall, yscale, false);
}
}
memcpy (ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
else if (markceiling)
{ // no top wall
memcpy (ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
if (bottomtexture != NULL && bottomtexture->UseType != FTexture::TEX_Null)
{ // bottom wall
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
if (viewactive)
{
dc_texturemid = rw_bottomtexturemid;
rw_pic = bottomtexture;
xscale = FixedMul(rw_pic->xScale, rw_bottomtexturescalex);
yscale = FixedMul(rw_pic->yScale, rw_bottomtexturescaley);
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale);
lwallscale = xscale;
}
if (bottomtexture->bWorldPanning)
{
rw_offset = MulScale16 (rw_offset_bottom, xscale);
}
else
{
rw_offset = rw_offset_bottom;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
wallscan_np2(x1, x2-1, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false);
}
else
{
call_wallscan(x1, x2-1, walllower, wallbottom, swall, lwall, yscale, false);
}
}
memcpy (floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
else if (markfloor)
{ // no bottom wall
memcpy (floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
}
rw_offset = xoffset;
}
void R_NewWall (bool needlights)
{
fixed_t rowoffset, yrepeat;
rw_markmirror = false;
sidedef = curline->sidedef;
linedef = curline->linedef;
// mark the segment as visible for auto map
if (!r_dontmaplines) linedef->flags |= ML_MAPPED;
midtexture = toptexture = bottomtexture = 0;
if (backsector == NULL)
{
// single sided line
// a single sided line is terminal, so it must mark ends
markfloor = markceiling = true;
// [RH] Render mirrors later, but mark them now.
if (linedef->special != Line_Mirror || !r_drawmirrors)
{
// [RH] Horizon lines do not need to be textured
if (linedef->special != Line_Horizon)
{
midtexture = TexMan(sidedef->GetTexture(side_t::mid), true);
rw_offset_mid = sidedef->GetTextureXOffset(side_t::mid);
rowoffset = sidedef->GetTextureYOffset(side_t::mid);
rw_midtexturescalex = sidedef->GetTextureXScale(side_t::mid);
rw_midtexturescaley = sidedef->GetTextureYScale(side_t::mid);
yrepeat = FixedMul(midtexture->yScale, rw_midtexturescaley);
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat) + (midtexture->GetHeight() << FRACBITS);
}
else
{ // top of texture at top
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat);
if (rowoffset < 0 && midtexture != NULL)
{
rowoffset += midtexture->GetHeight() << FRACBITS;
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat);
}
else
{ // bottom of texture at top
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat) + (midtexture->GetHeight() << FRACBITS);
}
}
if (midtexture->bWorldPanning)
{
rw_midtexturemid += MulScale16(rowoffset, yrepeat);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
rw_midtexturemid += rowoffset;
}
}
}
else
{
rw_markmirror = true;
}
}
else
{ // two-sided line
// hack to allow height changes in outdoor areas
rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
backsector->GetTexture(sector_t::ceiling) == skyflatnum)
{
if (rw_havehigh)
{ // front ceiling is above back ceiling
memcpy (&walltop[WallSX1], &wallupper[WallSX1], (WallSX2 - WallSX1)*sizeof(walltop[0]));
rw_havehigh = false;
}
else if (rw_havelow && frontsector->ceilingplane != backsector->ceilingplane)
{ // back ceiling is above front ceiling
// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
// would otherwise occur because there is space made available for this
// wall but nothing to draw for it.
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
WallMost (walltop, backsector->ceilingplane);
}
// Putting sky ceilings on the front and back of a line alters the way unpegged
// positioning works.
rw_frontlowertop = backsector->GetPlaneTexZ(sector_t::ceiling);
}
if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
// closed door
markceiling = markfloor = true;
}
else
{
markfloor = rw_mustmarkfloor
|| backsector->floorplane != frontsector->floorplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->GetXOffset(sector_t::floor) != frontsector->GetXOffset(sector_t::floor)
|| backsector->GetYOffset(sector_t::floor) != frontsector->GetYOffset(sector_t::floor)
|| backsector->GetAlpha(sector_t::floor) != frontsector->GetAlpha(sector_t::floor)
// killough 4/15/98: prevent 2s normals
// from bleeding through deep water
|| frontsector->heightsec
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|| backsector->GetFlags(sector_t::floor) != frontsector->GetFlags(sector_t::floor)
// [RH] Add checks for colormaps
|| backsector->ColorMap != frontsector->ColorMap
|| backsector->GetXScale(sector_t::floor) != frontsector->GetXScale(sector_t::floor)
|| backsector->GetYScale(sector_t::floor) != frontsector->GetYScale(sector_t::floor)
|| backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor)
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
;
markceiling = (frontsector->GetTexture(sector_t::ceiling) != skyflatnum ||
backsector->GetTexture(sector_t::ceiling) != skyflatnum) &&
(rw_mustmarkceiling
|| backsector->ceilingplane != frontsector->ceilingplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->GetXOffset(sector_t::ceiling) != frontsector->GetXOffset(sector_t::ceiling)
|| backsector->GetYOffset(sector_t::ceiling) != frontsector->GetYOffset(sector_t::ceiling)
|| backsector->GetAlpha(sector_t::ceiling) != frontsector->GetAlpha(sector_t::ceiling)
// killough 4/15/98: prevent 2s normals
// from bleeding through fake ceilings
|| (frontsector->heightsec && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|| backsector->GetFlags(sector_t::ceiling) != frontsector->GetFlags(sector_t::ceiling)
// [RH] Add check for colormaps
|| backsector->ColorMap != frontsector->ColorMap
|| backsector->GetXScale(sector_t::ceiling) != frontsector->GetXScale(sector_t::ceiling)
|| backsector->GetYScale(sector_t::ceiling) != frontsector->GetYScale(sector_t::ceiling)
|| backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling)
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
);
}
if (rw_havehigh)
{ // top texture
toptexture = TexMan(sidedef->GetTexture(side_t::top), true);
rw_offset_top = sidedef->GetTextureXOffset(side_t::top);
rowoffset = sidedef->GetTextureYOffset(side_t::top);
rw_toptexturescalex = sidedef->GetTextureXScale(side_t::top);
rw_toptexturescaley = sidedef->GetTextureYScale(side_t::top);
yrepeat = FixedMul(toptexture->yScale, rw_toptexturescaley);
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
rw_toptexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat);
if (rowoffset < 0 && toptexture != NULL)
{
rowoffset += toptexture->GetHeight() << FRACBITS;
}
}
else
{ // bottom of texture at bottom
rw_toptexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat) + (toptexture->GetHeight() << FRACBITS);
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
rw_toptexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat) + (toptexture->GetHeight() << FRACBITS);
}
else
{ // top of texture at bottom
rw_toptexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat);
}
}
if (toptexture->bWorldPanning)
{
rw_toptexturemid += MulScale16(rowoffset, yrepeat);
}
else
{
rw_toptexturemid += rowoffset;
}
}
if (rw_havelow)
{ // bottom texture
bottomtexture = TexMan(sidedef->GetTexture(side_t::bottom), true);
rw_offset_bottom = sidedef->GetTextureXOffset(side_t::bottom);
rowoffset = sidedef->GetTextureYOffset(side_t::bottom);
rw_bottomtexturescalex = sidedef->GetTextureXScale(side_t::bottom);
rw_bottomtexturescaley = sidedef->GetTextureYScale(side_t::bottom);
yrepeat = FixedMul(bottomtexture->yScale, rw_bottomtexturescaley);
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_bottomtexturemid = MulScale16(rw_frontlowertop - viewz, yrepeat);
}
else
{ // top of texture at top
rw_bottomtexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat);
if (rowoffset < 0 && bottomtexture != NULL)
{
rowoffset += bottomtexture->GetHeight() << FRACBITS;
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_bottomtexturemid = MulScale16(rw_frontlowertop - viewz, yrepeat);
}
else
{ // bottom of texture at top
rw_bottomtexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat) + (bottomtexture->GetHeight() << FRACBITS);
}
}
if (bottomtexture->bWorldPanning)
{
rw_bottomtexturemid += MulScale16(rowoffset, yrepeat);
}
else
{
rw_bottomtexturemid += rowoffset;
}
}
}
// if a floor / ceiling plane is on the wrong side of the view plane,
// it is definitely invisible and doesn't need to be marked.
// killough 3/7/98: add deep water check
if (frontsector->GetHeightSec() == NULL)
{
int planeside;
planeside = frontsector->floorplane.PointOnSide(viewx, viewy, viewz);
if (frontsector->floorplane.c < 0) // 3D floors have the floor backwards
planeside = -planeside;
if (planeside <= 0) // above view plane
markfloor = false;
planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
planeside = -planeside;
if (planeside <= 0) // below view plane
markceiling = false;
}
FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
segtextured = midtex != NULL || toptexture != NULL || bottomtexture != NULL;
// calculate light table
if (needlights && (segtextured || (backsector && IsFogBoundary(frontsector, backsector))))
{
lwallscale =
midtex ? FixedMul(midtex->xScale, sidedef->GetTextureXScale(side_t::mid)) :
toptexture ? FixedMul(toptexture->xScale, sidedef->GetTextureXScale(side_t::top)) :
bottomtexture ? FixedMul(bottomtexture->xScale, sidedef->GetTextureXScale(side_t::bottom)) :
FRACUNIT;
PrepWall (swall, lwall, sidedef->TexelLength * lwallscale);
if (fixedcolormap == NULL && fixedlightlev < 0)
{
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = SafeDivScale12 (GlobVis, WallSZ1);
rw_lightstep = (SafeDivScale12 (GlobVis, WallSZ2) - rw_lightleft) / (WallSX2 - WallSX1);
}
else
{
rw_lightleft = FRACUNIT;
rw_lightstep = 0;
}
}
}
//
// R_CheckDrawSegs
//
void R_CheckDrawSegs ()
{
if (ds_p == &drawsegs[MaxDrawSegs])
{ // [RH] Grab some more drawsegs
size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs*2 : 32;
ptrdiff_t firstofs = firstdrawseg - drawsegs;
drawsegs = (drawseg_t *)M_Realloc (drawsegs, newdrawsegs * sizeof(drawseg_t));
firstdrawseg = drawsegs + firstofs;
ds_p = drawsegs + MaxDrawSegs;
MaxDrawSegs = newdrawsegs;
DPrintf ("MaxDrawSegs increased to %zu\n", MaxDrawSegs);
}
}
//
// R_CheckOpenings
//
ptrdiff_t R_NewOpening (ptrdiff_t len)
{
ptrdiff_t res = lastopening;
lastopening += len;
if ((size_t)lastopening > maxopenings)
{
do
maxopenings = maxopenings ? maxopenings*2 : 16384;
while ((size_t)lastopening > maxopenings);
openings = (short *)M_Realloc (openings, maxopenings * sizeof(*openings));
DPrintf ("MaxOpenings increased to %zu\n", maxopenings);
}
return res;
}
//
// R_StoreWallRange
// A wall segment will be drawn between start and stop pixels (inclusive).
//
void R_StoreWallRange (int start, int stop)
{
int i;
bool maskedtexture = false;
#ifdef RANGECHECK
if (start >= viewwidth || start >= stop)
I_FatalError ("Bad R_StoreWallRange: %i to %i", start , stop);
#endif
// don't overflow and crash
R_CheckDrawSegs ();
if (!rw_prepped)
{
rw_prepped = true;
R_NewWall (true);
}
rw_offset = sidedef->GetTextureXOffset(side_t::mid);
rw_light = rw_lightleft + rw_lightstep * (start - WallSX1);
ds_p->sx1 = WallSX1;
ds_p->sx2 = WallSX2;
ds_p->sz1 = WallSZ1;
ds_p->sz2 = WallSZ2;
ds_p->cx = WallTX1;
ds_p->cy = WallTY1;
ds_p->cdx = WallTX2 - WallTX1;
ds_p->cdy = WallTY2 - WallTY1;
ds_p->WallDepthScale = WallDepthScale;
ds_p->WallDepthOrg = WallDepthOrg;
ds_p->WallUoverZorg = WallUoverZorg;
ds_p->WallUoverZstep = WallUoverZstep;
ds_p->WallInvZorg = WallInvZorg;
ds_p->WallInvZstep = WallInvZstep;
ds_p->siz1 = (DWORD)DivScale32 (1, WallSZ1) >> 1;
ds_p->siz2 = (DWORD)DivScale32 (1, WallSZ2) >> 1;
ds_p->x1 = rw_x = start;
ds_p->x2 = stop-1;
ds_p->curline = curline;
rw_stopx = stop;
ds_p->bFogBoundary = false;
ds_p->bFakeBoundary = false;
if(fake3D & 7) ds_p->fake = 1;
else ds_p->fake = 0;
// killough 1/6/98, 2/1/98: remove limit on openings
ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->bkup = ds_p->swall = -1;
if (rw_markmirror)
{
size_t drawsegnum = ds_p - drawsegs;
WallMirrors.Push (drawsegnum);
ds_p->silhouette = SIL_BOTH;
}
else if (backsector == NULL)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
ds_p->sprbottomclip = R_NewOpening (stop - start);
clearbufshort (openings + ds_p->sprtopclip, stop-start, viewheight);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette = SIL_BOTH;
}
else
{
// two sided line
ds_p->silhouette = 0;
if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 ||
backsector->floorplane.PointOnSide(viewx, viewy, viewz) < 0)
{
ds_p->silhouette = SIL_BOTTOM;
}
if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 ||
backsector->ceilingplane.PointOnSide(viewx, viewy, viewz) < 0)
{
ds_p->silhouette |= SIL_TOP;
}
// killough 1/17/98: this test is required if the fix
// for the automap bug (r_bsp.c) is used, or else some
// sprites will be displayed behind closed doors. That
// fix prevents lines behind closed doors with dropoffs
// from being displayed on the automap.
//
// killough 4/7/98: make doorclosed external variable
{
extern int doorclosed; // killough 1/17/98, 2/8/98, 4/7/98
if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2))
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette |= SIL_BOTTOM;
}
if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{ // killough 1/17/98, 2/8/98
ds_p->sprtopclip = R_NewOpening (stop - start);
clearbufshort (openings + ds_p->sprtopclip, stop - start, viewheight);
ds_p->silhouette |= SIL_TOP;
}
}
if(!ds_p->fake && r_3dfloors && backsector->e && backsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = backsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) {
ds_p->bFakeBoundary |= 1;
break;
}
}
}
if(!ds_p->fake && r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = frontsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) {
ds_p->bFakeBoundary |= 2;
break;
}
}
}
// kg3D - no for fakes
if(!ds_p->fake)
// allocate space for masked texture tables, if needed
// [RH] Don't just allocate the space; fill it in too.
if ((TexMan(sidedef->GetTexture(side_t::mid), true)->UseType != FTexture::TEX_Null || ds_p->bFakeBoundary || IsFogBoundary (frontsector, backsector)) &&
(rw_ceilstat != 12 || !sidedef->GetTexture(side_t::top).isValid()) &&
(rw_floorstat != 3 || !sidedef->GetTexture(side_t::bottom).isValid()) &&
(WallSZ1 >= TOO_CLOSE_Z && WallSZ2 >= TOO_CLOSE_Z))
{
fixed_t *swal;
fixed_t *lwal;
int i;
maskedtexture = true;
// kg3D - backup for mid and fake walls
ds_p->bkup = R_NewOpening(stop - start);
memcpy(openings + ds_p->bkup, &ceilingclip[start], sizeof(short)*(stop - start));
ds_p->bFogBoundary = IsFogBoundary (frontsector, backsector);
if (sidedef->GetTexture(side_t::mid).isValid() || ds_p->bFakeBoundary)
{
if(sidedef->GetTexture(side_t::mid).isValid())
ds_p->bFakeBoundary |= 4; // it is also mid texture
ds_p->maskedtexturecol = R_NewOpening ((stop - start) * 2);
ds_p->swall = R_NewOpening ((stop - start) * 2);
lwal = (fixed_t *)(openings + ds_p->maskedtexturecol);
swal = (fixed_t *)(openings + ds_p->swall);
FTexture *pic = TexMan(sidedef->GetTexture(side_t::mid), true);
fixed_t yrepeat = FixedMul(pic->yScale, sidedef->GetTextureYScale(side_t::mid));
fixed_t xoffset = sidedef->GetTextureXOffset(side_t::mid);
if (pic->bWorldPanning)
{
xoffset = MulScale16 (xoffset, lwallscale);
}
for (i = start; i < stop; i++)
{
*lwal++ = lwall[i] + xoffset;
*swal++ = swall[i];
}
fixed_t istart = MulScale18 (*((fixed_t *)(openings + ds_p->swall)), yrepeat);
fixed_t iend = MulScale18 (*(swal - 1), yrepeat);
if (istart < 3 && istart >= 0) istart = 3;
if (istart > -3 && istart < 0) istart = -3;
if (iend < 3 && iend >= 0) iend = 3;
if (iend > -3 && iend < 0) iend = -3;
istart = DivScale32 (1, istart);
iend = DivScale32 (1, iend);
ds_p->yrepeat = yrepeat;
ds_p->iscale = istart;
if (stop - start > 1)
{
ds_p->iscalestep = (iend - istart) / (stop - start - 1);
}
else
{
ds_p->iscalestep = 0;
}
}
ds_p->light = rw_light;
ds_p->lightstep = rw_lightstep;
// Masked midtextures should get the light level from the sector they reference,
// not from the current subsector, which is what the current wallshade value
// comes from. We make an exeption for polyobjects, however, since their "home"
// sector should be whichever one they move into.
if (curline->sidedef->Flags & WALLF_POLYOBJ)
{
ds_p->shade = wallshade;
}
else
{
ds_p->shade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, curline->frontsector->lightlevel)
+ r_actualextralight);
}
if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1)
{
size_t drawsegnum = ds_p - drawsegs;
InterestingDrawsegs.Push (drawsegnum);
}
}
}
// render it
if (markceiling)
{
if (ceilingplane)
{ // killough 4/11/98: add NULL ptr checks
ceilingplane = R_CheckPlane (ceilingplane, start, stop-1);
}
else
{
markceiling = false;
}
}
if (markfloor)
{
if (floorplane)
{ // killough 4/11/98: add NULL ptr checks
floorplane = R_CheckPlane (floorplane, start, stop-1);
}
else
{
markfloor = false;
}
}
R_RenderSegLoop ();
if(fake3D & 7) {
ds_p++;
return;
}
// save sprite clipping info
if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && ds_p->sprtopclip == -1)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprtopclip, &ceilingclip[start], sizeof(short)*(stop-start));
}
if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && ds_p->sprbottomclip == -1)
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprbottomclip, &floorclip[start], sizeof(short)*(stop-start));
}
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
{
ds_p->silhouette |= SIL_TOP | SIL_BOTTOM;
}
// [RH] Draw any decals bound to the seg
2006-04-12 01:50:09 +00:00
for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderDecal (curline->sidedef, decal, ds_p, 0);
}
ds_p++;
}
int OWallMost (short *mostbuf, fixed_t z)
{
int bad, y, ix1, ix2, iy1, iy2;
fixed_t s1, s2, s3, s4;
z = -(z >> 4);
s1 = MulScale16 (globaluclip, WallSZ1); s2 = MulScale16 (globaluclip, WallSZ2);
s3 = MulScale16 (globaldclip, WallSZ1); s4 = MulScale16 (globaldclip, WallSZ2);
bad = (z<s1)+((z<s2)<<1)+((z>s3)<<2)+((z>s4)<<3);
#if 1
if ((bad&3) == 3)
{
memset (&mostbuf[WallSX1], 0, (WallSX2 - WallSX1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
clearbufshort (&mostbuf[WallSX1], WallSX2 - WallSX1, viewheight);
return bad;
}
#endif
ix1 = WallSX1; iy1 = WallSZ1;
ix2 = WallSX2; iy2 = WallSZ2;
#if 1
if (bad & 3)
{
int t = DivScale30 (z-s1, s2-s1);
int inty = WallSZ1 + MulScale30 (WallSZ2 - WallSZ1, t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2 - WallSX1, inty);
if ((bad & 3) == 2)
{
if (WallSX1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (WallSX2 > xcross) memset (&mostbuf[xcross], 0, (WallSX2-xcross)*sizeof(mostbuf[0]));
}
else
{
if (xcross <= WallSX2) { iy1 = inty; ix1 = xcross; }
if (xcross > WallSX1) memset (&mostbuf[WallSX1], 0, (xcross-WallSX1)*sizeof(mostbuf[0]));
}
}
if (bad & 12)
{
int t = DivScale30 (z-s3, s4-s3);
int inty = WallSZ1 + MulScale30 (WallSZ2 - WallSZ1, t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2 - WallSX1, inty);
if ((bad & 12) == 8)
{
if (WallSX1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (WallSX2 > xcross) clearbufshort (&mostbuf[xcross], WallSX2 - xcross, viewheight);
}
else
{
if (xcross <= WallSX2) { iy1 = inty; ix1 = xcross; }
if (xcross > WallSX1) clearbufshort (&mostbuf[WallSX1], xcross - WallSX1, viewheight);
}
}
y = Scale (z, InvZtoScale, iy1);
if (ix2 == ix1)
{
mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS);
}
else
{
fixed_t yinc = (Scale (z, InvZtoScale, iy2) - y) / (ix2 - ix1);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac, yinc);
}
#else
double max = viewheight;
double zz = z / 65536.0;
#if 0
double z1 = zz * InvZtoScale / WallSZ1;
double z2 = zz * InvZtoScale / WallSZ2 - z1;
z2 /= (WallSX2 - WallSX1);
z1 += centeryfrac / 65536.0;
for (int x = WallSX1; x < WallSX2; ++x)
{
mostbuf[x] = xs_RoundToInt(clamp(z1, 0.0, max));
z1 += z2;
}
#else
double top, bot, i;
i = WallSX1 - centerx;
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
double cy = centeryfrac / 65536.0;
for (int x = WallSX1; x < WallSX2; x++)
{
double frac = top / bot;
double scale = frac * WallDepthScale + WallDepthOrg;
mostbuf[x] = xs_RoundToInt(clamp(zz / scale + cy, 0.0, max));
top += WallUoverZstep;
bot += WallInvZstep;
}
#endif
#endif
if (mostbuf[ix1] < 0) mostbuf[ix1] = 0;
else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight;
if (mostbuf[ix2] < 0) mostbuf[ix2] = 0;
else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight;
return bad;
}
int WallMost (short *mostbuf, const secplane_t &plane)
{
if ((plane.a | plane.b) == 0)
{
return OWallMost (mostbuf, ((plane.c < 0) ? plane.d : -plane.d) - viewz);
}
fixed_t x, y, den, z1, z2, oz1, oz2;
fixed_t s1, s2, s3, s4;
int bad, ix1, ix2, iy1, iy2;
if (MirrorFlags & RF_XFLIP)
{
x = curline->v2->x;
y = curline->v2->y;
if (WallSX1 == 0 && 0 != (den = WallTX1 - WallTX2 + WallTY1 - WallTY2))
{
int frac = SafeDivScale30 (WallTY1 + WallTX1, den);
x -= MulScale30 (frac, x - curline->v1->x);
y -= MulScale30 (frac, y - curline->v1->y);
}
z1 = viewz - plane.ZatPoint (x, y);
if (WallSX2 > WallSX1 + 1)
{
x = curline->v1->x;
y = curline->v1->y;
if (WallSX2 == viewwidth && 0 != (den = WallTX1 - WallTX2 - WallTY1 + WallTY2))
{
int frac = SafeDivScale30 (WallTY2 - WallTX2, den);
x += MulScale30 (frac, curline->v2->x - x);
y += MulScale30 (frac, curline->v2->y - y);
}
z2 = viewz - plane.ZatPoint (x, y);
}
else
{
z2 = z1;
}
}
else
{
x = curline->v1->x;
y = curline->v1->y;
if (WallSX1 == 0 && 0 != (den = WallTX1 - WallTX2 + WallTY1 - WallTY2))
{
int frac = SafeDivScale30 (WallTY1 + WallTX1, den);
x += MulScale30 (frac, curline->v2->x - x);
y += MulScale30 (frac, curline->v2->y - y);
}
z1 = viewz - plane.ZatPoint (x, y);
if (WallSX2 > WallSX1 + 1)
{
x = curline->v2->x;
y = curline->v2->y;
if (WallSX2 == viewwidth && 0 != (den = WallTX1 - WallTX2 - WallTY1 + WallTY2))
{
int frac = SafeDivScale30 (WallTY2 - WallTX2, den);
x -= MulScale30 (frac, x - curline->v1->x);
y -= MulScale30 (frac, y - curline->v1->y);
}
z2 = viewz - plane.ZatPoint (x, y);
}
else
{
z2 = z1;
}
}
s1 = MulScale12 (globaluclip, WallSZ1); s2 = MulScale12 (globaluclip, WallSZ2);
s3 = MulScale12 (globaldclip, WallSZ1); s4 = MulScale12 (globaldclip, WallSZ2);
bad = (z1<s1)+((z2<s2)<<1)+((z1>s3)<<2)+((z2>s4)<<3);
ix1 = WallSX1; ix2 = WallSX2;
iy1 = WallSZ1; iy2 = WallSZ2;
oz1 = z1; oz2 = z2;
if ((bad&3) == 3)
{
memset (&mostbuf[ix1], -1, (ix2-ix1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
clearbufshort (&mostbuf[ix1], ix2-ix1, viewheight);
return bad;
}
if (bad&3)
{
//inty = intz / (globaluclip>>16)
int t = SafeDivScale30 (oz1-s1, s2-s1+oz1-oz2);
int inty = WallSZ1 + MulScale30 (WallSZ2-WallSZ1,t);
int intz = oz1 + MulScale30 (oz2-oz1,t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2-WallSX1, inty);
//t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4));
//inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t);
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&3) == 2)
{
if (WallSX1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
memset (&mostbuf[xcross], 0, (WallSX2-xcross)*sizeof(mostbuf[0]));
}
else
{
if (xcross <= WallSX2) { z1 = intz; iy1 = inty; ix1 = xcross; }
memset (&mostbuf[WallSX1], 0, (xcross-WallSX1)*sizeof(mostbuf[0]));
}
}
if (bad&12)
{
//inty = intz / (globaldclip>>16)
int t = SafeDivScale30 (oz1-s3, s4-s3+oz1-oz2);
int inty = WallSZ1 + MulScale30 (WallSZ2-WallSZ1,t);
int intz = oz1 + MulScale30 (oz2-oz1,t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2-WallSX1,inty);
//t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4));
//inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t);
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&12) == 8)
{
if (WallSX1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
if (WallSX2 > xcross) clearbufshort (&mostbuf[xcross], WallSX2-xcross, viewheight);
}
else
{
if (xcross <= WallSX2) { z1 = intz; iy1 = inty; ix1 = xcross; }
if (xcross > WallSX1) clearbufshort (&mostbuf[WallSX1], xcross-WallSX1, viewheight);
}
}
y = Scale (z1>>4, InvZtoScale, iy1);
if (ix2 == ix1)
{
mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS);
}
else
{
fixed_t yinc = (Scale (z2>>4, InvZtoScale, iy2) - y) / (ix2-ix1);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac,yinc);
}
if (mostbuf[ix1] < 0) mostbuf[ix1] = 0;
else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight;
if (mostbuf[ix2] < 0) mostbuf[ix2] = 0;
else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight;
return bad;
}
static void PrepWallRoundFix(fixed_t *lwall, fixed_t walxrepeat)
{
// fix for rounding errors
walxrepeat = abs(walxrepeat);
fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
int x;
if (WallSX1 > 0)
{
for (x = WallSX1; x < WallSX2; x++)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
fix = walxrepeat - 1 - fix;
for (x = WallSX2-1; x >= WallSX1; x--)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
{ // swall = scale, lwall = texturecolumn
double top, bot, i;
double xrepeat = fabs((double)walxrepeat);
i = WallSX1 - centerx;
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
for (int x = WallSX1; x < WallSX2; x++)
{
double frac = top / bot;
if (walxrepeat < 0)
{
lwall[x] = xs_RoundToInt(xrepeat - frac * xrepeat);
}
else
{
lwall[x] = xs_RoundToInt(frac * xrepeat);
}
swall[x] = xs_RoundToInt(frac * WallDepthScale + WallDepthOrg);
top += WallUoverZstep;
bot += WallInvZstep;
}
PrepWallRoundFix(lwall, walxrepeat);
}
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
{ // lwall = texturecolumn
double top, bot, i;
double xrepeat = fabs((double)walxrepeat);
double topstep;
i = WallSX1 - centerx;
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
top *= xrepeat;
topstep = WallUoverZstep * xrepeat;
for (int x = WallSX1; x < WallSX2; x++)
{
if (walxrepeat < 0)
{
lwall[x] = xs_RoundToInt(xrepeat - top / bot);
}
else
{
lwall[x] = xs_RoundToInt(top / bot);
}
top += topstep;
bot += WallInvZstep;
}
PrepWallRoundFix(lwall, walxrepeat);
}
// pass = 0: when seg is first drawn
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
{
fixed_t lx, ly, lx2, ly2, decalx, decaly;
int x1, x2;
fixed_t xscale, yscale;
fixed_t topoff;
BYTE flipx;
fixed_t zpos;
int needrepeat = 0;
sector_t *front, *back;
2009-10-29 06:32:50 +00:00
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
2006-04-12 01:50:09 +00:00
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
xscale = decal->ScaleX;
yscale = decal->ScaleY;
2006-04-12 01:50:09 +00:00
WallSpriteTile = TexMan(decal->PicNum, true);
flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
2006-04-12 01:50:09 +00:00
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
fixed_t savetx1, savetx2, savety1, savety2, savesz1, savesz2;
savetx1 = WallTX1;
savetx2 = WallTX2;
savety1 = WallTY1;
savety2 = WallTY2;
savesz1 = WallSZ1;
savesz2 = WallSZ2;
x2 = WallSpriteTile->GetWidth();
x1 = WallSpriteTile->LeftOffset;
x2 = x2 - x1;
x1 *= xscale;
x2 *= xscale;
decal->GetXY (wall, decalx, decaly);
angle_t ang = R_PointToAngle2 (curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y) >> ANGLETOFINESHIFT;
lx = decalx - FixedMul (x1, finecosine[ang]) - viewx;
lx2 = decalx + FixedMul (x2, finecosine[ang]) - viewx;
ly = decaly - FixedMul (x1, finesine[ang]) - viewy;
ly2 = decaly + FixedMul (x2, finesine[ang]) - viewy;
WallTX1 = DMulScale20 (lx, viewsin, -ly, viewcos);
WallTX2 = DMulScale20 (lx2, viewsin, -ly2, viewcos);
WallTY1 = DMulScale20 (lx, viewtancos, ly, viewtansin);
WallTY2 = DMulScale20 (lx2, viewtancos, ly2, viewtansin);
if (MirrorFlags & RF_XFLIP)
{
int t = 256-WallTX1;
WallTX1 = 256-WallTX2;
WallTX2 = t;
swapvalues (WallTY1, WallTY2);
}
if (WallTX1 >= -WallTY1)
{
if (WallTX1 > WallTY1) goto done; // left edge is off the right side
if (WallTY1 == 0) goto done;
x1 = (centerxfrac + Scale (WallTX1, centerxfrac, WallTY1)) >> FRACBITS;
if (WallTX1 >= 0) x1 = MIN (viewwidth, x1+1); // fix for signed divide
WallSZ1 = WallTY1;
}
else
{
if (WallTX2 < -WallTY2) goto done; // wall is off the left side
fixed_t den = WallTX1 - WallTX2 - WallTY2 + WallTY1;
if (den == 0) goto done;
x1 = 0;
WallSZ1 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 + WallTY1, den);
}
if (WallSZ1 < TOO_CLOSE_Z)
goto done;
if (WallTX2 <= WallTY2)
{
if (WallTX2 < -WallTY2) goto done; // right edge is off the left side
if (WallTY2 == 0) goto done;
x2 = (centerxfrac + Scale (WallTX2, centerxfrac, WallTY2)) >> FRACBITS;
if (WallTX2 >= 0) x2 = MIN (viewwidth, x2+1); // fix for signed divide
WallSZ2 = WallTY2;
}
else
{
if (WallTX1 > WallTY1) goto done; // wall is off the right side
fixed_t den = WallTY2 - WallTY1 - WallTX2 + WallTX1;
if (den == 0) goto done;
x2 = viewwidth;
WallSZ2 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 - WallTY1, den);
}
if (x1 >= x2 || x1 > clipper->x2 || x2 <= clipper->x1 || WallSZ2 < TOO_CLOSE_Z)
goto done;
if (MirrorFlags & RF_XFLIP)
{
WallUoverZorg = (float)WallTX2 * WallTMapScale;
WallUoverZstep = (float)(-WallTY2) * 32.f;
WallInvZorg = (float)(WallTX2 - WallTX1) * WallTMapScale;
WallInvZstep = (float)(WallTY1 - WallTY2) * 32.f;
}
else
{
WallUoverZorg = (float)WallTX1 * WallTMapScale;
WallUoverZstep = (float)(-WallTY1) * 32.f;
WallInvZorg = (float)(WallTX1 - WallTX2) * WallTMapScale;
WallInvZstep = (float)(WallTY2 - WallTY1) * 32.f;
}
WallDepthScale = WallInvZstep * WallTMapScale2;
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
// Get the top and bottom clipping arrays
2006-04-12 01:50:09 +00:00
switch (decal->RenderFlags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else if (pass == 0)
{
mceilingclip = walltop;
mfloorclip = ceilingclip;
needrepeat = 1;
}
else
{
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
}
break;
case RF_CLIPUPPER:
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = ceilingclip;
break;
case RF_CLIPMID:
if (curline->backsector != NULL && pass != 2)
{
goto done;
}
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
break;
case RF_CLIPLOWER:
if (pass != 0)
{
goto done;
}
mceilingclip = floorclip;
mfloorclip = wallbottom;
break;
}
topoff = WallSpriteTile->TopOffset << FRACBITS;
dc_texturemid = topoff + FixedDiv (zpos - viewz, yscale);
// Clip sprite to drawseg
if (x1 < clipper->x1)
{
x1 = clipper->x1;
}
if (x2 > clipper->x2)
{
x2 = clipper->x2 + 1;
}
if (x1 >= x2)
{
goto done;
}
swapvalues (x1, WallSX1);
swapvalues (x2, WallSX2);
PrepWall (swall, lwall, WallSpriteTile->GetWidth() << FRACBITS);
swapvalues (x1, WallSX1);
swapvalues (x2, WallSX2);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
lwall[i] = right - lwall[i];
}
}
// Prepare lighting
2009-10-29 06:32:50 +00:00
calclighting = false;
usecolormap = basecolormap;
rereadcolormap = true;
// Decals that are added to the scene must fade to black.
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
{
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - WallSX1) * rw_lightstep;
if (fixedlightlev >= 0)
dc_colormap = usecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
2006-04-12 01:50:09 +00:00
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
dc_colormap = usecolormap->Maps;
else
calclighting = true;
// Draw it
2006-04-12 01:50:09 +00:00
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
dc_texturemid = dc_texturemid - (WallSpriteTile->GetHeight() << FRACBITS);
}
else
{
sprflipvert = false;
}
// rw_offset is used as the texture's vertical scale
rw_offset = SafeDivScale30(1, yscale);
do
{
dc_x = x1;
ESPSResult mode;
2006-04-12 01:50:09 +00:00
mode = R_SetPatchStyle (decal->RenderStyle, decal->Alpha, decal->Translation, decal->AlphaColor);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (mode == DontDraw)
{
needrepeat = 0;
}
else
{
int stop4;
if (mode == DoDraw0)
{ // 1 column at a time
stop4 = dc_x;
}
else // DoDraw1
{ // up to 4 columns at a time
stop4 = x2 & ~3;
}
while ((dc_x < stop4) && (dc_x & 3))
{
if (calclighting)
{ // calculate lighting
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
WallSpriteColumn (R_DrawMaskedColumn);
dc_x++;
}
while (dc_x < stop4)
{
if (calclighting)
{ // calculate lighting
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
rt_initcols();
for (int zz = 4; zz; --zz)
{
WallSpriteColumn (R_DrawMaskedColumnHoriz);
dc_x++;
}
rt_draw4cols (dc_x - 4);
}
while (dc_x < x2)
{
if (calclighting)
{ // calculate lighting
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
WallSpriteColumn (R_DrawMaskedColumn);
dc_x++;
}
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = floorclip;
mfloorclip = wallbottom;
R_FinishSetPatchStyle ();
} while (needrepeat--);
colfunc = basecolfunc;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
R_FinishSetPatchStyle ();
done:
WallTX1 = savetx1;
WallTX2 = savetx2;
WallTY1 = savety1;
WallTY2 = savety2;
WallSZ1 = savesz1;
WallSZ2 = savesz2;
}
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans))
{
unsigned int texturecolumn = lwall[dc_x] >> FRACBITS;
dc_iscale = MulScale16 (swall[dc_x], rw_offset);
spryscale = SafeDivScale32 (1, dc_iscale);
if (sprflipvert)
sprtopscreen = centeryfrac + FixedMul (dc_texturemid, spryscale);
else
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
const BYTE *column;
const FTexture::Span *spans;
column = WallSpriteTile->GetColumn (texturecolumn, &spans);
dc_texturefrac = 0;
drawfunc (column, spans);
rw_light += rw_lightstep;
}