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