rockbox/apps/plugins/doom/r_draw.c
Jens Arnold 3710ae92cc Coldfire targets: tiny optimisation.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@25098 a1c6a512-1295-4272-9138-f99709370657
2010-03-09 23:44:25 +00:00

723 lines
20 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* The actual span/column drawing functions.
* Here find the main potential for optimization,
* e.g. inline assembly, different algorithms.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "w_wad.h"
#include "r_main.h"
#include "v_video.h"
#include "st_stuff.h"
#include "g_game.h"
#include "am_map.h"
//#include "lprintf.h"
#include "rockmacros.h"
//
// All drawing to the view buffer is accomplished in this file.
// The other refresh files only know about ccordinates,
// not the architecture of the frame buffer.
// Conveniently, the frame buffer is a linear one,
// and we need only the base address,
// and the total size == width*height*depth/8.,
//
//byte* viewimage;
int viewwidth;
int scaledviewwidth;
int viewheight;
int viewwindowx;
int viewwindowy;
byte *topleft IBSS_ATTR;
// Color tables for different players,
// translate a limited part to another
// (color ramps used for suit colors).
//
// CPhipps - made const*'s
const byte *tranmap IBSS_ATTR; // translucency filter maps 256x256 // phares
const byte *main_tranmap IBSS_ATTR; // killough 4/11/98
//
// R_DrawColumn
// Source is the top of the column to scale.
//
lighttable_t *dc_colormap IBSS_ATTR;
int dc_x IBSS_ATTR;
int dc_yl IBSS_ATTR;
int dc_yh IBSS_ATTR;
fixed_t dc_iscale IBSS_ATTR;
fixed_t dc_texturemid IBSS_ATTR;
int dc_texheight IBSS_ATTR; // killough
const byte *dc_source IBSS_ATTR; // first pixel in a column (possibly virtual)
//
// A column is a vertical slice/span from a wall texture that,
// given the DOOM style restrictions on the view orientation,
// will always have constant z depth.
// Thus a special case loop for very fast rendering can
// be used. It has also been used with Wolfenstein 3D.
//
void R_DrawColumn (void)
{
int count;
register byte *dest; // killough
register fixed_t frac; // killough
// leban 1/17/99:
// removed the + 1 here, adjusted the if test, and added an increment
// later. this helps a compiler pipeline a bit better. the x86
// assembler also does this.
count = dc_yh - dc_yl;
// Zero length, column does not exceed a pixel.
if (count < 0)
return;
#ifdef RANGECHECK
if ((unsigned)dc_x >= SCREENWIDTH
|| dc_yl < 0
|| dc_yh >= SCREENHEIGHT)
I_Error ("R_DrawColumn: %d to %d at %d", dc_yl, dc_yh, dc_x);
#endif
count++;
// Framebuffer destination address.
dest = topleft + dc_yl*SCREENWIDTH + dc_x;
// Determine scaling,
// which is the only mapping to be done.
#define fracstep dc_iscale
frac = dc_texturemid + (dc_yl-centery)*fracstep;
// Inner loop that does the actual texture mapping,
// e.g. a DDA-lile scaling.
// This is as fast as it gets. (Yeah, right!!! -- killough)
//
// killough 2/1/98: more performance tuning
if (dc_texheight == 128)
{
while(count--)
{
*dest = dc_colormap[dc_source[(frac>>FRACBITS)&127]];
frac += fracstep;
dest += SCREENWIDTH;
}
}
else if (dc_texheight == 0)
{
/* cph - another special case */
while (count--)
{
*dest = dc_colormap[dc_source[frac>>FRACBITS]];
frac += fracstep;
dest += SCREENWIDTH;
}
}
else
{
register unsigned heightmask = dc_texheight-1; // CPhipps - specify type
if (! (dc_texheight & heightmask) ) // power of 2 -- killough
{
while (count>0) // texture height is a power of 2 -- killough
{
*dest = dc_colormap[dc_source[(frac>>FRACBITS) & heightmask]];
dest += SCREENWIDTH;
frac += fracstep;
count--;
}
}
else
{
heightmask++;
heightmask <<= FRACBITS;
if (frac < 0)
while ((frac += heightmask) < 0)
;
else
while (frac >= (int)heightmask)
frac -= heightmask;
while(count>0)
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
// heightmask is the Tutti-Frutti fix -- killough
*dest = dc_colormap[dc_source[frac>>FRACBITS]];
dest += SCREENWIDTH;
if ((frac += fracstep) >= (int)heightmask)
frac -= heightmask;
count--;
}
}
}
}
#undef fracstep
// Here is the version of R_DrawColumn that deals with translucent // phares
// textures and sprites. It's identical to R_DrawColumn except // |
// for the spot where the color index is stuffed into *dest. At // V
// that point, the existing color index and the new color index
// are mapped through the TRANMAP lump filters to get a new color
// index whose RGB values are the average of the existing and new
// colors.
//
// Since we're concerned about performance, the 'translucent or
// opaque' decision is made outside this routine, not down where the
// actual code differences are.
void R_DrawTLColumn (void)
{
int count;
register byte *dest; // killough
register fixed_t frac; // killough
count = dc_yh - dc_yl + 1;
// Zero length, column does not exceed a pixel.
if (count <= 0)
return;
#ifdef RANGECHECK
if ((unsigned)dc_x >= (unsigned)SCREENWIDTH
|| dc_yl < 0
|| dc_yh >= SCREENHEIGHT)
I_Error("R_DrawTLColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
#endif
// Framebuffer destination address.
dest = topleft + dc_yl*SCREENWIDTH + dc_x;
// Determine scaling,
// which is the only mapping to be done.
#define fracstep dc_iscale
frac = dc_texturemid + (dc_yl-centery)*fracstep;
// Inner loop that does the actual texture mapping,
// e.g. a DDA-lile scaling.
// This is as fast as it gets. (Yeah, right!!! -- killough)
//
// killough 2/1/98, 2/21/98: more performance tuning
{
register const byte *source = dc_source;
register const lighttable_t *colormap = dc_colormap;
register unsigned heightmask = dc_texheight-1; // CPhipps - specify type
if (dc_texheight & heightmask) // not a power of 2 -- killough
{
heightmask++;
heightmask <<= FRACBITS;
if (frac < 0)
while ((frac += heightmask) < 0)
;
else
while (frac >= (int)heightmask)
frac -= heightmask;
do
{
// Re-map color indices from wall texture column
// using a lighting/special effects LUT.
// heightmask is the Tutti-Frutti fix -- killough
*dest = tranmap[(*dest<<8)+colormap[source[frac>>FRACBITS]]]; // phares
dest += SCREENWIDTH;
if ((frac += fracstep) >= (int)heightmask)
frac -= heightmask;
}
while (--count);
}
else
{
while ((count-=2)>=0) // texture height is a power of 2 -- killough
{
*dest = tranmap[(*dest<<8)+colormap[source[(frac>>FRACBITS) & heightmask]]]; // phares
dest += SCREENWIDTH;
frac += fracstep;
*dest = tranmap[(*dest<<8)+colormap[source[(frac>>FRACBITS) & heightmask]]]; // phares
dest += SCREENWIDTH;
frac += fracstep;
}
if (count & 1)
*dest = tranmap[(*dest<<8)+colormap[source[(frac>>FRACBITS) & heightmask]]]; // phares
}
}
}
#undef fracstep
//
// Spectre/Invisibility.
//
#define FUZZTABLE 50
// proff 08/17/98: Changed for high-res
//#define FUZZOFF (SCREENWIDTH)
#define FUZZOFF 1
static const int fuzzoffset_org[FUZZTABLE] ICONST_ATTR = {
FUZZOFF,-FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,
FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,
FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,
FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF,FUZZOFF,-FUZZOFF,FUZZOFF
} ;
static int fuzzoffset[FUZZTABLE] IBSS_ATTR;
static int fuzzpos IBSS_ATTR = 0;
//
// Framebuffer postprocessing.
// Creates a fuzzy image by copying pixels
// from adjacent ones to left and right.
// Used with an all black colormap, this
// could create the SHADOW effect,
// i.e. spectres and invisible players.
//
void R_DrawFuzzColumn(void)
{
int count;
byte *dest;
fixed_t frac;
fixed_t fracstep;
// Adjust borders. Low...
if (!dc_yl)
dc_yl = 1;
// .. and high.
if (dc_yh == viewheight-1)
dc_yh = viewheight - 2;
count = dc_yh - dc_yl;
// Zero length.
if (count < 0)
return;
#ifdef RANGECHECK
if ((unsigned) dc_x >= (unsigned)SCREENWIDTH
|| dc_yl < 0
|| (unsigned)dc_yh >= (unsigned)SCREENHEIGHT)
I_Error("R_DrawFuzzColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
#endif
// Keep till detailshift bug in blocky mode fixed,
// or blocky mode removed.
// Does not work with blocky mode.
dest = topleft + dc_yl*SCREENWIDTH + dc_x;
// Looks familiar.
fracstep = dc_iscale;
frac = dc_texturemid + (dc_yl-centery)*fracstep;
// Looks like an attempt at dithering,
// using the colormap #6 (of 0-31, a bit brighter than average).
do
{
// Lookup framebuffer, and retrieve
// a pixel that is either one column
// left or right of the current one.
// Add index from colormap to index.
// killough 3/20/98: use fullcolormap instead of colormaps
*dest = fullcolormap[6*256+dest[fuzzoffset[fuzzpos]]];
// Some varying invisibility effects can be gotten by playing // phares
// with this logic. For example, try // phares
// // phares
// *dest = fullcolormap[0*256+dest[FUZZOFF]]; // phares
// Clamp table lookup index.
if (++fuzzpos == FUZZTABLE)
fuzzpos = 0;
dest += SCREENWIDTH;
frac += fracstep;
}
while (count--);
}
//
// R_DrawTranslatedColumn
// Used to draw player sprites
// with the green colorramp mapped to others.
// Could be used with different translation
// tables, e.g. the lighter colored version
// of the BaronOfHell, the HellKnight, uses
// identical sprites, kinda brightened up.
//
byte *dc_translation, *translationtables;
void R_DrawTranslatedColumn (void)
{
int count;
byte *dest;
fixed_t frac;
fixed_t fracstep;
count = dc_yh - dc_yl;
if (count < 0)
return;
#ifdef RANGECHECK
if ((unsigned)dc_x >= (unsigned)SCREENWIDTH
|| dc_yl < 0
|| (unsigned)dc_yh >= (unsigned)SCREENHEIGHT)
I_Error("R_DrawColumn: %i to %i at %i", dc_yl, dc_yh, dc_x);
#endif
// FIXME. As above.
dest = topleft + dc_yl*SCREENWIDTH + dc_x;
// Looks familiar.
fracstep = dc_iscale;
frac = dc_texturemid + (dc_yl-centery)*fracstep;
// Here we do an additional index re-mapping.
do
{
// Translation tables are used
// to map certain colorramps to other ones,
// used with PLAY sprites.
// Thus the "green" ramp of the player 0 sprite
// is mapped to gray, red, black/indigo.
*dest = dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]];
dest += SCREENWIDTH;
frac += fracstep;
}
while (count--);
}
//
// R_InitTranslationTables
// Creates the translation tables to map
// the green color ramp to gray, brown, red.
// Assumes a given structure of the PLAYPAL.
// Could be read from a lump instead.
//
byte playernumtotrans[MAXPLAYERS];
extern lighttable_t *(*c_zlight)[LIGHTLEVELS][MAXLIGHTZ];
void R_InitTranslationTables (void)
{
int i, j;
#define MAXTRANS 3
byte transtocolour[MAXTRANS];
// killough 5/2/98:
// Remove dependency of colormaps aligned on 256-byte boundary
if (translationtables == NULL) // CPhipps - allow multiple calls
translationtables = Z_Malloc(256*MAXTRANS, PU_STATIC, 0);
for (i=0; i<MAXTRANS; i++)
transtocolour[i] = 255;
for (i=0; i<MAXPLAYERS; i++)
{
byte wantcolour = mapcolor_plyr[i];
playernumtotrans[i] = 0;
if (wantcolour != 0x70) // Not green, would like translation
for (j=0; j<MAXTRANS; j++)
if (transtocolour[j] == 255)
{
transtocolour[j] = wantcolour;
playernumtotrans[i] = j+1;
break;
}
}
// translate just the 16 green colors
for (i=0; i<256; i++)
if (i >= 0x70 && i<= 0x7f)
{
// CPhipps - configurable player colours
translationtables[i] = colormaps[0][((i&0xf)<<9) + transtocolour[0]];
translationtables[i+256] = colormaps[0][((i&0xf)<<9) + transtocolour[1]];
translationtables[i+512] = colormaps[0][((i&0xf)<<9) + transtocolour[2]];
}
else // Keep all other colors as is.
translationtables[i]=translationtables[i+256]=translationtables[i+512]=i;
}
//
// R_DrawSpan
// With DOOM style restrictions on view orientation,
// the floors and ceilings consist of horizontal slices
// or spans with constant z depth.
// However, rotation around the world z axis is possible,
// thus this mapping, while simpler and faster than
// perspective correct texture mapping, has to traverse
// the texture at an angle in all but a few cases.
// In consequence, flats are not stored by column (like walls),
// and the inner loop has to step in texture space u and v.
//
int ds_y IBSS_ATTR;
int ds_x1 IBSS_ATTR;
int ds_x2 IBSS_ATTR;
lighttable_t *ds_colormap IBSS_ATTR;
fixed_t ds_xfrac IBSS_ATTR;
fixed_t ds_yfrac IBSS_ATTR;
fixed_t ds_xstep IBSS_ATTR;
fixed_t ds_ystep IBSS_ATTR;
// start of a 64*64 tile image
byte *ds_source IBSS_ATTR;
void R_DrawSpan (void)
{
#ifdef CPU_COLDFIRE
// only slightly faster
asm volatile (
"tst %[count] \n"
"beq endspanloop \n"
"clr.l %%d4 \n"
"spanloop: \n"
"move.l %[xfrac], %%d1 \n"
"swap %%d1 \n"
"and.l #63,%%d1 \n"
"move.l %[yfrac], %%d2 \n"
"lsr.l %[ten],%%d2 \n"
"and.l #4032,%%d2 \n"
"or.l %%d2, %%d1 \n"
"move.b (%[source], %%d1), %%d4 \n"
"add.l %[ds_xstep], %[xfrac] \n"
"add.l %[ds_ystep], %[yfrac] \n"
"move.b (%[colormap],%%d4.l), (%[dest])+ \n"
"subq.l #1, %[count] \n"
"bne spanloop \n"
"endspanloop: \n"
: /* outputs */
: /* inputs */
[ten] "d"(10),
[count] "d" (ds_x2-ds_x1+1),
[xfrac] "a" (ds_xfrac),
[yfrac] "a" (ds_yfrac),
[source] "a" (ds_source),
[colormap] "a" (ds_colormap),
[dest] "a" (topleft+ds_y*SCREENWIDTH +ds_x1),
[ds_xstep] "d" (ds_xstep),
[ds_ystep] "d" (ds_ystep)
: /* clobbers */
"d1", "d2", "d4"
);
#else
register unsigned count = ds_x2 - ds_x1 + 1,xfrac = ds_xfrac,yfrac = ds_yfrac;
register byte *source = ds_source;
register byte *colormap = ds_colormap;
register byte *dest = topleft + ds_y*SCREENWIDTH + ds_x1;
while (count)
{
register unsigned xtemp = xfrac >> 16;
register unsigned ytemp = yfrac >> 10;
register unsigned spot;
ytemp &= 4032;
xtemp &= 63;
spot = xtemp | ytemp;
xfrac += ds_xstep;
yfrac += ds_ystep;
*dest++ = colormap[source[spot]];
count--;
}
#endif
}
//
// R_InitBuffer
// Creats lookup tables that avoid
// multiplies and other hazzles
// for getting the framebuffer address
// of a pixel to draw.
//
void R_InitBuffer(int width, int height)
{
int i=0;
// Handle resize,
// e.g. smaller view windows
// with border and/or status bar.
viewwindowx = (SCREENWIDTH-width) >> 1;
// Same with base row offset.
viewwindowy = width==SCREENWIDTH ? 0 : (SCREENHEIGHT-(ST_SCALED_HEIGHT-1)-height)>>1;
topleft = d_screens[0] + viewwindowy*SCREENWIDTH + viewwindowx;
// Preclaculate all row offsets.
// CPhipps - merge viewwindowx into here
for (i=0; i<FUZZTABLE; i++)
fuzzoffset[i] = fuzzoffset_org[i]*SCREENWIDTH;
}
//
// R_FillBackScreen
// Fills the back screen with a pattern
// for variable screen sizes
// Also draws a beveled edge.
//
// CPhipps - patch drawing updated
void R_FillBackScreen (void)
{
int x,y;
if (scaledviewwidth == SCREENWIDTH)
return;
V_DrawBackground(gamemode == commercial ? "GRNROCK" : "FLOOR7_2", 1);
for (x=0 ; x<scaledviewwidth ; x+=8)
V_DrawNamePatch(viewwindowx+x,viewwindowy-8,1,"brdr_t", CR_DEFAULT, VPT_NONE);
for (x=0 ; x<scaledviewwidth ; x+=8)
V_DrawNamePatch(viewwindowx+x,viewwindowy+viewheight,1,"brdr_b", CR_DEFAULT, VPT_NONE);
for (y=0 ; y<viewheight ; y+=8)
V_DrawNamePatch(viewwindowx-8,viewwindowy+y,1,"brdr_l", CR_DEFAULT, VPT_NONE);
for (y=0 ; y<viewheight ; y+=8)
V_DrawNamePatch(viewwindowx+scaledviewwidth,viewwindowy+y,1,"brdr_r", CR_DEFAULT, VPT_NONE);
// Draw beveled edge.
V_DrawNamePatch(viewwindowx-8,viewwindowy-8,1,"brdr_tl", CR_DEFAULT, VPT_NONE);
V_DrawNamePatch(viewwindowx+scaledviewwidth,viewwindowy-8,1,"brdr_tr", CR_DEFAULT, VPT_NONE);
V_DrawNamePatch(viewwindowx-8,viewwindowy+viewheight,1,"brdr_bl", CR_DEFAULT, VPT_NONE);
V_DrawNamePatch(viewwindowx+scaledviewwidth,viewwindowy+viewheight,1,"brdr_br", CR_DEFAULT, VPT_NONE);
}
//
// Copy a screen buffer.
//
void R_VideoErase(unsigned ofs, int count)
{
memcpy(d_screens[0]+ofs, d_screens[1]+ofs, count); // LFB copy.
}
//
// R_DrawViewBorder
// Draws the border around the view
// for different size windows?
//
void R_DrawViewBorder(void)
{
int top, side, ofs, i;
// proff/nicolas 09/20/98: Added for high-res (inspired by DosDOOM)
int side2;
// proff/nicolas 09/20/98: Removed for high-res
// if (scaledviewwidth == SCREENWIDTH)
// return;
// proff/nicolas 09/20/98: Added for high-res (inspired by DosDOOM)
if ((SCREENHEIGHT != viewheight) ||
((automapmode & am_active) && ! (automapmode & am_overlay)))
{
ofs = ( SCREENHEIGHT - ST_SCALED_HEIGHT ) * SCREENWIDTH;
side= ( SCREENWIDTH - ST_SCALED_WIDTH ) / 2;
side2 = side * 2;
R_VideoErase ( ofs, side );
ofs += ( SCREENWIDTH - side );
for ( i = 1; i < ST_SCALED_HEIGHT; i++ )
{
R_VideoErase ( ofs, side2 );
ofs += SCREENWIDTH;
}
R_VideoErase ( ofs, side );
}
if ( viewheight >= ( SCREENHEIGHT - ST_SCALED_HEIGHT ))
return; // if high-res, don't go any further!
top = ((SCREENHEIGHT-ST_SCALED_HEIGHT)-viewheight)/2;
side = (SCREENWIDTH-scaledviewwidth)/2;
// copy top and one line of left side
R_VideoErase (0, top*SCREENWIDTH+side);
// copy one line of right side and bottom
ofs = (viewheight+top)*SCREENWIDTH-side;
R_VideoErase (ofs, top*SCREENWIDTH+side);
// copy sides using wraparound
ofs = top*SCREENWIDTH + SCREENWIDTH-side;
side <<= 1;
for (i=1 ; i<viewheight ; i++)
{
R_VideoErase (ofs, side);
ofs += SCREENWIDTH;
}
}