929 lines
28 KiB
C++
929 lines
28 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Start of conversion to new texture mapper.
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*
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*/
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#define VESA 0
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#define NUM_TMAPS 16
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#define HEADLIGHT_LIGHTING 0
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#define WIREFRAME 0
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#define PERSPECTIVE 1
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#include "pstypes.h"
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#include "maths.h"
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#include "vecmat.h"
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#include "gr.h"
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#include "3d.h"
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#include "dxxerror.h"
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#include "render.h"
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#include "texmap.h"
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#include "texmapl.h"
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#include "rle.h"
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#include "scanline.h"
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#include "u_mem.h"
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#include "dxxsconf.h"
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#include "compiler-integer_sequence.h"
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#ifdef EDITOR
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#define EDITOR_TMAP 1 //if in, include extra stuff
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#endif
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#define F15_5 (F1_0*15 + F0_5)
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// Temporary texture map, interface from Matt's 3d system to Mike's texture mapper.
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g3ds_tmap Tmap1;
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int Interpolation_method=0; // 0 = choose best method
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int Lighting_on=1; // initialize to no lighting
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unsigned Current_seg_depth; // HACK INTERFACE: how far away the current segment (& thus texture) is
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// These variables are the interface to assembler. They get set for each texture map, which is a real waste of time.
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// They should be set only when they change, which is generally when the window bounds change. And, even still, it's
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// a pretty bad interface.
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int bytes_per_row=-1;
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unsigned char *write_buffer;
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int Lighting_enabled;
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fix fx_l, fx_u, fx_v, fx_z, fx_du_dx, fx_dv_dx, fx_dz_dx, fx_dl_dx;
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int fx_xleft, fx_xright, fx_y;
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unsigned char * pixptr;
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int per2_flag = 0;
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int Transparency_on = 0;
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ubyte tmap_flat_color;
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ubyte tmap_flat_shade_value;
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// -------------------------------------------------------------------------------------
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template <std::size_t... N>
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static inline constexpr const array<fix, 1 + sizeof...(N)> init_fix_recip_table(index_sequence<0, N...>)
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{
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/* gcc 4.5 fails on bare initializer list */
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return array<fix, 1 + sizeof...(N)>{{F1_0, (F1_0 / N)...}};
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}
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const array<fix, FIX_RECIP_TABLE_SIZE> fix_recip_table = init_fix_recip_table(make_tree_index_sequence<FIX_RECIP_TABLE_SIZE>());
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// -------------------------------------------------------------------------------------
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// Initialize interface variables to assembler.
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// These things used to be constants. This routine is now (10/6/93) getting called for
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// every texture map. It should get called whenever the window changes, or, preferably,
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// not at all. I'm pretty sure these variables are only being used for range checking.
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void init_interface_vars_to_assembler(void)
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{
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grs_bitmap *bp;
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bp = &grd_curcanv->cv_bitmap;
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Assert(bp!=NULL);
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Assert(bp->bm_data!=NULL);
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// If bytes_per_row has changed, create new table of pointers.
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if (bytes_per_row != (int) bp->bm_rowsize) {
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bytes_per_row = (int) bp->bm_rowsize;
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}
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write_buffer = (unsigned char *) bp->bm_data;
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Window_clip_left = 0;
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Window_clip_right = (int) bp->bm_w-1;
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Window_clip_top = 0;
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Window_clip_bot = (int) bp->bm_h-1;
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}
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// -------------------------------------------------------------------------------------
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// VARIABLES
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// -------------------------------------------------------------------------------------
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// Returns number preceding val modulo modulus.
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// prevmod(3,4) = 2
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// prevmod(0,4) = 3
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int prevmod(int val,int modulus)
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{
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if (val > 0)
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return val-1;
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else
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return modulus-1;
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// return (val + modulus - 1) % modulus;
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}
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// Returns number succeeding val modulo modulus.
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// succmod(3,4) = 0
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// succmod(0,4) = 1
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int succmod(int val,int modulus)
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{
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if (val < modulus-1)
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return val+1;
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else
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return 0;
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// return (val + 1) % modulus;
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}
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// -------------------------------------------------------------------------------------
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// Select topmost vertex (minimum y coordinate) and bottommost (maximum y coordinate) in
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// texture map. If either is part of a horizontal edge, then select leftmost vertex for
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// top, rightmost vertex for bottom.
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// Important: Vertex is selected with integer precision. So, if there are vertices at
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// (0.0,0.7) and (0.5,0.3), the first vertex is selected, because they y coordinates are
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// considered the same, so the smaller x is favored.
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// Parameters:
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// nv number of vertices
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// v3d pointer to 3d vertices containing u,v,x2d,y2d coordinates
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// Results in:
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// *min_y_ind
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// *max_y_ind
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// -------------------------------------------------------------------------------------
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void compute_y_bounds(g3ds_tmap *t, int *vlt, int *vlb, int *vrt, int *vrb,int *bottom_y_ind)
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{
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int min_y,max_y;
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int min_y_ind;
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int original_vrt;
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fix min_x;
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// Scan all vertices, set min_y_ind to vertex with smallest y coordinate.
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min_y = f2i(t->verts[0].y2d);
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max_y = min_y;
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min_y_ind = 0;
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min_x = f2i(t->verts[0].x2d);
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*bottom_y_ind = 0;
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for (int i=1; i<t->nv; i++) {
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if (f2i(t->verts[i].y2d) < min_y) {
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min_y = f2i(t->verts[i].y2d);
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min_y_ind = i;
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min_x = f2i(t->verts[i].x2d);
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} else if (f2i(t->verts[i].y2d) == min_y) {
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if (f2i(t->verts[i].x2d) < min_x) {
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min_y_ind = i;
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min_x = f2i(t->verts[i].x2d);
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}
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}
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if (f2i(t->verts[i].y2d) > max_y) {
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max_y = f2i(t->verts[i].y2d);
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*bottom_y_ind = i;
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}
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}
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//--removed mk, 11/27/94-- // Check for a non-upright-hourglass polygon and fix, if necessary, by bashing a y coordinate.
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//--removed mk, 11/27/94-- // min_y_ind = index of minimum y coordinate, *bottom_y_ind = index of maximum y coordinate
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//--removed mk, 11/27/94--{
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//--removed mk, 11/27/94-- int max_temp, min_temp;
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//--removed mk, 11/27/94--
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//--removed mk, 11/27/94-- max_temp = *bottom_y_ind;
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//--removed mk, 11/27/94-- if (*bottom_y_ind < min_y_ind)
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//--removed mk, 11/27/94-- max_temp += t->nv;
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//--removed mk, 11/27/94--
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//--removed mk, 11/27/94-- for (i=min_y_ind; i<max_temp; i++) {
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//--removed mk, 11/27/94-- if (f2i(t->verts[i%t->nv].y2d) > f2i(t->verts[(i+1)%t->nv].y2d)) {
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//--removed mk, 11/27/94-- Int3();
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//--removed mk, 11/27/94-- t->verts[(i+1)%t->nv].y2d = t->verts[i%t->nv].y2d;
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//--removed mk, 11/27/94-- }
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//--removed mk, 11/27/94-- }
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//--removed mk, 11/27/94--
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//--removed mk, 11/27/94-- min_temp = min_y_ind;
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//--removed mk, 11/27/94-- if (min_y_ind < *bottom_y_ind)
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//--removed mk, 11/27/94-- min_temp += t->nv;
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//--removed mk, 11/27/94--
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//--removed mk, 11/27/94-- for (i=*bottom_y_ind; i<min_temp; i++) {
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//--removed mk, 11/27/94-- if (f2i(t->verts[i%t->nv].y2d) < f2i(t->verts[(i+1)%t->nv].y2d)) {
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//--removed mk, 11/27/94-- Int3();
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//--removed mk, 11/27/94-- t->verts[(i+1)%t->nv].y2d = t->verts[i%t->nv].y2d;
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//--removed mk, 11/27/94-- }
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//--removed mk, 11/27/94-- }
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//--removed mk, 11/27/94--}
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// Set "vertex left top", etc. based on vertex with topmost y coordinate
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*vlt = min_y_ind;
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*vrt = *vlt;
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*vlb = prevmod(*vlt,t->nv);
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*vrb = succmod(*vrt,t->nv);
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// If right edge is horizontal, then advance along polygon bound until it no longer is or until all
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// vertices have been examined.
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// (Left edge cannot be horizontal, because *vlt is set to leftmost point with highest y coordinate.)
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original_vrt = *vrt;
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while (f2i(t->verts[*vrt].y2d) == f2i(t->verts[*vrb].y2d)) {
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if (succmod(*vrt,t->nv) == original_vrt) {
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break;
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}
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*vrt = succmod(*vrt,t->nv);
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*vrb = succmod(*vrt,t->nv);
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}
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}
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// -------------------------------------------------------------------------------------
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// Returns dx/dy given two vertices.
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// If dy == 0, returns 0.0
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// -------------------------------------------------------------------------------------
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//--fix compute_dx_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex)
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//--{
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//-- int dy;
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//--
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//-- // compute delta x with respect to y for any edge
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//-- dy = f2i(t->verts[bottom_vertex].y2d - t->verts[top_vertex].y2d) + 1;
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//-- if (dy)
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//-- return (t->verts[bottom_vertex].x2d - t->verts[top_vertex].x2d) / dy;
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//-- else
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//-- return 0;
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//--
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//--}
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fix compute_du_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(t->verts[bottom_vertex].u - t->verts[top_vertex].u, recip_dy);
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}
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fix compute_dv_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(t->verts[bottom_vertex].v - t->verts[top_vertex].v, recip_dy);
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}
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static fix compute_dl_dy_lin(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(t->verts[bottom_vertex].l - t->verts[top_vertex].l, recip_dy);
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}
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fix compute_dx_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(t->verts[bottom_vertex].x2d - t->verts[top_vertex].x2d, recip_dy);
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}
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static fix compute_du_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(fixmul(t->verts[bottom_vertex].u,t->verts[bottom_vertex].z) - fixmul(t->verts[top_vertex].u,t->verts[top_vertex].z), recip_dy);
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}
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static fix compute_dv_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(fixmul(t->verts[bottom_vertex].v,t->verts[bottom_vertex].z) - fixmul(t->verts[top_vertex].v,t->verts[top_vertex].z), recip_dy);
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}
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static fix compute_dz_dy(g3ds_tmap *t, int top_vertex,int bottom_vertex, fix recip_dy)
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{
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return fixmul(t->verts[bottom_vertex].z - t->verts[top_vertex].z, recip_dy);
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}
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// -------------------------------------------------------------------------------------
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// Texture map current scanline in perspective.
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// -------------------------------------------------------------------------------------
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static void ntmap_scanline_lighted(grs_bitmap *srcb, int y, fix xleft, fix xright, fix uleft, fix uright, fix vleft, fix vright, fix zleft, fix zright, fix lleft, fix lright)
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{
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fix dx,recip_dx;
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fx_xright = f2i(xright);
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//edited 06/27/99 Matt Mueller - moved these tests up from within the switch so as not to do a bunch of needless calculations when we are just gonna return anyway. Slight fps boost?
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if (fx_xright < Window_clip_left)
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return;
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fx_xleft = f2i(xleft);
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if (fx_xleft > Window_clip_right)
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return;
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//end edit -MM
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dx = fx_xright - fx_xleft;
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if ((dx < 0) || (xright < 0) || (xleft > xright)) // the (xleft > xright) term is not redundant with (dx < 0) because dx is computed using integers
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return;
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// setup to call assembler scanline renderer
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recip_dx = fix_recip(dx);
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fx_u = uleft;
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fx_v = vleft;
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fx_z = zleft;
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fx_du_dx = fixmul(uright - uleft,recip_dx);
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fx_dv_dx = fixmul(vright - vleft,recip_dx);
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fx_dz_dx = fixmul(zright - zleft,recip_dx);
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fx_y = y;
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pixptr = srcb->bm_data;
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switch (Lighting_enabled) {
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case 0:
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//added 05/17/99 Matt Mueller - prevent writing before the buffer
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if ((fx_y == 0) && (fx_xleft < 0))
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fx_xleft = 0;
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//end addition -MM
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if (fx_xright > Window_clip_right)
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fx_xright = Window_clip_right;
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cur_tmap_scanline_per();
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break;
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case 1: {
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fix mul_thing;
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if (lleft < 0) lleft = 0;
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if (lright < 0) lright = 0;
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if (lleft > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2)) lleft = (NUM_LIGHTING_LEVELS*F1_0-F1_0/2);
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if (lright > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2)) lright = (NUM_LIGHTING_LEVELS*F1_0-F1_0/2);
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fx_l = lleft;
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fx_dl_dx = fixmul(lright - lleft,recip_dx);
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// This is a pretty ugly hack to prevent lighting overflows.
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mul_thing = dx * fx_dl_dx;
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if (lleft + mul_thing < 0)
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fx_dl_dx += 12;
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else if (lleft + mul_thing > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2))
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fx_dl_dx -= 12;
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//added 05/17/99 Matt Mueller - prevent writing before the buffer
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if ((fx_y == 0) && (fx_xleft < 0))
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fx_xleft = 0;
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//end addition -MM
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if (fx_xright > Window_clip_right)
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fx_xright = Window_clip_right;
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cur_tmap_scanline_per();
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break;
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}
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case 2:
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#ifdef EDITOR_TMAP
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fx_xright = f2i(xright);
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fx_xleft = f2i(xleft);
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tmap_flat_color = 1;
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cur_tmap_scanline_flat();
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#else
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Int3(); // Illegal, called an editor only routine!
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#endif
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break;
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}
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}
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// -------------------------------------------------------------------------------------
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// Render a texture map with lighting using perspective interpolation in inner and outer loops.
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// -------------------------------------------------------------------------------------
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static void ntexture_map_lighted(grs_bitmap *srcb, g3ds_tmap *t)
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{
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int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
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int topy,boty,dy;
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fix dx_dy_left,dx_dy_right;
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fix du_dy_left,du_dy_right;
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fix dv_dy_left,dv_dy_right;
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fix dz_dy_left,dz_dy_right;
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fix dl_dy_left,dl_dy_right;
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fix recip_dyl, recip_dyr;
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int max_y_vertex;
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fix xleft,xright,uleft,vleft,uright,vright,zleft,zright,lleft,lright;
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int next_break_left, next_break_right;
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g3ds_vertex *v3d;
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//remove stupid warnings in compile
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dl_dy_left = F1_0;
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dl_dy_right = F1_0;
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lleft = F1_0;
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lright = F1_0;
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v3d = t->verts;
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// Determine top and bottom y coords.
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compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
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// Set top and bottom (of entire texture map) y coordinates.
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topy = f2i(v3d[vlt].y2d);
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boty = f2i(v3d[max_y_vertex].y2d);
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if (topy > Window_clip_bot)
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return;
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if (boty > Window_clip_bot)
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boty = Window_clip_bot;
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// Set amount to change x coordinate for each advance to next scanline.
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dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
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recip_dyl = fix_recip(dy);
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dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dyl);
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du_dy_left = compute_du_dy(t,vlt,vlb, recip_dyl);
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dv_dy_left = compute_dv_dy(t,vlt,vlb, recip_dyl);
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dz_dy_left = compute_dz_dy(t,vlt,vlb, recip_dyl);
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dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
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recip_dyr = fix_recip(dy);
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du_dy_right = compute_du_dy(t,vrt,vrb, recip_dyr);
|
|
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dyr);
|
|
dv_dy_right = compute_dv_dy(t,vrt,vrb, recip_dyr);
|
|
dz_dy_right = compute_dz_dy(t,vrt,vrb, recip_dyr);
|
|
|
|
if (Lighting_enabled) {
|
|
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dyl);
|
|
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dyr);
|
|
|
|
lleft = v3d[vlt].l;
|
|
lright = v3d[vrt].l;
|
|
}
|
|
|
|
// Set initial values for x, u, v
|
|
xleft = v3d[vlt].x2d;
|
|
xright = v3d[vrt].x2d;
|
|
|
|
zleft = v3d[vlt].z;
|
|
zright = v3d[vrt].z;
|
|
|
|
uleft = fixmul(v3d[vlt].u,zleft);
|
|
uright = fixmul(v3d[vrt].u,zright);
|
|
vleft = fixmul(v3d[vlt].v,zleft);
|
|
vright = fixmul(v3d[vrt].v,zright);
|
|
|
|
// scan all rows in texture map from top through first break.
|
|
next_break_left = f2i(v3d[vlb].y2d);
|
|
next_break_right = f2i(v3d[vrb].y2d);
|
|
|
|
for (int y = topy; y < boty; y++) {
|
|
|
|
// See if we have reached the end of the current left edge, and if so, set
|
|
// new values for dx_dy and x,u,v
|
|
if (y == next_break_left) {
|
|
fix recip_dy;
|
|
|
|
// Handle problem of double points. Search until y coord is different. Cannot get
|
|
// hung in an infinite loop because we know there is a vertex with a lower y coordinate
|
|
// because in the for loop, we don't scan all spanlines.
|
|
while (y == f2i(v3d[vlb].y2d)) {
|
|
vlt = vlb;
|
|
vlb = prevmod(vlb,t->nv);
|
|
}
|
|
next_break_left = f2i(v3d[vlb].y2d);
|
|
|
|
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
|
|
recip_dy = fix_recip(dy);
|
|
|
|
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
|
|
|
|
xleft = v3d[vlt].x2d;
|
|
zleft = v3d[vlt].z;
|
|
uleft = fixmul(v3d[vlt].u,zleft);
|
|
vleft = fixmul(v3d[vlt].v,zleft);
|
|
lleft = v3d[vlt].l;
|
|
|
|
du_dy_left = compute_du_dy(t,vlt,vlb, recip_dy);
|
|
dv_dy_left = compute_dv_dy(t,vlt,vlb, recip_dy);
|
|
dz_dy_left = compute_dz_dy(t,vlt,vlb, recip_dy);
|
|
|
|
if (Lighting_enabled) {
|
|
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dy);
|
|
lleft = v3d[vlt].l;
|
|
}
|
|
}
|
|
|
|
// See if we have reached the end of the current left edge, and if so, set
|
|
// new values for dx_dy and x. Not necessary to set new values for u,v.
|
|
if (y == next_break_right) {
|
|
fix recip_dy;
|
|
|
|
while (y == f2i(v3d[vrb].y2d)) {
|
|
vrt = vrb;
|
|
vrb = succmod(vrb,t->nv);
|
|
}
|
|
|
|
next_break_right = f2i(v3d[vrb].y2d);
|
|
|
|
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
|
|
recip_dy = fix_recip(dy);
|
|
|
|
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
|
|
|
|
xright = v3d[vrt].x2d;
|
|
zright = v3d[vrt].z;
|
|
uright = fixmul(v3d[vrt].u,zright);
|
|
vright = fixmul(v3d[vrt].v,zright);
|
|
|
|
du_dy_right = compute_du_dy(t,vrt,vrb, recip_dy);
|
|
dv_dy_right = compute_dv_dy(t,vrt,vrb, recip_dy);
|
|
dz_dy_right = compute_dz_dy(t,vrt,vrb, recip_dy);
|
|
|
|
if (Lighting_enabled) {
|
|
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dy);
|
|
lright = v3d[vrt].l;
|
|
}
|
|
}
|
|
|
|
if (Lighting_enabled) {
|
|
if (y >= Window_clip_top)
|
|
ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
|
|
lleft += dl_dy_left;
|
|
lright += dl_dy_right;
|
|
} else
|
|
if (y >= Window_clip_top)
|
|
ntmap_scanline_lighted(srcb,y,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
|
|
|
|
uleft += du_dy_left;
|
|
vleft += dv_dy_left;
|
|
|
|
uright += du_dy_right;
|
|
vright += dv_dy_right;
|
|
|
|
xleft += dx_dy_left;
|
|
xright += dx_dy_right;
|
|
|
|
zleft += dz_dy_left;
|
|
zright += dz_dy_right;
|
|
|
|
}
|
|
|
|
// We can get lleft or lright out of bounds here because we compute dl_dy using fixed point values,
|
|
// but we plot an integer number of scanlines, therefore doing an integer number of additions of the delta.
|
|
|
|
ntmap_scanline_lighted(srcb,boty,xleft,xright,uleft,uright,vleft,vright,zleft,zright,lleft,lright);
|
|
}
|
|
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// Texture map current scanline using linear interpolation.
|
|
// -------------------------------------------------------------------------------------
|
|
static void ntmap_scanline_lighted_linear(grs_bitmap *srcb, int y, fix xleft, fix xright, fix uleft, fix uright, fix vleft, fix vright, fix lleft, fix lright)
|
|
{
|
|
fix dx,recip_dx,du_dx,dv_dx,dl_dx;
|
|
|
|
dx = f2i(xright) - f2i(xleft);
|
|
if ((dx < 0) || (xright < 0) || (xleft > xright)) // the (xleft > xright) term is not redundant with (dx < 0) because dx is computed using integers
|
|
return;
|
|
|
|
// setup to call assembler scanline renderer
|
|
recip_dx = fix_recip(dx);
|
|
|
|
du_dx = fixmul(uright - uleft,recip_dx);
|
|
dv_dx = fixmul(vright - vleft,recip_dx);
|
|
|
|
fx_u = uleft;
|
|
fx_v = vleft;
|
|
fx_du_dx = du_dx;
|
|
fx_dv_dx = dv_dx;
|
|
fx_y = y;
|
|
fx_xright = f2i(xright);
|
|
fx_xleft = f2i(xleft);
|
|
pixptr = srcb->bm_data;
|
|
|
|
switch (Lighting_enabled) {
|
|
case 0:
|
|
//added 07/11/99 adb - prevent writing before the buffer
|
|
if (fx_xleft < 0)
|
|
fx_xleft = 0;
|
|
//end addition -adb
|
|
|
|
cur_tmap_scanline_lin_nolight();
|
|
break;
|
|
case 1:
|
|
if (lleft < F1_0/2)
|
|
lleft = F1_0/2;
|
|
if (lright < F1_0/2)
|
|
lright = F1_0/2;
|
|
|
|
if (lleft > MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS)
|
|
lleft = MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS;
|
|
if (lright > MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS)
|
|
lright = MAX_LIGHTING_VALUE*NUM_LIGHTING_LEVELS;
|
|
|
|
//added 07/11/99 adb - prevent writing before the buffer
|
|
if (fx_xleft < 0)
|
|
fx_xleft = 0;
|
|
//end addition -adb
|
|
|
|
{
|
|
fix mul_thing;
|
|
|
|
fx_l = lleft;
|
|
fx_dl_dx = fixmul(lright - lleft,recip_dx);
|
|
|
|
// This is a pretty ugly hack to prevent lighting overflows.
|
|
mul_thing = dx * fx_dl_dx;
|
|
if (lleft + mul_thing < 0)
|
|
fx_dl_dx += 12;
|
|
else if (lleft + mul_thing > (NUM_LIGHTING_LEVELS*F1_0-F1_0/2))
|
|
fx_dl_dx -= 12;
|
|
}
|
|
|
|
fx_l = lleft;
|
|
dl_dx = fixmul(lright - lleft,recip_dx);
|
|
fx_dl_dx = dl_dx;
|
|
cur_tmap_scanline_lin();
|
|
break;
|
|
case 2:
|
|
#ifdef EDITOR_TMAP
|
|
fx_xright = f2i(xright);
|
|
fx_xleft = f2i(xleft);
|
|
tmap_flat_color = 1;
|
|
cur_tmap_scanline_flat();
|
|
#else
|
|
Int3(); // Illegal, called an editor only routine!
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// Render a texture map with lighting using perspective interpolation in inner and outer loops.
|
|
// -------------------------------------------------------------------------------------
|
|
void ntexture_map_lighted_linear(grs_bitmap *srcb, g3ds_tmap *t)
|
|
{
|
|
int vlt,vrt,vlb,vrb; // vertex left top, vertex right top, vertex left bottom, vertex right bottom
|
|
int topy,boty,dy;
|
|
fix dx_dy_left,dx_dy_right;
|
|
fix du_dy_left,du_dy_right;
|
|
fix dv_dy_left,dv_dy_right;
|
|
fix dl_dy_left,dl_dy_right;
|
|
int max_y_vertex;
|
|
fix xleft,xright,uleft,vleft,uright,vright,lleft,lright;
|
|
int next_break_left, next_break_right;
|
|
fix recip_dyl, recip_dyr;
|
|
|
|
g3ds_vertex *v3d;
|
|
|
|
//remove stupid warnings in compile
|
|
dl_dy_left = F1_0;
|
|
dl_dy_right = F1_0;
|
|
lleft = F1_0;
|
|
lright = F1_0;
|
|
|
|
v3d = t->verts;
|
|
|
|
// Determine top and bottom y coords.
|
|
compute_y_bounds(t,&vlt,&vlb,&vrt,&vrb,&max_y_vertex);
|
|
|
|
// Set top and bottom (of entire texture map) y coordinates.
|
|
topy = f2i(v3d[vlt].y2d);
|
|
boty = f2i(v3d[max_y_vertex].y2d);
|
|
|
|
if (topy > Window_clip_bot)
|
|
return;
|
|
if (boty > Window_clip_bot)
|
|
boty = Window_clip_bot;
|
|
|
|
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
|
|
recip_dyl = fix_recip(dy);
|
|
|
|
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
|
|
recip_dyr = fix_recip(dy);
|
|
|
|
// Set amount to change x coordinate for each advance to next scanline.
|
|
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dyl);
|
|
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dyr);
|
|
|
|
du_dy_left = compute_du_dy_lin(t,vlt,vlb, recip_dyl);
|
|
du_dy_right = compute_du_dy_lin(t,vrt,vrb, recip_dyr);
|
|
|
|
dv_dy_left = compute_dv_dy_lin(t,vlt,vlb, recip_dyl);
|
|
dv_dy_right = compute_dv_dy_lin(t,vrt,vrb, recip_dyr);
|
|
|
|
if (Lighting_enabled) {
|
|
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dyl);
|
|
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dyr);
|
|
|
|
lleft = v3d[vlt].l;
|
|
lright = v3d[vrt].l;
|
|
}
|
|
|
|
// Set initial values for x, u, v
|
|
xleft = v3d[vlt].x2d;
|
|
xright = v3d[vrt].x2d;
|
|
|
|
uleft = v3d[vlt].u;
|
|
uright = v3d[vrt].u;
|
|
vleft = v3d[vlt].v;
|
|
vright = v3d[vrt].v;
|
|
|
|
// scan all rows in texture map from top through first break.
|
|
next_break_left = f2i(v3d[vlb].y2d);
|
|
next_break_right = f2i(v3d[vrb].y2d);
|
|
|
|
for (int y = topy; y < boty; y++) {
|
|
|
|
// See if we have reached the end of the current left edge, and if so, set
|
|
// new values for dx_dy and x,u,v
|
|
if (y == next_break_left) {
|
|
fix recip_dy;
|
|
|
|
// Handle problem of double points. Search until y coord is different. Cannot get
|
|
// hung in an infinite loop because we know there is a vertex with a lower y coordinate
|
|
// because in the for loop, we don't scan all spanlines.
|
|
while (y == f2i(v3d[vlb].y2d)) {
|
|
vlt = vlb;
|
|
vlb = prevmod(vlb,t->nv);
|
|
}
|
|
next_break_left = f2i(v3d[vlb].y2d);
|
|
|
|
dy = f2i(t->verts[vlb].y2d) - f2i(t->verts[vlt].y2d);
|
|
recip_dy = fix_recip(dy);
|
|
|
|
dx_dy_left = compute_dx_dy(t,vlt,vlb, recip_dy);
|
|
|
|
xleft = v3d[vlt].x2d;
|
|
uleft = v3d[vlt].u;
|
|
vleft = v3d[vlt].v;
|
|
lleft = v3d[vlt].l;
|
|
|
|
du_dy_left = compute_du_dy_lin(t,vlt,vlb, recip_dy);
|
|
dv_dy_left = compute_dv_dy_lin(t,vlt,vlb, recip_dy);
|
|
|
|
if (Lighting_enabled) {
|
|
dl_dy_left = compute_dl_dy_lin(t,vlt,vlb, recip_dy);
|
|
lleft = v3d[vlt].l;
|
|
}
|
|
}
|
|
|
|
// See if we have reached the end of the current left edge, and if so, set
|
|
// new values for dx_dy and x. Not necessary to set new values for u,v.
|
|
if (y == next_break_right) {
|
|
fix recip_dy;
|
|
|
|
while (y == f2i(v3d[vrb].y2d)) {
|
|
vrt = vrb;
|
|
vrb = succmod(vrb,t->nv);
|
|
}
|
|
|
|
dy = f2i(t->verts[vrb].y2d) - f2i(t->verts[vrt].y2d);
|
|
recip_dy = fix_recip(dy);
|
|
|
|
next_break_right = f2i(v3d[vrb].y2d);
|
|
dx_dy_right = compute_dx_dy(t,vrt,vrb, recip_dy);
|
|
|
|
xright = v3d[vrt].x2d;
|
|
uright = v3d[vrt].u;
|
|
vright = v3d[vrt].v;
|
|
|
|
du_dy_right = compute_du_dy_lin(t,vrt,vrb, recip_dy);
|
|
dv_dy_right = compute_dv_dy_lin(t,vrt,vrb, recip_dy);
|
|
|
|
if (Lighting_enabled) {
|
|
dl_dy_right = compute_dl_dy_lin(t,vrt,vrb, recip_dy);
|
|
lright = v3d[vrt].l;
|
|
}
|
|
}
|
|
|
|
if (Lighting_enabled) {
|
|
ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
|
|
lleft += dl_dy_left;
|
|
lright += dl_dy_right;
|
|
} else
|
|
ntmap_scanline_lighted_linear(srcb,y,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
|
|
|
|
uleft += du_dy_left;
|
|
vleft += dv_dy_left;
|
|
|
|
uright += du_dy_right;
|
|
vright += dv_dy_right;
|
|
|
|
xleft += dx_dy_left;
|
|
xright += dx_dy_right;
|
|
|
|
}
|
|
|
|
// We can get lleft or lright out of bounds here because we compute dl_dy using fixed point values,
|
|
// but we plot an integer number of scanlines, therefore doing an integer number of additions of the delta.
|
|
|
|
ntmap_scanline_lighted_linear(srcb,boty,xleft,xright,uleft,uright,vleft,vright,lleft,lright);
|
|
}
|
|
|
|
// fix DivNum = F1_0*12;
|
|
|
|
// -------------------------------------------------------------------------------------
|
|
// Interface from Matt's data structures to Mike's texture mapper.
|
|
// -------------------------------------------------------------------------------------
|
|
void draw_tmap(grs_bitmap *bp,int nverts,g3s_point **vertbuf)
|
|
{
|
|
// These variables are used in system which renders texture maps which lie on one scanline as a line.
|
|
// fix div_numerator;
|
|
int lighting_on_save = Lighting_on;
|
|
|
|
Assert(nverts <= MAX_TMAP_VERTS);
|
|
|
|
|
|
#ifdef USE_MULT_CODE
|
|
if ( !divide_table_filled ) fill_divide_table();
|
|
#endif
|
|
|
|
// -- now called from g3_start_frame -- init_interface_vars_to_assembler();
|
|
|
|
// If no transparency and seg depth is large, render as flat shaded.
|
|
if ((Current_seg_depth > Max_linear_depth) && ((bp->bm_flags & 3) == 0)) {
|
|
draw_tmap_flat(bp, nverts, vertbuf);
|
|
return;
|
|
}
|
|
|
|
if ( bp->bm_flags & BM_FLAG_RLE )
|
|
bp = rle_expand_texture( bp ); // Expand if rle'd
|
|
|
|
Transparency_on = bp->bm_flags & BM_FLAG_TRANSPARENT;
|
|
if (bp->bm_flags & BM_FLAG_NO_LIGHTING)
|
|
Lighting_on = 0;
|
|
|
|
|
|
// Setup texture map in Tmap1
|
|
Tmap1.nv = nverts; // Initialize number of vertices
|
|
|
|
// div_numerator = DivNum; //f1_0*3;
|
|
|
|
for (int i=0; i<nverts; i++) {
|
|
g3ds_vertex *tvp = &Tmap1.verts[i];
|
|
g3s_point *vp = vertbuf[i];
|
|
|
|
tvp->x2d = vp->p3_sx;
|
|
tvp->y2d = vp->p3_sy;
|
|
|
|
// Check for overflow on fixdiv. Will overflow on vp->z <= something small. Allow only as low as 256.
|
|
if (vp->p3_z < 256) {
|
|
vp->p3_z = 256;
|
|
// Int3(); // we would overflow if we divided!
|
|
}
|
|
|
|
tvp->z = fixdiv(F1_0*12, vp->p3_z);
|
|
tvp->u = vp->p3_u << 6; //* bp->bm_w;
|
|
tvp->v = vp->p3_v << 6; //* bp->bm_h;
|
|
|
|
Assert(Lighting_on < 3);
|
|
|
|
if (Lighting_on)
|
|
tvp->l = vp->p3_l * NUM_LIGHTING_LEVELS;
|
|
}
|
|
|
|
|
|
Lighting_enabled = Lighting_on;
|
|
|
|
// Now, call my texture mapper.
|
|
if (Lighting_on) {
|
|
switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
|
|
case 0: // choose best interpolation
|
|
per2_flag = 1;
|
|
if (Current_seg_depth > Max_perspective_depth)
|
|
ntexture_map_lighted_linear(bp, &Tmap1);
|
|
else
|
|
ntexture_map_lighted(bp, &Tmap1);
|
|
break;
|
|
case 1: // linear interpolation
|
|
per2_flag = 1;
|
|
ntexture_map_lighted_linear(bp, &Tmap1);
|
|
break;
|
|
case 2: // perspective every 8th pixel interpolation
|
|
per2_flag = 1;
|
|
ntexture_map_lighted(bp, &Tmap1);
|
|
break;
|
|
case 3: // perspective every pixel interpolation
|
|
per2_flag = 0; // this hack means do divide every pixel
|
|
ntexture_map_lighted(bp, &Tmap1);
|
|
break;
|
|
default:
|
|
Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
|
|
}
|
|
} else {
|
|
switch (Interpolation_method) { // 0 = choose, 1 = linear, 2 = /8 perspective, 3 = full perspective
|
|
case 0: // choose best interpolation
|
|
per2_flag = 1;
|
|
if (Current_seg_depth > Max_perspective_depth)
|
|
ntexture_map_lighted_linear(bp, &Tmap1);
|
|
else
|
|
ntexture_map_lighted(bp, &Tmap1);
|
|
break;
|
|
case 1: // linear interpolation
|
|
per2_flag = 1;
|
|
ntexture_map_lighted_linear(bp, &Tmap1);
|
|
break;
|
|
case 2: // perspective every 8th pixel interpolation
|
|
per2_flag = 1;
|
|
ntexture_map_lighted(bp, &Tmap1);
|
|
break;
|
|
case 3: // perspective every pixel interpolation
|
|
per2_flag = 0; // this hack means do divide every pixel
|
|
ntexture_map_lighted(bp, &Tmap1);
|
|
break;
|
|
default:
|
|
Assert(0); // Illegal value for Interpolation_method, must be 0,1,2,3
|
|
}
|
|
}
|
|
|
|
Lighting_on = lighting_on_save;
|
|
|
|
}
|