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`world_draw_black_tile`: Stop relying on buffer padding

pull/1502/head
Gleb Mazovetskiy 5 years ago
parent
commit
77632cd83e
  1. 141
      Source/render.cpp
  2. 8
      Source/render.h

141
Source/render.cpp

@ -586,33 +586,134 @@ void RenderTile(CelOutputBuffer out, int x, int y)
}
}
void world_draw_black_tile(CelOutputBuffer out, int sx, int sy)
namespace {
// A tile is a diamond shape consisting of 2 triangles, upper and lower.
// The tile's bounding box is 64 by 31 px.
//
// Heights of the upper and lower triangles of the tile:
constexpr int kUpperHeight = TILE_HEIGHT / 2 - 1;
constexpr int kLowerHeight = TILE_HEIGHT / 2;
constexpr int kHeight = kLowerHeight + kLowerHeight;
constexpr int kXStep = 2;
// Blit with left and vertical clipping.
void BlitBlackTileClipLeftY(BYTE *dst, int dst_pitch, int sx, int skip_lower_bottom, int skip_lower_top, int skip_upper_bottom, int skip_upper_top)
{
int i, j;
// Lower triangle (drawn bottom to top):
for (int i = skip_lower_bottom + 1; i <= kLowerHeight - skip_lower_top; ++i, dst -= dst_pitch + kXStep) {
const int w = 2 * kXStep * i;
const int cur_x = sx + TILE_WIDTH / 2 - kXStep * i;
if (cur_x >= 0) {
memset(dst, 0, w);
} else if (-cur_x <= w) {
memset(dst - cur_x, 0, w + cur_x);
}
}
dst += 2 * kXStep;
// Upper triangle (drawn bottom to top):
for (int i = skip_upper_bottom, j = kUpperHeight - skip_upper_bottom; i < kUpperHeight - skip_upper_top; ++i, --j, dst -= dst_pitch - kXStep) {
const int w = 2 * kXStep * j;
const int cur_x = sx + TILE_WIDTH / 2 - kXStep * j;
if (cur_x >= 0) {
memset(dst, 0, w);
} else if (-cur_x <= w) {
memset(dst - cur_x, 0, w + cur_x);
} else {
break;
}
}
}
if (sx >= gnScreenWidth || sy >= gnViewportHeight + TILE_WIDTH / 2)
return;
// Blit with right and vertical clipping.
void BlitBlackTileClipWidthY(BYTE *dst, int dst_pitch, int max_w, int skip_lower_bottom, int skip_lower_top, int skip_upper_bottom, int skip_upper_top)
{
// Lower triangle (drawn bottom to top):
for (int i = skip_lower_bottom + 1; i <= kLowerHeight - skip_lower_top; ++i, dst -= dst_pitch + kXStep) {
if (max_w > 0)
memset(dst, 0, std::min(2 * kXStep * i, max_w));
max_w += 2 * kXStep * i;
}
dst += 2 * kXStep;
// Upper triangle (drawn bottom to top):
for (int i = skip_upper_bottom, j = kUpperHeight - skip_upper_bottom; i < kUpperHeight - skip_upper_top; ++i, --j, dst -= dst_pitch - kXStep) {
max_w -= 2 * kXStep;
if (max_w <= 0)
break;
memset(dst, 0, std::min(2 * kXStep * j, max_w));
}
}
// Blit with vertical clipping only.
void BlitBlackTileClipY(BYTE *dst, int dst_pitch, int skip_lower_bottom, int skip_lower_top, int skip_upper_bottom, int skip_upper_top)
{
// Lower triangle (drawn bottom to top):
for (int i = skip_lower_bottom + 1; i <= kLowerHeight - skip_lower_top; ++i, dst -= dst_pitch + kXStep) {
memset(dst, 0, 2 * kXStep * i);
}
dst += 2 * kXStep;
// Upper triangle (drawn bottom to top):
for (int i = skip_upper_bottom, j = kUpperHeight - skip_upper_bottom; i < kUpperHeight - skip_upper_top; ++i, --j, dst -= dst_pitch - kXStep) {
memset(dst, 0, 2 * kXStep * j);
}
}
// Blit a black tile without clipping (must be fully in bounds).
void BlitBlackTileFull(BYTE *dst, int dst_pitch)
{
// Tile is fully in bounds, can use constant loop boundaries.
// Lower triangle (drawn bottom to top):
for (int i = 1; i <= kLowerHeight; ++i, dst -= dst_pitch + kXStep) {
memset(dst, 0, 2 * kXStep * i);
}
dst += 2 * kXStep;
// Upper triangle (drawn bottom to to top):
for (int i = 0, j = kUpperHeight; i < kUpperHeight; ++i, --j, dst -= dst_pitch - kXStep) {
memset(dst, 0, 2 * kXStep * j);
}
}
} // namespace
if (sx < -(TILE_WIDTH - 4) || sy < 0)
void world_draw_black_tile(CelOutputBuffer out, int sx, int sy)
{
if (sx <= -TILE_WIDTH || sx >= out.region.w || sy < 0 || sy + 1 > out.region.h + kHeight)
return;
// TODO: Get rid of overdraw by rendering edge tiles separately.
out.region.x -= BUFFER_BORDER_LEFT;
out.region.y -= BUFFER_BORDER_TOP;
out.region.w += BUFFER_BORDER_LEFT;
out.region.h += BUFFER_BORDER_TOP;
sx += BUFFER_BORDER_LEFT;
sy += BUFFER_BORDER_TOP;
// Initial out position: the bottom corner of the lower triangle.
int out_x = sx + TILE_WIDTH / 2 - kXStep;
int out_y = sy;
BYTE *dst = out.at(sx + TILE_WIDTH / 2 - 2, sy);
for (i = TILE_HEIGHT - 2, j = 1; i >= 0; i -= 2, j++, dst -= out.pitch() + 2) {
if (dst < out.end())
memset(dst, 0, 4 * j);
// How many lines to skip for the lower and upper triangles:
int skip_lower_bottom = 0;
int skip_lower_top = 0;
int skip_upper_bottom = 0;
int skip_upper_top = 0;
if (sy >= out.region.h) {
skip_lower_bottom = sy - out.region.h + 1;
out_y -= skip_lower_bottom;
if (skip_lower_bottom > kLowerHeight) {
skip_upper_bottom = skip_lower_bottom - kLowerHeight;
skip_lower_bottom = kLowerHeight;
}
out_x += kXStep * (skip_upper_bottom - skip_lower_bottom);
} else if (sy + 1 < kHeight) {
skip_upper_top = kHeight - (sy + 1) - 1;
if (skip_upper_top > kUpperHeight) {
skip_lower_top = skip_upper_top - kUpperHeight;
skip_upper_top = kUpperHeight;
}
}
dst += 4;
for (i = 2, j = TILE_HEIGHT / 2 - 1; i != TILE_HEIGHT; i += 2, j--, dst -= out.pitch() - 2) {
if (dst < out.end())
memset(dst, 0, 4 * j);
BYTE *dst = out.at(out_x, out_y);
if (out_x < TILE_WIDTH / 2 - kXStep) {
BlitBlackTileClipLeftY(dst, out.pitch(), sx, skip_lower_bottom, skip_lower_top, skip_upper_bottom, skip_upper_top);
} else if (sx > out.region.w - TILE_WIDTH) {
BlitBlackTileClipWidthY(dst, out.pitch(), out.region.w - out_x, skip_lower_bottom, skip_lower_top, skip_upper_bottom, skip_upper_top);
} else if (skip_upper_top != 0 || skip_lower_bottom != 0) {
BlitBlackTileClipY(dst, out.pitch(), skip_lower_bottom, skip_lower_top, skip_upper_bottom, skip_upper_top);
} else {
BlitBlackTileFull(dst, out.pitch());
}
}

8
Source/render.h

@ -5,6 +5,8 @@
*/
#pragma once
#include "engine.h"
namespace devilution {
/**
@ -18,9 +20,9 @@ void RenderTile(CelOutputBuffer out, int x, int y);
/**
* @brief Render a black tile
* @param out Target buffer
* @param sx Target buffer coordinate
* @param sy Target buffer coordinate
* @param sx Target buffer coordinate (left corner of the tile)
* @param sy Target buffer coordinate (bottom corner of the tile)
*/
void world_draw_black_tile(CelOutputBuffer out, int sx, int sy);
}
} // namespace devilution

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