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926c1de52a |
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@@ -515,8 +515,6 @@ void R_FlushTranslationColormapCache(void)
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// in reality, the few routines that can work for either mode, are
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// put here
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enum columncontext_e columncontext = COLUMNCONTEXT_DIRECT;
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enum ColumnFlushType
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{
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FLUSH_NONE = 0x0000,
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+2
-1
@@ -105,7 +105,6 @@ enum columncontext_e
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COLUMNCONTEXT_FLUSH,
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};
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extern enum columncontext_e columncontext;
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void R_SetColumnContext(enum columncontext_e _columncontext);
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void R_ResetColumnBuffer(void);
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@@ -124,6 +123,8 @@ enum
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COLDRAWFUNC_TRANSTRANS,
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COLDRAWFUNC_TWOSMULTIPATCH,
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COLDRAWFUNC_TWOSMULTIPATCHTRANS,
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COLDRAWFUNC_TWOSMULTIPATCH_DIRECT,
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COLDRAWFUNC_TWOSMULTIPATCHTRANS_DIRECT,
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COLDRAWFUNC_FOG,
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COLDRAWFUNC_MAX
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+56
-2
@@ -16,6 +16,7 @@
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#include "r_sky.h"
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#include <algorithm>
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#include <vector>
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#include "r_portal.h"
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#include "r_splats.h"
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@@ -1166,6 +1167,37 @@ static inline void R_ExpandPlaneY(visplane_t *pl, INT32 x, INT16 top, INT16 bott
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// CALLED: CORE LOOPING ROUTINE.
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//
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static std::vector<UINT8> holecol(256);
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// used for R_DrawWallColumn
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// convert "holey" columns into contigous columns
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// filled with cyan in place of holes
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static UINT8 *R_GetHoleColumn(drawcolumndata_t* dc)
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{
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column_t *col = (column_t *)(dc->source - 3);
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const INT32 texheight = dc->texheight;
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holecol.resize(texheight);
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// fill in everything with cyan so we can skip it
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memset(holecol.data(), TRANSPARENTPIXEL, texheight);
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// shamelessly copy pasted from R_GenerateTexture
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INT32 topdelta, prevdelta = -1;
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while (col->topdelta != 0xff)
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{
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topdelta = col->topdelta;
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if (topdelta <= prevdelta)
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topdelta += prevdelta;
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prevdelta = topdelta;
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memcpy(holecol.data() + topdelta, (UINT8*)col + 4, col->length);
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col = (column_t *)((UINT8*)col + col->length + 4);
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}
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return holecol.data();
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}
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static void R_DrawWallColumn(drawcolumndata_t* dc, INT32 yl, INT32 yh, fixed_t mid, fixed_t texturecolumn, INT32 texture, boolean remap)
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{
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const INT32 itexturecolumn = texturecolumn >> FRACBITS;
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@@ -1175,13 +1207,35 @@ static void R_DrawWallColumn(drawcolumndata_t* dc, INT32 yl, INT32 yh, fixed_t m
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dc->source = R_GetColumn(texture, itexturecolumn);
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dc->texheight = textureheight[texture] >> FRACBITS;
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dc->sourcelength = dc->texheight;
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R_SetColumnFunc(colfunctype);
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coldrawfunc_t* colfunccopy = colfunc;
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if (textures[texture]->holes)
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{
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dc->source = R_GetHoleColumn(dc);
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if (cv_softcyancut.value)
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{
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// need to use multipatch drawers to cut cyan pixels
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if (R_CheckColumnFunc(COLDRAWFUNC_FUZZY) == true)
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{
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colfunccopy = colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS_DIRECT];
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}
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else
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{
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colfunccopy = colfuncs[COLDRAWFUNC_TWOSMULTIPATCH_DIRECT];
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}
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}
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}
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drawcolumndata_t dc_copy = *dc;
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if (remap)
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{
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dc_copy.colormap += COLORMAP_REMAPOFFSET;
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}
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colfunccopy(const_cast<drawcolumndata_t*>(&dc_copy));
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}
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@@ -1390,7 +1444,7 @@ static void R_RenderSegLoop(drawcolumndata_t* dc)
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// calculate lighting
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pindex = FixedMul(rw_scale, LIGHTRESOLUTIONFIX)>>LIGHTSCALESHIFT;
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if (pindex >= MAXLIGHTSCALE)
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if (pindex >= MAXLIGHTSCALE)
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pindex = MAXLIGHTSCALE-1;
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dc->colormap = walllights[pindex];
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@@ -1425,7 +1479,7 @@ static void R_RenderSegLoop(drawcolumndata_t* dc)
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pindex = FixedMul(rw_scale, LIGHTRESOLUTIONFIX)>>LIGHTSCALESHIFT;
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if (pindex >= MAXLIGHTSCALE)
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if (pindex >= MAXLIGHTSCALE)
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pindex = MAXLIGHTSCALE-1;
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if (dc->lightlist[i].extra_colormap)
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+4
-1
@@ -120,6 +120,10 @@ static void SCR_SetDrawFuncs(enum columncontext_e _columncontext)
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS] = R_Draw2sMultiPatchTranslucentColumn;
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}
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// gotta keep a copy of those for R_DrawWallColumn.....
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCH_DIRECT] = R_Draw2sMultiPatchColumn;
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colfuncs[COLDRAWFUNC_TWOSMULTIPATCHTRANS_DIRECT] = R_Draw2sMultiPatchTranslucentColumn;
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colfuncs[COLDRAWFUNC_FOG] = R_DrawFogColumn;
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R_SetColumnFunc(BASEDRAWFUNC);
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@@ -154,7 +158,6 @@ void SCR_SetMode(void)
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// effectively adding massive overhead due to excessive flushing, so we draw our masked thing directly to screen instead
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void R_SetColumnContext(enum columncontext_e _columncontext)
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{
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columncontext = _columncontext;
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SCR_SetDrawFuncs(_columncontext); // set our column drawers
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}
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