Remove zdoom ifdef version as we aren't doing merges from there anymore

This commit is contained in:
Magnus Norddahl 2016-12-27 07:20:22 +01:00
parent 49903af394
commit 46e9a0cdf9
1 changed files with 0 additions and 349 deletions

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@ -52,353 +52,6 @@ namespace swrenderer
extern FTexture *rw_pic;
extern int wallshade;
#if 0 // ZDoom version
struct WallSampler
{
WallSampler() { }
WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x));
uint32_t uv_pos;
uint32_t uv_step;
uint32_t uv_max;
const BYTE *source;
uint32_t height;
};
WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x))
{
height = texture->GetHeight();
int uv_fracbits = 32 - texture->HeightBits;
if (uv_fracbits != 32)
{
uv_max = height << uv_fracbits;
// Find start uv in [0-base_height[ range.
// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
double uv_stepd = swal * yrepeat;
double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
v = v - floor(v);
v *= height;
v *= (1 << uv_fracbits);
uv_pos = (uint32_t)v;
uv_step = xs_ToFixed(uv_fracbits, uv_stepd);
if (uv_step == 0) // To prevent divide by zero elsewhere
uv_step = 1;
}
else
{ // Hack for one pixel tall textures
uv_pos = 0;
uv_step = 0;
uv_max = 1;
}
source = getcol(texture, xoffset >> FRACBITS);
}
// Draw a column with support for non-power-of-two ranges
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1column)())
{
if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
{
int count = y2 - y1;
dc_source = sampler.source;
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = sampler.uv_pos;
draw1column();
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
}
else
{
uint32_t uv_pos = sampler.uv_pos;
uint32_t left = y2 - y1;
while (left > 0)
{
uint32_t available = sampler.uv_max - uv_pos;
uint32_t next_uv_wrap = available / sampler.uv_step;
if (available % sampler.uv_step != 0)
next_uv_wrap++;
uint32_t count = MIN(left, next_uv_wrap);
dc_source = sampler.source;
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = uv_pos;
draw1column();
left -= count;
uv_pos += sampler.uv_step * count;
if (uv_pos >= sampler.uv_max)
uv_pos -= sampler.uv_max;
}
sampler.uv_pos = uv_pos;
}
}
// Draw four columns with support for non-power-of-two ranges
static void Draw4Columns(int x, int y1, int y2, WallSampler *sampler, void(*draw4columns)())
{
if (sampler[0].uv_max == 0 || sampler[0].uv_step == 0) // power of two, no wrap handling needed
{
int count = y2 - y1;
for (int i = 0; i < 4; i++)
{
dc_wall_source[i] = sampler[i].source;
dc_wall_texturefrac[i] = sampler[i].uv_pos;
dc_wall_iscale[i] = sampler[i].uv_step;
uint64_t step64 = sampler[i].uv_step;
uint64_t pos64 = sampler[i].uv_pos;
sampler[i].uv_pos = (uint32_t)(pos64 + step64 * count);
}
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
draw4columns();
}
else
{
dc_dest = (ylookup[y1] + x) + dc_destorg;
for (int i = 0; i < 4; i++)
{
dc_wall_source[i] = sampler[i].source;
}
uint32_t left = y2 - y1;
while (left > 0)
{
// Find which column wraps first
uint32_t count = left;
for (int i = 0; i < 4; i++)
{
uint32_t available = sampler[i].uv_max - sampler[i].uv_pos;
uint32_t next_uv_wrap = available / sampler[i].uv_step;
if (available % sampler[i].uv_step != 0)
next_uv_wrap++;
count = MIN(next_uv_wrap, count);
}
// Draw until that column wraps
for (int i = 0; i < 4; i++)
{
dc_wall_texturefrac[i] = sampler[i].uv_pos;
dc_wall_iscale[i] = sampler[i].uv_step;
}
dc_count = count;
draw4columns();
// Wrap the uv position
for (int i = 0; i < 4; i++)
{
sampler[i].uv_pos += sampler[i].uv_step * count;
if (sampler[i].uv_pos >= sampler[i].uv_max)
sampler[i].uv_pos -= sampler[i].uv_max;
}
left -= count;
}
}
}
typedef void(*DrawColumnFuncPtr)();
static void ProcessWallWorker(
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat,
const BYTE *(*getcol)(FTexture *tex, int x), DrawColumnFuncPtr draw1column, DrawColumnFuncPtr draw4columns)
{
if (rw_pic->UseType == FTexture::TEX_Null)
return;
fixed_t xoffset = rw_offset;
int fracbits = 32 - rw_pic->HeightBits;
if (fracbits == 32)
{ // Hack for one pixel tall textures
fracbits = 0;
yrepeat = 0;
dc_texturemid = 0;
}
dc_wall_fracbits = fracbits;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
dc_wall_colormap[0] = dc_colormap;
dc_wall_colormap[1] = dc_colormap;
dc_wall_colormap[2] = dc_colormap;
dc_wall_colormap[3] = dc_colormap;
}
if (fixedcolormap)
dc_colormap = fixedcolormap;
else
dc_colormap = basecolormap->Maps;
float light = rw_light;
// Calculate where 4 column alignment begins and ends:
int aligned_x1 = clamp((x1 + 3) / 4 * 4, x1, x2);
int aligned_x2 = clamp(x2 / 4 * 4, x1, x2);
// First unaligned columns:
for (int x = x1; x < aligned_x1; x++, light += rw_lightstep)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 <= y1)
continue;
if (!fixed)
dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol);
Draw1Column(x, y1, y2, sampler, draw1column);
}
// The aligned columns
for (int x = aligned_x1; x < aligned_x2; x += 4)
{
// Find y1, y2, light and uv values for four columns:
int y1[4] = { uwal[x], uwal[x + 1], uwal[x + 2], uwal[x + 3] };
int y2[4] = { dwal[x], dwal[x + 1], dwal[x + 2], dwal[x + 3] };
float lights[4];
for (int i = 0; i < 4; i++)
{
lights[i] = light;
light += rw_lightstep;
}
WallSampler sampler[4];
for (int i = 0; i < 4; i++)
sampler[i] = WallSampler(y1[i], swal[x + i], yrepeat, lwal[x + i] + xoffset, rw_pic, getcol);
// Figure out where we vertically can start and stop drawing 4 columns in one go
int middle_y1 = y1[0];
int middle_y2 = y2[0];
for (int i = 1; i < 4; i++)
{
middle_y1 = MAX(y1[i], middle_y1);
middle_y2 = MIN(y2[i], middle_y2);
}
// If we got an empty column in our set we cannot draw 4 columns in one go:
bool empty_column_in_set = false;
for (int i = 0; i < 4; i++)
{
if (y2[i] <= y1[i])
empty_column_in_set = true;
}
if (empty_column_in_set || middle_y2 <= middle_y1)
{
for (int i = 0; i < 4; i++)
{
if (y2[i] <= y1[i])
continue;
if (!fixed)
dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
Draw1Column(x + i, y1[i], y2[i], sampler[i], draw1column);
}
continue;
}
// Draw the first rows where not all 4 columns are active
for (int i = 0; i < 4; i++)
{
if (!fixed)
dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
if (y1[i] < middle_y1)
Draw1Column(x + i, y1[i], middle_y1, sampler[i], draw1column);
}
// Draw the area where all 4 columns are active
if (!fixed)
{
for (int i = 0; i < 4; i++)
{
dc_wall_colormap[i] = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
}
}
Draw4Columns(x, middle_y1, middle_y2, sampler, draw4columns);
// Draw the last rows where not all 4 columns are active
for (int i = 0; i < 4; i++)
{
if (!fixed)
dc_colormap = basecolormap->Maps + (GETPALOOKUP(lights[i], wallshade) << COLORMAPSHIFT);
if (middle_y2 < y2[i])
Draw1Column(x + i, middle_y2, y2[i], sampler[i], draw1column);
}
}
// The last unaligned columns:
for (int x = aligned_x2; x < x2; x++, light += rw_lightstep)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 <= y1)
continue;
if (!fixed)
dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, rw_pic, getcol);
Draw1Column(x, y1, y2, sampler, draw1column);
}
NetUpdate();
}
static void ProcessNormalWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, R_DrawWallCol1, R_DrawWallCol4);
}
static void ProcessMaskedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, R_DrawWallMaskedCol1, R_DrawWallMaskedCol4);
}
}
static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
void (*drawcol1)();
void (*drawcol4)();
if (!R_GetTransMaskDrawers(&drawcol1, &drawcol4))
{
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol, drawcol1, drawcol4);
}
}
#else // QZDoom version
struct WallSampler
{
WallSampler() { }
@ -764,8 +417,6 @@ static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, flo
}
}
#endif
static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat)
{
FDynamicColormap *startcolormap = basecolormap;