vkdoom_m/src/rendering/swrenderer/drawers/r_draw.cpp
2022-10-22 09:29:38 +02:00

287 lines
9.1 KiB
C++

/*
** r_draw.cpp
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2016 Magnus Norddahl
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stddef.h>
#include <cmath>
#include "doomdef.h"
#include "filesystem.h"
#include "v_video.h"
#include "doomstat.h"
#include "st_stuff.h"
#include "g_game.h"
#include "g_level.h"
#include "r_data/r_translate.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_draw.h"
#include "r_draw_rgba.h"
#include "r_draw_pal.h"
#include "r_thread.h"
#include "swrenderer/scene/r_light.h"
#include "playsim/a_dynlight.h"
CVAR(Bool, r_dynlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
CVAR(Bool, r_fuzzscale, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
namespace swrenderer
{
uint8_t shadetables[NUMCOLORMAPS * 16 * 256];
FDynamicColormap ShadeFakeColormap[16];
uint8_t identitymap[256];
FDynamicColormap identitycolormap;
int fuzzoffset[FUZZTABLE + 1];
int fuzzpos;
int fuzzviewheight;
int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] =
{
75, 76, 21, 91, 56, 33, 62, 99, 61, 79,
95, 54, 41, 18, 69, 43, 49, 59, 10, 84,
94, 17, 57, 46, 9, 39, 55, 34,100, 81,
73, 88, 92, 3, 63, 36, 7, 28, 13, 80,
16, 96, 78, 29, 71, 58, 89, 24, 1, 35,
52, 82, 4, 14, 22, 53, 38, 66, 12, 72,
90, 44, 77, 83, 6, 27, 48, 30, 42, 32,
65, 15, 97, 20, 67, 74, 98, 85, 60, 68,
19, 26, 8, 87, 86, 64, 11, 37, 31, 47,
25, 5, 50, 51, 23, 2, 93, 70, 40, 45
};
uint32_t particle_texture[NUM_PARTICLE_TEXTURES][PARTICLE_TEXTURE_SIZE * PARTICLE_TEXTURE_SIZE];
short zeroarray[MAXWIDTH] = { 0 };
short screenheightarray[MAXWIDTH];
void R_InitShadeMaps()
{
int i, j;
// set up shading tables for shaded columns
// 16 colormap sets, progressing from full alpha to minimum visible alpha
uint8_t *table = shadetables;
// Full alpha
for (i = 0; i < 16; ++i)
{
ShadeFakeColormap[i].Color = ~0u;
ShadeFakeColormap[i].Desaturate = ~0u;
ShadeFakeColormap[i].Next = NULL;
ShadeFakeColormap[i].Maps = table;
for (j = 0; j < NUMCOLORMAPS; ++j)
{
int a = (NUMCOLORMAPS - j) * 256 / NUMCOLORMAPS * (16 - i);
for (int k = 0; k < 256; ++k)
{
uint8_t v = (((k + 2) * a) + 256) >> 14;
table[k] = min<uint8_t>(v, 64);
}
table += 256;
}
}
for (i = 0; i < NUMCOLORMAPS * 16 * 256; ++i)
{
assert(shadetables[i] <= 64);
}
// Set up a guaranteed identity map
for (i = 0; i < 256; ++i)
{
identitymap[i] = i;
}
identitycolormap.Maps = identitymap;
}
void R_InitFuzzTable(int fuzzoff)
{
/*
FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
*/
static const int8_t fuzzinit[FUZZTABLE] = {
1,-1, 1,-1, 1, 1,-1,
1, 1,-1, 1, 1, 1,-1,
1, 1, 1,-1,-1,-1,-1,
1,-1,-1, 1, 1, 1, 1,-1,
1,-1, 1, 1,-1,-1, 1,
1,-1,-1,-1,-1, 1, 1,
1, 1,-1, 1, 1,-1, 1
};
#ifdef ORIGINAL_FUZZ
for (int i = 0; i < FUZZTABLE; i++)
{
fuzzoffset[i] = fuzzinit[i] * fuzzoff;
}
#else
int8_t fuzzcount[FUZZTABLE + 1];
for (int i = 0; i < FUZZTABLE + 1; i++) fuzzcount[i] = 0;
fuzzcount[0] = 1;
for (int i = 1; i < FUZZTABLE; i++)
fuzzcount[i] = fuzzcount[i + fuzzinit[i]] + 1;
for (int i = 0; i < FUZZTABLE; i++)
{
float shade = 1.0f - 6.0f / NUMCOLORMAPS;
float resultshade = 1.0;
for (int j = 0; j < fuzzcount[i]; j++)
resultshade *= shade;
fuzzoffset[i] = clamp((int)((1.0f - resultshade) * NUMCOLORMAPS + 0.5f), 0, NUMCOLORMAPS - 1);
}
#endif
}
void R_InitParticleTexture()
{
static_assert(NUM_PARTICLE_TEXTURES == 3, "R_InitParticleTexture must be updated if NUM_PARTICLE_TEXTURES is changed");
double center = PARTICLE_TEXTURE_SIZE * 0.5f;
for (int y = 0; y < PARTICLE_TEXTURE_SIZE; y++)
{
for (int x = 0; x < PARTICLE_TEXTURE_SIZE; x++)
{
double dx = (center - x - 0.5f) / center;
double dy = (center - y - 0.5f) / center;
double dist2 = dx * dx + dy * dy;
double round_alpha = clamp<double>(1.7f - dist2 * 1.7f, 0.0f, 1.0f);
double smooth_alpha = clamp<double>(1.1f - dist2 * 1.1f, 0.0f, 1.0f);
particle_texture[0][x + y * PARTICLE_TEXTURE_SIZE] = 128;
particle_texture[1][x + y * PARTICLE_TEXTURE_SIZE] = (int)(round_alpha * 128.0f + 0.5f);
particle_texture[2][x + y * PARTICLE_TEXTURE_SIZE] = (int)(smooth_alpha * 128.0f + 0.5f);
}
}
}
void R_UpdateFuzzPosFrameStart()
{
if (r_fuzzscale)
{
static int next_random = 0;
fuzzpos = (fuzzpos + fuzz_random_x_offset[next_random] * FUZZTABLE / 100) % FUZZTABLE;
next_random++;
if (next_random == FUZZ_RANDOM_X_SIZE)
next_random = 0;
}
}
void R_UpdateFuzzPos(const SpriteDrawerArgs &args)
{
if (!r_fuzzscale)
{
int yl = max(args.FuzzY1(), 1);
int yh = min(args.FuzzY2(), fuzzviewheight);
if (yl <= yh)
fuzzpos = (fuzzpos + yh - yl + 1) % FUZZTABLE;
}
}
/////////////////////////////////////////////////////////////////////////
void SWPixelFormatDrawers::SetLights(WallColumnDrawerArgs& drawerargs, int x, int y1, const WallDrawerArgs& wallargs)
{
bool mirror = !!(wallargs.PortalMirrorFlags & RF_XFLIP);
int tx = x;
if (mirror)
tx = viewwidth - tx - 1;
// Find column position in view space
float w1 = 1.0f / wallargs.WallC.sz1;
float w2 = 1.0f / wallargs.WallC.sz2;
float t = (x - wallargs.WallC.sx1 + 0.5f) / (wallargs.WallC.sx2 - wallargs.WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
drawerargs.dc_viewpos.X = (float)((tx + 0.5 - wallargs.CenterX) / wallargs.CenterX * zcol);
drawerargs.dc_viewpos.Y = zcol;
drawerargs.dc_viewpos.Z = (float)((wallargs.CenterY - y1 - 0.5) / wallargs.InvZtoScale * zcol);
drawerargs.dc_viewpos_step.Z = (float)(-zcol / wallargs.InvZtoScale);
drawerargs.dc_num_lights = 0;
// Setup lights for column
FLightNode* cur_node = drawerargs.LightList();
while (cur_node)
{
if (cur_node->lightsource->IsActive())
{
double lightX = cur_node->lightsource->X() - wallargs.ViewpointPos.X;
double lightY = cur_node->lightsource->Y() - wallargs.ViewpointPos.Y;
double lightZ = cur_node->lightsource->Z() - wallargs.ViewpointPos.Z;
float lx = (float)(lightX * wallargs.Sin - lightY * wallargs.Cos) - drawerargs.dc_viewpos.X;
float ly = (float)(lightX * wallargs.TanCos + lightY * wallargs.TanSin) - drawerargs.dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
bool is_point_light = cur_node->lightsource->IsAttenuated();
float lconstant = lx * lx + ly * ly;
float nlconstant = is_point_light ? lx * drawerargs.dc_normal.X + ly * drawerargs.dc_normal.Y : 0.0f;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant && nlconstant >= 0.0f)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
auto& light = drawerargs.dc_lights[drawerargs.dc_num_lights++];
light.x = lconstant;
light.y = nlconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
if (drawerargs.dc_num_lights == WallColumnDrawerArgs::MAX_DRAWER_LIGHTS)
break;
}
}
cur_node = cur_node->nextLight;
}
}
}