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// Portable C scan-level rasterization code, all pixel depths. #include <u.h>#include <libc.h>#include <stdio.h>#include "dat.h"#include "fns.h" unsigned char	*r_turb_pbase, *r_turb_pdest;fixed16_t		r_turb_s, r_turb_t, r_turb_sstep, r_turb_tstep;int				*r_turb_turb;int				r_turb_spancount; void D_DrawTurbulent8Span (void);  /*=============D_WarpScreen this performs a slight compression of the screen at the same time asthe sine warp, to keep the edges from wrapping=============*/void D_WarpScreen (void){	int		w, h;	int		u,v, u2, v2;	byte	*dest;	int		*turb;	int		*col;	byte	**row; 	static int	cached_width, cached_height;	static byte	*rowptr[MAXHEIGHT+AMP2*2];	static int	column[MAXWIDTH+AMP2*2]; 	//	// these are constant over resolutions, and can be saved	//	w = r_newrefdef.width;	h = r_newrefdef.height;	if (w != cached_width || h != cached_height)	{		cached_width = w;		cached_height = h;		for (v=0 ; v<h+AMP2*2 ; v++)		{			v2 = (int)((float)v/(h + AMP2 * 2) * r_refdef.vrect.height);			rowptr[v] = r_warpbuffer + (WARP_WIDTH * v2);		} 		for (u=0 ; u<w+AMP2*2 ; u++)		{			u2 = (int)((float)u/(w + AMP2 * 2) * r_refdef.vrect.width);			column[u] = u2;		}	} 	turb = intsintable + ((int)(r_newrefdef.time*SPEED)&(CYCLE-1));	dest = vid.buffer + r_newrefdef.y * vid.rowbytes + r_newrefdef.x; 	for (v=0 ; v<h ; v++, dest += vid.rowbytes)	{		col = &column[turb[v]];		row = &rowptr[v];		for (u=0 ; u<w ; u+=4)		{			dest[u+0] = row[turb[u+0]][col[u+0]];			dest[u+1] = row[turb[u+1]][col[u+1]];			dest[u+2] = row[turb[u+2]][col[u+2]];			dest[u+3] = row[turb[u+3]][col[u+3]];		}	}}  /*=============D_DrawTurbulent8Span=============*/void D_DrawTurbulent8Span (void){	int		sturb, tturb; 	do	{		sturb = ((r_turb_s + r_turb_turb[(r_turb_t>>16)&(CYCLE-1)])>>16)&63;		tturb = ((r_turb_t + r_turb_turb[(r_turb_s>>16)&(CYCLE-1)])>>16)&63;		*r_turb_pdest++ = *(r_turb_pbase + (tturb<<6) + sturb);		r_turb_s += r_turb_sstep;		r_turb_t += r_turb_tstep;	} while (--r_turb_spancount > 0);}  /*=============Turbulent8=============*/void Turbulent8 (espan_t *pspan){	int				count;	fixed16_t		snext, tnext;	float			sdivz, tdivz, zi, z, du, dv, spancountminus1;	float			sdivz16stepu, tdivz16stepu, zi16stepu;		r_turb_turb = sintable + ((int)(r_newrefdef.time*SPEED)&(CYCLE-1)); 	r_turb_sstep = 0;	// keep compiler happy	r_turb_tstep = 0;	// ditto 	r_turb_pbase = (unsigned char *)cacheblock; 	sdivz16stepu = d_sdivzstepu * 16;	tdivz16stepu = d_tdivzstepu * 16;	zi16stepu = d_zistepu * 16; 	do	{		r_turb_pdest = (unsigned char *)((byte *)d_viewbuffer +				(r_screenwidth * pspan->v) + pspan->u); 		count = pspan->count; 	// calculate the initial s/z, t/z, 1/z, s, and t and clamp		du = (float)pspan->u;		dv = (float)pspan->v; 		sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;		tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;		zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;		z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point 		r_turb_s = (int)(sdivz * z) + sadjust;		if (r_turb_s > bbextents)			r_turb_s = bbextents;		else if (r_turb_s < 0)			r_turb_s = 0; 		r_turb_t = (int)(tdivz * z) + tadjust;		if (r_turb_t > bbextentt)			r_turb_t = bbextentt;		else if (r_turb_t < 0)			r_turb_t = 0; 		do		{		// calculate s and t at the far end of the span			if (count >= 16)				r_turb_spancount = 16;			else				r_turb_spancount = count; 			count -= r_turb_spancount; 			if (count)			{			// calculate s/z, t/z, zi->fixed s and t at far end of span,			// calculate s and t steps across span by shifting				sdivz += sdivz16stepu;				tdivz += tdivz16stepu;				zi += zi16stepu;				z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point 				snext = (int)(sdivz * z) + sadjust;				if (snext > bbextents)					snext = bbextents;				else if (snext < 16)					snext = 16;	// prevent round-off error on <0 steps from								//  from causing overstepping & running off the								//  edge of the texture 				tnext = (int)(tdivz * z) + tadjust;				if (tnext > bbextentt)					tnext = bbextentt;				else if (tnext < 16)					tnext = 16;	// guard against round-off error on <0 steps 				r_turb_sstep = (snext - r_turb_s) >> 4;				r_turb_tstep = (tnext - r_turb_t) >> 4;			}			else			{			// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so			// can't step off polygon), clamp, calculate s and t steps across			// span by division, biasing steps low so we don't run off the			// texture				spancountminus1 = (float)(r_turb_spancount - 1);				sdivz += d_sdivzstepu * spancountminus1;				tdivz += d_tdivzstepu * spancountminus1;				zi += d_zistepu * spancountminus1;				z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point				snext = (int)(sdivz * z) + sadjust;				if (snext > bbextents)					snext = bbextents;				else if (snext < 16)					snext = 16;	// prevent round-off error on <0 steps from								//  from causing overstepping & running off the								//  edge of the texture 				tnext = (int)(tdivz * z) + tadjust;				if (tnext > bbextentt)					tnext = bbextentt;				else if (tnext < 16)					tnext = 16;	// guard against round-off error on <0 steps 				if (r_turb_spancount > 1)				{					r_turb_sstep = (snext - r_turb_s) / (r_turb_spancount - 1);					r_turb_tstep = (tnext - r_turb_t) / (r_turb_spancount - 1);				}			} 			r_turb_s = r_turb_s & ((CYCLE<<16)-1);			r_turb_t = r_turb_t & ((CYCLE<<16)-1); 			D_DrawTurbulent8Span (); 			r_turb_s = snext;			r_turb_t = tnext; 		} while (count > 0); 	} while ((pspan = pspan->pnext) != NULL);} //====================//PGM/*=============NonTurbulent8 - this is for drawing scrolling textures. they're warping water textures	but the turbulence is automatically 0.=============*/void NonTurbulent8 (espan_t *pspan){	int				count;	fixed16_t		snext, tnext;	float			sdivz, tdivz, zi, z, du, dv, spancountminus1;	float			sdivz16stepu, tdivz16stepu, zi16stepu;	//	r_turb_turb = sintable + ((int)(r_newrefdef.time*SPEED)&(CYCLE-1));	r_turb_turb = blanktable; 	r_turb_sstep = 0;	// keep compiler happy	r_turb_tstep = 0;	// ditto 	r_turb_pbase = (unsigned char *)cacheblock; 	sdivz16stepu = d_sdivzstepu * 16;	tdivz16stepu = d_tdivzstepu * 16;	zi16stepu = d_zistepu * 16; 	do	{		r_turb_pdest = (unsigned char *)((byte *)d_viewbuffer +				(r_screenwidth * pspan->v) + pspan->u); 		count = pspan->count; 	// calculate the initial s/z, t/z, 1/z, s, and t and clamp		du = (float)pspan->u;		dv = (float)pspan->v; 		sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;		tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;		zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;		z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point 		r_turb_s = (int)(sdivz * z) + sadjust;		if (r_turb_s > bbextents)			r_turb_s = bbextents;		else if (r_turb_s < 0)			r_turb_s = 0; 		r_turb_t = (int)(tdivz * z) + tadjust;		if (r_turb_t > bbextentt)			r_turb_t = bbextentt;		else if (r_turb_t < 0)			r_turb_t = 0; 		do		{		// calculate s and t at the far end of the span			if (count >= 16)				r_turb_spancount = 16;			else				r_turb_spancount = count; 			count -= r_turb_spancount; 			if (count)			{			// calculate s/z, t/z, zi->fixed s and t at far end of span,			// calculate s and t steps across span by shifting				sdivz += sdivz16stepu;				tdivz += tdivz16stepu;				zi += zi16stepu;				z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point 				snext = (int)(sdivz * z) + sadjust;				if (snext > bbextents)					snext = bbextents;				else if (snext < 16)					snext = 16;	// prevent round-off error on <0 steps from								//  from causing overstepping & running off the								//  edge of the texture 				tnext = (int)(tdivz * z) + tadjust;				if (tnext > bbextentt)					tnext = bbextentt;				else if (tnext < 16)					tnext = 16;	// guard against round-off error on <0 steps 				r_turb_sstep = (snext - r_turb_s) >> 4;				r_turb_tstep = (tnext - r_turb_t) >> 4;			}			else			{			// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so			// can't step off polygon), clamp, calculate s and t steps across			// span by division, biasing steps low so we don't run off the			// texture				spancountminus1 = (float)(r_turb_spancount - 1);				sdivz += d_sdivzstepu * spancountminus1;				tdivz += d_tdivzstepu * spancountminus1;				zi += d_zistepu * spancountminus1;				z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point				snext = (int)(sdivz * z) + sadjust;				if (snext > bbextents)					snext = bbextents;				else if (snext < 16)					snext = 16;	// prevent round-off error on <0 steps from								//  from causing overstepping & running off the								//  edge of the texture 				tnext = (int)(tdivz * z) + tadjust;				if (tnext > bbextentt)					tnext = bbextentt;				else if (tnext < 16)					tnext = 16;	// guard against round-off error on <0 steps 				if (r_turb_spancount > 1)				{					r_turb_sstep = (snext - r_turb_s) / (r_turb_spancount - 1);					r_turb_tstep = (tnext - r_turb_t) / (r_turb_spancount - 1);				}			} 			r_turb_s = r_turb_s & ((CYCLE<<16)-1);			r_turb_t = r_turb_t & ((CYCLE<<16)-1); 			D_DrawTurbulent8Span (); 			r_turb_s = snext;			r_turb_t = tnext; 		} while (count > 0); 	} while ((pspan = pspan->pnext) != NULL);}//PGM//====================  /*=============D_DrawSpans16   FIXME: actually make this subdivide by 16 instead of 8!!!=============*/void D_DrawSpans16 (espan_t *pspan){	int				count, spancount;	unsigned char	*pbase, *pdest;	fixed16_t		s, t, snext, tnext, sstep, tstep;	float			sdivz, tdivz, zi, z, du, dv, spancountminus1;	float			sdivz8stepu, tdivz8stepu, zi8stepu; 	sstep = 0;	// keep compiler happy	tstep = 0;	// ditto 	pbase = (unsigned char *)cacheblock; 	sdivz8stepu = d_sdivzstepu * 8;	tdivz8stepu = d_tdivzstepu * 8;	zi8stepu = d_zistepu * 8; 	do	{		pdest = (unsigned char *)((byte *)d_viewbuffer +				(r_screenwidth * pspan->v) + pspan->u); 		count = pspan->count; 	// calculate the initial s/z, t/z, 1/z, s, and t and clamp		du = (float)pspan->u;		dv = (float)pspan->v; 		sdivz = d_sdivzorigin + dv*d_sdivzstepv + du*d_sdivzstepu;		tdivz = d_tdivzorigin + dv*d_tdivzstepv + du*d_tdivzstepu;		zi = d_ziorigin + dv*d_zistepv + du*d_zistepu;		z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point 		s = (int)(sdivz * z) + sadjust;		if (s > bbextents)			s = bbextents;		else if (s < 0)			s = 0; 		t = (int)(tdivz * z) + tadjust;		if (t > bbextentt)			t = bbextentt;		else if (t < 0)			t = 0; 		do		{		// calculate s and t at the far end of the span			if (count >= 8)				spancount = 8;			else				spancount = count; 			count -= spancount; 			if (count)			{			// calculate s/z, t/z, zi->fixed s and t at far end of span,			// calculate s and t steps across span by shifting				sdivz += sdivz8stepu;				tdivz += tdivz8stepu;				zi += zi8stepu;				z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point 				snext = (int)(sdivz * z) + sadjust;				if (snext > bbextents)					snext = bbextents;				else if (snext < 8)					snext = 8;	// prevent round-off error on <0 steps from								//  from causing overstepping & running off the								//  edge of the texture 				tnext = (int)(tdivz * z) + tadjust;				if (tnext > bbextentt)					tnext = bbextentt;				else if (tnext < 8)					tnext = 8;	// guard against round-off error on <0 steps 				sstep = (snext - s) >> 3;				tstep = (tnext - t) >> 3;			}			else			{			// calculate s/z, t/z, zi->fixed s and t at last pixel in span (so			// can't step off polygon), clamp, calculate s and t steps across			// span by division, biasing steps low so we don't run off the			// texture				spancountminus1 = (float)(spancount - 1);				sdivz += d_sdivzstepu * spancountminus1;				tdivz += d_tdivzstepu * spancountminus1;				zi += d_zistepu * spancountminus1;				z = (float)0x10000 / zi;	// prescale to 16.16 fixed-point				snext = (int)(sdivz * z) + sadjust;				if (snext > bbextents)					snext = bbextents;				else if (snext < 8)					snext = 8;	// prevent round-off error on <0 steps from								//  from causing overstepping & running off the								//  edge of the texture 				tnext = (int)(tdivz * z) + tadjust;				if (tnext > bbextentt)					tnext = bbextentt;				else if (tnext < 8)					tnext = 8;	// guard against round-off error on <0 steps 				if (spancount > 1)				{					sstep = (snext - s) / (spancount - 1);					tstep = (tnext - t) / (spancount - 1);				}			} 			do			{				*pdest++ = *(pbase + (s >> 16) + (t >> 16) * cachewidth);				s += sstep;				t += tstep;			} while (--spancount > 0); 			s = snext;			t = tnext; 		} while (count > 0); 

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