diff --git a/src/c_cmds.cpp b/src/c_cmds.cpp index f9cea4005..56739502e 100644 --- a/src/c_cmds.cpp +++ b/src/c_cmds.cpp @@ -1144,7 +1144,7 @@ CCMD(currentpos) } else { - Printf("You are not in game!"); + Printf("You are not in game!\n"); } } diff --git a/src/r_draw.cpp b/src/r_draw.cpp index c1e96b329..cfa218f14 100644 --- a/src/r_draw.cpp +++ b/src/r_draw.cpp @@ -2300,59 +2300,126 @@ void R_DrawSingleSkyCol1(uint32_t solid_top, uint32_t solid_bottom) void R_DrawSingleSkyCol4(uint32_t solid_top, uint32_t solid_bottom) { - for (int col = 0; col < 4; col++) + uint8_t *dest = dc_dest; + int count = dc_count; + int pitch = dc_pitch; + const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] }; + int textureheight0 = bufheight[0]; + const uint32_t *palette = (const uint32_t *)GPalette.BaseColors; + int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] }; + int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] }; + uint8_t output[4]; + + int start_fade = 2; // How fast it should fade out + + int solid_top_r = RPART(solid_top); + int solid_top_g = GPART(solid_top); + int solid_top_b = BPART(solid_top); + int solid_bottom_r = RPART(solid_bottom); + int solid_bottom_g = GPART(solid_bottom); + int solid_bottom_b = BPART(solid_bottom); + uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)]; + uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)]; + solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill; + solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill; + + // Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color: + int fade_length = (1 << (24 - start_fade)); + int start_fadetop_y = (-frac[0]) / fracstep[0]; + int end_fadetop_y = (fade_length - frac[0]) / fracstep[0]; + int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0]; + int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0]; + for (int col = 1; col < 4; col++) { - uint8_t *dest = dc_dest + col; - int count = dc_count; - int pitch = dc_pitch; - const uint8_t *source0 = bufplce[col]; - int textureheight0 = bufheight[0]; + start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]); + end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]); + start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]); + end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]); + } + start_fadetop_y = clamp(start_fadetop_y, 0, count); + end_fadetop_y = clamp(end_fadetop_y, 0, count); + start_fadebottom_y = clamp(start_fadebottom_y, 0, count); + end_fadebottom_y = clamp(end_fadebottom_y, 0, count); - int32_t frac = vplce[col]; - int32_t fracstep = vince[col]; + // Top solid color: + for (int index = 0; index < start_fadetop_y; index++) + { + *((uint32_t*)dest) = solid_top_fill; + dest += pitch; + for (int col = 0; col < 4; col++) + frac[col] += fracstep[col]; + } - int start_fade = 2; // How fast it should fade out - - int solid_top_r = RPART(solid_top); - int solid_top_g = GPART(solid_top); - int solid_top_b = BPART(solid_top); - int solid_bottom_r = RPART(solid_bottom); - int solid_bottom_g = GPART(solid_bottom); - int solid_bottom_b = BPART(solid_bottom); - - for (int index = 0; index < count; index++) + // Top fade: + for (int index = start_fadetop_y; index < end_fadetop_y; index++) + { + for (int col = 0; col < 4; col++) { - uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; - uint8_t fg = source0[sample_index]; + uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; + uint8_t fg = source0[col][sample_index]; - int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0); - int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0); + uint32_t c = palette[fg]; + int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0); + int inv_alpha_top = 256 - alpha_top; + int c_red = RPART(c); + int c_green = GPART(c); + int c_blue = BPART(c); + c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8; + c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8; + c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8; + output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)]; - if (alpha_top == 256 && alpha_bottom == 256) - { - *dest = fg; - } - else - { - int inv_alpha_top = 256 - alpha_top; - int inv_alpha_bottom = 256 - alpha_bottom; - - const auto &c = GPalette.BaseColors[fg]; - int c_red = c.r; - int c_green = c.g; - int c_blue = c.b; - c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8; - c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8; - c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8; - c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8; - c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8; - c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8; - *dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)]; - } - - frac += fracstep; - dest += pitch; + frac[col] += fracstep[col]; } + *((uint32_t*)dest) = *((uint32_t*)output); + dest += pitch; + } + + // Textured center: + for (int index = end_fadetop_y; index < start_fadebottom_y; index++) + { + for (int col = 0; col < 4; col++) + { + uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; + output[col] = source0[col][sample_index]; + + frac[col] += fracstep[col]; + } + + *((uint32_t*)dest) = *((uint32_t*)output); + dest += pitch; + } + + // Fade bottom: + for (int index = start_fadebottom_y; index < end_fadebottom_y; index++) + { + for (int col = 0; col < 4; col++) + { + uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; + uint8_t fg = source0[col][sample_index]; + + uint32_t c = palette[fg]; + int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0); + int inv_alpha_bottom = 256 - alpha_bottom; + int c_red = RPART(c); + int c_green = GPART(c); + int c_blue = BPART(c); + c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8; + c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8; + c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8; + output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)]; + + frac[col] += fracstep[col]; + } + *((uint32_t*)dest) = *((uint32_t*)output); + dest += pitch; + } + + // Bottom solid color: + for (int index = end_fadebottom_y; index < count; index++) + { + *((uint32_t*)dest) = solid_bottom_fill; + dest += pitch; } } @@ -2420,66 +2487,146 @@ void R_DrawDoubleSkyCol1(uint32_t solid_top, uint32_t solid_bottom) void R_DrawDoubleSkyCol4(uint32_t solid_top, uint32_t solid_bottom) { - for (int col = 0; col < 4; col++) + uint8_t *dest = dc_dest; + int count = dc_count; + int pitch = dc_pitch; + const uint8_t *source0[4] = { bufplce[0], bufplce[1], bufplce[2], bufplce[3] }; + const uint8_t *source1[4] = { bufplce2[0], bufplce2[1], bufplce2[2], bufplce2[3] }; + int textureheight0 = bufheight[0]; + uint32_t maxtextureheight1 = bufheight[1] - 1; + const uint32_t *palette = (const uint32_t *)GPalette.BaseColors; + int32_t frac[4] = { (int32_t)vplce[0], (int32_t)vplce[1], (int32_t)vplce[2], (int32_t)vplce[3] }; + int32_t fracstep[4] = { (int32_t)vince[0], (int32_t)vince[1], (int32_t)vince[2], (int32_t)vince[3] }; + uint8_t output[4]; + + int start_fade = 2; // How fast it should fade out + + int solid_top_r = RPART(solid_top); + int solid_top_g = GPART(solid_top); + int solid_top_b = BPART(solid_top); + int solid_bottom_r = RPART(solid_bottom); + int solid_bottom_g = GPART(solid_bottom); + int solid_bottom_b = BPART(solid_bottom); + uint32_t solid_top_fill = RGB32k.RGB[(solid_top_r >> 3)][(solid_top_g >> 3)][(solid_top_b >> 3)]; + uint32_t solid_bottom_fill = RGB32k.RGB[(solid_bottom_r >> 3)][(solid_bottom_g >> 3)][(solid_bottom_b >> 3)]; + solid_top_fill = (solid_top_fill << 24) | (solid_top_fill << 16) | (solid_top_fill << 8) | solid_top_fill; + solid_bottom_fill = (solid_bottom_fill << 24) | (solid_bottom_fill << 16) | (solid_bottom_fill << 8) | solid_bottom_fill; + + // Find bands for top solid color, top fade, center textured, bottom fade, bottom solid color: + int fade_length = (1 << (24 - start_fade)); + int start_fadetop_y = (-frac[0]) / fracstep[0]; + int end_fadetop_y = (fade_length - frac[0]) / fracstep[0]; + int start_fadebottom_y = ((2 << 24) - fade_length - frac[0]) / fracstep[0]; + int end_fadebottom_y = ((2 << 24) - frac[0]) / fracstep[0]; + for (int col = 1; col < 4; col++) { - uint8_t *dest = dc_dest + col; - int count = dc_count; - int pitch = dc_pitch; - const uint8_t *source0 = bufplce[col]; - const uint8_t *source1 = bufplce2[col]; - int textureheight0 = bufheight[0]; - uint32_t maxtextureheight1 = bufheight[1] - 1; + start_fadetop_y = MIN(start_fadetop_y, (-frac[0]) / fracstep[0]); + end_fadetop_y = MAX(end_fadetop_y, (fade_length - frac[0]) / fracstep[0]); + start_fadebottom_y = MIN(start_fadebottom_y, ((2 << 24) - fade_length - frac[0]) / fracstep[0]); + end_fadebottom_y = MAX(end_fadebottom_y, ((2 << 24) - frac[0]) / fracstep[0]); + } + start_fadetop_y = clamp(start_fadetop_y, 0, count); + end_fadetop_y = clamp(end_fadetop_y, 0, count); + start_fadebottom_y = clamp(start_fadebottom_y, 0, count); + end_fadebottom_y = clamp(end_fadebottom_y, 0, count); - int32_t frac = vplce[col]; - int32_t fracstep = vince[col]; + // Top solid color: + for (int index = 0; index < start_fadetop_y; index++) + { + *((uint32_t*)dest) = solid_top_fill; + dest += pitch; + for (int col = 0; col < 4; col++) + frac[col] += fracstep[col]; + } - int start_fade = 2; // How fast it should fade out - - int solid_top_r = RPART(solid_top); - int solid_top_g = GPART(solid_top); - int solid_top_b = BPART(solid_top); - int solid_bottom_r = RPART(solid_bottom); - int solid_bottom_g = GPART(solid_bottom); - int solid_bottom_b = BPART(solid_bottom); - - for (int index = 0; index < count; index++) + // Top fade: + for (int index = start_fadetop_y; index < end_fadetop_y; index++) + { + for (int col = 0; col < 4; col++) { - uint32_t sample_index = (((((uint32_t)frac) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; - uint8_t fg = source0[sample_index]; + uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; + uint8_t fg = source0[col][sample_index]; if (fg == 0) { uint32_t sample_index2 = MIN(sample_index, maxtextureheight1); - fg = source1[sample_index2]; + fg = source1[col][sample_index2]; } + output[col] = fg; - int alpha_top = MAX(MIN(frac >> (16 - start_fade), 256), 0); - int alpha_bottom = MAX(MIN(((2 << 24) - frac) >> (16 - start_fade), 256), 0); + uint32_t c = palette[fg]; + int alpha_top = MAX(MIN(frac[col] >> (16 - start_fade), 256), 0); + int inv_alpha_top = 256 - alpha_top; + int c_red = RPART(c); + int c_green = GPART(c); + int c_blue = BPART(c); + c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8; + c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8; + c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8; + output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)]; - if (alpha_top == 256 && alpha_bottom == 256) - { - *dest = fg; - } - else - { - int inv_alpha_top = 256 - alpha_top; - int inv_alpha_bottom = 256 - alpha_bottom; - - const auto &c = GPalette.BaseColors[fg]; - int c_red = c.r; - int c_green = c.g; - int c_blue = c.b; - c_red = (c_red * alpha_top + solid_top_r * inv_alpha_top) >> 8; - c_green = (c_green * alpha_top + solid_top_g * inv_alpha_top) >> 8; - c_blue = (c_blue * alpha_top + solid_top_b * inv_alpha_top) >> 8; - c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8; - c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8; - c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8; - *dest = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)]; - } - - frac += fracstep; - dest += pitch; + frac[col] += fracstep[col]; } + *((uint32_t*)dest) = *((uint32_t*)output); + dest += pitch; + } + + // Textured center: + for (int index = end_fadetop_y; index < start_fadebottom_y; index++) + { + for (int col = 0; col < 4; col++) + { + uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; + uint8_t fg = source0[col][sample_index]; + if (fg == 0) + { + uint32_t sample_index2 = MIN(sample_index, maxtextureheight1); + fg = source1[col][sample_index2]; + } + output[col] = fg; + + frac[col] += fracstep[col]; + } + + *((uint32_t*)dest) = *((uint32_t*)output); + dest += pitch; + } + + // Fade bottom: + for (int index = start_fadebottom_y; index < end_fadebottom_y; index++) + { + for (int col = 0; col < 4; col++) + { + uint32_t sample_index = (((((uint32_t)frac[col]) << 8) >> FRACBITS) * textureheight0) >> FRACBITS; + uint8_t fg = source0[col][sample_index]; + if (fg == 0) + { + uint32_t sample_index2 = MIN(sample_index, maxtextureheight1); + fg = source1[col][sample_index2]; + } + output[col] = fg; + + uint32_t c = palette[fg]; + int alpha_bottom = MAX(MIN(((2 << 24) - frac[col]) >> (16 - start_fade), 256), 0); + int inv_alpha_bottom = 256 - alpha_bottom; + int c_red = RPART(c); + int c_green = GPART(c); + int c_blue = BPART(c); + c_red = (c_red * alpha_bottom + solid_bottom_r * inv_alpha_bottom) >> 8; + c_green = (c_green * alpha_bottom + solid_bottom_g * inv_alpha_bottom) >> 8; + c_blue = (c_blue * alpha_bottom + solid_bottom_b * inv_alpha_bottom) >> 8; + output[col] = RGB32k.RGB[(c_red >> 3)][(c_green >> 3)][(c_blue >> 3)]; + + frac[col] += fracstep[col]; + } + *((uint32_t*)dest) = *((uint32_t*)output); + dest += pitch; + } + + // Bottom solid color: + for (int index = end_fadebottom_y; index < count; index++) + { + *((uint32_t*)dest) = solid_bottom_fill; + dest += pitch; } } diff --git a/src/r_draw.h b/src/r_draw.h index d312ac8fb..06227167b 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -258,9 +258,10 @@ extern "C" void R_DrawFuzzColumnP_ASM (void); extern "C" void R_DrawSpanP_ASM (void); extern "C" void R_DrawSpanMaskedP_ASM (void); +void R_DrawColumnHorizP_C(void); + #else -void R_DrawColumnHorizP_C (void); void R_DrawColumnP_C (void); void R_DrawFuzzColumnP_C (void); void R_DrawTranslatedColumnP_C (void); diff --git a/src/zstring.cpp b/src/zstring.cpp index 1999f54fe..70ce9dc68 100644 --- a/src/zstring.cpp +++ b/src/zstring.cpp @@ -863,66 +863,34 @@ void FString::Insert (size_t index, const char *instr, size_t instrlen) void FString::ReplaceChars (char oldchar, char newchar) { - size_t i, j; + if (oldchar == '\0') + return; - LockBuffer(); - for (i = 0, j = Len(); i < j; ++i) - { - if (Chars[i] == oldchar) - { - Chars[i] = newchar; - } - } - UnlockBuffer(); + ReplaceChars([&oldchar](char c){ return c == oldchar; }, newchar); } void FString::ReplaceChars (const char *oldcharset, char newchar) { - size_t i, j; + if (oldcharset == NULL || oldcharset[0] == '\0') + return; - LockBuffer(); - for (i = 0, j = Len(); i < j; ++i) - { - if (strchr (oldcharset, Chars[i]) != NULL) - { - Chars[i] = newchar; - } - } - UnlockBuffer(); + ReplaceChars([&oldcharset](char c){ return strchr(oldcharset, c) != NULL; }, newchar); } void FString::StripChars (char killchar) { - size_t read, write, mylen; + if (killchar == '\0') + return; - LockBuffer(); - for (read = write = 0, mylen = Len(); read < mylen; ++read) - { - if (Chars[read] != killchar) - { - Chars[write++] = Chars[read]; - } - } - Chars[write] = '\0'; - ReallocBuffer (write); - UnlockBuffer(); + StripChars([&killchar](char c){ return c == killchar; }); } -void FString::StripChars (const char *killchars) +void FString::StripChars (const char *killcharset) { - size_t read, write, mylen; + if (killcharset == NULL || killcharset[0] == '\0') + return; - LockBuffer(); - for (read = write = 0, mylen = Len(); read < mylen; ++read) - { - if (strchr (killchars, Chars[read]) == NULL) - { - Chars[write++] = Chars[read]; - } - } - Chars[write] = '\0'; - ReallocBuffer (write); - UnlockBuffer(); + StripChars([&killcharset](char c){ return strchr(killcharset, c) != NULL; }); } void FString::MergeChars (char merger) diff --git a/src/zstring.h b/src/zstring.h index ba9208719..6138f38aa 100644 --- a/src/zstring.h +++ b/src/zstring.h @@ -236,11 +236,45 @@ public: void Insert (size_t index, const char *instr); void Insert (size_t index, const char *instr, size_t instrlen); + template + void ReplaceChars (Func IsOldChar, char newchar) + { + size_t i, j; + + LockBuffer(); + for (i = 0, j = Len(); i < j; ++i) + { + if (IsOldChar(Chars[i])) + { + Chars[i] = newchar; + } + } + UnlockBuffer(); + } + void ReplaceChars (char oldchar, char newchar); void ReplaceChars (const char *oldcharset, char newchar); + template + void StripChars (Func IsKillChar) + { + size_t read, write, mylen; + + LockBuffer(); + for (read = write = 0, mylen = Len(); read < mylen; ++read) + { + if (!IsKillChar(Chars[read])) + { + Chars[write++] = Chars[read]; + } + } + Chars[write] = '\0'; + ReallocBuffer (write); + UnlockBuffer(); + } + void StripChars (char killchar); - void StripChars (const char *killchars); + void StripChars (const char *killcharset); void MergeChars (char merger); void MergeChars (char merger, char newchar);