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- remove WallSampler
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c980f1c27f
commit
c499c563a0
2 changed files with 320 additions and 319 deletions
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@ -54,284 +54,7 @@
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namespace swrenderer
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{
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WallSampler::WallSampler(RenderViewport *viewport, int y1, double texturemid, float swal, double yrepeat, fixed_t xoffset, double xmagnitude, FSoftwareTexture *texture)
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{
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xoffset += FLOAT2FIXED(xmagnitude * 0.5);
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xoffset *= texture->GetPhysicalScale();
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if (!viewport->RenderTarget->IsBgra())
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{
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height = texture->GetPhysicalHeight();
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int uv_fracbits = 32 - texture->GetHeightBits();
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if (uv_fracbits != 32)
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{
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uv_max = height << uv_fracbits;
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// Find start uv in [0-base_height[ range.
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// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
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double uv_stepd = swal * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / texture->GetHeight();
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v = v - floor(v);
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v *= height;
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v *= (1 << uv_fracbits);
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uv_pos = (uint32_t)(int64_t)v;
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uv_step = xs_ToFixed(uv_fracbits, uv_stepd * texture->GetPhysicalScale());
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if (uv_step == 0) // To prevent divide by zero elsewhere
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uv_step = 1;
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}
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else
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{ // Hack for one pixel tall textures
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uv_pos = 0;
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uv_step = 0;
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uv_max = 1;
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}
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int col = xoffset >> FRACBITS;
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// If the texture's width isn't a power of 2, then we need to make it a
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// positive offset for proper clamping.
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int width;
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if (col < 0 && (width = texture->GetPhysicalWidth()) != (1 << texture->GetWidthBits()))
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{
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col = width + (col % width);
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}
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source = texture->GetColumn(DefaultRenderStyle(), col, nullptr);
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source2 = nullptr;
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texturefracx = 0;
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}
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else
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{
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// Normalize to 0-1 range:
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double uv_stepd = swal * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / texture->GetHeight();
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v = v - floor(v);
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double v_step = uv_stepd / texture->GetHeight();
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if (std::isnan(v) || std::isnan(v_step)) // this should never happen, but it apparently does..
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{
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uv_stepd = 0.0;
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v = 0.0;
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v_step = 0.0;
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}
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// Convert to uint32_t:
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uv_pos = (uint32_t)(int64_t)(v * 0x100000000LL);
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uv_step = (uint32_t)(int64_t)(v_step * 0x100000000LL);
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uv_max = 0;
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// Texture mipmap and filter selection:
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double ymagnitude = fabs(uv_stepd);
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double magnitude = MAX(ymagnitude, xmagnitude);
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double min_lod = -1000.0;
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double lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
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bool magnifying = lod < 0.0f;
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int mipmap_offset = 0;
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int mip_width = texture->GetPhysicalWidth();
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int mip_height = texture->GetPhysicalHeight();
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if (r_mipmap && texture->Mipmapped() && mip_width > 1 && mip_height > 1)
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{
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uint32_t xpos = (uint32_t)((((uint64_t)xoffset) << FRACBITS) / mip_width);
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int level = (int)lod;
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while (level > 0 && mip_width > 1 && mip_height > 1)
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{
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mipmap_offset += mip_width * mip_height;
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level--;
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mip_width = MAX(mip_width >> 1, 1);
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mip_height = MAX(mip_height >> 1, 1);
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}
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xoffset = (xpos >> FRACBITS) * mip_width;
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}
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const uint32_t *pixels = texture->GetPixelsBgra() + mipmap_offset;
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bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
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if (filter_nearest)
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{
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int tx = (xoffset >> FRACBITS) % mip_width;
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if (tx < 0)
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tx += mip_width;
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source = (uint8_t*)(pixels + tx * mip_height);
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source2 = nullptr;
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height = mip_height;
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texturefracx = 0;
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}
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else
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{
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xoffset -= FRACUNIT / 2;
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int tx0 = (xoffset >> FRACBITS) % mip_width;
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if (tx0 < 0)
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tx0 += mip_width;
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int tx1 = (tx0 + 1) % mip_width;
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source = (uint8_t*)(pixels + tx0 * mip_height);
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source2 = (uint8_t*)(pixels + tx1 * mip_height);
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height = mip_height;
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texturefracx = (xoffset >> (FRACBITS - 4)) & 15;
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}
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}
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}
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// Draw a column with support for non-power-of-two ranges
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void RenderWallPart::Draw1Column(int x, int y1, int y2, WallSampler &sampler)
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{
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// Find column position in view space
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float w1 = 1.0f / WallC.sz1;
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float w2 = 1.0f / WallC.sz2;
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float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
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float wcol = w1 * (1.0f - t) + w2 * t;
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float zcol = 1.0f / wcol;
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float zbufferdepth = 1.0f / (zcol / Thread->Viewport->viewwindow.FocalTangent);
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if (r_dynlights && light_list)
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{
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auto viewport = Thread->Viewport.get();
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int tx = x;
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bool mirror = !!(Thread->Portal->MirrorFlags & RF_XFLIP);
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if (mirror)
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tx = viewwidth - tx - 1;
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drawerargs.dc_viewpos.X = (float)((tx + 0.5 - viewport->CenterX) / viewport->CenterX * zcol);
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drawerargs.dc_viewpos.Y = zcol;
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drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y1 - 0.5) / viewport->InvZtoScale * zcol);
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drawerargs.dc_viewpos_step.Z = (float)(-zcol / viewport->InvZtoScale);
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// Calculate max lights that can touch column so we can allocate memory for the list
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int max_lights = 0;
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FLightNode *cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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max_lights++;
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cur_node = cur_node->nextLight;
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}
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drawerargs.dc_num_lights = 0;
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drawerargs.dc_lights = Thread->FrameMemory->AllocMemory<DrawerLight>(max_lights);
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// Setup lights for column
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cur_node = light_list;
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while (cur_node)
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{
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if (!(cur_node->lightsource->flags2&MF2_DORMANT))
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{
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double lightX = cur_node->lightsource->X() - Thread->Viewport->viewpoint.Pos.X;
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double lightY = cur_node->lightsource->Y() - Thread->Viewport->viewpoint.Pos.Y;
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double lightZ = cur_node->lightsource->Z() - Thread->Viewport->viewpoint.Pos.Z;
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float lx = (float)(lightX * Thread->Viewport->viewpoint.Sin - lightY * Thread->Viewport->viewpoint.Cos) - drawerargs.dc_viewpos.X;
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float ly = (float)(lightX * Thread->Viewport->viewpoint.TanCos + lightY * Thread->Viewport->viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
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float lz = (float)lightZ;
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// Precalculate the constant part of the dot here so the drawer doesn't have to.
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bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
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float lconstant = lx * lx + ly * ly;
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float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;
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// Include light only if it touches this column
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float radius = cur_node->lightsource->GetRadius();
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if (radius * radius >= lconstant && nlconstant >= 0.0f)
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{
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uint32_t red = cur_node->lightsource->GetRed();
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uint32_t green = cur_node->lightsource->GetGreen();
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uint32_t blue = cur_node->lightsource->GetBlue();
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auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
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light.x = lconstant;
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light.y = nlconstant;
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light.z = lz;
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light.radius = 256.0f / cur_node->lightsource->GetRadius();
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light.color = (red << 16) | (green << 8) | blue;
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}
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}
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cur_node = cur_node->nextLight;
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}
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}
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else
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{
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drawerargs.dc_num_lights = 0;
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}
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if (Thread->Viewport->RenderTarget->IsBgra())
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{
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int count = y2 - y1;
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drawerargs.SetTexture(sampler.source, sampler.source2, sampler.height);
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drawerargs.SetTextureUPos(sampler.texturefracx);
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drawerargs.SetDest(Thread->Viewport.get(), x, y1);
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drawerargs.SetCount(count);
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(sampler.uv_pos);
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drawerargs.DrawColumn(Thread);
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if (r_modelscene)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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uint64_t step64 = sampler.uv_step;
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uint64_t pos64 = sampler.uv_pos;
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sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
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}
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else
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{
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if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
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{
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int count = y2 - y1;
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drawerargs.SetTexture(sampler.source, sampler.source2, sampler.height);
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drawerargs.SetTextureUPos(sampler.texturefracx);
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drawerargs.SetDest(Thread->Viewport.get(), x, y1);
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drawerargs.SetCount(count);
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(sampler.uv_pos);
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drawerargs.DrawColumn(Thread);
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if (r_modelscene)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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uint64_t step64 = sampler.uv_step;
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uint64_t pos64 = sampler.uv_pos;
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sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
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}
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else
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{
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uint32_t uv_pos = sampler.uv_pos;
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uint32_t left = y2 - y1;
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int y = y1;
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while (left > 0)
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{
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uint32_t available = sampler.uv_max - uv_pos;
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uint32_t next_uv_wrap = available / sampler.uv_step;
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if (available % sampler.uv_step != 0)
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next_uv_wrap++;
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uint32_t count = MIN(left, next_uv_wrap);
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drawerargs.SetTexture(sampler.source, sampler.source2, sampler.height);
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drawerargs.SetTextureUPos(sampler.texturefracx);
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drawerargs.SetDest(Thread->Viewport.get(), x, y);
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drawerargs.SetCount(count);
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drawerargs.SetTextureVStep(sampler.uv_step);
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drawerargs.SetTextureVPos(uv_pos);
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drawerargs.DrawColumn(Thread);
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if (r_modelscene)
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drawerargs.DrawDepthColumn(Thread, zbufferdepth);
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y += count;
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left -= count;
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uv_pos += sampler.uv_step * count;
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if (uv_pos >= sampler.uv_max)
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uv_pos -= sampler.uv_max;
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}
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sampler.uv_pos = uv_pos;
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}
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}
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}
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void RenderWallPart::ProcessWallWorker(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
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void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
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{
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if (rw_pic == nullptr)
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return;
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@ -344,6 +67,7 @@ namespace swrenderer
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texturemid = 0;
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}
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WallDrawerArgs drawerargs;
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drawerargs.SetTextureFracBits(Thread->Viewport->RenderTarget->IsBgra() ? FRACBITS : fracbits);
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// Textures that aren't masked can use the faster opaque drawer
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@ -356,42 +80,334 @@ namespace swrenderer
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drawerargs.SetStyle(mask, additive, alpha, mLight.GetBaseColormap());
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}
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CameraLight *cameraLight = CameraLight::Instance();
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bool fixed = (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0);
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RenderViewport *viewport = Thread->Viewport.get();
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float dx = WallC.tright.X - WallC.tleft.X;
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float dy = WallC.tright.Y - WallC.tleft.Y;
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float length = sqrt(dx * dx + dy * dy);
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drawerargs.dc_normal.X = dy / length;
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drawerargs.dc_normal.Y = -dx / length;
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drawerargs.dc_normal.Z = 0.0f;
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CameraLight *cameraLight = CameraLight::Instance();
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bool fixed = (cameraLight->FixedColormap() || cameraLight->FixedLightLevel() >= 0);
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bool haslights = r_dynlights && light_list;
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if (haslights)
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{
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float dx = WallC.tright.X - WallC.tleft.X;
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float dy = WallC.tright.Y - WallC.tleft.Y;
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float length = sqrt(dx * dx + dy * dy);
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drawerargs.dc_normal.X = dy / length;
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drawerargs.dc_normal.Y = -dx / length;
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drawerargs.dc_normal.Z = 0.0f;
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}
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double xmagnitude = 1.0;
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float curlight = mLight.GetLightPos(x1);
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for (int x = x1; x < x2; x++, curlight += mLight.GetLightStep())
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float lightstep = mLight.GetLightStep();
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if (viewport->RenderTarget->IsBgra())
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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for (int x = x1; x < x2; x++, curlight += lightstep)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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if (y2 <= y1)
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continue;
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if (!fixed)
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drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), Thread->Viewport.get());
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if (!fixed)
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drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
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WallSampler sampler(Thread->Viewport.get(), y1, texturemid, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic);
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Draw1Column(x, y1, y2, sampler);
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fixed_t xxoffset = (lwal[x] + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();
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// Normalize to 0-1 range:
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double uv_stepd = swal[x] * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / rw_pic->GetHeight();
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v = v - floor(v);
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double v_step = uv_stepd / rw_pic->GetHeight();
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if (std::isnan(v) || std::isnan(v_step)) // this should never happen, but it apparently does..
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{
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uv_stepd = 0.0;
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v = 0.0;
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v_step = 0.0;
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}
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// Convert to uint32_t:
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uint32_t uv_pos = (uint32_t)(int64_t)(v * 0x100000000LL);
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uint32_t uv_step = (uint32_t)(int64_t)(v_step * 0x100000000LL);
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// Texture mipmap and filter selection:
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double ymagnitude = fabs(uv_stepd);
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double magnitude = MAX(ymagnitude, xmagnitude);
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double min_lod = -1000.0;
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double lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
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bool magnifying = lod < 0.0f;
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int mipmap_offset = 0;
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int mip_width = rw_pic->GetPhysicalWidth();
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int mip_height = rw_pic->GetPhysicalHeight();
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if (r_mipmap && rw_pic->Mipmapped() && mip_width > 1 && mip_height > 1)
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{
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uint32_t xpos = (uint32_t)((((uint64_t)xxoffset) << FRACBITS) / mip_width);
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int level = (int)lod;
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while (level > 0 && mip_width > 1 && mip_height > 1)
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{
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mipmap_offset += mip_width * mip_height;
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level--;
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mip_width = MAX(mip_width >> 1, 1);
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mip_height = MAX(mip_height >> 1, 1);
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}
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xxoffset = (xpos >> FRACBITS) * mip_width;
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}
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const uint32_t *pixels = rw_pic->GetPixelsBgra() + mipmap_offset;
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const uint8_t *source;
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const uint8_t *source2;
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uint32_t texturefracx;
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uint32_t height;
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bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
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if (filter_nearest)
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{
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int tx = (xxoffset >> FRACBITS) % mip_width;
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if (tx < 0)
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tx += mip_width;
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source = (uint8_t*)(pixels + tx * mip_height);
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source2 = nullptr;
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height = mip_height;
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texturefracx = 0;
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}
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else
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{
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xxoffset -= FRACUNIT / 2;
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int tx0 = (xxoffset >> FRACBITS) % mip_width;
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if (tx0 < 0)
|
||||
tx0 += mip_width;
|
||||
int tx1 = (tx0 + 1) % mip_width;
|
||||
source = (uint8_t*)(pixels + tx0 * mip_height);
|
||||
source2 = (uint8_t*)(pixels + tx1 * mip_height);
|
||||
height = mip_height;
|
||||
texturefracx = (xxoffset >> (FRACBITS - 4)) & 15;
|
||||
}
|
||||
|
||||
drawerargs.SetTexture(source, source2, height);
|
||||
|
||||
if (haslights)
|
||||
SetLights(drawerargs, x, y1);
|
||||
else
|
||||
drawerargs.dc_num_lights = 0;
|
||||
|
||||
drawerargs.SetTextureUPos(texturefracx);
|
||||
drawerargs.SetTextureVStep(uv_step);
|
||||
|
||||
int count = y2 - y1;
|
||||
|
||||
drawerargs.SetDest(viewport, x, y1);
|
||||
drawerargs.SetCount(count);
|
||||
drawerargs.SetTextureVPos(uv_pos);
|
||||
drawerargs.DrawColumn(Thread);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t height = rw_pic->GetPhysicalHeight();
|
||||
|
||||
uint32_t uv_max;
|
||||
int uv_fracbits = 32 - rw_pic->GetHeightBits();
|
||||
if (uv_fracbits != 32)
|
||||
uv_max = height << uv_fracbits;
|
||||
|
||||
for (int x = x1; x < x2; x++, curlight += lightstep)
|
||||
{
|
||||
int y1 = uwal[x];
|
||||
int y2 = dwal[x];
|
||||
if (y2 <= y1)
|
||||
continue;
|
||||
|
||||
if (!fixed)
|
||||
drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);
|
||||
|
||||
if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
|
||||
|
||||
uint32_t uv_pos;
|
||||
uint32_t uv_step;
|
||||
|
||||
fixed_t xxoffset = (lwal[x] + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();
|
||||
|
||||
if (uv_fracbits != 32)
|
||||
{
|
||||
// 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[x] * yrepeat;
|
||||
double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / rw_pic->GetHeight();
|
||||
v = v - floor(v);
|
||||
v *= height;
|
||||
v *= (1 << uv_fracbits);
|
||||
|
||||
uv_pos = (uint32_t)(int64_t)v;
|
||||
uv_step = xs_ToFixed(uv_fracbits, uv_stepd * rw_pic->GetPhysicalScale());
|
||||
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;
|
||||
}
|
||||
|
||||
int col = xxoffset >> FRACBITS;
|
||||
|
||||
// If the texture's width isn't a power of 2, then we need to make it a
|
||||
// positive offset for proper clamping.
|
||||
int width;
|
||||
if (col < 0 && (width = rw_pic->GetPhysicalWidth()) != (1 << rw_pic->GetWidthBits()))
|
||||
{
|
||||
col = width + (col % width);
|
||||
}
|
||||
|
||||
drawerargs.SetTexture(rw_pic->GetColumn(DefaultRenderStyle(), col, nullptr), nullptr, height);
|
||||
|
||||
if (haslights)
|
||||
SetLights(drawerargs, x, y1);
|
||||
else
|
||||
drawerargs.dc_num_lights = 0;
|
||||
|
||||
drawerargs.SetTextureVStep(uv_step);
|
||||
|
||||
if (uv_max == 0 || uv_step == 0) // power of two
|
||||
{
|
||||
int count = y2 - y1;
|
||||
|
||||
drawerargs.SetDest(viewport, x, y1);
|
||||
drawerargs.SetCount(count);
|
||||
drawerargs.SetTextureVPos(uv_pos);
|
||||
drawerargs.DrawColumn(Thread);
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t left = y2 - y1;
|
||||
int y = y1;
|
||||
while (left > 0)
|
||||
{
|
||||
uint32_t available = uv_max - uv_pos;
|
||||
uint32_t next_uv_wrap = available / uv_step;
|
||||
if (available % uv_step != 0)
|
||||
next_uv_wrap++;
|
||||
uint32_t count = MIN(left, next_uv_wrap);
|
||||
|
||||
drawerargs.SetDest(viewport, x, y);
|
||||
drawerargs.SetCount(count);
|
||||
drawerargs.SetTextureVPos(uv_pos);
|
||||
drawerargs.DrawColumn(Thread);
|
||||
|
||||
y += count;
|
||||
left -= count;
|
||||
uv_pos += uv_step * count;
|
||||
if (uv_pos >= uv_max)
|
||||
uv_pos -= uv_max;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Thread->MainThread)
|
||||
NetUpdate();
|
||||
if (r_modelscene)
|
||||
{
|
||||
for (int x = x1; x < x2; x++)
|
||||
{
|
||||
int y1 = uwal[x];
|
||||
int y2 = dwal[x];
|
||||
if (y2 > y1)
|
||||
{
|
||||
int count = y2 - y1;
|
||||
|
||||
float w1 = 1.0f / WallC.sz1;
|
||||
float w2 = 1.0f / WallC.sz2;
|
||||
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
|
||||
float wcol = w1 * (1.0f - t) + w2 * t;
|
||||
float zcol = 1.0f / wcol;
|
||||
float zbufferdepth = 1.0f / (zcol / viewport->viewwindow.FocalTangent);
|
||||
|
||||
drawerargs.SetDest(viewport, x, y1);
|
||||
drawerargs.SetCount(count);
|
||||
drawerargs.DrawDepthColumn(Thread, zbufferdepth);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
|
||||
void RenderWallPart::SetLights(WallDrawerArgs &drawerargs, int x, int y1)
|
||||
{
|
||||
ProcessWallWorker(uwal, dwal, texturemid, swal, lwal);
|
||||
bool mirror = !!(Thread->Portal->MirrorFlags & RF_XFLIP);
|
||||
int tx = x;
|
||||
if (mirror)
|
||||
tx = viewwidth - tx - 1;
|
||||
|
||||
RenderViewport *viewport = Thread->Viewport.get();
|
||||
|
||||
// Find column position in view space
|
||||
float w1 = 1.0f / WallC.sz1;
|
||||
float w2 = 1.0f / WallC.sz2;
|
||||
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
|
||||
float wcol = w1 * (1.0f - t) + w2 * t;
|
||||
float zcol = 1.0f / wcol;
|
||||
|
||||
drawerargs.dc_viewpos.X = (float)((tx + 0.5 - viewport->CenterX) / viewport->CenterX * zcol);
|
||||
drawerargs.dc_viewpos.Y = zcol;
|
||||
drawerargs.dc_viewpos.Z = (float)((viewport->CenterY - y1 - 0.5) / viewport->InvZtoScale * zcol);
|
||||
drawerargs.dc_viewpos_step.Z = (float)(-zcol / viewport->InvZtoScale);
|
||||
|
||||
// Calculate max lights that can touch column so we can allocate memory for the list
|
||||
int max_lights = 0;
|
||||
FLightNode *cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
max_lights++;
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
|
||||
drawerargs.dc_num_lights = 0;
|
||||
drawerargs.dc_lights = Thread->FrameMemory->AllocMemory<DrawerLight>(max_lights);
|
||||
|
||||
// Setup lights for column
|
||||
cur_node = light_list;
|
||||
while (cur_node)
|
||||
{
|
||||
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
|
||||
{
|
||||
double lightX = cur_node->lightsource->X() - viewport->viewpoint.Pos.X;
|
||||
double lightY = cur_node->lightsource->Y() - viewport->viewpoint.Pos.Y;
|
||||
double lightZ = cur_node->lightsource->Z() - viewport->viewpoint.Pos.Z;
|
||||
|
||||
float lx = (float)(lightX * viewport->viewpoint.Sin - lightY * viewport->viewpoint.Cos) - drawerargs.dc_viewpos.X;
|
||||
float ly = (float)(lightX * viewport->viewpoint.TanCos + lightY * viewport->viewpoint.TanSin) - drawerargs.dc_viewpos.Y;
|
||||
float lz = (float)lightZ;
|
||||
|
||||
// Precalculate the constant part of the dot here so the drawer doesn't have to.
|
||||
bool is_point_light = (cur_node->lightsource->lightflags & LF_ATTENUATE) != 0;
|
||||
float lconstant = lx * lx + ly * ly;
|
||||
float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;
|
||||
|
||||
// Include light only if it touches this column
|
||||
float radius = cur_node->lightsource->GetRadius();
|
||||
if (radius * radius >= lconstant && nlconstant >= 0.0f)
|
||||
{
|
||||
uint32_t red = cur_node->lightsource->GetRed();
|
||||
uint32_t green = cur_node->lightsource->GetGreen();
|
||||
uint32_t blue = cur_node->lightsource->GetBlue();
|
||||
|
||||
auto &light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
|
||||
light.x = lconstant;
|
||||
light.y = nlconstant;
|
||||
light.z = lz;
|
||||
light.radius = 256.0f / cur_node->lightsource->GetRadius();
|
||||
light.color = (red << 16) | (green << 8) | blue;
|
||||
}
|
||||
}
|
||||
|
||||
cur_node = cur_node->nextLight;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderWallPart::ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal)
|
||||
|
@ -530,6 +546,9 @@ namespace swrenderer
|
|||
this->additive = additive;
|
||||
this->alpha = alpha;
|
||||
|
||||
if (Thread->MainThread)
|
||||
NetUpdate();
|
||||
|
||||
Thread->PrepareTexture(pic, DefaultRenderStyle()); // Get correct render style? Shaded won't get here.
|
||||
|
||||
if (rw_pic->GetHeight() != 1 << rw_pic->GetHeightBits())
|
||||
|
|
|
@ -74,8 +74,7 @@ namespace swrenderer
|
|||
void ProcessWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal);
|
||||
void ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal);
|
||||
void ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal);
|
||||
void ProcessWallWorker(const short *uwal, const short *dwal, double texturemid, float *swal, fixed_t *lwal);
|
||||
void Draw1Column(int x, int y1, int y2, WallSampler &sampler);
|
||||
void SetLights(WallDrawerArgs &drawerargs, int x, int y1);
|
||||
|
||||
int x1 = 0;
|
||||
int x2 = 0;
|
||||
|
@ -92,22 +91,5 @@ namespace swrenderer
|
|||
bool mask = false;
|
||||
bool additive = false;
|
||||
fixed_t alpha = 0;
|
||||
|
||||
WallDrawerArgs drawerargs;
|
||||
};
|
||||
|
||||
struct WallSampler
|
||||
{
|
||||
WallSampler() { }
|
||||
WallSampler(RenderViewport *viewport, int y1, double texturemid, float swal, double yrepeat, fixed_t xoffset, double xmagnitude, FSoftwareTexture *texture);
|
||||
|
||||
uint32_t uv_pos;
|
||||
uint32_t uv_step;
|
||||
uint32_t uv_max;
|
||||
|
||||
const uint8_t *source;
|
||||
const uint8_t *source2;
|
||||
uint32_t texturefracx;
|
||||
uint32_t height;
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue