there were a bunch of cases where inf and nan float results were casted and used with integer things, which is undefined in c yes i did use ceepeepee for that crap, cause this wouldve been really annoying without templating if someone really wants that crap to use outside ceepeepee, feel free to make a bunch of wrappers cause im too lazy for that stuff
465 lines
12 KiB
C++
465 lines
12 KiB
C++
// SONIC ROBO BLAST 2 KART
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//-----------------------------------------------------------------------------
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// Copyright (C) 2025 by Kart Krew.
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// Copyright (C) 2020 by Sonic Team Junior.
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// Copyright (C) 2000 by DooM Legacy Team.
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// Copyright (C) 1996 by id Software, Inc.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_draw_span.cpp
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/// \brief span drawer functions
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/// \note no includes because this is included as part of r_draw.cpp
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#ifdef HAVE_THREADS
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#ifdef _WIN32
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#include <windows.h>
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#define local_for_thread static __thread
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#else
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#include <threads.h>
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#define local_for_thread thread_local static
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#endif
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#else
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#define local_for_thread static
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#endif
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#include <vector>
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#include <algorithm>
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#include "cxxutil.hpp"
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// ==========================================================================
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// SPANS
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// ==========================================================================
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#define SPANSIZE 16
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#define INVSPAN 0.0625f
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// <Callum> 4194303 = (2048x2048)-1 (2048x2048 is maximum flat size)
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#define MAXFLATBYTES 4194303
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#define PLANELIGHTFLOAT ((float)BASEVIDWIDTH * BASEVIDWIDTH / stride / ds->zeroheight / 21.0f * FIXED_TO_FLOAT(fovtan))
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enum DrawSpanType
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{
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DS_BASIC = 0x0000,
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DS_COLORMAP = 0x0001,
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DS_TRANSMAP = 0x0002,
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DS_HOLES = 0x0004,
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DS_RIPPLE = 0x0008,
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};
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template<DrawSpanType Type>
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FUNCINLINE static ATTRINLINE constexpr UINT8
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R_GetSpanTranslated(const drawspandata_t* ds, UINT8 col)
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{
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if constexpr (Type & DrawSpanType::DS_COLORMAP)
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{
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return ds->translation[col];
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}
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else
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{
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return col;
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}
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}
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template<DrawSpanType Type>
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FUNCINLINE static ATTRINLINE constexpr UINT8
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R_GetSpanTranslucent(const drawspandata_t* ds, UINT8 *dsrc, const UINT8 *colormap, UINT8 col)
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{
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col = colormap[R_GetSpanTranslated<Type>(ds, col)];
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if constexpr (Type & DrawSpanType::DS_TRANSMAP)
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{
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return *(ds->transmap + (col << 8) + (*dsrc));
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}
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else
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{
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return col;
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}
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}
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template<DrawSpanType Type>
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FUNCINLINE static ATTRINLINE constexpr UINT8
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R_DrawSpanPixel(const drawspandata_t* ds, UINT8 *dsrc, const UINT8 *colormap, UINT32 bit, const UINT8 *source)
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{
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UINT8 col = source[bit];
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if constexpr (Type & DrawSpanType::DS_HOLES)
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{
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if (col == TRANSPARENTPIXEL)
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{
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return *dsrc;
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}
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}
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return R_GetSpanTranslucent<Type>(ds, dsrc, colormap, col);
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}
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/** \brief The R_DrawSpan_8 function
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Draws the actual span.
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*/
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template<DrawSpanType Type>
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static void R_DrawSpanTemplate(drawspandata_t* ds)
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{
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UINT32 xposition;
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UINT32 yposition;
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UINT32 xstep, ystep;
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UINT32 bit;
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UINT8 * restrict dest = R_Address(ds->x1, ds->y);
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UINT8 * restrict dsrc;
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const UINT8 * restrict deststop = vid.screens[0] + vid.width * vid.height;
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if (dest+8 > deststop)
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{
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return;
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}
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intptr_t count = (ds->x2 - ds->x1 + 1);
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size_t i;
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xposition = ds->xfrac; yposition = ds->yfrac;
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xstep = ds->xstep; ystep = ds->ystep;
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const UINT8 * restrict source = ds->source;
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const UINT8 * restrict colormap = ds->colormap;
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if constexpr (Type & DS_RIPPLE)
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{
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yposition += ds->waterofs;
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}
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// SoM: we only need 6 bits for the integer part (0 thru 63) so the rest
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// can be used for the fraction part. This allows calculation of the memory address in the
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// texture with two shifts, an OR and one AND. (see below)
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// for texture sizes > 64 the amount of precision we can allow will decrease, but only by one
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// bit per power of two (obviously)
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// Ok, because I was able to eliminate the variable spot below, this function is now FASTER
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// than the original span renderer. Whodathunkit?
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xposition <<= ds->nflatshiftup; yposition <<= ds->nflatshiftup;
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xstep <<= ds->nflatshiftup; ystep <<= ds->nflatshiftup;
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if constexpr (Type & DS_RIPPLE)
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{
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dsrc = vid.screens[1] + (ds->y + ds->bgofs) * vid.width + ds->x1;
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}
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else
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{
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dsrc = dest;
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}
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while (count >= 8)
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{
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// SoM: Why didn't I see this earlier? the spot variable is a waste now because we don't
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// have the uber complicated math to calculate it now, so that was a memory write we didn't
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// need!
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for (i = 0; i < 8; i++)
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{
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bit = ((yposition >> ds->nflatyshift) & ds->nflatmask) | (xposition >> ds->nflatxshift);
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if constexpr (Type & DS_RIPPLE)
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dest[i] = R_DrawSpanPixel<Type>(ds, &dsrc[i], colormap, bit, source);
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else
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dest[i] = R_DrawSpanPixel<Type>(ds, &dest[i], colormap, bit, source);
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xposition += xstep;
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yposition += ystep;
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}
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dest += 8;
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if constexpr (Type & DS_RIPPLE)
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dsrc += 8;
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count -= 8;
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}
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while (count-- && dest <= deststop)
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{
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bit = ((yposition >> ds->nflatyshift) & ds->nflatmask) | (xposition >> ds->nflatxshift);
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if constexpr (Type & DS_RIPPLE)
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*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit, source);
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else
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*dest = R_DrawSpanPixel<Type>(ds, dest, colormap, bit, source);
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dest++;
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if constexpr (Type & DS_RIPPLE)
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dsrc++;
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xposition += xstep;
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yposition += ystep;
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}
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}
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// R_CalcTiltedLighting
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// Exactly what it says on the tin. I wish I wasn't too lazy to explain things properly.
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static void R_CalcTiltedLighting(std::vector<INT32>& lightbuffer, INT32 x1, INT32 x2, fixed_t start, fixed_t end)
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{
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// ZDoom uses a different lighting setup to us, and I couldn't figure out how to adapt their version
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// of this function. Here's my own.
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INT32 i;
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const fixed_t step = (end-start)/(x2 - x1 + 1);
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// I wanna do some optimizing by checking for out-of-range segments on either side to fill in all at once,
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// but I'm too bad at coding to not crash the game trying to do that. I guess this is fast enough for now...
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for (i = x1; i <= x2; i++)
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{
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const fixed_t light = start >> FRACBITS;
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lightbuffer[i] = CLAMP(light, 0, MAXLIGHTSCALE - 1);
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start += step;
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}
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}
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static void R_GetTiltedLighting(std::vector<INT32>& tiltlighting, const drawspandata_t* ds, const float iz, const INT32 width, const INT32 stride)
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{
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const float planelightfloat = PLANELIGHTFLOAT;
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const fixed_t lightstart = FloatToFixed(iz * planelightfloat);
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const fixed_t lightend = FloatToFixed((iz + ds->szp.x * width) * planelightfloat);
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if (tiltlighting.size() != (size_t)viewwidth)
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{
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tiltlighting.resize(viewwidth);
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}
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R_CalcTiltedLighting(tiltlighting, ds->x1, ds->x2, lightstart, lightend);
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//CONS_Printf("tilted lighting %f to %f (foc %f)\n", FixedToFloat(lightstart), FixedToFloat(lightend), focallengthf);
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}
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template<DrawSpanType Type>
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static void R_DrawTiltedSpanTemplate(drawspandata_t* ds)
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{
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INT32 width = ds->x2 - ds->x1;
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float iz, uz, vz;
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UINT32 u, v;
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int i;
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UINT8 * restrict dest = R_Address(ds->x1, ds->y);
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UINT8 * restrict dsrc;
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float startz, startu, startv;
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float izstep, uzstep, vzstep;
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float endz, endu, endv;
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UINT32 stepu, stepv;
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UINT32 bit;
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const INT32 nflatxshift = ds->nflatxshift;
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const INT32 nflatyshift = ds->nflatyshift;
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const INT32 nflatmask = ds->nflatmask;
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const INT32 stride = vid.width;
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local_for_thread std::vector<INT32> tiltlighting;
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iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx);
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uz = ds->sup.z + ds->sup.y*(centery-ds->y) + ds->sup.x*(ds->x1-centerx);
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vz = ds->svp.z + ds->svp.y*(centery-ds->y) + ds->svp.x*(ds->x1-centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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R_GetTiltedLighting(tiltlighting, ds, iz, width, stride);
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const UINT8 * restrict source = ds->source;
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const UINT8 * restrict colormap = ds->colormap;
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const ptrdiff_t colormap_diff = (colormap - colormaps);
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const INT32 * restrict tiltlight = tiltlighting.data();
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lighttable_t * const * restrict planezlight = ds->planezlight;
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if constexpr (Type & DS_RIPPLE)
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{
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dsrc = vid.screens[1] + (ds->y + ds->bgofs) * stride + ds->x1;
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}
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else
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{
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dsrc = dest;
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}
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#if 0 // The "perfect" reference version of this routine. Pretty slow.
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// Use it only to see how things are supposed to look.
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i = 0;
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do
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{
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double z = 1.f/iz;
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u = (INT64)(uz*z);
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v = (INT64)(vz*z);
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bit = ((v >> nflatyshift) & nflatmask) | (u >> nflatxshift);
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colormap = planezlight[tiltlighting[ds->x1]] + (ds->colormap - colormaps);
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*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit);
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dest++;
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ds->x1++;
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dsrc++;
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iz += ds_szp->x;
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uz += ds_sup->x;
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vz += ds_svp->x;
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} while (--width >= 0);
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#else
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startz = 1.f/iz;
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startu = uz*startz;
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startv = vz*startz;
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izstep = ds->szp.x * SPANSIZE;
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uzstep = ds->sup.x * SPANSIZE;
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vzstep = ds->svp.x * SPANSIZE;
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width++;
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while (width >= SPANSIZE)
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{
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iz += izstep;
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uz += uzstep;
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vz += vzstep;
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endz = 1.f/iz;
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endu = uz*endz;
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endv = vz*endz;
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stepu = srb2::floattoint<float, INT64>((endu - startu) * INVSPAN);
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stepv = srb2::floattoint<float, INT64>((endv - startv) * INVSPAN);
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u = srb2::floattoint<float, INT64>(startu);
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v = srb2::floattoint<float, INT64>(startv);
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const INT32 x1 = ds->x1;
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for (i = 0; i < SPANSIZE; i++)
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{
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bit = (((v + stepv * i) >> nflatyshift) & nflatmask) | ((u + stepu * i) >> nflatxshift);
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colormap = planezlight[tiltlight[x1 + i]] + colormap_diff;
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if constexpr (Type & DS_RIPPLE)
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dest[i] = R_DrawSpanPixel<Type>(ds, &dsrc[i], colormap, bit, source);
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else
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dest[i] = R_DrawSpanPixel<Type>(ds, &dest[i], colormap, bit, source);
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}
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ds->x1 += SPANSIZE;
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dest += SPANSIZE;
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if constexpr (Type & DS_RIPPLE)
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dsrc += SPANSIZE;
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startu = endu;
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startv = endv;
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width -= SPANSIZE;
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}
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if (width > 0)
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{
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if (width == 1)
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{
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u = srb2::floattoint<float, INT64>(startu);
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v = srb2::floattoint<float, INT64>(startv);
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bit = ((v >> nflatyshift) & nflatmask) | (u >> nflatxshift);
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colormap = planezlight[tiltlight[ds->x1]] + colormap_diff;
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if constexpr (Type & DS_RIPPLE)
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*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit, source);
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else
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*dest = R_DrawSpanPixel<Type>(ds, dest, colormap, bit, source);
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ds->x1++;
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}
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else
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{
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float left = width;
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iz += ds->szp.x * left;
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uz += ds->sup.x * left;
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vz += ds->svp.x * left;
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endz = 1.f/iz;
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endu = uz*endz;
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endv = vz*endz;
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left = 1.f/left;
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stepu = srb2::floattoint<float, INT64>((endu - startu) * left);
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stepv = srb2::floattoint<float, INT64>((endv - startv) * left);
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u = srb2::floattoint<float, INT64>(startu);
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v = srb2::floattoint<float, INT64>(startv);
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for (; width != 0; width--)
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{
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bit = ((v >> ds->nflatyshift) & ds->nflatmask) | (u >> ds->nflatxshift);
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colormap = planezlight[tiltlight[ds->x1]] + colormap_diff;
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if constexpr (Type & DS_RIPPLE)
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*dest = R_DrawSpanPixel<Type>(ds, dsrc, colormap, bit, source);
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else
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*dest = R_DrawSpanPixel<Type>(ds, dest, colormap, bit, source);
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dest++;
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if constexpr (Type & DS_RIPPLE)
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dsrc++;
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ds->x1++;
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u += stepu;
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v += stepv;
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}
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}
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}
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#endif
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}
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#define DEFINE_SPAN_FUNC(name, flags, template) \
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void name(drawspandata_t* ds) \
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{ \
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constexpr DrawSpanType opt = static_cast<DrawSpanType>(flags); \
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template<opt>(ds); \
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}
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#define DEFINE_SPAN_COMBO(name, flags) \
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DEFINE_SPAN_FUNC(name, flags, R_DrawSpanTemplate) \
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DEFINE_SPAN_FUNC(name ## _Tilted, flags, R_DrawTiltedSpanTemplate) \
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DEFINE_SPAN_COMBO(R_DrawSpan, DS_BASIC)
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DEFINE_SPAN_COMBO(R_DrawTranslucentSpan, DS_TRANSMAP)
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DEFINE_SPAN_COMBO(R_DrawSplat, DS_HOLES)
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DEFINE_SPAN_COMBO(R_DrawTranslucentSplat, DS_TRANSMAP|DS_HOLES)
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DEFINE_SPAN_COMBO(R_DrawTranslucentWaterSpan, DS_TRANSMAP|DS_RIPPLE)
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/** \brief The R_DrawFogSpan function
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Draws the actual span with fogging.
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*/
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void R_DrawFogSpan(drawspandata_t* ds)
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{
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intptr_t count = ds->x2 - ds->x1 + 1;
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const UINT8 * restrict colormap = ds->colormap;
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UINT8 * restrict dest = R_Address(ds->x1, ds->y);
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while (count >= 4)
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{
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dest[0] = colormap[dest[0]];
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dest[1] = colormap[dest[1]];
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dest[2] = colormap[dest[2]];
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dest[3] = colormap[dest[3]];
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dest += 4;
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count -= 4;
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}
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while (count--)
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{
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*dest = colormap[*dest];
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dest++;
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}
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}
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void R_DrawFogSpan_Tilted(drawspandata_t* ds)
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{
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INT32 width = ds->x2 - ds->x1;
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const INT32 stride = vid.width;
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const float iz = ds->szp.z + ds->szp.y*(centery-ds->y) + ds->szp.x*(ds->x1-centerx);
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UINT8 * restrict dest = R_Address(ds->x1, ds->y);
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const ptrdiff_t colormap_diff = (ds->colormap - colormaps);
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local_for_thread std::vector<INT32> tiltlighting;
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// Lighting is simple. It's just linear interpolation from start to end
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R_GetTiltedLighting(tiltlighting, ds, iz, width, stride);
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const INT32 * restrict tiltlight = tiltlighting.data();
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lighttable_t * const * restrict planezlight = ds->planezlight;
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do
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{
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UINT8 *colormap = planezlight[tiltlight[ds->x1++]] + colormap_diff;
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*dest = colormap[*dest];
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dest++;
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}
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while (--width >= 0);
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}
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