// DR. ROBOTNIK'S RING RACERS //----------------------------------------------------------------------------- // Copyright (C) 2025 by Kart Krew. // Copyright (C) 2020 by Sonic Team Junior. // Copyright (C) 2000 by DooM Legacy Team. // Copyright (C) 1996 by id Software, Inc. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_draw_column.cpp /// \brief column drawer functions /// \note no includes because this is included as part of r_draw.cpp // ========================================================================== // COLUMNS // ========================================================================== // A column is a vertical slice/span of a wall texture that uses // a has a constant z depth from top to bottom. // enum DrawColumnType { DC_BASIC = 0x0000, DC_COLORMAP = 0x0001, DC_TRANSMAP = 0x0002, DC_BRIGHTMAP = 0x0004, DC_HOLES = 0x0008, DC_LIGHTLIST = 0x0010, }; template static constexpr UINT8 R_GetColumnTranslated(drawcolumndata_t* dc, UINT8 col) { if constexpr (Type & DrawColumnType::DC_COLORMAP) { return dc->translation[col]; } else { return col; } } template static constexpr UINT8 R_GetColumnBrightmapped(drawcolumndata_t* dc, UINT32 bit, UINT8 col) { col = R_GetColumnTranslated(dc, col); if constexpr (Type & DrawColumnType::DC_BRIGHTMAP) { if (dc->brightmap[bit] == BRIGHTPIXEL) { return dc->fullbright[col]; } } return dc->colormap[col]; } template static constexpr UINT8 R_GetColumnTranslucent(drawcolumndata_t* dc, UINT8 *dest, UINT32 bit, UINT8 col) { col = R_GetColumnBrightmapped(dc, bit, col); if constexpr (Type & DrawColumnType::DC_TRANSMAP) { return *(dc->transmap + (col << 8) + (*dest)); } else { return col; } } template static constexpr UINT8 R_DrawColumnPixel(drawcolumndata_t* dc, UINT8 *dest, UINT32 bit) { UINT8 col = dc->source[bit]; if constexpr (Type & DrawColumnType::DC_HOLES) { if (col == TRANSPARENTPIXEL) { return *dest; } } return R_GetColumnTranslucent(dc, dest, bit, col); } /** \brief The R_DrawColumn function Experiment to make software go faster. Taken from the Boom source */ template static void R_DrawColumnTemplate(drawcolumndata_t *dc) { INT32 count; UINT8 *dest; count = dc->yh - dc->yl; if (count < 0) // Zero length, column does not exceed a pixel. { return; } if ((unsigned)dc->x >= (unsigned)vid.width || dc->yl < 0 || dc->yh >= vid.height) { return; } if constexpr (Type & DrawColumnType::DC_LIGHTLIST) { constexpr DrawColumnType NewType = static_cast(Type & ~DC_LIGHTLIST); INT32 i, realyh, height, bheight = 0, solid = 0; drawcolumndata_t dc_copy = *dc; realyh = dc_copy.yh; // This runs through the lightlist from top to bottom and cuts up the column accordingly. for (i = 0; i < dc_copy.numlights; i++) { // If the height of the light is above the column, get the colormap // anyway because the lighting of the top should be affected. solid = dc_copy.lightlist[i].flags & FOF_CUTSOLIDS; height = dc_copy.lightlist[i].height >> LIGHTSCALESHIFT; if (solid) { bheight = dc_copy.lightlist[i].botheight >> LIGHTSCALESHIFT; if (bheight < height) { // confounded slopes sometimes allow partial invertedness, // even including cases where the top and bottom heights // should actually be the same! // swap the height values as a workaround for this quirk INT32 temp = height; height = bheight; bheight = temp; } } if (height <= dc_copy.yl) { dc_copy.colormap = dc_copy.lightlist[i].rcolormap; dc_copy.fullbright = colormaps; if (encoremap) { dc_copy.colormap += COLORMAP_REMAPOFFSET; dc_copy.fullbright += COLORMAP_REMAPOFFSET; } if (solid && dc_copy.yl < bheight) { dc_copy.yl = bheight; } continue; } // Found a break in the column! dc_copy.yh = height; if (dc_copy.yh > realyh) { dc_copy.yh = realyh; } R_DrawColumnTemplate(&dc_copy); if (solid) { dc_copy.yl = bheight; } else { dc_copy.yl = dc_copy.yh + 1; } dc_copy.colormap = dc_copy.lightlist[i].rcolormap; dc_copy.fullbright = colormaps; if (encoremap) { dc_copy.colormap += COLORMAP_REMAPOFFSET; dc_copy.fullbright += COLORMAP_REMAPOFFSET; } } dc_copy.yh = realyh; if (dc_copy.yl <= realyh) { R_DrawColumnTemplate(&dc_copy); } } else { fixed_t fracstep; fixed_t frac; INT32 heightmask; INT32 npow2min; INT32 npow2max; // Framebuffer destination address. // Use ylookup LUT to avoid multiply with ScreenWidth. // Use columnofs LUT for subwindows? //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc->yl * vid.width + dc->x]; count++; // Determine scaling, which is the only mapping to be done. fracstep = dc->iscale; //frac = dc_texturemid + (dc_yl - centery)*fracstep; frac = (dc->texturemid + FixedMul((dc->yl << FRACBITS) - centeryfrac, fracstep)) * (!dc->hires); // Inner loop that does the actual texture mapping, e.g. a DDA-like scaling. // This is as fast as it gets. heightmask = dc->sourcelength-1; npow2min = -1; npow2max = dc->sourcelength; if (dc->sourcelength & heightmask) // not a power of 2 -- killough { heightmask = dc->texheight << FRACBITS; if (frac < 0) { while ((frac += heightmask) < 0) { ; } } else { while (frac >= heightmask) { frac -= heightmask; } } do { // Re-map color indices from wall texture column // using a lighting/special effects LUT. // heightmask is the Tutti-Frutti fix // -1 is the lower clamp bound because column posts have a "safe" byte before the real data // and a few bytes after as well //*dest = R_DrawColumnPixel(dc, dest, std::clamp(frac >> FRACBITS, npow2min, npow2max)); { // jartha: faster on my AMD FX-6300 CPU. // Faster than ternaries, faster than std::min/std::max. Don't ask me why. // I tested by viewing a non-PO2 texture from a consistent distance so it covered the entire screen. // The framerate difference was about 50 frames at 640x400. INT32 n = frac >> FRACBITS; if (n < npow2min) n = npow2min; if (n > npow2max) n = npow2max; *dest = R_DrawColumnPixel(dc, dest, n); } dest += vid.width; // Avoid overflow. if (fracstep > 0x7FFFFFFF - frac) { frac += fracstep - heightmask; } else { frac += fracstep; } while (frac >= heightmask) { frac -= heightmask; } } while (--count); } else { while ((count -= 2) >= 0) // texture height is a power of 2 { *dest = R_DrawColumnPixel(dc, dest, (frac>>FRACBITS) & heightmask); dest += vid.width; frac += fracstep; *dest = R_DrawColumnPixel(dc, dest, (frac>>FRACBITS) & heightmask); dest += vid.width; frac += fracstep; } if (count & 1) { *dest = R_DrawColumnPixel(dc, dest, (frac>>FRACBITS) & heightmask); } } } } #define DEFINE_COLUMN_FUNC(name, flags) \ void name(drawcolumndata_t *dc) \ { \ ZoneScoped; \ constexpr DrawColumnType opt = static_cast(flags); \ R_DrawColumnTemplate(dc); \ } #define DEFINE_COLUMN_COMBO(name, flags) \ DEFINE_COLUMN_FUNC(name, flags) \ DEFINE_COLUMN_FUNC(name ## _Brightmap, flags|DC_BRIGHTMAP) DEFINE_COLUMN_COMBO(R_DrawColumn, DC_BASIC) DEFINE_COLUMN_COMBO(R_DrawTranslucentColumn, DC_TRANSMAP) DEFINE_COLUMN_COMBO(R_DrawTranslatedColumn, DC_COLORMAP) DEFINE_COLUMN_COMBO(R_DrawColumnShadowed, DC_LIGHTLIST) DEFINE_COLUMN_COMBO(R_DrawTranslatedTranslucentColumn, DC_COLORMAP|DC_TRANSMAP) DEFINE_COLUMN_COMBO(R_Draw2sMultiPatchColumn, DC_HOLES) DEFINE_COLUMN_COMBO(R_Draw2sMultiPatchTranslucentColumn, DC_HOLES|DC_TRANSMAP) void R_DrawFogColumn(drawcolumndata_t *dc) { ZoneScoped; INT32 count; UINT8 *dest; count = dc->yh - dc->yl; // Zero length, column does not exceed a pixel. if (count < 0) return; if ((unsigned)dc->x >= (unsigned)vid.width || dc->yl < 0 || dc->yh >= vid.height) return; // Framebuffer destination address. // Use ylookup LUT to avoid multiply with ScreenWidth. // Use columnofs LUT for subwindows? //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc->yl*vid.width + dc->x]; // Determine scaling, which is the only mapping to be done. do { // Simple. Apply the colormap to what's already on the screen. *dest = dc->colormap[*dest]; dest += vid.width; } while (count--); } void R_DrawDropShadowColumn(drawcolumndata_t *dc) { ZoneScoped; // Hack: A cut-down copy of R_DrawTranslucentColumn_8 that does not read texture // data since something about calculating the texture reading address for drop shadows is broken. // dc_texturemid and dc_iscale get wrong values for drop shadows, however those are not strictly // needed for the current design of the shadows, so this function bypasses the issue // by not using those variables at all. INT32 count; UINT8 *dest; count = dc->yh - dc->yl + 1; if (count <= 0) // Zero length, column does not exceed a pixel. return; dest = &topleft[dc->yl*vid.width + dc->x]; const UINT8 *transmap_offset = dc->transmap + (dc->shadowcolor << 8); while ((count -= 2) >= 0) { *dest = *(transmap_offset + (*dest)); dest += vid.width; *dest = *(transmap_offset + (*dest)); dest += vid.width; } if (count & 1) *dest = *(transmap_offset + (*dest)); } void R_DrawColumn_Flat(drawcolumndata_t *dc) { ZoneScoped; INT32 count; UINT8 color = dc->lightmap[dc->r8_flatcolor]; UINT8 *dest; count = dc->yh - dc->yl; if (count < 0) // Zero length, column does not exceed a pixel. return; if ((unsigned)dc->x >= (unsigned)vid.width || dc->yl < 0 || dc->yh >= vid.height) return; // Framebuffer destination address. // Use ylookup LUT to avoid multiply with ScreenWidth. // Use columnofs LUT for subwindows? //dest = ylookup[dc_yl] + columnofs[dc_x]; dest = &topleft[dc->yl*vid.width + dc->x]; count++; do { *dest = color; dest += vid.width; } while (--count); }