// SONIC ROBO BLAST 2 KART //----------------------------------------------------------------------------- // Copyright (C) 2025 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_span.cpp /// \brief span drawer functions /// \note no includes because this is included as part of r_draw.cpp #ifdef HAVE_THREADS #define local_for_thread static thread_local #else #define local_for_thread static #endif #include #include #include "cxxutil.hpp" // ========================================================================== // SPANS // ========================================================================== #define SPANSIZE 16 #define INVSPAN 0.0625f // 4194303 = (2048x2048)-1 (2048x2048 is maximum flat size) #define MAXFLATBYTES 4194303 #define PLANELIGHTFLOAT ((float)BASEVIDWIDTH * BASEVIDWIDTH / stride / ds->zeroheight / 21.0f * FIXED_TO_FLOAT(fovtan)) enum DrawSpanType { DS_BASIC = 0x0000, DS_COLORMAP = 0x0001, DS_TRANSMAP = 0x0002, DS_HOLES = 0x0004, DS_RIPPLE = 0x0008, }; template FUNCINLINE static ATTRINLINE constexpr UINT8 R_GetSpanTranslated(const drawspandata_t* ds, UINT8 col) { if constexpr (Type & DrawSpanType::DS_COLORMAP) { return ds->translation[col]; } else { return col; } } template FUNCINLINE static ATTRINLINE constexpr UINT8 R_GetSpanTranslucent(const drawspandata_t* ds, UINT8 *dsrc, const UINT8 *colormap, UINT8 col) { col = colormap[R_GetSpanTranslated(ds, col)]; if constexpr (Type & DrawSpanType::DS_TRANSMAP) { return *(ds->transmap + (col << 8) + (*dsrc)); } else { return col; } } template FUNCINLINE static ATTRINLINE constexpr UINT8 R_DrawSpanPixel(const drawspandata_t* ds, UINT8 *dsrc, const UINT8 *colormap, UINT32 bit, const UINT8 *source) { UINT8 col = source[bit]; if constexpr (Type & DrawSpanType::DS_HOLES) { if (col == TRANSPARENTPIXEL) { return *dsrc; } } return R_GetSpanTranslucent(ds, dsrc, colormap, col); } /** \brief The R_DrawSpan_8 function Draws the actual span. */ template static void R_DrawSpanTemplate(drawspandata_t* ds) { UINT32 xposition; UINT32 yposition; UINT32 xstep, ystep; UINT32 bit; UINT8 * restrict dest = R_Address(ds->x1, ds->y); UINT8 * restrict dsrc; const UINT8 * restrict deststop = vid.screens[0] + vid.width * vid.height; if (dest+8 > deststop) { return; } intptr_t count = (ds->x2 - ds->x1 + 1); size_t i; xposition = ds->xfrac; yposition = ds->yfrac; xstep = ds->xstep; ystep = ds->ystep; const UINT8 * restrict source = ds->source; const UINT8 * restrict colormap = ds->colormap; if constexpr (Type & DS_RIPPLE) { yposition += ds->waterofs; } // 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->nflatshiftup; yposition <<= ds->nflatshiftup; xstep <<= ds->nflatshiftup; ystep <<= ds->nflatshiftup; if constexpr (Type & DS_RIPPLE) { dsrc = vid.screens[1] + (ds->y + ds->bgofs) * vid.width + ds->x1; } else { dsrc = dest; } 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! for (i = 0; i < 8; i++) { bit = ((yposition >> ds->nflatyshift) & ds->nflatmask) | (xposition >> ds->nflatxshift); if constexpr (Type & DS_RIPPLE) dest[i] = R_DrawSpanPixel(ds, &dsrc[i], colormap, bit, source); else dest[i] = R_DrawSpanPixel(ds, &dest[i], colormap, bit, source); xposition += xstep; yposition += ystep; } dest += 8; if constexpr (Type & DS_RIPPLE) dsrc += 8; count -= 8; } while (count-- && dest <= deststop) { bit = ((yposition >> ds->nflatyshift) & ds->nflatmask) | (xposition >> ds->nflatxshift); if constexpr (Type & DS_RIPPLE) *dest = R_DrawSpanPixel(ds, dsrc, colormap, bit, source); else *dest = R_DrawSpanPixel(ds, dest, colormap, bit, source); dest++; if constexpr (Type & DS_RIPPLE) dsrc++; xposition += xstep; yposition += ystep; } } // R_CalcTiltedLighting // Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly. static void R_CalcTiltedLighting(std::vector& lightbuffer, INT32 x1, INT32 x2, fixed_t start, fixed_t end) { // ZDoom uses a different lighting setup to us, and I couldn't figure out how to adapt their version // of this function. Here's my own. INT32 i; const fixed_t step = (end-start)/(x2 - x1 + 1); // I wanna do some optimizing by checking for out-of-range segments on either side to fill in all at once, // but I'm too bad at coding to not crash the game trying to do that. I guess this is fast enough for now... for (i = x1; i <= x2; i++) { const fixed_t light = start >> FRACBITS; lightbuffer[i] = CLAMP(light, 0, MAXLIGHTSCALE - 1); start += step; } } static void R_GetTiltedLighting(std::vector& tiltlighting, const drawspandata_t* ds, const float iz, const INT32 width, const INT32 stride) { const float planelightfloat = PLANELIGHTFLOAT; const fixed_t lightstart = FloatToFixed(iz * planelightfloat); const fixed_t lightend = FloatToFixed((iz + ds->szp.x * width) * planelightfloat); tiltlighting.resize((size_t)viewwidth); R_CalcTiltedLighting(tiltlighting, ds->x1, ds->x2, lightstart, lightend); //CONS_Printf("tilted lighting %f to %f (foc %f)\n", FixedToFloat(lightstart), FixedToFloat(lightend), focallengthf); } template static void R_DrawTiltedSpanTemplate(drawspandata_t* ds) { INT32 width = ds->x2 - ds->x1; float iz, uz, vz; UINT32 u, v; int i; UINT8 * restrict dest = R_Address(ds->x1, ds->y); UINT8 * restrict dsrc; float startz, startu, startv; float izstep, uzstep, vzstep; float endz, endu, endv; UINT32 stepu, stepv; UINT32 bit; const INT32 nflatxshift = ds->nflatxshift; const INT32 nflatyshift = ds->nflatyshift; const INT32 nflatmask = ds->nflatmask; const INT32 stride = vid.width; local_for_thread std::vector tiltlighting; iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.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); // Lighting is simple. It's just linear interpolation from start to end R_GetTiltedLighting(tiltlighting, ds, iz, width, stride); const UINT8 * restrict source = ds->source; const UINT8 * restrict colormap = ds->colormap; const ptrdiff_t colormap_diff = (colormap - colormaps); const INT32 * restrict tiltlight = tiltlighting.data(); lighttable_t * const * restrict planezlight = ds->planezlight; if constexpr (Type & DS_RIPPLE) { dsrc = vid.screens[1] + (ds->y + ds->bgofs) * stride + ds->x1; } else { dsrc = dest; } #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); v = (INT64)(vz*z); bit = ((v >> nflatyshift) & nflatmask) | (u >> nflatxshift); colormap = planezlight[tiltlighting[ds->x1]] + (ds->colormap - colormaps); *dest = R_DrawSpanPixel(ds, dsrc, colormap, bit); dest++; ds->x1++; dsrc++; iz += ds_szp->x; uz += ds_sup->x; vz += ds_svp->x; } while (--width >= 0); #else 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; width++; while (width >= SPANSIZE) { iz += izstep; uz += uzstep; vz += vzstep; endz = 1.f/iz; endu = uz*endz; endv = vz*endz; stepu = srb2::floattoint((endu - startu) * INVSPAN); stepv = srb2::floattoint((endv - startv) * INVSPAN); u = srb2::floattoint(startu); v = srb2::floattoint(startv); const INT32 x1 = ds->x1; for (i = 0; i < SPANSIZE; i++) { bit = (((v + stepv * i) >> nflatyshift) & nflatmask) | ((u + stepu * i) >> nflatxshift); colormap = planezlight[tiltlight[x1 + i]] + colormap_diff; if constexpr (Type & DS_RIPPLE) dest[i] = R_DrawSpanPixel(ds, &dsrc[i], colormap, bit, source); else dest[i] = R_DrawSpanPixel(ds, &dest[i], colormap, bit, source); } ds->x1 += SPANSIZE; dest += SPANSIZE; if constexpr (Type & DS_RIPPLE) dsrc += SPANSIZE; startu = endu; startv = endv; width -= SPANSIZE; } if (width > 0) { if (width == 1) { u = srb2::floattoint(startu); v = srb2::floattoint(startv); bit = ((v >> nflatyshift) & nflatmask) | (u >> nflatxshift); colormap = planezlight[tiltlight[ds->x1]] + colormap_diff; if constexpr (Type & DS_RIPPLE) *dest = R_DrawSpanPixel(ds, dsrc, colormap, bit, source); else *dest = R_DrawSpanPixel(ds, dest, colormap, bit, source); ds->x1++; } else { float 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 = srb2::floattoint((endu - startu) * left); stepv = srb2::floattoint((endv - startv) * left); u = srb2::floattoint(startu); v = srb2::floattoint(startv); for (; width != 0; width--) { bit = ((v >> ds->nflatyshift) & ds->nflatmask) | (u >> ds->nflatxshift); colormap = planezlight[tiltlight[ds->x1]] + colormap_diff; if constexpr (Type & DS_RIPPLE) *dest = R_DrawSpanPixel(ds, dsrc, colormap, bit, source); else *dest = R_DrawSpanPixel(ds, dest, colormap, bit, source); dest++; if constexpr (Type & DS_RIPPLE) dsrc++; ds->x1++; u += stepu; v += stepv; } } } #endif } #define DEFINE_SPAN_FUNC(name, flags, template) \ void name(drawspandata_t* ds) \ { \ constexpr DrawSpanType opt = static_cast(flags); \ template(ds); \ } #define DEFINE_SPAN_COMBO(name, flags) \ DEFINE_SPAN_FUNC(name, flags, R_DrawSpanTemplate) \ DEFINE_SPAN_FUNC(name ## _Tilted, flags, R_DrawTiltedSpanTemplate) \ DEFINE_SPAN_COMBO(R_DrawSpan, DS_BASIC) DEFINE_SPAN_COMBO(R_DrawTranslucentSpan, DS_TRANSMAP) DEFINE_SPAN_COMBO(R_DrawSplat, DS_HOLES) DEFINE_SPAN_COMBO(R_DrawTranslucentSplat, DS_TRANSMAP|DS_HOLES) DEFINE_SPAN_COMBO(R_DrawTranslucentWaterSpan, DS_TRANSMAP|DS_RIPPLE) /** \brief The R_DrawFogSpan function Draws the actual span with fogging. */ void R_DrawFogSpan(drawspandata_t* ds) { intptr_t count = ds->x2 - ds->x1 + 1; const UINT8 * restrict colormap = ds->colormap; UINT8 * restrict dest = R_Address(ds->x1, ds->y); while (count >= 4) { dest[0] = colormap[dest[0]]; dest[1] = colormap[dest[1]]; dest[2] = colormap[dest[2]]; dest[3] = colormap[dest[3]]; dest += 4; count -= 4; } while (count--) { *dest = colormap[*dest]; dest++; } } void R_DrawFogSpan_Tilted(drawspandata_t* ds) { INT32 width = ds->x2 - ds->x1; const INT32 stride = vid.width; const float iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx); UINT8 * restrict dest = R_Address(ds->x1, ds->y); const ptrdiff_t colormap_diff = (ds->colormap - colormaps); local_for_thread std::vector tiltlighting; // Lighting is simple. It's just linear interpolation from start to end R_GetTiltedLighting(tiltlighting, ds, iz, width, stride); const INT32 * restrict tiltlight = tiltlighting.data(); lighttable_t * const * restrict planezlight = ds->planezlight; do { UINT8 *colormap = planezlight[tiltlight[ds->x1++]] + colormap_diff; *dest = colormap[*dest]; dest++; } while (--width >= 0); }