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/**
* @file render.cpp
*
* Implementation of functionality for rendering the level tiles.
*/
#include "all.h"
DEVILUTION_BEGIN_NAMESPACE
#define NO_OVERDRAW
enum {
RT_SQUARE,
RT_TRANSPARENT,
RT_LTRIANGLE,
RT_RTRIANGLE,
RT_LTRAPEZOID,
RT_RTRAPEZOID
};
/** Fully transparent variant of WallMask. */
static DWORD WallMask_FullyTrasparent[TILE_HEIGHT] = {
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000
};
/** Transparent variant of RightMask. */
static DWORD RightMask_Transparent[TILE_HEIGHT] = {
0xC0000000,
0xF0000000,
0xFC000000,
0xFF000000,
0xFFC00000,
0xFFF00000,
0xFFFC0000,
0xFFFF0000,
0xFFFFC000,
0xFFFFF000,
0xFFFFFC00,
0xFFFFFF00,
0xFFFFFFC0,
0xFFFFFFF0,
0xFFFFFFFC,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF
};
/** Transparent variant of LeftMask. */
static DWORD LeftMask_Transparent[TILE_HEIGHT] = {
0x00000003,
0x0000000F,
0x0000003F,
0x000000FF,
0x000003FF,
0x00000FFF,
0x00003FFF,
0x0000FFFF,
0x0003FFFF,
0x000FFFFF,
0x003FFFFF,
0x00FFFFFF,
0x03FFFFFF,
0x0FFFFFFF,
0x3FFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF
};
/** Specifies the draw masks used to render transparency of the right side of tiles. */
static DWORD RightMask[TILE_HEIGHT] = {
0xEAAAAAAA,
0xF5555555,
0xFEAAAAAA,
0xFF555555,
0xFFEAAAAA,
0xFFF55555,
0xFFFEAAAA,
0xFFFF5555,
0xFFFFEAAA,
0xFFFFF555,
0xFFFFFEAA,
0xFFFFFF55,
0xFFFFFFEA,
0xFFFFFFF5,
0xFFFFFFFE,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF
};
/** Specifies the draw masks used to render transparency of the left side of tiles. */
static DWORD LeftMask[TILE_HEIGHT] = {
0xAAAAAAAB,
0x5555555F,
0xAAAAAABF,
0x555555FF,
0xAAAAABFF,
0x55555FFF,
0xAAAABFFF,
0x5555FFFF,
0xAAABFFFF,
0x555FFFFF,
0xAABFFFFF,
0x55FFFFFF,
0xABFFFFFF,
0x5FFFFFFF,
0xBFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF
};
/** Specifies the draw masks used to render transparency of wall tiles. */
static DWORD WallMask[TILE_HEIGHT] = {
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555
};
/** Fully opaque mask */
static DWORD SolidMask[TILE_HEIGHT] = {
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF
};
/** Used to mask out the left half of the tile diamond and only render additional content */
static DWORD RightFoliageMask[TILE_HEIGHT] = {
0xFFFFFFFF,
0x3FFFFFFF,
0x0FFFFFFF,
0x03FFFFFF,
0x00FFFFFF,
0x003FFFFF,
0x000FFFFF,
0x0003FFFF,
0x0000FFFF,
0x00003FFF,
0x00000FFF,
0x000003FF,
0x000000FF,
0x0000003F,
0x0000000F,
0x00000003,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
};
/** Used to mask out the left half of the tile diamond and only render additional content */
static DWORD LeftFoliageMask[TILE_HEIGHT] = {
0xFFFFFFFF,
0xFFFFFFFC,
0xFFFFFFF0,
0xFFFFFFC0,
0xFFFFFF00,
0xFFFFFC00,
0xFFFFF000,
0xFFFFC000,
0xFFFF0000,
0xFFFC0000,
0xFFF00000,
0xFFC00000,
0xFF000000,
0xFC000000,
0xF0000000,
0xC0000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
0x00000000,
};
inline static int count_leading_zeros(DWORD mask)
{
// Note: This function assumes that the argument is not zero,
// which means there is at least one bit set.
static_assert(
sizeof(DWORD) == sizeof(uint32_t),
"count_leading_zeros: DWORD must be 32bits");
#if defined(__GNUC__) || defined(__clang__)
return __builtin_clz(mask);
#else
// Count the number of leading zeros using binary search.
int n = 0;
if ((mask & 0xFFFF0000) == 0)
n += 16, mask <<= 16;
if ((mask & 0xFF000000) == 0)
n += 8, mask <<= 8;
if ((mask & 0xF0000000) == 0)
n += 4, mask <<= 4;
if ((mask & 0xC0000000) == 0)
n += 2, mask <<= 2;
if ((mask & 0x80000000) == 0)
n += 1;
return n;
#endif
}
template <typename F>
void foreach_set_bit(DWORD mask, const F &f)
{
int i = 0;
while (mask != 0) {
int z = count_leading_zeros(mask);
i += z, mask <<= z;
for (; mask & 0x80000000; i++, mask <<= 1)
f(i);
}
}
inline static void RenderLine(BYTE **dst, BYTE **src, int n, BYTE *tbl, DWORD mask)
{
#ifdef NO_OVERDRAW
if (*dst < &gpBuffer[BUFFER_WIDTH * SCREEN_Y] || *dst > gpBufEnd) {
goto skip;
}
#endif
if (mask == 0xFFFFFFFF) { // Opaque line
if (light_table_index == lightmax) { // Complete darkness
memset(*dst, 0, n);
} else if (light_table_index == 0) { // Fully lit
memcpy(*dst, *src, n);
} else { // Partially lit
for (int i = 0; i < n; i++) {
(*dst)[i] = tbl[(*src)[i]];
}
}
} else {
// The number of iterations is anyway limited by the size of the mask.
// So we can limit it by ANDing the mask with another mask that only keeps
// iterations that are lower than n. We can now avoid testing if i < n
// at every loop iteration.
assert(n != 0 && n <= sizeof(DWORD) * CHAR_BIT);
mask &= DWORD(-1) << ((sizeof(DWORD) * CHAR_BIT) - n);
if (sgOptions.bBlendedTransparancy) { // Blended transparancy
if (light_table_index == lightmax) { // Complete darkness
for (int i = 0; i < n; i++, mask <<= 1) {
if (mask & 0x80000000)
(*dst)[i] = 0;
else
(*dst)[i] = paletteTransparencyLookup[0][(*dst)[i]];
}
} else if (light_table_index == 0) { // Fully lit
for (int i = 0; i < n; i++, mask <<= 1) {
if (mask & 0x80000000)
(*dst)[i] = (*src)[i];
else
(*dst)[i] = paletteTransparencyLookup[(*dst)[i]][(*src)[i]];
}
} else { // Partially lit
for (int i = 0; i < n; i++, mask <<= 1) {
if (mask & 0x80000000)
(*dst)[i] = tbl[(*src)[i]];
else
(*dst)[i] = paletteTransparencyLookup[(*dst)[i]][tbl[(*src)[i]]];
}
}
} else { // Stippled transparancy
if (light_table_index == lightmax) { // Complete darkness
foreach_set_bit(mask, [=](int i) { (*dst)[i] = 0; });
} else if (light_table_index == 0) { // Fully lit
foreach_set_bit(mask, [=](int i) { (*dst)[i] = (*src)[i]; });
} else { // Partially lit
foreach_set_bit(mask, [=](int i) { (*dst)[i] = tbl[(*src)[i]]; });
}
}
}
skip:
(*src) += n;
(*dst) += n;
}
#if defined(__clang__) || defined(__GNUC__)
__attribute__((no_sanitize("shift-base")))
#endif
/**
* @brief Blit current world CEL to the given buffer
* @param pBuff Output buffer
*/
void
RenderTile(BYTE *pBuff)
{
int i, j;
char c, v, tile;
BYTE *src, *dst, *tbl;
DWORD m, *mask, *pFrameTable;
dst = pBuff;
pFrameTable = (DWORD *)pDungeonCels;
7 years ago
src = &pDungeonCels[SDL_SwapLE32(pFrameTable[level_cel_block & 0xFFF])];
tile = (level_cel_block & 0x7000) >> 12;
tbl = &pLightTbl[256 * light_table_index];
// The mask defines what parts of the tile is opaque
mask = &SolidMask[TILE_HEIGHT - 1];
if (cel_transparency_active) {
if (arch_draw_type == 0) {
if (sgOptions.bBlendedTransparancy) // Use a fully transparent mask
mask = &WallMask_FullyTrasparent[TILE_HEIGHT - 1];
else
mask = &WallMask[TILE_HEIGHT - 1];
}
if (arch_draw_type == 1 && tile != RT_LTRIANGLE) {
c = block_lvid[level_piece_id];
if (c == 1 || c == 3) {
if (sgOptions.bBlendedTransparancy) // Use a fully transparent mask
mask = &LeftMask_Transparent[TILE_HEIGHT - 1];
else
mask = &LeftMask[TILE_HEIGHT - 1];
}
}
if (arch_draw_type == 2 && tile != RT_RTRIANGLE) {
c = block_lvid[level_piece_id];
if (c == 2 || c == 3) {
if (sgOptions.bBlendedTransparancy) // Use a fully transparent mask
mask = &RightMask_Transparent[TILE_HEIGHT - 1];
else
mask = &RightMask[TILE_HEIGHT - 1];
}
}
} else if (arch_draw_type && cel_foliage_active) {
if (tile != RT_TRANSPARENT) {
return;
}
if (arch_draw_type == 1) {
mask = &LeftFoliageMask[TILE_HEIGHT - 1];
}
if (arch_draw_type == 2) {
mask = &RightFoliageMask[TILE_HEIGHT - 1];
}
}
#ifdef _DEBUG
if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) {
mask = &SolidMask[TILE_HEIGHT - 1];
}
#endif
switch (tile) {
case RT_SQUARE:
for (i = TILE_HEIGHT; i != 0; i--, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
RenderLine(&dst, &src, TILE_WIDTH / 2, tbl, *mask);
}
break;
case RT_TRANSPARENT:
for (i = TILE_HEIGHT; i != 0; i--, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
m = *mask;
for (j = TILE_WIDTH / 2; j != 0; j -= v, v == TILE_WIDTH / 2 ? m = 0 : m <<= v) {
v = *src++;
if (v >= 0) {
RenderLine(&dst, &src, v, tbl, m);
} else {
v = -v;
dst += v;
}
}
}
break;
case RT_LTRIANGLE:
for (i = TILE_HEIGHT - 2; i >= 0; i -= 2, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
src += i & 2;
dst += i;
RenderLine(&dst, &src, TILE_WIDTH / 2 - i, tbl, *mask);
}
for (i = 2; i != TILE_WIDTH / 2; i += 2, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
src += i & 2;
dst += i;
RenderLine(&dst, &src, TILE_WIDTH / 2 - i, tbl, *mask);
}
break;
case RT_RTRIANGLE:
for (i = TILE_HEIGHT - 2; i >= 0; i -= 2, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
RenderLine(&dst, &src, TILE_WIDTH / 2 - i, tbl, *mask);
src += i & 2;
dst += i;
}
for (i = 2; i != TILE_HEIGHT; i += 2, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
RenderLine(&dst, &src, TILE_WIDTH / 2 - i, tbl, *mask);
src += i & 2;
dst += i;
}
break;
case RT_LTRAPEZOID:
for (i = TILE_HEIGHT - 2; i >= 0; i -= 2, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
src += i & 2;
dst += i;
RenderLine(&dst, &src, TILE_WIDTH / 2 - i, tbl, *mask);
}
for (i = TILE_HEIGHT / 2; i != 0; i--, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
RenderLine(&dst, &src, TILE_WIDTH / 2, tbl, *mask);
}
break;
case RT_RTRAPEZOID:
for (i = TILE_HEIGHT - 2; i >= 0; i -= 2, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
RenderLine(&dst, &src, TILE_WIDTH / 2 - i, tbl, *mask);
src += i & 2;
dst += i;
}
for (i = TILE_HEIGHT / 2; i != 0; i--, dst -= BUFFER_WIDTH + TILE_WIDTH / 2, mask--) {
RenderLine(&dst, &src, TILE_WIDTH / 2, tbl, *mask);
}
break;
}
}
/**
* @brief Render a black tile
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
void world_draw_black_tile(int sx, int sy)
{
int i, j;
BYTE *dst;
if (sx >= SCREEN_X + SCREEN_WIDTH || sy >= SCREEN_Y + VIEWPORT_HEIGHT + TILE_WIDTH / 2)
return;
if (sx < SCREEN_X - (TILE_WIDTH - 4) || sy < SCREEN_Y)
return;
dst = &gpBuffer[sx + BUFFER_WIDTH * sy] + TILE_WIDTH / 2 - 2;
for (i = TILE_HEIGHT - 2, j = 1; i >= 0; i -= 2, j++, dst -= BUFFER_WIDTH + 2) {
if (dst < gpBufEnd)
memset(dst, 0, 4 * j);
}
dst += 4;
for (i = 2, j = TILE_HEIGHT / 2 - 1; i != TILE_HEIGHT; i += 2, j--, dst -= BUFFER_WIDTH - 2) {
if (dst < gpBufEnd)
memset(dst, 0, 4 * j);
}
}
/**
* Draws a half-transparent rectangle by blacking out odd pixels on odd lines,
* even pixels on even lines.
* @brief Render a transparent black rectangle
* @param sx Screen coordinate
* @param sy Screen coordinate
* @param width Rectangle width
* @param height Rectangle height
*/
void trans_rect(int sx, int sy, int width, int height)
{
int row, col;
BYTE *pix = &gpBuffer[SCREENXY(sx, sy)];
if (sgOptions.bBlendedTransparancy) { // Blended
for (row = 0; row < height; row++) {
for (col = 0; col < width; col++) {
*pix = paletteTransparencyLookup[0][*pix];
pix++;
}
pix += BUFFER_WIDTH - width;
}
return;
}
for (row = 0; row < height; row++) {
for (col = 0; col < width; col++) {
if ((row & 1 && col & 1) || (!(row & 1) && !(col & 1))) // Stippled
*pix = 0;
pix++;
}
pix += BUFFER_WIDTH - width;
}
}
DEVILUTION_END_NAMESPACE