blankart/src/r_draw_column.cpp
NepDisk 3b298c2a25 Vendoring Tracy again
Having this as a submodule is causing issues
2026-02-21 12:36:05 -05:00

485 lines
12 KiB
C++

// BLANKART
//-----------------------------------------------------------------------------
// Copyright (C) 2024 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.
//
#include "r_draw.h"
#include <tracy/tracy/Tracy.hpp>
#include "r_draw_flush.cpp"
enum DrawColumnType
{
DC_BASIC = 0x0000,
DC_COLORMAP = 0x0001,
DC_TRANSMAP = 0x0002,
DC_BRIGHTMAP = 0x0004,
DC_HOLES = 0x0008,
DC_LIGHTLIST = 0x0010,
DC_DIRECT = 0x0020, // draw our columns directly to screen!
};
template<DrawColumnType Type>
FUNCINLINE static ATTRINLINE constexpr UINT8 R_GetColumnTranslated(drawcolumndata_t* dc, UINT8 col)
{
if constexpr (Type & DrawColumnType::DC_COLORMAP)
{
return dc->translation[col];
}
else
{
return col;
}
}
template<DrawColumnType Type>
FUNCINLINE static ATTRINLINE constexpr UINT8 R_GetColumnBrightmapped(drawcolumndata_t* dc, UINT32 bit, UINT8 col)
{
col = R_GetColumnTranslated<Type>(dc, col);
if constexpr (Type & DrawColumnType::DC_BRIGHTMAP)
{
if (dc->brightmap[bit] == BRIGHTPIXEL)
{
return dc->fullbright[col];
}
}
return dc->colormap[col];
}
// translucency is handled on flush side now!
template<DrawColumnType Type>
FUNCINLINE static ATTRINLINE constexpr UINT8 R_GetColumnTranslucent(drawcolumndata_t* dc, UINT8 *dest, UINT32 bit, UINT8 col)
{
col = R_GetColumnBrightmapped<Type>(dc, bit, col);
if constexpr (Type & DrawColumnType::DC_TRANSMAP)
{
return *(dc->transmap + (col << 8) + (*dest));
}
else
{
return col;
}
}
template<DrawColumnType Type>
FUNCINLINE static ATTRINLINE 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;
}
}
// if we dont buffer our columns, we need to handle translucency again
return R_GetColumnTranslucent<Type>(dc, dest, bit, col);
}
/** \brief The R_DrawColumn function
Experiment to make software go faster. Taken from the Boom source
*/
template<DrawColumnType Type>
static void R_DrawColumnTemplate(drawcolumndata_t *dc)
{
INT32 count;
const INT32 vidheight = vid.height;
// leban 1/17/99:
// removed the + 1 here, adjusted the if test, and added an increment
// later. this helps a compiler pipeline a bit better. the x86
// assembler also does this.
count = dc->yh - dc->yl;
// leban 1/17/99:
// this case isn't executed too often. depending on how many instructions
// there are between here and the second if test below, this case could
// be moved down and might save instructions overall. since there are
// probably different wads that favor one way or the other, i'll leave
// this alone for now.
if (count < 0) // Zero length, column does not exceed a pixel.
{
return;
}
if ((unsigned)dc->x >= (unsigned)vid.width || dc->yl < 0 || dc->yh >= vidheight)
{
return;
}
if constexpr (Type & DrawColumnType::DC_LIGHTLIST)
{
constexpr DrawColumnType NewType = static_cast<DrawColumnType>(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<NewType>(&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<NewType>(&dc_copy);
}
}
else
{
// Inner loop that does the actual texture mapping,
// e.g. a DDA-lile scaling.
// This is as fast as it gets. (Yeah, right!!! -- killough)
//
// killough 2/1/98: more performance tuning
intptr_t frac;
// Looks familiar.
const intptr_t fracstep = dc->iscale;
const intptr_t heightmask = dc->sourcelength-1; // CPhipps - specify type
constexpr INT32 npow2min = -1;
const INT32 npow2max = dc->sourcelength;
// Framebuffer destination address.
// SoM: MAGIC
UINT8 * restrict dest;
if constexpr (Type & DrawColumnType::DC_DIRECT)
dest = R_Address(dc->x, dc->yl);
else if constexpr ((Type & (DrawColumnType::DC_COLORMAP | DrawColumnType::DC_TRANSMAP))
== (DrawColumnType::DC_COLORMAP | DrawColumnType::DC_TRANSMAP))
dest = R_GetBufferColormapTrans(dc);
else if constexpr (Type & DrawColumnType::DC_TRANSMAP)
dest = R_GetBufferTrans(dc);
else if constexpr (Type & DrawColumnType::DC_COLORMAP)
dest = R_GetBufferColormap(dc);
else
dest = R_GetBufferOpaque(dc);
INT32 stride = 8; // SoM: Oh, Oh it's MAGIC! You know...
if constexpr (Type & DrawColumnType::DC_DIRECT)
stride = vid.width;
count++;
// Determine scaling, which is the only mapping to be done.
frac = (dc->texturemid + FixedMul((dc->yl << FRACBITS) - centeryfrac, fracstep));
switch (heightmask)
{
case 255:
case 127:
{
while (count--)
{
*dest = R_DrawColumnPixel<Type>(dc, dest, (frac>>FRACBITS) & heightmask);
dest += stride;
frac += fracstep;
}
}
break;
case npow2min:
{
if (frac < 0)
// adjust in case we underread
frac += fracstep;
// texture has no height, so just go
while (--count >= 0)
{
*dest = R_DrawColumnPixel<Type>(dc, dest, frac>>FRACBITS);
dest += stride;
frac += fracstep;
}
}
break;
default:
{
if (!(dc->sourcelength & heightmask)) // power of 2 -- killough
{
while ((count -= 2) >= 0) // texture height is a power of 2 -- killough
{
*dest = R_DrawColumnPixel<Type>(dc, dest, (frac>>FRACBITS) & heightmask);
dest += stride;
frac += fracstep;
*dest = R_DrawColumnPixel<Type>(dc, dest, (frac>>FRACBITS) & heightmask);
dest += stride;
frac += fracstep;
}
if (count & 1)
{
*dest = R_DrawColumnPixel<Type>(dc, dest, (frac>>FRACBITS) & heightmask);
}
}
else
{
const intptr_t fixed_heightmask = dc->texheight << FRACBITS;
if (frac < 0)
{
while ((frac += fixed_heightmask) < 0)
{
;
}
}
else
{
while (frac >= fixed_heightmask)
{
frac -= fixed_heightmask;
}
}
do
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
// heightmask is the Tutti-Frutti fix -- killough
// -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<Type>(dc, dest, CLAMP((frac >> FRACBITS), npow2min, npow2max));
dest += stride;
#if __SIZEOF_POINTER__ < 8 // 64-bit systems have large enough numbers for this to be a non-issue
// Avoid overflow.
if (fracstep > 0x7FFFFFFF - frac)
{
frac += fracstep - fixed_heightmask;
}
else
#endif
{
frac += fracstep;
}
while (frac >= fixed_heightmask)
{
frac -= fixed_heightmask;
}
}
while (--count);
}
}
break;
}
}
}
#define DEFINE_COLUMN_FUNC(name, flags) \
void name(drawcolumndata_t *dc) \
{ \
ZoneScoped; \
constexpr DrawColumnType opt = static_cast<DrawColumnType>(flags); \
R_DrawColumnTemplate<opt>(dc); \
}
#define DEFINE_COLUMN_COMBO(name, flags) \
DEFINE_COLUMN_FUNC(name, flags|DC_DIRECT) \
DEFINE_COLUMN_FUNC(name ## _Brightmap, flags|DC_DIRECT|DC_BRIGHTMAP) \
DEFINE_COLUMN_FUNC(name ## _Flush, flags)
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;
const INT32 vidheight = vid.height;
const INT32 vidwidth = vid.width;
count = dc->yh - dc->yl;
// Zero length, column does not exceed a pixel.
if (count < 0)
return;
if ((unsigned)dc->x >= (unsigned)vidwidth || dc->yl < 0 || dc->yh >= vidheight)
return;
// Framebuffer destination address.
dest = R_Address(dc->x, dc->yl);
// 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 += vidwidth;
}
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;
const INT32 vidwidth = vid.width;
count = dc->yh - dc->yl + 1;
if (count <= 0) // Zero length, column does not exceed a pixel.
return;
dest = R_Address(dc->x, dc->yl);
const UINT8 *transmap_offset = dc->transmap + (dc->shadowcolor << 8);
while ((count -= 2) >= 0)
{
*dest = *(transmap_offset + (*dest));
dest += vidwidth;
*dest = *(transmap_offset + (*dest));
dest += vidwidth;
}
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;
const INT32 vidheight = vid.height;
const INT32 vidwidth = vid.width;
count = dc->yh - dc->yl;
if (count < 0) // Zero length, column does not exceed a pixel.
return;
if ((unsigned)dc->x >= (unsigned)vidwidth || dc->yl < 0 || dc->yh >= vidheight)
return;
// Framebuffer destination address.
dest = R_Address(dc->x, dc->yl);
count++;
do
{
*dest = color;
dest += vidwidth;
}
while (--count);
}