RingRacers/src/r_draw_span.cpp
2025-02-13 15:32:26 -06:00

868 lines
21 KiB
C++

// 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_span.cpp
/// \brief span drawer functions
/// \note no includes because this is included as part of r_draw.cpp
using namespace libdivide;
// ==========================================================================
// SPANS
// ==========================================================================
#define SPANSIZE 16
#define INVSPAN 0.0625f
// <Callum> 4194303 = (2048x2048)-1 (2048x2048 is maximum flat size)
#define MAXFLATBYTES 4194303
#define PLANELIGHTFLOAT (BASEVIDWIDTH * BASEVIDWIDTH / vid.width / ds->zeroheight / 21.0f * FIXED_TO_FLOAT(fovtan[viewssnum]))
enum DrawSpanType
{
DS_BASIC = 0x0000,
DS_COLORMAP = 0x0001,
DS_TRANSMAP = 0x0002,
DS_BRIGHTMAP = 0x0004,
DS_HOLES = 0x0008,
DS_RIPPLE = 0x0010,
DS_SPRITE = 0x0020,
};
template<DrawSpanType Type>
static constexpr UINT8 R_GetSpanTranslated(drawspandata_t* ds, UINT8 col)
{
if constexpr (Type & DrawSpanType::DS_COLORMAP)
{
return ds->translation[col];
}
else
{
return col;
}
}
template<DrawSpanType Type>
static constexpr UINT8 R_GetSpanBrightmapped(drawspandata_t* ds, UINT8 *colormap, UINT32 bit, UINT8 col)
{
col = R_GetSpanTranslated<Type>(ds, col);
if constexpr (Type & DrawSpanType::DS_BRIGHTMAP)
{
UINT8 brightCol = 31;
if constexpr (Type & DrawSpanType::DS_SPRITE)
{
UINT16 *spriteSource = reinterpret_cast<UINT16 *>(ds->brightmap);
UINT16 spriteCol = spriteSource[bit];
if (spriteCol & 0xFF00)
{
brightCol = (spriteCol & 0xFF);
}
}
else
{
brightCol = ds->brightmap[bit];
}
if (brightCol == BRIGHTPIXEL)
{
return ds->fullbright[col];
}
}
return colormap[col];
}
template<DrawSpanType Type>
static constexpr UINT8 R_GetSpanTranslucent(drawspandata_t* ds, UINT8 *dsrc, UINT8 *colormap, UINT32 bit, UINT8 col)
{
col = R_GetSpanBrightmapped<Type>(ds, colormap, bit, col);
if constexpr (Type & DrawSpanType::DS_TRANSMAP)
{
return *(ds->transmap + (col << 8) + (*dsrc));
}
else
{
return col;
}
}
template<DrawSpanType Type>
static constexpr UINT8 R_DrawSpanPixel(drawspandata_t* ds, UINT8 *dsrc, UINT8 *colormap, UINT32 bit)
{
UINT8 col = 0;
if constexpr (Type & DrawSpanType::DS_SPRITE)
{
UINT16 *spriteSource = reinterpret_cast<UINT16 *>(ds->source);
UINT16 spriteCol = spriteSource[bit];
if (spriteCol & 0xFF00)
{
col = (spriteCol & 0xFF);
}
else
{
return *dsrc;
}
}
else
{
col = ds->source[bit];
}
if constexpr (Type & DrawSpanType::DS_HOLES)
{
if (col == TRANSPARENTPIXEL)
{
return *dsrc;
}
}
return R_GetSpanTranslucent<Type>(ds, dsrc, colormap, bit, col);
}
/** \brief The R_DrawSpan_8 function
Draws the actual span.
*/
template<DrawSpanType Type>
static void R_DrawSpanTemplate(drawspandata_t* ds)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
UINT32 bit;
UINT8 *dest;
UINT8 *dsrc;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds->x2 - ds->x1 + 1);
size_t i;
xposition = ds->xfrac; yposition = ds->yfrac;
xstep = ds->xstep; ystep = ds->ystep;
if constexpr (Type & DS_RIPPLE)
{
yposition += ds->waterofs;
}
// SoM: we only need 6 bits for the integer part (0 thru 63) so the rest
// can be used for the fraction part. This allows calculation of the memory address in the
// texture with two shifts, an OR and one AND. (see below)
// for texture sizes > 64 the amount of precision we can allow will decrease, but only by one
// bit per power of two (obviously)
// Ok, because I was able to eliminate the variable spot below, this function is now FASTER
// than the original span renderer. Whodathunkit?
xposition <<= ds->nflatshiftup; yposition <<= ds->nflatshiftup;
xstep <<= ds->nflatshiftup; ystep <<= ds->nflatshiftup;
dest = ylookup[ds->y] + columnofs[ds->x1];
if constexpr (Type & DS_RIPPLE)
{
dsrc = screens[1] + (ds->y + ds->bgofs) * vid.width + ds->x1;
}
else
{
dsrc = dest;
}
if (dest+8 > deststop)
{
return;
}
while (count >= 8)
{
// SoM: Why didn't I see this earlier? the spot variable is a waste now because we don't
// have the uber complicated math to calculate it now, so that was a memory write we didn't
// need!
for (i = 0; i < 8; i++)
{
bit = (((UINT32)yposition >> ds->nflatyshift) & ds->nflatmask) | ((UINT32)xposition >> ds->nflatxshift);
dest[i] = R_DrawSpanPixel<Type>(ds, &dsrc[i], ds->colormap, bit);
xposition += xstep;
yposition += ystep;
}
dest += 8;
dsrc += 8;
count -= 8;
}
while (count-- && dest <= deststop)
{
bit = (((UINT32)yposition >> ds->nflatyshift) & ds->nflatmask) | ((UINT32)xposition >> ds->nflatxshift);
*dest = R_DrawSpanPixel<Type>(ds, dsrc, ds->colormap, bit);
dest++;
dsrc++;
xposition += xstep;
yposition += ystep;
}
}
// R_CalcTiltedLighting
// Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly.
static void R_CalcTiltedLighting(INT32 *lightbuffer, INT32 x1, INT32 x2, fixed_t start, fixed_t end)
{
// ZDoom uses a different lighting setup to us, and I couldn't figure out how to adapt their version
// of this function. Here's my own.
INT32 left = x1, right = x2;
fixed_t step = (end-start)/(x2 - x1 + 1);
INT32 i;
// I wanna do some optimizing by checking for out-of-range segments on either side to fill in all at once,
// but I'm too bad at coding to not crash the game trying to do that. I guess this is fast enough for now...
for (i = left; i <= right; i++)
{
lightbuffer[i] = (start += step) >> FRACBITS;
if (lightbuffer[i] < 0)
{
lightbuffer[i] = 0;
}
else if (lightbuffer[i] >= MAXLIGHTSCALE)
{
lightbuffer[i] = MAXLIGHTSCALE-1;
}
}
}
template<DrawSpanType Type>
static void R_DrawTiltedSpanTemplate(drawspandata_t* ds)
{
// x1, x2 = ds_x1, ds_x2
int width = ds->x2 - ds->x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT8 *colormap;
UINT8 *dest;
UINT8 *dsrc;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
UINT32 bit;
INT32 tiltlighting[MAXVIDWIDTH];
INT32 x1 = ds->x1;
const INT32 nflatxshift = ds->nflatxshift;
const INT32 nflatyshift = ds->nflatyshift;
const INT32 nflatmask = ds->nflatmask;
iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx);
// Lighting is simple. It's just linear interpolation from start to end
if constexpr (!(Type & DS_SPRITE))
{
float planelightfloat = PLANELIGHTFLOAT;
float lightstart, lightend;
lightend = (iz + ds->szp.x*width) * planelightfloat;
lightstart = iz * planelightfloat;
R_CalcTiltedLighting(tiltlighting, ds->x1, ds->x2, FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
}
uz = ds->sup.z + ds->sup.y*(centery-ds->y) + ds->sup.x*(ds->x1-centerx);
vz = ds->svp.z + ds->svp.y*(centery-ds->y) + ds->svp.x*(ds->x1-centerx);
colormap = ds->colormap;
dest = ylookup[ds->y] + columnofs[ds->x1];
if constexpr (Type & DS_RIPPLE)
{
dsrc = screens[1] + (ds->y + ds->bgofs) * vid.width + ds->x1;
}
else
{
dsrc = dest;
}
#if 0 // The "perfect" reference version of this routine. Pretty slow.
// Use it only to see how things are supposed to look.
i = 0;
do
{
double z = 1.f/iz;
u = (INT64)(uz*z);
v = (INT64)(vz*z);
bit = ((v >> nflatyshift) & nflatmask) | (u >> nflatxshift);
if constexpr (!(Type & DS_SPRITE))
{
colormap = planezlight[tiltlighting[ds->x1]] + (ds->colormap - colormaps);
}
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit);
dest++;
ds->x1++;
dsrc++;
iz += ds_szp->x;
uz += ds_sup->x;
vz += ds_svp->x;
} while (--width >= 0);
#else
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds->szp.x * SPANSIZE;
uzstep = ds->sup.x * SPANSIZE;
vzstep = ds->svp.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
x1 = ds->x1;
for (i = 0; i < SPANSIZE; i++)
{
bit = (((v + stepv * i) >> nflatyshift) & nflatmask) | ((u + stepu * i) >> nflatxshift);
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[x1 + i]] + (ds->colormap - colormaps);
}
dest[i] = R_DrawSpanPixel<Type>(ds, &dsrc[i], colormap, bit);
}
ds->x1 += SPANSIZE;
dest += SPANSIZE;
dsrc += SPANSIZE;
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
bit = ((v >> nflatyshift) & nflatmask) | (u >> nflatxshift);
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[ds->x1]] + (ds->colormap - colormaps);
}
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit);
ds->x1++;
}
else
{
double left = width;
iz += ds->szp.x * left;
uz += ds->sup.x * left;
vz += ds->svp.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
bit = ((v >> ds->nflatyshift) & ds->nflatmask) | (u >> ds->nflatxshift);
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[ds->x1]] + (ds->colormap - colormaps);
}
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit);
dest++;
ds->x1++;
dsrc++;
u += stepu;
v += stepv;
}
}
}
#endif
}
/** \brief The R_DrawSpan_NPO2 function
Draws the actual span.
*/
template<DrawSpanType Type>
static void R_DrawNPO2SpanTemplate(drawspandata_t* ds)
{
fixed_t xposition;
fixed_t yposition;
fixed_t xstep, ystep;
fixed_t x, y;
fixed_t fixedwidth, fixedheight;
UINT8 *dest;
UINT8 *dsrc;
const UINT8 *deststop = screens[0] + vid.rowbytes * vid.height;
size_t count = (ds->x2 - ds->x1 + 1);
xposition = ds->xfrac; yposition = ds->yfrac;
xstep = ds->xstep; ystep = ds->ystep;
if constexpr (Type & DS_RIPPLE)
{
yposition += ds->waterofs;
}
dest = ylookup[ds->y] + columnofs[ds->x1];
if constexpr (Type & DS_RIPPLE)
{
dsrc = screens[1] + (ds->y + ds->bgofs) * vid.width + ds->x1;
}
else
{
dsrc = dest;
}
if (dest+8 > deststop)
return;
fixedwidth = ds->flatwidth << FRACBITS;
fixedheight = ds->flatheight << FRACBITS;
// Fix xposition and yposition if they are out of bounds.
if (xposition < 0)
xposition = fixedwidth - ((UINT32)(fixedwidth - xposition) % fixedwidth);
else if (xposition >= fixedwidth)
xposition %= fixedwidth;
if (yposition < 0)
yposition = fixedheight - ((UINT32)(fixedheight - yposition) % fixedheight);
else if (yposition >= fixedheight)
yposition %= fixedheight;
while (count-- && dest <= deststop)
{
// The loops here keep the texture coordinates within the texture.
// They will rarely iterate multiple times, and are cheaper than a modulo operation,
// even if using libdivide.
if (xstep < 0) // These if statements are hopefully hoisted by the compiler to above this loop
while (xposition < 0)
xposition += fixedwidth;
else
while (xposition >= fixedwidth)
xposition -= fixedwidth;
if (ystep < 0)
while (yposition < 0)
yposition += fixedheight;
else
while (yposition >= fixedheight)
yposition -= fixedheight;
x = (xposition >> FRACBITS);
y = (yposition >> FRACBITS);
*dest = R_DrawSpanPixel<Type>(ds, dsrc, ds->colormap, ((y * ds->flatwidth) + x));
dest++;
dsrc++;
xposition += xstep;
yposition += ystep;
}
}
/** \brief The R_DrawTiltedSpan_NPO2_8 function
Draw slopes! Holy sheit!
*/
template<DrawSpanType Type>
static void R_DrawTiltedNPO2SpanTemplate(drawspandata_t* ds)
{
// x1, x2 = ds_x1, ds_x2
int width = ds->x2 - ds->x1;
double iz, uz, vz;
UINT32 u, v;
int i;
UINT8 *colormap;
UINT8 *dest;
UINT8 *dsrc;
double startz, startu, startv;
double izstep, uzstep, vzstep;
double endz, endu, endv;
UINT32 stepu, stepv;
INT32 tiltlighting[MAXVIDWIDTH];
struct libdivide_u32_t x_divider = libdivide_u32_gen(ds->flatwidth);
struct libdivide_u32_t y_divider = libdivide_u32_gen(ds->flatheight);
iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx);
// Lighting is simple. It's just linear interpolation from start to end
if constexpr (!(Type & DS_SPRITE))
{
float planelightfloat = PLANELIGHTFLOAT;
float lightstart, lightend;
lightend = (iz + ds->szp.x*width) * planelightfloat;
lightstart = iz * planelightfloat;
R_CalcTiltedLighting(tiltlighting, ds->x1, ds->x2, FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
}
uz = ds->sup.z + ds->sup.y*(centery-ds->y) + ds->sup.x*(ds->x1-centerx);
vz = ds->svp.z + ds->svp.y*(centery-ds->y) + ds->svp.x*(ds->x1-centerx);
colormap = ds->colormap;
dest = ylookup[ds->y] + columnofs[ds->x1];
if constexpr (Type & DS_RIPPLE)
{
dsrc = screens[1] + (ds->y + ds->bgofs) * vid.width + ds->x1;
}
else
{
dsrc = dest;
}
#if 0 // The "perfect" reference version of this routine. Pretty slow.
// Use it only to see how things are supposed to look.
i = 0;
do
{
double z = 1.f/iz;
u = (INT64)(uz*z);
v = (INT64)(vz*z);
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[ds->x1++]] + (ds->colormap - colormaps);
}
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds_flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds_flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds_flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds_flatheight;
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, ((y * ds->flatwidth) + x));
}
dest++;
dsrc++;
iz += ds_szp->x;
uz += ds_sup->x;
vz += ds_svp->x;
} while (--width >= 0);
#else
startz = 1.f/iz;
startu = uz*startz;
startv = vz*startz;
izstep = ds->szp.x * SPANSIZE;
uzstep = ds->sup.x * SPANSIZE;
vzstep = ds->svp.x * SPANSIZE;
//x1 = 0;
width++;
while (width >= SPANSIZE)
{
iz += izstep;
uz += uzstep;
vz += vzstep;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
stepu = (INT64)((endu - startu) * INVSPAN);
stepv = (INT64)((endv - startv) * INVSPAN);
u = (INT64)(startu);
v = (INT64)(startv);
for (i = SPANSIZE-1; i >= 0; i--)
{
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[ds->x1++]] + (ds->colormap - colormaps);
}
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds->flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds->flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds->flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds->flatheight;
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, ((y * ds->flatwidth) + x));
}
dest++;
dsrc++;
u += stepu;
v += stepv;
}
startu = endu;
startv = endv;
width -= SPANSIZE;
}
if (width > 0)
{
if (width == 1)
{
u = (INT64)(startu);
v = (INT64)(startv);
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[ds->x1++]] + (ds->colormap - colormaps);
}
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds->flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds->flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds->flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds->flatheight;
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, ((y * ds->flatwidth) + x));
}
}
else
{
double left = width;
iz += ds->szp.x * left;
uz += ds->sup.x * left;
vz += ds->svp.x * left;
endz = 1.f/iz;
endu = uz*endz;
endv = vz*endz;
left = 1.f/left;
stepu = (INT64)((endu - startu) * left);
stepv = (INT64)((endv - startv) * left);
u = (INT64)(startu);
v = (INT64)(startv);
for (; width != 0; width--)
{
if constexpr (!(Type & DS_SPRITE))
{
colormap = ds->planezlight[tiltlighting[ds->x1++]] + (ds->colormap - colormaps);
}
// Lactozilla: Non-powers-of-two
{
fixed_t x = (((fixed_t)u) >> FRACBITS);
fixed_t y = (((fixed_t)v) >> FRACBITS);
// Carefully align all of my Friends.
if (x < 0)
x += (libdivide_u32_do((UINT32)(-x-1), &x_divider) + 1) * ds->flatwidth;
else
x -= libdivide_u32_do((UINT32)x, &x_divider) * ds->flatwidth;
if (y < 0)
y += (libdivide_u32_do((UINT32)(-y-1), &y_divider) + 1) * ds->flatheight;
else
y -= libdivide_u32_do((UINT32)y, &y_divider) * ds->flatheight;
*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, ((y * ds->flatwidth) + x));
}
dest++;
dsrc++;
u += stepu;
v += stepv;
}
}
}
#endif
}
#define DEFINE_SPAN_FUNC(name, flags, template) \
void name(drawspandata_t* ds) \
{ \
ZoneScoped; \
constexpr DrawSpanType opt = static_cast<DrawSpanType>(flags); \
template<opt>(ds); \
}
#define DEFINE_SPAN_COMBO(name, flags) \
DEFINE_SPAN_FUNC(name, flags, R_DrawSpanTemplate) \
DEFINE_SPAN_FUNC(name ## _Tilted, flags, R_DrawTiltedSpanTemplate) \
DEFINE_SPAN_FUNC(name ## _NPO2, flags, R_DrawNPO2SpanTemplate) \
DEFINE_SPAN_FUNC(name ## _Tilted_NPO2, flags, R_DrawTiltedNPO2SpanTemplate) \
DEFINE_SPAN_FUNC(name ## _Brightmap, flags|DS_BRIGHTMAP, R_DrawSpanTemplate) \
DEFINE_SPAN_FUNC(name ## _Tilted_Brightmap, flags|DS_BRIGHTMAP, R_DrawTiltedSpanTemplate) \
DEFINE_SPAN_FUNC(name ## _Brightmap_NPO2, flags|DS_BRIGHTMAP, R_DrawNPO2SpanTemplate) \
DEFINE_SPAN_FUNC(name ## _Tilted_Brightmap_NPO2, flags|DS_BRIGHTMAP, R_DrawTiltedNPO2SpanTemplate)
DEFINE_SPAN_COMBO(R_DrawSpan, DS_BASIC)
DEFINE_SPAN_COMBO(R_DrawTranslucentSpan, DS_TRANSMAP)
DEFINE_SPAN_COMBO(R_DrawSplat, DS_HOLES)
DEFINE_SPAN_COMBO(R_DrawTranslucentSplat, DS_TRANSMAP|DS_HOLES)
DEFINE_SPAN_COMBO(R_DrawFloorSprite, DS_COLORMAP|DS_SPRITE)
DEFINE_SPAN_COMBO(R_DrawTranslucentFloorSprite, DS_COLORMAP|DS_TRANSMAP|DS_SPRITE)
DEFINE_SPAN_COMBO(R_DrawTranslucentWaterSpan, DS_TRANSMAP|DS_RIPPLE)
void R_DrawFogSpan(drawspandata_t* ds)
{
ZoneScoped;
UINT8 *colormap;
UINT8 *dest;
size_t count;
colormap = ds->colormap;
//dest = ylookup[ds_y] + columnofs[ds_x1];
dest = &topleft[ds->y *vid.width + ds->x1];
count = ds->x2 - ds->x1 + 1;
while (count >= 4)
{
dest[0] = colormap[dest[0]];
dest[1] = colormap[dest[1]];
dest[2] = colormap[dest[2]];
dest[3] = colormap[dest[3]];
dest += 4;
count -= 4;
}
while (count--)
{
*dest = colormap[*dest];
dest++;
}
}
void R_DrawFogSpan_Tilted(drawspandata_t* ds)
{
ZoneScoped;
// x1, x2 = ds_x1, ds_x2
int width = ds->x2 - ds->x1;
double iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx);
INT32 tiltlighting[MAXVIDWIDTH];
UINT8 *dest = ylookup[ds->y] + columnofs[ds->x1];
// Lighting is simple. It's just linear interpolation from start to end
{
float planelightfloat = PLANELIGHTFLOAT;
float lightstart, lightend;
lightend = (iz + ds->szp.x*width) * planelightfloat;
lightstart = iz * planelightfloat;
R_CalcTiltedLighting(tiltlighting, ds->x1, ds->x2, FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
}
do
{
UINT8 *colormap = ds->planezlight[tiltlighting[ds->x1++]] + (ds->colormap - colormaps);
*dest = colormap[*dest];
dest++;
}
while (--width >= 0);
}
void R_DrawSpan_Flat(drawspandata_t* ds)
{
ZoneScoped;
UINT8 *dest = ylookup[ds->y] + columnofs[ds->x1];
memset(dest, ds->colormap[ds->r8_flatcolor], (ds->x2 - ds->x1) + 1);
}
void R_DrawTiltedSpan_Flat(drawspandata_t* ds)
{
ZoneScoped;
// x1, x2 = ds_x1, ds_x2
int width = ds->x2 - ds->x1;
double iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx);
INT32 tiltlighting[MAXVIDWIDTH];
UINT8 *dest = ylookup[ds->y];
// Lighting is simple. It's just linear interpolation from start to end
{
float planelightfloat = PLANELIGHTFLOAT;
float lightstart, lightend;
lightend = (iz + ds->szp.x*width) * planelightfloat;
lightstart = iz * planelightfloat;
R_CalcTiltedLighting(tiltlighting, ds->x1, ds->x2, FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
}
while (ds->x1 <= ds->x2)
{
dest[ds->x1] = ds->planezlight[tiltlighting[ds->x1]][ds->r8_flatcolor];
ds->x1++;
}
}