From 69c1f9164b2f9d1f88be6c5c29d3292dd65912f2 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 15 Jan 2024 09:36:35 +0100 Subject: [PATCH 1/4] use malloc here --- src/r_plane.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/r_plane.c b/src/r_plane.c index 590ea32a2..c6bdf302a 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -385,7 +385,7 @@ static visplane_t *new_visplane(unsigned hash) visplane_t *check = freetail; if (!check) { - check = calloc(1, sizeof (*check)); + check = malloc(sizeof (*check)); if (check == NULL) I_Error("%s: Out of memory", "new_visplane"); // FIXME: ugly } else -- 2.54.0 From 0b1c3f2f67d40128eab8763f056ead3703e414e3 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 15 Jan 2024 11:28:44 +0100 Subject: [PATCH 2/4] Move water ripple spanfunc out of r_plane + tilted water support idk man --- src/r_draw.c | 5 +- src/r_draw.h | 8 +- src/r_draw8.c | 296 ++++++++++++++++++++++++++++++++++++++------ src/r_plane.c | 330 ++++++++++++++++++++++++-------------------------- 4 files changed, 427 insertions(+), 212 deletions(-) diff --git a/src/r_draw.c b/src/r_draw.c index b745c6d10..1b7cc8515 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -110,11 +110,12 @@ INT32 ds_y, ds_x1, ds_x2; lighttable_t *ds_colormap; fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; -UINT8 *ds_source; // start of a 64*64 tile image +UINT8 *ds_source; // points to the start of a flat UINT8 *ds_transmap; // one of the translucency tables pslope_t *ds_slope; // Current slope being used -floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff? +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 diff --git a/src/r_draw.h b/src/r_draw.h index ddcf596fa..08cd95445 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -60,6 +60,7 @@ extern INT32 dc_texheight; extern INT32 ds_y, ds_x1, ds_x2; extern lighttable_t *ds_colormap; extern fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; +extern INT32 ds_waterofs, ds_bgofs; extern UINT8 *ds_source; // start of a 64*64 tile image extern UINT8 *ds_transmap; @@ -70,7 +71,8 @@ typedef struct { } floatv3_t; extern pslope_t *ds_slope; // Current slope being used -extern floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff? +extern floatv3_t ds_su[MAXVIDHEIGHT], ds_sv[MAXVIDHEIGHT], ds_sz[MAXVIDHEIGHT]; // Vectors for... stuff? +extern floatv3_t *ds_sup, *ds_svp, *ds_szp; extern float focallengthf, zeroheight; // Variable flat sizes @@ -153,10 +155,14 @@ void R_DrawSpan_8(void); void R_CalcTiltedLighting(fixed_t start, fixed_t end); void R_DrawTiltedSpan_8(void); void R_DrawTiltedTranslucentSpan_8(void); +#ifndef NOWATER +void R_DrawTiltedTranslucentWaterSpan_8(void); +#endif void R_DrawTiltedSplat_8(void); void R_DrawSplat_8(void); void R_DrawTranslucentSplat_8(void); void R_DrawTranslucentSpan_8(void); +void R_DrawTranslucentWaterSpan_8(void); void R_Draw2sMultiPatchColumn_8(void); void R_Draw2sMultiPatchTranslucentColumn_8(void); void R_DrawFogSpan_8(void); diff --git a/src/r_draw8.c b/src/r_draw8.c index c80ff2cbc..93a0796a3 100644 --- a/src/r_draw8.c +++ b/src/r_draw8.c @@ -666,22 +666,22 @@ void R_DrawTiltedSpan_8(void) double endz, endu, endv; UINT32 stepu, stepv; - iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx); + iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); // Lighting is simple. It's just linear interpolation from start to end { float planelightfloat = PLANELIGHTFLOAT; float lightstart, lightend; - lightend = (iz + ds_sz.x*width) * planelightfloat; + lightend = (iz + ds_szp->x*width) * planelightfloat; lightstart = iz * planelightfloat; R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); } - uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); - vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); + uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); + vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); dest = ylookup[ds_y] + columnofs[ds_x1]; source = ds_source; @@ -700,9 +700,9 @@ void R_DrawTiltedSpan_8(void) *dest = colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]]; dest++; - iz += ds_sz.x; - uz += ds_su.x; - vz += ds_sv.x; + iz += ds_szp->x; + uz += ds_sup->x; + vz += ds_svp->x; } while (--width >= 0); #else #define SPANSIZE 16 @@ -712,9 +712,9 @@ void R_DrawTiltedSpan_8(void) startu = uz*startz; startv = vz*startz; - izstep = ds_sz.x * SPANSIZE; - uzstep = ds_su.x * SPANSIZE; - vzstep = ds_sv.x * SPANSIZE; + izstep = ds_szp->x * SPANSIZE; + uzstep = ds_sup->x * SPANSIZE; + vzstep = ds_svp->x * SPANSIZE; //x1 = 0; width++; @@ -756,9 +756,9 @@ void R_DrawTiltedSpan_8(void) else { double left = width; - iz += ds_sz.x * left; - uz += ds_su.x * left; - vz += ds_sv.x * left; + iz += ds_szp->x * left; + uz += ds_sup->x * left; + vz += ds_svp->x * left; endz = 1.f/iz; endu = uz*endz; @@ -802,22 +802,22 @@ void R_DrawTiltedTranslucentSpan_8(void) double endz, endu, endv; UINT32 stepu, stepv; - iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx); + iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); // Lighting is simple. It's just linear interpolation from start to end { float planelightfloat = PLANELIGHTFLOAT; float lightstart, lightend; - lightend = (iz + ds_sz.x*width) * planelightfloat; + lightend = (iz + ds_szp->x*width) * planelightfloat; lightstart = iz * planelightfloat; R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); } - uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); - vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); + uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); + vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); dest = ylookup[ds_y] + columnofs[ds_x1]; source = ds_source; @@ -835,9 +835,9 @@ void R_DrawTiltedTranslucentSpan_8(void) colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); *dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dest); dest++; - iz += ds_sz.x; - uz += ds_su.x; - vz += ds_sv.x; + iz += ds_szp->x; + uz += ds_sup->x; + vz += ds_svp->x; } while (--width >= 0); #else #define SPANSIZE 16 @@ -847,9 +847,9 @@ void R_DrawTiltedTranslucentSpan_8(void) startu = uz*startz; startv = vz*startz; - izstep = ds_sz.x * SPANSIZE; - uzstep = ds_su.x * SPANSIZE; - vzstep = ds_sv.x * SPANSIZE; + izstep = ds_szp->x * SPANSIZE; + uzstep = ds_sup->x * SPANSIZE; + vzstep = ds_svp->x * SPANSIZE; //x1 = 0; width++; @@ -891,9 +891,9 @@ void R_DrawTiltedTranslucentSpan_8(void) else { double left = width; - iz += ds_sz.x * left; - uz += ds_su.x * left; - vz += ds_sv.x * left; + iz += ds_szp->x * left; + uz += ds_sup->x * left; + vz += ds_svp->x * left; endz = 1.f/iz; endu = uz*endz; @@ -917,6 +917,145 @@ void R_DrawTiltedTranslucentSpan_8(void) #endif } +#ifndef NOWATER +/** \brief The R_DrawTiltedTranslucentWaterSpan_8 function + Like DrawTiltedTranslucentSpan, but for water +*/ +void R_DrawTiltedTranslucentWaterSpan_8(void) +{ + // x1, x2 = ds_x1, ds_x2 + int width = ds_x2 - ds_x1; + double iz, uz, vz; + UINT32 u, v; + int i; + + UINT8 *source; + UINT8 *colormap; + UINT8 *dest; + UINT8 *dsrc; + + double startz, startu, startv; + double izstep, uzstep, vzstep; + double endz, endu, endv; + UINT32 stepu, stepv; + + iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); + + // Lighting is simple. It's just linear interpolation from start to end + { + float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f; + float lightstart, lightend; + + lightend = (iz + ds_szp->x*width) * planelightfloat; + lightstart = iz * planelightfloat; + + R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); + //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); + } + + uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); + vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); + + dest = ylookup[ds_y] + columnofs[ds_x1]; + dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; + source = ds_source; + //colormap = ds_colormap; + +#if 0 // The "perfect" reference version of this routine. Pretty slow. + // Use it only to see how things are supposed to look. + i = 0; + do + { + double z = 1.f/iz; + u = (INT64)(uz*z) + viewx; + v = (INT64)(vz*z) + viewy; + + colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++); + dest++; + iz += ds_szp->x; + uz += ds_sup->x; + vz += ds_svp->x; + } while (--width >= 0); +#else +#define SPANSIZE 16 +#define INVSPAN 0.0625f + + startz = 1.f/iz; + startu = uz*startz; + startv = vz*startz; + + izstep = ds_szp->x * SPANSIZE; + uzstep = ds_sup->x * SPANSIZE; + vzstep = ds_svp->x * SPANSIZE; + //x1 = 0; + width++; + + while (width >= SPANSIZE) + { + iz += izstep; + uz += uzstep; + vz += vzstep; + + endz = 1.f/iz; + endu = uz*endz; + endv = vz*endz; + stepu = (INT64)((endu - startu) * INVSPAN); + stepv = (INT64)((endv - startv) * INVSPAN); + u = (INT64)(startu) + viewx; + v = (INT64)(startv) + viewy; + + for (i = SPANSIZE-1; i >= 0; i--) + { + colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++); + dest++; + u += stepu; + v += stepv; + } + startu = endu; + startv = endv; + width -= SPANSIZE; + } + if (width > 0) + { + if (width == 1) + { + u = (INT64)(startu); + v = (INT64)(startv); + colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++); + } + else + { + double left = width; + iz += ds_szp->x * left; + uz += ds_sup->x * left; + vz += ds_svp->x * left; + + endz = 1.f/iz; + endu = uz*endz; + endv = vz*endz; + left = 1.f/left; + stepu = (INT64)((endu - startu) * left); + stepv = (INT64)((endv - startv) * left); + u = (INT64)(startu) + viewx; + v = (INT64)(startv) + viewy; + + for (; width != 0; width--) + { + colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps); + *dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++); + dest++; + u += stepu; + v += stepv; + } + } + } +#endif +} +#endif // NOWATER + void R_DrawTiltedSplat_8(void) { // x1, x2 = ds_x1, ds_x2 @@ -936,22 +1075,22 @@ void R_DrawTiltedSplat_8(void) double endz, endu, endv; UINT32 stepu, stepv; - iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx); + iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx); // Lighting is simple. It's just linear interpolation from start to end { float planelightfloat = PLANELIGHTFLOAT; float lightstart, lightend; - lightend = (iz + ds_sz.x*width) * planelightfloat; + lightend = (iz + ds_szp->x*width) * planelightfloat; lightstart = iz * planelightfloat; R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend)); //CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf); } - uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx); - vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx); + uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx); + vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx); dest = ylookup[ds_y] + columnofs[ds_x1]; source = ds_source; @@ -972,9 +1111,9 @@ void R_DrawTiltedSplat_8(void) if (val != TRANSPARENTPIXEL) *dest = colormap[val]; dest++; - iz += ds_sz.x; - uz += ds_su.x; - vz += ds_sv.x; + iz += ds_szp->x; + uz += ds_sup->x; + vz += ds_svp->x; } while (--width >= 0); #else #define SPANSIZE 16 @@ -984,9 +1123,9 @@ void R_DrawTiltedSplat_8(void) startu = uz*startz; startv = vz*startz; - izstep = ds_sz.x * SPANSIZE; - uzstep = ds_su.x * SPANSIZE; - vzstep = ds_sv.x * SPANSIZE; + izstep = ds_szp->x * SPANSIZE; + uzstep = ds_sup->x * SPANSIZE; + vzstep = ds_svp->x * SPANSIZE; //x1 = 0; width++; @@ -1032,9 +1171,9 @@ void R_DrawTiltedSplat_8(void) else { double left = width; - iz += ds_sz.x * left; - uz += ds_su.x * left; - vz += ds_sv.x * left; + iz += ds_szp->x * left; + uz += ds_sup->x * left; + vz += ds_svp->x * left; endz = 1.f/iz; endu = uz*endz; @@ -1362,6 +1501,85 @@ void R_DrawTranslucentSpan_8 (void) } } +#ifndef NOWATER +void R_DrawTranslucentWaterSpan_8(void) +{ + UINT32 xposition; + UINT32 yposition; + UINT32 xstep, ystep; + + UINT8 *source; + UINT8 *colormap; + UINT8 *dest; + UINT8 *dsrc; + + size_t count; + + // SoM: we only need 6 bits for the integer part (0 thru 63) so the rest + // can be used for the fraction part. This allows calculation of the memory address in the + // texture with two shifts, an OR and one AND. (see below) + // for texture sizes > 64 the amount of precision we can allow will decrease, but only by one + // bit per power of two (obviously) + // Ok, because I was able to eliminate the variable spot below, this function is now FASTER + // than the original span renderer. Whodathunkit? + xposition = ds_xfrac << nflatshiftup; yposition = (ds_yfrac + ds_waterofs) << nflatshiftup; + xstep = ds_xstep << nflatshiftup; ystep = ds_ystep << nflatshiftup; + + source = ds_source; + colormap = ds_colormap; + dest = ylookup[ds_y] + columnofs[ds_x1]; + dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; + count = ds_x2 - ds_x1 + 1; + + while (count >= 8) + { + // SoM: Why didn't I see this earlier? the spot variable is a waste now because we don't + // have the uber complicated math to calculate it now, so that was a memory write we didn't + // need! + dest[0] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[1] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[2] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[3] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[4] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[5] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[6] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest[7] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + + dest += 8; + count -= 8; + } + while (count--) + { + *dest++ = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; + xposition += xstep; + yposition += ystep; + } +} +#endif + /** \brief The R_DrawFogSpan_8 function Draws the actual span with fogging. */ diff --git a/src/r_plane.c b/src/r_plane.c index c6bdf302a..d130dc6e8 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -156,6 +156,35 @@ void R_PortalRestoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor } } +// +// Water ripple effect!! +// Needs the height of the plane, and the vertical position of the span. +// Sets ripple_xfrac and ripple_yfrac, added to ds_xfrac and ds_yfrac, if the span is not tilted. +// + +#ifndef NOWATER +INT32 ds_bgofs; +INT32 ds_waterofs; + +static INT32 wtofs=0; +static boolean itswater; +static fixed_t ripple_xfrac; +static fixed_t ripple_yfrac; + +static void R_PlaneRipple(visplane_t *plane, INT32 y, fixed_t plheight) +{ + fixed_t distance = FixedMul(plheight, yslope[y]); + const INT32 yay = (wtofs + (distance>>9) ) & 8191; + // ripples da water texture + angle_t angle = (plane->viewangle + plane->plangle)>>ANGLETOFINESHIFT; + ds_bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS; + + angle = (angle + 2048) & 8191; // 90 degrees + ripple_xfrac = FixedMul(FINECOSINE(angle), (ds_bgofs< 64 the amount of precision we can allow will decrease, but only by one - // bit per power of two (obviously) - // Ok, because I was able to eliminate the variable spot below, this function is now FASTER - // than the original span renderer. Whodathunkit? - xposition = ds_xfrac << nflatshiftup; yposition = (ds_yfrac + waterofs) << nflatshiftup; - xstep = ds_xstep << nflatshiftup; ystep = ds_ystep << nflatshiftup; - - source = ds_source; - colormap = ds_colormap; - dest = ylookup[ds_y] + columnofs[ds_x1]; - dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1; - count = ds_x2 - ds_x1 + 1; - - while (count >= 8) - { - // SoM: Why didn't I see this earlier? the spot variable is a waste now because we don't - // have the uber complicated math to calculate it now, so that was a memory write we didn't - // need! - dest[0] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[1] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[2] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[3] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[4] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[5] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[6] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest[7] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - - dest += 8; - count -= 8; - } - while (count--) - { - *dest++ = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dsrc++)]; - xposition += xstep; - yposition += ystep; - } -} -#endif - void R_MapPlane(INT32 y, INT32 x1, INT32 x2) { angle_t angle, planecos, planesin; @@ -299,14 +241,22 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2) #ifndef NOWATER if (itswater) { - const INT32 yay = (wtofs + (distance>>9) ) & 8191; - // ripples da water texture - ds_bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS; - angle = (currentplane->viewangle + currentplane->plangle + xtoviewangle[x1])>>ANGLETOFINESHIFT; + // Needed for ds_bgofs + R_PlaneRipple(currentplane, y, planeheight); - angle = (angle + 2048) & 8191; // 90 degrees - ds_xfrac += FixedMul(FINECOSINE(angle), (ds_bgofs<slope) + { + ds_sup = &ds_su[y]; + ds_svp = &ds_sv[y]; + ds_szp = &ds_sz[y]; + } + else +#endif + { + ds_xfrac += ripple_xfrac; + ds_yfrac += ripple_yfrac; + } if (y+ds_bgofs>=viewheight) ds_bgofs = viewheight-y-1; @@ -678,7 +628,7 @@ void R_DrawPlanes(void) } } #ifndef NOWATER - waterofs = (leveltime & 1)*16384; + ds_waterofs = (leveltime & 1)*16384; wtofs = ((leveltime-1)*140) + ((rendertimefrac*140) / FRACUNIT); #endif } @@ -725,6 +675,84 @@ static void R_DrawSkyPlane(visplane_t *pl) } } +#ifdef ESLOPE +static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge) +{ + // Potentially override other stuff for now cus we're mean. :< But draw a slope plane! + // I copied ZDoom's code and adapted it to SRB2... -Red + floatv3_t p, m, n; + float ang; + float vx, vy, vz; + // compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly + // use this as a temp var to store P_GetZAt's return value each time + fixed_t temp; + + vx = FIXED_TO_FLOAT(pl->viewx+xoffs); + vy = FIXED_TO_FLOAT(pl->viewy-yoffs); + vz = FIXED_TO_FLOAT(pl->viewz); + + temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy); + zeroheight = FIXED_TO_FLOAT(temp); + + // p is the texture origin in view space + // Don't add in the offsets at this stage, because doing so can result in + // errors if the flat is rotated. + ang = ANG2RAD(ANGLE_270 - pl->viewangle); + p.x = vx * cos(ang) - vy * sin(ang); + p.z = vx * sin(ang) + vy * cos(ang); + temp = P_GetZAt(pl->slope, -xoffs, yoffs); + p.y = FIXED_TO_FLOAT(temp) - vz; + + // m is the v direction vector in view space + ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle)); + m.x = cos(ang); + m.z = sin(ang); + + // n is the u direction vector in view space + n.x = sin(ang); + n.z = -cos(ang); + + ang = ANG2RAD(pl->plangle); + temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang))); + m.y = FIXED_TO_FLOAT(temp) - zeroheight; + temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang))); + n.y = FIXED_TO_FLOAT(temp) - zeroheight; + + m.x /= fudge; + m.y /= fudge; + m.z /= fudge; + + n.x *= fudge; + n.y *= fudge; + n.z *= fudge; + + // Eh. I tried making this stuff fixed-point and it exploded on me. Here's a macro for the only floating-point vector function I recall using. +#define CROSS(d, v1, v2) \ +d.x = (v1.y * v2.z) - (v1.z * v2.y);\ +d.y = (v1.z * v2.x) - (v1.x * v2.z);\ +d.z = (v1.x * v2.y) - (v1.y * v2.x) + CROSS(ds_su[i], p, m); + CROSS(ds_sv[i], p, n); + CROSS(ds_sz[i], m, n); +#undef CROSS + + ds_su[i].z *= focallengthf; + ds_sv[i].z *= focallengthf; + ds_sz[i].z *= focallengthf; + + // Premultiply the texture vectors with the scale factors +#define SFMULT 65536.f + ds_su[i].x *= (SFMULT * (1<lightlevel >> LIGHTSEGSHIFT); #ifndef NOWATER - if (pl->ffloor->flags & FF_RIPPLE - && !pl->slope - ) + if (pl->ffloor->flags & FF_RIPPLE) { INT32 top, bottom; UINT8 *scr; @@ -947,17 +973,12 @@ void R_DrawSinglePlane(visplane_t *pl) if (light < 0) light = 0; - if (pl->slope) { - // Potentially override other stuff for now cus we're mean. :< But draw a slope plane! - // I copied ZDoom's code and adapted it to SRB2... -fickle - floatv3_t p, m, n; - float ang; - float vx, vy, vz; - // compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly - // use this as a temp var to store P_GetZAt's return value each time + if (pl->slope) + { + float fudgecanyon = 0; fixed_t temp; // Okay, look, don't ask me why this works, but without this setup there's a disgusting-looking misalignment with the textures. -fickle - const float fudge = ((1<plangle & (ANGLE_90-1)); @@ -1009,74 +1030,43 @@ void R_DrawSinglePlane(visplane_t *pl) yoffs += (pl->slope->o.y + (1 << (31-nflatshiftup))) & ~((1 << (32-nflatshiftup))-1); } - xoffs = (fixed_t)(xoffs*fudge); - yoffs = (fixed_t)(yoffs/fudge); + xoffs = (fixed_t)(xoffs*fudgecanyon); + yoffs = (fixed_t)(yoffs/fudgecanyon); - vx = FIXED_TO_FLOAT(pl->viewx+xoffs); - vy = FIXED_TO_FLOAT(pl->viewy-yoffs); - vz = FIXED_TO_FLOAT(pl->viewz); + ds_sup = &ds_su[0]; + ds_svp = &ds_sv[0]; + ds_szp = &ds_sz[0]; + +#ifndef NOWATER + if (itswater) + { + INT32 i; + fixed_t plheight = abs(P_GetZAt(pl->slope, pl->viewx, pl->viewy) - pl->viewz); + fixed_t rxoffs = xoffs; + fixed_t ryoffs = yoffs; - temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy); - zeroheight = FIXED_TO_FLOAT(temp); + R_PlaneBounds(pl); -#define ANG2RAD(angle) ((float)((angle)*M_PIl)/ANGLE_180) + for (i = pl->high; i < pl->low; i++) + { + R_PlaneRipple(pl, i, plheight); + xoffs = rxoffs + ripple_xfrac; + yoffs = ryoffs + ripple_yfrac; + R_SlopeVectors(pl, i, fudgecanyon); + } - // p is the texture origin in view space - // Don't add in the offsets at this stage, because doing so can result in - // errors if the flat is rotated. - ang = ANG2RAD(ANGLE_270 - pl->viewangle); - p.x = vx * cos(ang) - vy * sin(ang); - p.z = vx * sin(ang) + vy * cos(ang); - temp = P_GetZAt(pl->slope, -xoffs, yoffs); - p.y = FIXED_TO_FLOAT(temp) - vz; - - // m is the v direction vector in view space - ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle)); - m.x = cos(ang); - m.z = sin(ang); - - // n is the u direction vector in view space - n.x = sin(ang); - n.z = -cos(ang); - - ang = ANG2RAD(pl->plangle); - temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang))); - m.y = FIXED_TO_FLOAT(temp) - zeroheight; - temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang))); - n.y = FIXED_TO_FLOAT(temp) - zeroheight; - - m.x /= fudge; - m.y /= fudge; - m.z /= fudge; - - n.x *= fudge; - n.y *= fudge; - n.z *= fudge; - - // Eh. I tried making this stuff fixed-point and it exploded on me. Here's a macro for the only floating-point vector function I recall using. -#define CROSS(d, v1, v2) \ - d.x = (v1.y * v2.z) - (v1.z * v2.y);\ - d.y = (v1.z * v2.x) - (v1.x * v2.z);\ - d.z = (v1.x * v2.y) - (v1.y * v2.x) - CROSS(ds_su, p, m); - CROSS(ds_sv, p, n); - CROSS(ds_sz, m, n); -#undef CROSS - - ds_su.z *= focallengthf; - ds_sv.z *= focallengthf; - ds_sz.z *= focallengthf; - - // Premultiply the texture vectors with the scale factors -#define SFMULT 65536.f*(1< Date: Mon, 15 Jan 2024 10:40:51 +0100 Subject: [PATCH 3/4] Plane optimization and cleanup sned help https://git.do.srb2.org/STJr/SRB2/-/commit/c07c80fd9e626f15b4d84d1766f8963e089d295a --- src/r_draw.c | 4 +- src/r_draw.h | 4 +- src/r_main.c | 10 +++ src/r_plane.c | 242 ++++++++++++++++++++++++++++---------------------- src/r_plane.h | 1 + 5 files changed, 149 insertions(+), 112 deletions(-) diff --git a/src/r_draw.c b/src/r_draw.c index 1b7cc8515..4e4ffbe29 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -113,8 +113,8 @@ fixed_t ds_xfrac, ds_yfrac, ds_xstep, ds_ystep; UINT8 *ds_source; // points to the start of a flat 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? +// Vectors for Software's tilted slope drawers +floatv3_t *ds_su, *ds_sv, *ds_sz; floatv3_t *ds_sup, *ds_svp, *ds_szp; float focallengthf, zeroheight; diff --git a/src/r_draw.h b/src/r_draw.h index 08cd95445..58775fe1d 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -70,8 +70,8 @@ typedef struct { float x, y, z; } floatv3_t; -extern pslope_t *ds_slope; // Current slope being used -extern floatv3_t ds_su[MAXVIDHEIGHT], ds_sv[MAXVIDHEIGHT], ds_sz[MAXVIDHEIGHT]; // Vectors for... stuff? +// Vectors for Software's tilted slope drawers +extern floatv3_t *ds_su, *ds_sv, *ds_sz; extern floatv3_t *ds_sup, *ds_svp, *ds_szp; extern float focallengthf, zeroheight; diff --git a/src/r_main.c b/src/r_main.c index f067558e4..87d06106e 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -1060,6 +1060,16 @@ void R_ExecuteSetViewSize(void) dy = FixedMul(abs(dy), fovtan); yslopetab[i] = FixedDiv(centerx*FRACUNIT, dy); } + + if (ds_su) + Z_Free(ds_su); + if (ds_sv) + Z_Free(ds_sv); + if (ds_sz) + Z_Free(ds_sz); + + ds_su = ds_sv = ds_sz = NULL; + ds_sup = ds_svp = ds_szp = NULL; } memset(scalelight, 0xFF, sizeof(scalelight)); diff --git a/src/r_plane.c b/src/r_plane.c index d130dc6e8..311c9cccd 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -159,29 +159,41 @@ void R_PortalRestoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor // // Water ripple effect!! // Needs the height of the plane, and the vertical position of the span. -// Sets ripple_xfrac and ripple_yfrac, added to ds_xfrac and ds_yfrac, if the span is not tilted. +// Sets planeripple.xfrac and planeripple.yfrac, added to ds_xfrac and ds_yfrac, if the span is not tilted. // #ifndef NOWATER INT32 ds_bgofs; INT32 ds_waterofs; -static INT32 wtofs=0; -static boolean itswater; -static fixed_t ripple_xfrac; -static fixed_t ripple_yfrac; +struct +{ + INT32 offset; + fixed_t xfrac, yfrac; + boolean active; +} planeripple; -static void R_PlaneRipple(visplane_t *plane, INT32 y, fixed_t plheight) +static void R_CalculatePlaneRipple(visplane_t *plane, INT32 y, fixed_t plheight, boolean calcfrac) { fixed_t distance = FixedMul(plheight, yslope[y]); - const INT32 yay = (wtofs + (distance>>9) ) & 8191; + const INT32 yay = (planeripple.offset + (distance>>9)) & 8191; + // ripples da water texture - angle_t angle = (plane->viewangle + plane->plangle)>>ANGLETOFINESHIFT; ds_bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS; - angle = (angle + 2048) & 8191; // 90 degrees - ripple_xfrac = FixedMul(FINECOSINE(angle), (ds_bgofs<viewangle + plane->plangle)>>ANGLETOFINESHIFT; + angle = (angle + 2048) & 8191; // 90 degrees + planeripple.xfrac = FixedMul(FINECOSINE(angle), (ds_bgofs<= vid.width) x1 = vid.width - 1; + if (x1 >= vid.width) + x1 = vid.width - 1; - angle = (currentplane->viewangle + currentplane->plangle)>>ANGLETOFINESHIFT; - planecos = FINECOSINE(angle); - planesin = FINESINE(angle); - - if (planeheight != cachedheight[y]) + if (!currentplane->slope) { - cachedheight[y] = planeheight; - distance = cacheddistance[y] = FixedMul(planeheight, yslope[y]); - ds_xstep = cachedxstep[y] = FixedMul(distance, basexscale); - ds_ystep = cachedystep[y] = FixedMul(distance, baseyscale); + angle = (currentplane->viewangle + currentplane->plangle)>>ANGLETOFINESHIFT; + planecos = FINECOSINE(angle); + planesin = FINESINE(angle); - if ((span = abs(centery-y))) + if (planeheight != cachedheight[y]) { - ds_xstep = cachedxstep[y] = FixedMul(planesin, planeheight) / span; - ds_ystep = cachedystep[y] = FixedMul(planecos, planeheight) / span; - } - } - else - { - distance = cacheddistance[y]; - ds_xstep = cachedxstep[y]; - ds_ystep = cachedystep[y]; - } + cachedheight[y] = planeheight; + cacheddistance[y] = distance = FixedMul(planeheight, yslope[y]); + span = abs(centery - y); - ds_xfrac = xoffs + FixedMul(planecos, distance) + (x1 - centerx) * ds_xstep; - ds_yfrac = yoffs - FixedMul(planesin, distance) + (x1 - centerx) * ds_ystep; + if (span) // don't divide by zero + { + ds_xstep = FixedMul(planesin, planeheight) / span; + ds_ystep = FixedMul(planecos, planeheight) / span; + } + else + { + ds_xstep = FixedMul(distance, basexscale); + ds_ystep = FixedMul(distance, baseyscale); + } + + cachedxstep[y] = ds_xstep; + cachedystep[y] = ds_ystep; + } + else + { + distance = cacheddistance[y]; + ds_xstep = cachedxstep[y]; + ds_ystep = cachedystep[y]; + } + + ds_xfrac = xoffs + FixedMul(planecos, distance) + (x1 - centerx) * ds_xstep; + ds_yfrac = yoffs - FixedMul(planesin, distance) + (x1 - centerx) * ds_ystep; + } #ifndef NOWATER - if (itswater) + if (planeripple.active) { // Needed for ds_bgofs - R_PlaneRipple(currentplane, y, planeheight); + R_CalculatePlaneRipple(currentplane, y, planeheight, (!currentplane->slope)); -#ifdef ESLOPE if (currentplane->slope) { ds_sup = &ds_su[y]; @@ -252,27 +273,27 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2) ds_szp = &ds_sz[y]; } else -#endif { - ds_xfrac += ripple_xfrac; - ds_yfrac += ripple_yfrac; + ds_xfrac += planeripple.xfrac; + ds_yfrac += planeripple.yfrac; } - if (y+ds_bgofs>=viewheight) + if ((y + ds_bgofs) >= viewheight) ds_bgofs = viewheight-y-1; - if (y+ds_bgofs<0) + if ((y + ds_bgofs) < 0) ds_bgofs = -y; } #endif - pindex = distance >> LIGHTZSHIFT; - if (pindex >= MAXLIGHTZ) - pindex = MAXLIGHTZ - 1; - if (currentplane->slope) ds_colormap = colormaps; else - ds_colormap = planezlight[pindex]; + { + pindex = distance >> LIGHTZSHIFT; + if (pindex >= MAXLIGHTZ) + pindex = MAXLIGHTZ - 1; + ds_colormap = planezlight[pindex]; + } if (encoremap && !currentplane->noencore) ds_colormap += (256*32); @@ -627,9 +648,9 @@ void R_DrawPlanes(void) R_DrawSinglePlane(pl); } } + #ifndef NOWATER - ds_waterofs = (leveltime & 1)*16384; - wtofs = ((leveltime-1)*140) + ((rendertimefrac*140) / FRACUNIT); + R_UpdatePlaneRipple(); #endif } @@ -675,47 +696,48 @@ static void R_DrawSkyPlane(visplane_t *pl) } } -#ifdef ESLOPE -static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge) +// Potentially override other stuff for now cus we're mean. :< But draw a slope plane! +// I copied ZDoom's code and adapted it to SRB2... -Red +void R_CalculateSlopeVectors(pslope_t *slope, fixed_t planeviewx, fixed_t planeviewy, fixed_t planeviewz, fixed_t planexscale, fixed_t planeyscale, fixed_t planexoffset, fixed_t planeyoffset, angle_t planeviewangle, angle_t planeangle, float fudge) { - // Potentially override other stuff for now cus we're mean. :< But draw a slope plane! - // I copied ZDoom's code and adapted it to SRB2... -Red floatv3_t p, m, n; float ang; float vx, vy, vz; - // compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly - // use this as a temp var to store P_GetZAt's return value each time + float xscale = FIXED_TO_FLOAT(planexscale); + float yscale = FIXED_TO_FLOAT(planeyscale); + // compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly + // use this as a temp var to store P_GetSlopeZAt's return value each time fixed_t temp; - vx = FIXED_TO_FLOAT(pl->viewx+xoffs); - vy = FIXED_TO_FLOAT(pl->viewy-yoffs); - vz = FIXED_TO_FLOAT(pl->viewz); + vx = FIXED_TO_FLOAT(planeviewx+planexoffset); + vy = FIXED_TO_FLOAT(planeviewy-planeyoffset); + vz = FIXED_TO_FLOAT(planeviewz); - temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy); + temp = P_GetZAt(slope, planeviewx, planeviewy); zeroheight = FIXED_TO_FLOAT(temp); // p is the texture origin in view space // Don't add in the offsets at this stage, because doing so can result in // errors if the flat is rotated. - ang = ANG2RAD(ANGLE_270 - pl->viewangle); + ang = ANG2RAD(ANGLE_270 - planeviewangle); p.x = vx * cos(ang) - vy * sin(ang); p.z = vx * sin(ang) + vy * cos(ang); - temp = P_GetZAt(pl->slope, -xoffs, yoffs); + temp = P_GetZAt(slope, -planexoffset, planeyoffset); p.y = FIXED_TO_FLOAT(temp) - vz; // m is the v direction vector in view space - ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle)); - m.x = cos(ang); - m.z = sin(ang); + ang = ANG2RAD(ANGLE_180 - (planeviewangle + planeangle)); + m.x = yscale * cos(ang); + m.z = yscale * sin(ang); // n is the u direction vector in view space - n.x = sin(ang); - n.z = -cos(ang); + n.x = xscale * sin(ang); + n.z = -xscale * cos(ang); - ang = ANG2RAD(pl->plangle); - temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang))); + ang = ANG2RAD(planeangle); + temp = P_GetZAt(slope, planeviewx + yscale * FLOAT_TO_FIXED(sin(ang)), planeviewy + yscale * FLOAT_TO_FIXED(cos(ang))); m.y = FIXED_TO_FLOAT(temp) - zeroheight; - temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang))); + temp = P_GetZAt(slope, planeviewx + xscale * FLOAT_TO_FIXED(cos(ang)), planeviewy - xscale * FLOAT_TO_FIXED(sin(ang))); n.y = FIXED_TO_FLOAT(temp) - zeroheight; m.x /= fudge; @@ -728,30 +750,45 @@ static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge) // Eh. I tried making this stuff fixed-point and it exploded on me. Here's a macro for the only floating-point vector function I recall using. #define CROSS(d, v1, v2) \ -d.x = (v1.y * v2.z) - (v1.z * v2.y);\ -d.y = (v1.z * v2.x) - (v1.x * v2.z);\ -d.z = (v1.x * v2.y) - (v1.y * v2.x) - CROSS(ds_su[i], p, m); - CROSS(ds_sv[i], p, n); - CROSS(ds_sz[i], m, n); +d->x = (v1.y * v2.z) - (v1.z * v2.y);\ +d->y = (v1.z * v2.x) - (v1.x * v2.z);\ +d->z = (v1.x * v2.y) - (v1.y * v2.x) + CROSS(ds_sup, p, m); + CROSS(ds_svp, p, n); + CROSS(ds_szp, m, n); #undef CROSS - ds_su[i].z *= focallengthf; - ds_sv[i].z *= focallengthf; - ds_sz[i].z *= focallengthf; + ds_sup->z *= focallengthf; + ds_svp->z *= focallengthf; + ds_szp->z *= focallengthf; // Premultiply the texture vectors with the scale factors #define SFMULT 65536.f - ds_su[i].x *= (SFMULT * (1<x *= (SFMULT * (1<y *= (SFMULT * (1<z *= (SFMULT * (1<x *= (SFMULT * (1<y *= (SFMULT * (1<z *= (SFMULT * (1<slope, pl->viewx, pl->viewy, pl->viewz, FRACUNIT, FRACUNIT, xoff, yoff, pl->viewangle, pl->plangle, fudge); +} + void R_DrawSinglePlane(visplane_t *pl) { @@ -772,7 +809,7 @@ void R_DrawSinglePlane(visplane_t *pl) } #ifndef NOWATER - itswater = false; + planeripple.active = false; #endif spanfunc = basespanfunc; @@ -866,7 +903,8 @@ void R_DrawSinglePlane(visplane_t *pl) INT32 top, bottom; UINT8 *scr; - itswater = true; + planeripple.active = true; + if (spanfunc == R_DrawTranslucentSpan_8) { spanfunc = R_DrawTranslucentWaterSpan_8; @@ -1032,38 +1070,26 @@ void R_DrawSinglePlane(visplane_t *pl) xoffs = (fixed_t)(xoffs*fudgecanyon); yoffs = (fixed_t)(yoffs/fudgecanyon); - - ds_sup = &ds_su[0]; - ds_svp = &ds_sv[0]; - ds_szp = &ds_sz[0]; #ifndef NOWATER - if (itswater) + if (planeripple.active) { - INT32 i; fixed_t plheight = abs(P_GetZAt(pl->slope, pl->viewx, pl->viewy) - pl->viewz); - fixed_t rxoffs = xoffs; - fixed_t ryoffs = yoffs; R_PlaneBounds(pl); - for (i = pl->high; i < pl->low; i++) + for (x = pl->high; x < pl->low; x++) { - R_PlaneRipple(pl, i, plheight); - xoffs = rxoffs + ripple_xfrac; - yoffs = ryoffs + ripple_yfrac; - R_SlopeVectors(pl, i, fudgecanyon); + R_CalculatePlaneRipple(pl, x, plheight, true); + R_SetSlopePlaneVectors(pl, x, (xoffs + planeripple.xfrac), (yoffs + planeripple.yfrac), fudgecanyon); } - - xoffs = rxoffs; - yoffs = ryoffs; } else #endif - R_SlopeVectors(pl, 0, fudgecanyon); + R_SetSlopePlaneVectors(pl, 0, xoffs, yoffs, fudgecanyon); #ifndef NOWATER - if (itswater && (spanfunc == R_DrawTranslucentWaterSpan_8)) + if (spanfunc == R_DrawTranslucentWaterSpan_8) spanfunc = R_DrawTiltedTranslucentWaterSpan_8; else #endif diff --git a/src/r_plane.h b/src/r_plane.h index a109aef15..96217b387 100644 --- a/src/r_plane.h +++ b/src/r_plane.h @@ -82,6 +82,7 @@ void R_ClearPlanes(void); void R_MapPlane(INT32 y, INT32 x1, INT32 x2); void R_MakeSpans(INT32 x, INT32 t1, INT32 b1, INT32 t2, INT32 b2); void R_DrawPlanes(void); +void R_CalculateSlopeVectors(pslope_t *slope, fixed_t planeviewx, fixed_t planeviewy, fixed_t planeviewz, fixed_t planexscale, fixed_t planeyscale, fixed_t planexoffset, fixed_t planeyoffset, angle_t planeviewangle, angle_t planeangle, float fudge); visplane_t *R_FindPlane(fixed_t height, INT32 picnum, INT32 lightlevel, fixed_t xoff, fixed_t yoff, angle_t plangle, extracolormap_t *planecolormap, ffloor_t *ffloor , polyobj_t *polyobj -- 2.54.0 From 7d9510b3159c57a7e2441dd51bf014f71473a887 Mon Sep 17 00:00:00 2001 From: Alug Date: Mon, 15 Jan 2024 10:44:43 +0100 Subject: [PATCH 4/4] Fix vibing slope planes --- src/r_plane.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/r_plane.c b/src/r_plane.c index 311c9cccd..f89e10330 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -735,9 +735,9 @@ void R_CalculateSlopeVectors(pslope_t *slope, fixed_t planeviewx, fixed_t planev n.z = -xscale * cos(ang); ang = ANG2RAD(planeangle); - temp = P_GetZAt(slope, planeviewx + yscale * FLOAT_TO_FIXED(sin(ang)), planeviewy + yscale * FLOAT_TO_FIXED(cos(ang))); + temp = P_GetZAt(slope, planeviewx + FLOAT_TO_FIXED(yscale * sin(ang)), planeviewy + FLOAT_TO_FIXED(yscale * cos(ang))); m.y = FIXED_TO_FLOAT(temp) - zeroheight; - temp = P_GetZAt(slope, planeviewx + xscale * FLOAT_TO_FIXED(cos(ang)), planeviewy - xscale * FLOAT_TO_FIXED(sin(ang))); + temp = P_GetZAt(slope, planeviewx + FLOAT_TO_FIXED(xscale * cos(ang)), planeviewy - FLOAT_TO_FIXED(xscale * sin(ang))); n.y = FIXED_TO_FLOAT(temp) - zeroheight; m.x /= fudge; -- 2.54.0