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