// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // 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.c /// \brief span / column drawer functions, for 8bpp and 16bpp /// All drawing to the view buffer is accomplished in this file. /// The other refresh files only know about ccordinates, /// not the architecture of the frame buffer. /// The frame buffer is a linear one, and we need only the base address. #include "doomdef.h" #include "doomstat.h" #include "r_local.h" #include "st_stuff.h" // need ST_HEIGHT #include "i_video.h" #include "v_video.h" #include "m_misc.h" #include "w_wad.h" #include "z_zone.h" #include "console.h" // Until buffering gets finished #ifdef HWRENDER #include "hardware/hw_main.h" #endif // ========================================================================== // COMMON DATA FOR 8bpp AND 16bpp // ========================================================================== /** \brief view info */ INT32 viewwidth, scaledviewwidth, viewheight, viewwindowx, viewwindowy; /** \brief pointer to the start of each line of the screen, */ UINT8 *ylookup[MAXVIDHEIGHT*4]; /** \brief pointer to the start of each line of the screen, for view1 (splitscreen) */ UINT8 *ylookup1[MAXVIDHEIGHT*4]; /** \brief pointer to the start of each line of the screen, for view2 (splitscreen) */ UINT8 *ylookup2[MAXVIDHEIGHT*4]; /** \brief x byte offset for columns inside the viewwindow, so the first column starts at (SCRWIDTH - VIEWWIDTH)/2 */ INT32 columnofs[MAXVIDWIDTH*4]; UINT8 *topleft; // ========================================================================= // COLUMN DRAWING CODE STUFF // ========================================================================= lighttable_t *dc_colormap; INT32 dc_x = 0, dc_yl = 0, dc_yh = 0; fixed_t dc_iscale, dc_texturemid; UINT8 dc_hires; // under MSVC boolean is a byte, while on other systems, it a bit, // soo lets make it a byte on all system for the ASM code UINT8 *dc_source; // ----------------------- // translucency stuff here // ----------------------- #define NUMTRANSTABLES 9 // how many translucency tables are used UINT8 *transtables; // translucency tables /** \brief R_DrawTransColumn uses this */ UINT8 *dc_transmap; // one of the translucency tables // ---------------------- // translation stuff here // ---------------------- /** \brief R_DrawTranslatedColumn uses this */ UINT8 *dc_translation; struct r_lightlist_s *dc_lightlist = NULL; INT32 dc_numlights = 0, dc_maxlights, dc_texheight; // ========================================================================= // SPAN DRAWING CODE STUFF // ========================================================================= INT32 ds_y, ds_x1, ds_x2; lighttable_t *ds_colormap; fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; UINT16 ds_flatwidth, ds_flatheight; boolean ds_powersoftwo; UINT8 *ds_source; // start of a 64*64 tile image UINT8 *ds_transmap; // one of the translucency tables pslope_t *ds_slope; // Current slope being used floatv3_t ds_su[MAXVIDHEIGHT], ds_sv[MAXVIDHEIGHT], ds_sz[MAXVIDHEIGHT]; // Vectors for... stuff? floatv3_t *ds_sup, *ds_svp, *ds_szp; float focallengthf, zeroheight; /** \brief Variable flat sizes */ UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask; // ========================================================================== // OLD DOOM FUZZY EFFECT // ========================================================================== // ========================================================================= // TRANSLATION COLORMAP CODE // ========================================================================= #define DEFAULT_TT_CACHE_INDEX MAXSKINS #define BOSS_TT_CACHE_INDEX (MAXSKINS + 1) #define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2) #define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3) #define RAINBOW_TT_CACHE_INDEX (MAXSKINS + 4) #define BLINK_TT_CACHE_INDEX (MAXSKINS + 5) #define DASHMODE_TT_CACHE_INDEX (MAXSKINS + 6) #define DEFAULT_STARTTRANSCOLOR 96 #define NUM_PALETTE_ENTRIES 256 static UINT8** translationtablecache[MAXSKINS + 7] = {NULL}; CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1]; /** \brief The R_InitTranslationTables load in color translation tables */ void R_InitTranslationTables(void) { // Load here the transparency lookup tables 'TINTTAB' // NOTE: the TINTTAB resource MUST BE aligned on 64k for the asm // optimised code (in other words, transtables pointer low word is 0) transtables = Z_MallocAlign(NUMTRANSTABLES*0x10000, PU_STATIC, NULL, 16); W_ReadLump(W_GetNumForName("TRANS10"), transtables); W_ReadLump(W_GetNumForName("TRANS20"), transtables+0x10000); W_ReadLump(W_GetNumForName("TRANS30"), transtables+0x20000); W_ReadLump(W_GetNumForName("TRANS40"), transtables+0x30000); W_ReadLump(W_GetNumForName("TRANS50"), transtables+0x40000); W_ReadLump(W_GetNumForName("TRANS60"), transtables+0x50000); W_ReadLump(W_GetNumForName("TRANS70"), transtables+0x60000); W_ReadLump(W_GetNumForName("TRANS80"), transtables+0x70000); W_ReadLump(W_GetNumForName("TRANS90"), transtables+0x80000); } /** \brief Generates a translation colormap. \param dest_colormap colormap to populate \param skinnum number of skin, TC_DEFAULT or TC_BOSS \param color translation color \return void */ // Define for getting accurate color brightness readings according to how the human eye sees them. // https://en.wikipedia.org/wiki/Relative_luminance // 0.2126 to red // 0.7152 to green // 0.0722 to blue // (See this same define in hw_md2.c!) #define SETBRIGHTNESS(brightness,r,g,b) \ brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3) /** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power... stolen from kart, with permission \param dest_colormap colormap to populate \param skincolor translation color */ static void R_RainbowColormap(UINT8 *dest_colormap, UINT16 skincolor) { INT32 i; RGBA_t color; UINT8 brightness; INT32 j; UINT8 colorbrightnesses[16]; UINT16 brightdif; INT32 temp; // first generate the brightness of all the colours of that skincolour for (i = 0; i < 16; i++) { color = V_GetColor(skincolors[skincolor].ramp[i]); SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue); } // next, for every colour in the palette, choose the transcolor that has the closest brightness for (i = 0; i < NUM_PALETTE_ENTRIES; i++) { if (i == 0 || i == 31) // pure black and pure white don't change { dest_colormap[i] = (UINT8)i; continue; } color = V_GetColor(i); SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue); brightdif = 256; for (j = 0; j < 16; j++) { temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]); if (temp < brightdif) { brightdif = (UINT16)temp; dest_colormap[i] = skincolors[skincolor].ramp[j]; } } } } #undef SETBRIGHTNESS static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT16 color) { INT32 i, starttranscolor, skinramplength; // Handle a couple of simple special cases if (skinnum < TC_DEFAULT) { switch (skinnum) { case TC_ALLWHITE: memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8)); return; case TC_RAINBOW: if (color >= numskincolors) I_Error("Invalid skin color #%hu.", (UINT16)color); if (color != SKINCOLOR_NONE) { R_RainbowColormap(dest_colormap, color); return; } break; case TC_BLINK: if (color >= numskincolors) I_Error("Invalid skin color #%hu.", (UINT16)color); if (color != SKINCOLOR_NONE) { memset(dest_colormap, skincolors[color].ramp[3], NUM_PALETTE_ENTRIES * sizeof(UINT8)); return; } break; default: break; } for (i = 0; i < NUM_PALETTE_ENTRIES; i++) dest_colormap[i] = (UINT8)i; // White! if (skinnum == TC_BOSS) { for (i = 0; i < 16; i++) dest_colormap[31-i] = i; } else if (skinnum == TC_METALSONIC) { for (i = 0; i < 6; i++) { dest_colormap[skincolors[SKINCOLOR_BLUE].ramp[12-i]] = skincolors[SKINCOLOR_BLUE].ramp[i]; } dest_colormap[159] = dest_colormap[253] = dest_colormap[254] = 0; for (i = 0; i < 16; i++) dest_colormap[96+i] = dest_colormap[skincolors[SKINCOLOR_COBALT].ramp[i]]; } else if (skinnum == TC_DASHMODE) // This is a long one, because MotorRoach basically hand-picked the indices { // greens -> ketchups dest_colormap[96] = dest_colormap[97] = 48; dest_colormap[98] = 49; dest_colormap[99] = 51; dest_colormap[100] = 52; dest_colormap[101] = dest_colormap[102] = 54; dest_colormap[103] = 34; dest_colormap[104] = 37; dest_colormap[105] = 39; dest_colormap[106] = 41; for (i = 0; i < 5; i++) dest_colormap[107 + i] = 43 + i; // reds -> steel blues dest_colormap[32] = 146; dest_colormap[33] = 147; dest_colormap[34] = dest_colormap[35] = 170; dest_colormap[36] = 171; dest_colormap[37] = dest_colormap[38] = 172; dest_colormap[39] = dest_colormap[40] = dest_colormap[41] = 173; dest_colormap[42] = dest_colormap[43] = dest_colormap[44] = 174; dest_colormap[45] = dest_colormap[46] = dest_colormap[47] = 175; dest_colormap[71] = 139; // steel blues -> oranges dest_colormap[170] = 52; dest_colormap[171] = 54; dest_colormap[172] = 56; dest_colormap[173] = 42; dest_colormap[174] = 45; dest_colormap[175] = 47; } return; } else if (color == SKINCOLOR_NONE) { for (i = 0; i < NUM_PALETTE_ENTRIES; i++) dest_colormap[i] = (UINT8)i; return; } if (color >= numskincolors) I_Error("Invalid skin color #%hu.", (UINT16)color); starttranscolor = (skinnum != TC_DEFAULT) ? skins[skinnum].starttranscolor : DEFAULT_STARTTRANSCOLOR; if (starttranscolor >= NUM_PALETTE_ENTRIES) I_Error("Invalid startcolor #%d.", starttranscolor); // Fill in the entries of the palette that are fixed for (i = 0; i < starttranscolor; i++) dest_colormap[i] = (UINT8)i; i = starttranscolor + 16; if (i < NUM_PALETTE_ENTRIES) { for (i = (UINT8)i; i < NUM_PALETTE_ENTRIES; i++) dest_colormap[i] = (UINT8)i; skinramplength = 16; } else skinramplength = i - NUM_PALETTE_ENTRIES; // shouldn't this be NUM_PALETTE_ENTRIES - starttranscolor? // Build the translated ramp for (i = 0; i < skinramplength; i++) dest_colormap[starttranscolor + i] = (UINT8)skincolors[color].ramp[i]; } /** \brief Retrieves a translation colormap from the cache. \param skinnum number of skin, TC_DEFAULT or TC_BOSS \param color translation color \param flags set GTC_CACHE to use the cache \return Colormap. If not cached, caller should Z_Free. */ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolornum_t color, UINT8 flags) { UINT8* ret; INT32 skintableindex; // Adjust if we want the default colormap switch (skinnum) { case TC_DEFAULT: skintableindex = DEFAULT_TT_CACHE_INDEX; break; case TC_BOSS: skintableindex = BOSS_TT_CACHE_INDEX; break; case TC_METALSONIC: skintableindex = METALSONIC_TT_CACHE_INDEX; break; case TC_ALLWHITE: skintableindex = ALLWHITE_TT_CACHE_INDEX; break; case TC_RAINBOW: skintableindex = RAINBOW_TT_CACHE_INDEX; break; case TC_BLINK: skintableindex = BLINK_TT_CACHE_INDEX; break; case TC_DASHMODE: skintableindex = DASHMODE_TT_CACHE_INDEX; break; default: skintableindex = skinnum; break; } if (flags & GTC_CACHE) { // Allocate table for skin if necessary if (!translationtablecache[skintableindex]) translationtablecache[skintableindex] = Z_Calloc(MAXSKINCOLORS * sizeof(UINT8**), PU_STATIC, NULL); // Get colormap ret = translationtablecache[skintableindex][color]; } else ret = NULL; // Generate the colormap if necessary if (!ret) { ret = Z_MallocAlign(NUM_PALETTE_ENTRIES, (flags & GTC_CACHE) ? PU_LEVEL : PU_STATIC, NULL, 8); R_GenerateTranslationColormap(ret, skinnum, color); // Cache the colormap if desired if (flags & GTC_CACHE) translationtablecache[skintableindex][color] = ret; } return ret; } /** \brief Flushes cache of translation colormaps. Flushes cache of translation colormaps, but doesn't actually free the colormaps themselves. These are freed when PU_LEVEL blocks are purged, at or before which point, this function should be called. \return void */ void R_FlushTranslationColormapCache(void) { INT32 i; for (i = 0; i < (INT32)(sizeof(translationtablecache) / sizeof(translationtablecache[0])); i++) if (translationtablecache[i]) memset(translationtablecache[i], 0, MAXSKINCOLORS * sizeof(UINT8**)); } UINT16 R_GetColorByName(const char *name) { UINT16 color = (UINT16)atoi(name); if (color > 0 && color < numskincolors) return color; for (color = 1; color < numskincolors; color++) if (!stricmp(skincolors[color].name, name)) return color; return SKINCOLOR_GREEN; } UINT16 R_GetSuperColorByName(const char *name) { UINT16 i, color = SKINCOLOR_SUPERGOLD1; char *realname = Z_Malloc(MAXCOLORNAME+1, PU_STATIC, NULL); snprintf(realname, MAXCOLORNAME+1, "Super %s 1", name); for (i = 1; i < numskincolors; i++) if (!stricmp(skincolors[i].name, realname)) { color = i; break; } Z_Free(realname); return color; } // ========================================================================== // COMMON DRAWER FOR 8 AND 16 BIT COLOR MODES // ========================================================================== // in a perfect world, all routines would be compatible for either mode, // and optimised enough // // in reality, the few routines that can work for either mode, are // put here /** \brief The R_InitViewBuffer function Creates lookup tables for getting the framebuffer address of a pixel to draw. \param width witdh of buffer \param height hieght of buffer \return void */ void R_InitViewBuffer(INT32 width, INT32 height) { INT32 i, bytesperpixel = vid.bpp; if (width > MAXVIDWIDTH) width = MAXVIDWIDTH; if (height > MAXVIDHEIGHT) height = MAXVIDHEIGHT; if (bytesperpixel < 1 || bytesperpixel > 4) I_Error("R_InitViewBuffer: wrong bytesperpixel value %d\n", bytesperpixel); // Handle resize, e.g. smaller view windows with border and/or status bar. viewwindowx = (vid.width - width) >> 1; // Column offset for those columns of the view window, but relative to the entire screen for (i = 0; i < width; i++) columnofs[i] = (viewwindowx + i) * bytesperpixel; // Same with base row offset. if (width == vid.width) viewwindowy = 0; else viewwindowy = (vid.height - height) >> 1; // Precalculate all row offsets. for (i = 0; i < height; i++) { ylookup[i] = ylookup1[i] = screens[0] + (i+viewwindowy)*vid.width*bytesperpixel; ylookup2[i] = screens[0] + (i+(vid.height>>1))*vid.width*bytesperpixel; // for splitscreen } } /** \brief viewborder patches lump numbers */ lumpnum_t viewborderlump[8]; /** \brief Store the lumpnumber of the viewborder patches */ void R_InitViewBorder(void) { viewborderlump[BRDR_T] = W_GetNumForName("brdr_t"); viewborderlump[BRDR_B] = W_GetNumForName("brdr_b"); viewborderlump[BRDR_L] = W_GetNumForName("brdr_l"); viewborderlump[BRDR_R] = W_GetNumForName("brdr_r"); viewborderlump[BRDR_TL] = W_GetNumForName("brdr_tl"); viewborderlump[BRDR_BL] = W_GetNumForName("brdr_bl"); viewborderlump[BRDR_TR] = W_GetNumForName("brdr_tr"); viewborderlump[BRDR_BR] = W_GetNumForName("brdr_br"); } #if 0 /** \brief R_FillBackScreen Fills the back screen with a pattern for variable screen sizes Also draws a beveled edge. */ void R_FillBackScreen(void) { UINT8 *src, *dest; patch_t *patch; INT32 x, y, step, boff; // quickfix, don't cache lumps in both modes if (rendermode != render_soft) return; // draw pattern around the status bar too (when hires), // so return only when in full-screen without status bar. if (scaledviewwidth == vid.width && viewheight == vid.height) return; src = scr_borderpatch; dest = screens[1]; for (y = 0; y < vid.height; y++) { for (x = 0; x < vid.width/128; x++) { M_Memcpy (dest, src+((y&127)<<7), 128); dest += 128; } if (vid.width&127) { M_Memcpy(dest, src+((y&127)<<7), vid.width&127); dest += (vid.width&127); } } // don't draw the borders when viewwidth is full vid.width. if (scaledviewwidth == vid.width) return; step = 8; boff = 8; patch = W_CacheLumpNum(viewborderlump[BRDR_T], PU_CACHE); for (x = 0; x < scaledviewwidth; x += step) V_DrawPatch(viewwindowx + x, viewwindowy - boff, 1, patch); patch = W_CacheLumpNum(viewborderlump[BRDR_B], PU_CACHE); for (x = 0; x < scaledviewwidth; x += step) V_DrawPatch(viewwindowx + x, viewwindowy + viewheight, 1, patch); patch = W_CacheLumpNum(viewborderlump[BRDR_L], PU_CACHE); for (y = 0; y < viewheight; y += step) V_DrawPatch(viewwindowx - boff, viewwindowy + y, 1, patch); patch = W_CacheLumpNum(viewborderlump[BRDR_R],PU_CACHE); for (y = 0; y < viewheight; y += step) V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + y, 1, patch); // Draw beveled corners. V_DrawPatch(viewwindowx - boff, viewwindowy - boff, 1, W_CacheLumpNum(viewborderlump[BRDR_TL], PU_CACHE)); V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy - boff, 1, W_CacheLumpNum(viewborderlump[BRDR_TR], PU_CACHE)); V_DrawPatch(viewwindowx - boff, viewwindowy + viewheight, 1, W_CacheLumpNum(viewborderlump[BRDR_BL], PU_CACHE)); V_DrawPatch(viewwindowx + scaledviewwidth, viewwindowy + viewheight, 1, W_CacheLumpNum(viewborderlump[BRDR_BR], PU_CACHE)); } #endif /** \brief The R_VideoErase function Copy a screen buffer. \param ofs offest from buffer \param count bytes to erase \return void */ void R_VideoErase(size_t ofs, INT32 count) { // LFB copy. // This might not be a good idea if memcpy // is not optimal, e.g. byte by byte on // a 32bit CPU, as GNU GCC/Linux libc did // at one point. M_Memcpy(screens[0] + ofs, screens[1] + ofs, count); } #if 0 /** \brief The R_DrawViewBorder Draws the border around the view for different size windows? */ void R_DrawViewBorder(void) { INT32 top, side, ofs; if (rendermode == render_none) return; #ifdef HWRENDER if (rendermode != render_soft) { HWR_DrawViewBorder(0); return; } else #endif #ifdef DEBUG fprintf(stderr,"RDVB: vidwidth %d vidheight %d scaledviewwidth %d viewheight %d\n", vid.width, vid.height, scaledviewwidth, viewheight); #endif if (scaledviewwidth == vid.width) return; top = (vid.height - viewheight)>>1; side = (vid.width - scaledviewwidth)>>1; // copy top and one line of left side R_VideoErase(0, top*vid.width+side); // copy one line of right side and bottom ofs = (viewheight+top)*vid.width - side; R_VideoErase(ofs, top*vid.width + side); // copy sides using wraparound ofs = top*vid.width + vid.width-side; side <<= 1; // simpler using our VID_Blit routine VID_BlitLinearScreen(screens[1] + ofs, screens[0] + ofs, side, viewheight - 1, vid.width, vid.width); } #endif // ========================================================================== // INCLUDE 8bpp DRAWING CODE HERE // ========================================================================== #include "r_draw8.c" #include "r_draw8_npo2.c" // ========================================================================== // INCLUDE 16bpp DRAWING CODE HERE // ========================================================================== #ifdef HIGHCOLOR #include "r_draw16.c" #endif