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5328 lines
166 KiB
C
5328 lines
166 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2
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#include <math.h>
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#include "../doomstat.h"
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#ifdef HWRENDER
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#include "hw_main.h"
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#include "hw_glob.h"
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#include "hw_drv.h"
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#include "hw_md2.h"
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#include "hw_clip.h"
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#include "hw_light.h"
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#include "../i_video.h" // for rendermode == render_glide
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#include "../v_video.h"
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#include "../p_local.h"
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#include "../p_setup.h"
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#include "../r_local.h"
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#include "../r_bsp.h" // R_NoEncore
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#include "../r_main.h" // cv_fov
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#include "../d_clisrv.h"
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#include "../w_wad.h"
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#include "../z_zone.h"
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#include "../r_splats.h"
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#include "../g_game.h"
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#include "../st_stuff.h"
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#include "../i_system.h"
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#include "../m_cheat.h"
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#ifdef ESLOPE
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#include "../p_slopes.h"
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#endif
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#include <stdlib.h> // qsort
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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// ==========================================================================
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// the hardware driver object
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// ==========================================================================
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struct hwdriver_s hwdriver;
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// ==========================================================================
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// Commands and console variables
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// ==========================================================================
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static void CV_filtermode_ONChange(void);
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static void CV_anisotropic_ONChange(void);
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static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
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{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
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{HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"},
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{HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"},
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{HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"},
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{0, NULL}};
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CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
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consvar_t cv_grrounddown = {"gr_rounddown", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, grfiltermode_cons_t,
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CV_filtermode_ONChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, granisotropicmode_cons_t,
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CV_anisotropic_ONChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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static void CV_filtermode_ONChange(void)
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{
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HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value);
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}
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static void CV_anisotropic_ONChange(void)
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{
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HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value);
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}
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// ==========================================================================
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// Globals
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// ==========================================================================
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// base values set at SetViewSize
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static float gr_basecentery;
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static float gr_basecenterx;
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float gr_baseviewwindowy, gr_basewindowcentery;
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float gr_baseviewwindowx, gr_basewindowcenterx;
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float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords)
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static float gr_centerx;
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static float gr_viewwindowx;
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static float gr_windowcenterx; // center of view window, for projection
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static float gr_centery;
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static float gr_viewwindowy; // top left corner of view window
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static float gr_windowcentery;
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static float gr_pspritexscale, gr_pspriteyscale;
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static seg_t *gr_curline;
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static side_t *gr_sidedef;
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static line_t *gr_linedef;
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static sector_t *gr_frontsector;
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static sector_t *gr_backsector;
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boolean gr_shadersavailable = true;
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// ==========================================================================
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// View position
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// ==========================================================================
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FTransform atransform;
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// Float variants of viewx, viewy, viewz, etc.
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static float gr_viewx, gr_viewy, gr_viewz;
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static float gr_viewsin, gr_viewcos;
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static angle_t gr_aimingangle;
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static float gr_viewludsin, gr_viewludcos;
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static INT32 drawcount = 0;
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// ==========================================================================
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// Lighting
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// ==========================================================================
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#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f))
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
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{
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if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix;
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float fog_alpha;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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mix = mix_color.s.alpha*10/5;
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if (mix > 25) mix = 25;
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mix *= 255;
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mix /= 25;
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// Modulate the colors by alpha.
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mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
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mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
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mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
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final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
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final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
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final_color.s.alpha = 0xFF;
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// Fog.
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fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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if (cv_grfog.value)
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{
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// be careful, this may get negative for high lightlevel values.
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float fog = (fog_alpha - (light_level/255.0f))*3/2;
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if (fog < 0)
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fog = 0;
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float red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
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float green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
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float blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
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final_color.s.red = (UINT8)(red*255.0f);
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final_color.s.green = (UINT8)(green*255.0f);
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final_color.s.blue = (UINT8)(blue*255.0f);
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}
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = light_level;
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}
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else
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{
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Surface->PolyColor.rgba = 0xFFFFFFFF;
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Surface->TintColor.rgba = mixcolor;
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Surface->FadeColor.rgba = fadecolor;
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Surface->LightInfo.light_level = light_level;
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}
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}
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void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
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{
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if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
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{
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RGBA_t mix_color, fog_color, final_color;
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INT32 mix, fogmix, lightmix;
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float fog_alpha;
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// You see the problem is that darker light isn't actually as dark as it SHOULD be.
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lightmix = 255 - ((255 - light_level)*10/7);
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// Don't go out of bounds
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if (lightmix < 0)
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lightmix = 0;
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else if (lightmix > 255)
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lightmix = 255;
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mix_color.rgba = mixcolor;
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fog_color.rgba = fadecolor;
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mix = (mix_color.s.alpha*255)/25;
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fogmix = (fog_color.s.alpha*255)/25;
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// Modulate the colors by alpha.
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mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
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mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
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mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.red,lightmix));
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final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.green,lightmix));
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final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.blue,lightmix));
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// Modulate the colors by alpha.
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fog_color.s.red = (UINT8)(CALCLIGHT(fogmix,fog_color.s.red));
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fog_color.s.green = (UINT8)(CALCLIGHT(fogmix,fog_color.s.green));
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fog_color.s.blue = (UINT8)(CALCLIGHT(fogmix,fog_color.s.blue));
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// Set the surface colors and further modulate the colors by light.
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final_color.s.red = final_color.s.red+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.red,(0xFF-lightmix))));
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final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix))));
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final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix))));
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final_color.s.alpha = 0xFF;
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// Fog.
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fog_color.rgba = fadecolor;
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fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
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// Set the surface colors and further modulate the colors by light.
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fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
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fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
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fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
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Surface->PolyColor.rgba = final_color.rgba;
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Surface->FadeColor.rgba = fog_color.rgba;
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Surface->LightInfo.light_level = lightmix;
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}
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else
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{
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Surface->PolyColor.rgba = 0xFFFFFFFF;
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Surface->TintColor.rgba = mixcolor;
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Surface->FadeColor.rgba = fadecolor;
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Surface->LightInfo.light_level = light_level;
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}
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}
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UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
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{
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RGBA_t realcolor, surfcolor;
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INT32 alpha;
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// You see the problem is that darker light isn't actually as dark as it SHOULD be.
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light = light - ((255 - light)*24/22);
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// Don't go out of bounds
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if (light < 0)
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light = 0;
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else if (light > 255)
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light = 255;
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realcolor.rgba = color;
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alpha = (realcolor.s.alpha*255)/25;
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// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
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surfcolor.s.alpha = (alpha*light)/(2*256)+255-light;
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return surfcolor.s.alpha;
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}
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// ==========================================================================
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// Floor and ceiling generation from subsectors
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// ==========================================================================
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// HWR_RenderPlane
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// Render a floor or ceiling convex polygon
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void HWR_RenderPlane(extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap)
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{
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polyvertex_t * pv;
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float height; //constant y for all points on the convex flat polygon
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FOutVector *v3d;
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INT32 nrPlaneVerts; //verts original define of convex flat polygon
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INT32 i;
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float flatxref,flatyref;
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float fflatsize;
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INT32 flatflag;
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size_t len;
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float scrollx = 0.0f, scrolly = 0.0f;
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angle_t angle = 0;
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FSurfaceInfo Surf;
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fixed_t tempxsow, tempytow;
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#ifdef ESLOPE
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pslope_t *slope = NULL;
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#endif
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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// no convex poly were generated for this subsector
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if (!xsub->planepoly)
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return;
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#ifdef ESLOPE
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// Get the slope pointer to simplify future code
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if (FOFsector)
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{
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if (FOFsector->f_slope && !isceiling)
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slope = FOFsector->f_slope;
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else if (FOFsector->c_slope && isceiling)
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slope = FOFsector->c_slope;
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}
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else
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{
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if (gr_frontsector->f_slope && !isceiling)
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slope = gr_frontsector->f_slope;
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else if (gr_frontsector->c_slope && isceiling)
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slope = gr_frontsector->c_slope;
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}
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// Set fixedheight to the slope's height from our viewpoint, if we have a slope
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if (slope)
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fixedheight = P_GetZAt(slope, viewx, viewy);
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#endif
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height = FIXED_TO_FLOAT(fixedheight);
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pv = xsub->planepoly->pts;
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nrPlaneVerts = xsub->planepoly->numpts;
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if (nrPlaneVerts < 3) //not even a triangle ?
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return;
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// Allocate plane-vertex buffer if we need to
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if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
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{
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numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
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Z_Free(planeVerts);
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Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
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}
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len = W_LumpLength(lumpnum);
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switch (len)
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{
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case 4194304: // 2048x2048 lump
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fflatsize = 2048.0f;
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flatflag = 2047;
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break;
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case 1048576: // 1024x1024 lump
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fflatsize = 1024.0f;
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flatflag = 1023;
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break;
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case 262144:// 512x512 lump
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fflatsize = 512.0f;
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flatflag = 511;
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break;
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case 65536: // 256x256 lump
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fflatsize = 256.0f;
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flatflag = 255;
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break;
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case 16384: // 128x128 lump
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fflatsize = 128.0f;
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flatflag = 127;
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break;
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case 1024: // 32x32 lump
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fflatsize = 32.0f;
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flatflag = 31;
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break;
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default: // 64x64 lump
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fflatsize = 64.0f;
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flatflag = 63;
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break;
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}
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// reference point for flat texture coord for each vertex around the polygon
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flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatsize);
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flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatsize);
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// transform
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v3d = planeVerts;
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if (FOFsector != NULL)
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{
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if (!isceiling) // it's a floor
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{
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scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
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scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
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angle = FOFsector->floorpic_angle;
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}
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else // it's a ceiling
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{
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scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
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scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
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angle = FOFsector->ceilingpic_angle;
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}
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}
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else if (gr_frontsector)
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{
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if (!isceiling) // it's a floor
|
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{
|
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scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
|
||
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
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angle = gr_frontsector->floorpic_angle;
|
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}
|
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else // it's a ceiling
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
|
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scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
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angle = gr_frontsector->ceilingpic_angle;
|
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}
|
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}
|
||
|
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|
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if (angle) // Only needs to be done if there's an altered angle
|
||
{
|
||
|
||
angle = (InvAngle(angle)+ANGLE_180)>>ANGLETOFINESHIFT;
|
||
|
||
// This needs to be done so that it scrolls in a different direction after rotation like software
|
||
/*tempxsow = FLOAT_TO_FIXED(scrollx);
|
||
tempytow = FLOAT_TO_FIXED(scrolly);
|
||
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));*/
|
||
|
||
// This needs to be done so everything aligns after rotation
|
||
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
|
||
tempxsow = FLOAT_TO_FIXED(flatxref);
|
||
tempytow = FLOAT_TO_FIXED(flatyref);
|
||
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
|
||
}
|
||
|
||
|
||
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
|
||
{
|
||
// Hurdler: add scrolling texture on floor/ceiling
|
||
v3d->s = (float)((pv->x / fflatsize) - flatxref + scrollx);
|
||
v3d->t = (float)(flatyref - (pv->y / fflatsize) + scrolly);
|
||
|
||
//v3d->s = (float)(pv->x / fflatsize);
|
||
//v3d->t = (float)(pv->y / fflatsize);
|
||
|
||
// Need to rotate before translate
|
||
if (angle) // Only needs to be done if there's an altered angle
|
||
{
|
||
tempxsow = FLOAT_TO_FIXED(v3d->s);
|
||
tempytow = FLOAT_TO_FIXED(v3d->t);
|
||
v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||
v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
|
||
}
|
||
|
||
//v3d->s = (float)(v3d->s - flatxref + scrollx);
|
||
//v3d->t = (float)(flatyref - v3d->t + scrolly);
|
||
|
||
v3d->x = pv->x;
|
||
v3d->y = height;
|
||
v3d->z = pv->y;
|
||
|
||
#ifdef ESLOPE
|
||
if (slope)
|
||
{
|
||
fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
|
||
v3d->y = FIXED_TO_FLOAT(fixedheight);
|
||
}
|
||
#endif
|
||
}
|
||
|
||
if (planecolormap)
|
||
HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
|
||
if (PolyFlags & (PF_Translucent|PF_Fog))
|
||
{
|
||
Surf.PolyColor.s.alpha = (UINT8)alpha;
|
||
PolyFlags |= PF_Modulated;
|
||
}
|
||
else
|
||
PolyFlags |= PF_Masked|PF_Modulated;
|
||
|
||
if (PolyFlags & PF_Fog)
|
||
HWD.pfnSetShader(6); // fog shader
|
||
else if (PolyFlags & PF_Ripple)
|
||
HWD.pfnSetShader(5); // water shader
|
||
else
|
||
HWD.pfnSetShader(1); // floor shader
|
||
|
||
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
|
||
}
|
||
|
||
#ifdef WALLSPLATS
|
||
static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
|
||
{
|
||
FOutVector wallVerts[4];
|
||
wallsplat_t *splat;
|
||
GLPatch_t *gpatch;
|
||
fixed_t i;
|
||
// seg bbox
|
||
fixed_t segbbox[4];
|
||
|
||
M_ClearBox(segbbox);
|
||
M_AddToBox(segbbox,
|
||
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x),
|
||
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y));
|
||
M_AddToBox(segbbox,
|
||
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x),
|
||
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y));
|
||
|
||
splat = (wallsplat_t *)gr_curline->linedef->splats;
|
||
for (; splat; splat = splat->next)
|
||
{
|
||
//BP: don't draw splat extern to this seg
|
||
// this is quick fix best is explain in logboris.txt at 12-4-2000
|
||
if (!M_PointInBox(segbbox,splat->v1.x,splat->v1.y) && !M_PointInBox(segbbox,splat->v2.x,splat->v2.y))
|
||
continue;
|
||
|
||
gpatch = W_CachePatchNum(splat->patch, PU_CACHE);
|
||
HWR_GetPatch(gpatch);
|
||
|
||
wallVerts[0].x = wallVerts[3].x = FIXED_TO_FLOAT(splat->v1.x);
|
||
wallVerts[0].z = wallVerts[3].z = FIXED_TO_FLOAT(splat->v1.y);
|
||
wallVerts[2].x = wallVerts[1].x = FIXED_TO_FLOAT(splat->v2.x);
|
||
wallVerts[2].z = wallVerts[1].z = FIXED_TO_FLOAT(splat->v2.y);
|
||
|
||
i = splat->top;
|
||
if (splat->yoffset)
|
||
i += *splat->yoffset;
|
||
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(i)+(gpatch->height>>1);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(i)-(gpatch->height>>1);
|
||
|
||
wallVerts[3].s = wallVerts[3].t = wallVerts[2].s = wallVerts[0].t = 0.0f;
|
||
wallVerts[1].s = wallVerts[1].t = wallVerts[2].t = wallVerts[0].s = 1.0f;
|
||
|
||
switch (splat->flags & SPLATDRAWMODE_MASK)
|
||
{
|
||
case SPLATDRAWMODE_OPAQUE :
|
||
pSurf.PolyColor.s.alpha = 0xff;
|
||
i = PF_Translucent;
|
||
break;
|
||
case SPLATDRAWMODE_TRANS :
|
||
pSurf.PolyColor.s.alpha = 128;
|
||
i = PF_Translucent;
|
||
break;
|
||
case SPLATDRAWMODE_SHADE :
|
||
pSurf.PolyColor.s.alpha = 0xff;
|
||
i = PF_Substractive;
|
||
break;
|
||
}
|
||
|
||
HWD.pfnSetShader(2); // wall shader
|
||
HWD.pfnDrawPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal);
|
||
}
|
||
}
|
||
#endif
|
||
|
||
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
|
||
{
|
||
switch (transtablenum)
|
||
{
|
||
case tr_trans10 : pSurf->PolyColor.s.alpha = 0xe6;return PF_Translucent;
|
||
case tr_trans20 : pSurf->PolyColor.s.alpha = 0xcc;return PF_Translucent;
|
||
case tr_trans30 : pSurf->PolyColor.s.alpha = 0xb3;return PF_Translucent;
|
||
case tr_trans40 : pSurf->PolyColor.s.alpha = 0x99;return PF_Translucent;
|
||
case tr_trans50 : pSurf->PolyColor.s.alpha = 0x80;return PF_Translucent;
|
||
case tr_trans60 : pSurf->PolyColor.s.alpha = 0x66;return PF_Translucent;
|
||
case tr_trans70 : pSurf->PolyColor.s.alpha = 0x4c;return PF_Translucent;
|
||
case tr_trans80 : pSurf->PolyColor.s.alpha = 0x33;return PF_Translucent;
|
||
case tr_trans90 : pSurf->PolyColor.s.alpha = 0x19;return PF_Translucent;
|
||
}
|
||
return PF_Translucent;
|
||
}
|
||
|
||
// ==========================================================================
|
||
// Wall generation from subsector segs
|
||
// ==========================================================================
|
||
|
||
//
|
||
// HWR_ProjectWall
|
||
//
|
||
void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
|
||
{
|
||
if (wallcolormap)
|
||
HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
|
||
HWD.pfnSetShader(2); // wall shader
|
||
HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude);
|
||
|
||
#ifdef WALLSPLATS
|
||
if (gr_curline->linedef->splats && cv_splats.value)
|
||
HWR_DrawSegsSplats(pSurf);
|
||
#endif
|
||
}
|
||
|
||
//
|
||
// HWR_SplitWall
|
||
//
|
||
void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor)
|
||
{
|
||
/* SoM: split up and light walls according to the
|
||
lightlist. This may also include leaving out parts
|
||
of the wall that can't be seen */
|
||
|
||
float realtop, realbot, top, bot;
|
||
float pegt, pegb, pegmul;
|
||
float height = 0.0f, bheight = 0.0f;
|
||
|
||
#ifdef ESLOPE
|
||
float endrealtop, endrealbot, endtop, endbot;
|
||
float endpegt, endpegb, endpegmul;
|
||
float endheight = 0.0f, endbheight = 0.0f;
|
||
|
||
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
|
||
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
|
||
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
|
||
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
|
||
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
|
||
// use this as a temp var to store P_GetZAt's return value each time
|
||
fixed_t temp;
|
||
#endif
|
||
|
||
INT32 solid, i;
|
||
lightlist_t * list = sector->lightlist;
|
||
const UINT8 alpha = Surf->PolyColor.s.alpha;
|
||
FUINT lightnum = sector->lightlevel;
|
||
extracolormap_t *colormap = NULL;
|
||
|
||
realtop = top = wallVerts[3].y;
|
||
realbot = bot = wallVerts[0].y;
|
||
pegt = wallVerts[3].t;
|
||
pegb = wallVerts[0].t;
|
||
pegmul = (pegb - pegt) / (top - bot);
|
||
|
||
#ifdef ESLOPE
|
||
endrealtop = endtop = wallVerts[2].y;
|
||
endrealbot = endbot = wallVerts[1].y;
|
||
endpegt = wallVerts[2].t;
|
||
endpegb = wallVerts[1].t;
|
||
endpegmul = (endpegb - endpegt) / (endtop - endbot);
|
||
#endif
|
||
|
||
for (i = 0; i < sector->numlights; i++)
|
||
{
|
||
#ifdef ESLOPE
|
||
if (endtop < endrealbot)
|
||
#endif
|
||
if (top < realbot)
|
||
return;
|
||
|
||
if (!(list[i].flags & FF_NOSHADE))
|
||
{
|
||
if (pfloor && (pfloor->flags & FF_FOG))
|
||
{
|
||
lightnum = pfloor->master->frontsector->lightlevel;
|
||
colormap = pfloor->master->frontsector->extra_colormap;
|
||
}
|
||
else
|
||
{
|
||
lightnum = *list[i].lightlevel;
|
||
colormap = list[i].extra_colormap;
|
||
}
|
||
}
|
||
|
||
solid = false;
|
||
|
||
if ((sector->lightlist[i].flags & FF_CUTSOLIDS) && !(cutflag & FF_EXTRA))
|
||
solid = true;
|
||
else if ((sector->lightlist[i].flags & FF_CUTEXTRA) && (cutflag & FF_EXTRA))
|
||
{
|
||
if (sector->lightlist[i].flags & FF_EXTRA)
|
||
{
|
||
if ((sector->lightlist[i].flags & (FF_FOG|FF_SWIMMABLE)) == (cutflag & (FF_FOG|FF_SWIMMABLE))) // Only merge with your own types
|
||
solid = true;
|
||
}
|
||
else
|
||
solid = true;
|
||
}
|
||
else
|
||
solid = false;
|
||
|
||
#ifdef ESLOPE
|
||
if (list[i].slope)
|
||
{
|
||
temp = P_GetZAt(list[i].slope, v1x, v1y);
|
||
height = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetZAt(list[i].slope, v2x, v2y);
|
||
endheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
else
|
||
height = endheight = FIXED_TO_FLOAT(list[i].height);
|
||
if (solid)
|
||
{
|
||
if (*list[i].caster->b_slope)
|
||
{
|
||
temp = P_GetZAt(*list[i].caster->b_slope, v1x, v1y);
|
||
bheight = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetZAt(*list[i].caster->b_slope, v2x, v2y);
|
||
endbheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
else
|
||
bheight = endbheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight);
|
||
}
|
||
#else
|
||
height = FIXED_TO_FLOAT(list[i].height);
|
||
if (solid)
|
||
bheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight);
|
||
#endif
|
||
|
||
#ifdef ESLOPE
|
||
if (endheight >= endtop)
|
||
#endif
|
||
if (height >= top)
|
||
{
|
||
if (solid && top > bheight)
|
||
top = bheight;
|
||
#ifdef ESLOPE
|
||
if (solid && endtop > endbheight)
|
||
endtop = endbheight;
|
||
#endif
|
||
}
|
||
|
||
#ifdef ESLOPE
|
||
if (i + 1 < sector->numlights)
|
||
{
|
||
if (list[i+1].slope)
|
||
{
|
||
temp = P_GetZAt(list[i+1].slope, v1x, v1y);
|
||
bheight = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetZAt(list[i+1].slope, v2x, v2y);
|
||
endbheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
else
|
||
bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height);
|
||
}
|
||
else
|
||
{
|
||
bheight = realbot;
|
||
endbheight = endrealbot;
|
||
}
|
||
#else
|
||
if (i + 1 < sector->numlights)
|
||
{
|
||
bheight = FIXED_TO_FLOAT(list[i+1].height);
|
||
}
|
||
else
|
||
{
|
||
bheight = realbot;
|
||
}
|
||
#endif
|
||
|
||
#ifdef ESLOPE
|
||
if (endbheight >= endtop)
|
||
#endif
|
||
if (bheight >= top)
|
||
continue;
|
||
|
||
//Found a break;
|
||
bot = bheight;
|
||
|
||
if (bot < realbot)
|
||
bot = realbot;
|
||
|
||
#ifdef ESLOPE
|
||
endbot = endbheight;
|
||
|
||
if (endbot < endrealbot)
|
||
endbot = endrealbot;
|
||
#endif
|
||
Surf->PolyColor.s.alpha = alpha;
|
||
|
||
#ifdef ESLOPE
|
||
wallVerts[3].t = pegt + ((realtop - top) * pegmul);
|
||
wallVerts[2].t = endpegt + ((endrealtop - endtop) * endpegmul);
|
||
wallVerts[0].t = pegt + ((realtop - bot) * pegmul);
|
||
wallVerts[1].t = endpegt + ((endrealtop - endbot) * endpegmul);
|
||
|
||
// set top/bottom coords
|
||
wallVerts[3].y = top;
|
||
wallVerts[2].y = endtop;
|
||
wallVerts[0].y = bot;
|
||
wallVerts[1].y = endbot;
|
||
#else
|
||
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
|
||
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
|
||
|
||
// set top/bottom coords
|
||
wallVerts[2].y = wallVerts[3].y = top;
|
||
wallVerts[0].y = wallVerts[1].y = bot;
|
||
#endif
|
||
|
||
if (cutflag & FF_FOG)
|
||
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
|
||
else if (cutflag & FF_TRANSLUCENT)
|
||
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
|
||
|
||
top = bot;
|
||
#ifdef ESLOPE
|
||
endtop = endbot;
|
||
#endif
|
||
}
|
||
|
||
bot = realbot;
|
||
#ifdef ESLOPE
|
||
endbot = endrealbot;
|
||
if (endtop <= endrealbot)
|
||
#endif
|
||
if (top <= realbot)
|
||
return;
|
||
|
||
Surf->PolyColor.s.alpha = alpha;
|
||
|
||
#ifdef ESLOPE
|
||
wallVerts[3].t = pegt + ((realtop - top) * pegmul);
|
||
wallVerts[2].t = endpegt + ((endrealtop - endtop) * endpegmul);
|
||
wallVerts[0].t = pegt + ((realtop - bot) * pegmul);
|
||
wallVerts[1].t = endpegt + ((endrealtop - endbot) * endpegmul);
|
||
|
||
// set top/bottom coords
|
||
wallVerts[3].y = top;
|
||
wallVerts[2].y = endtop;
|
||
wallVerts[0].y = bot;
|
||
wallVerts[1].y = endbot;
|
||
#else
|
||
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
|
||
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
|
||
|
||
// set top/bottom coords
|
||
wallVerts[2].y = wallVerts[3].y = top;
|
||
wallVerts[0].y = wallVerts[1].y = bot;
|
||
#endif
|
||
|
||
if (cutflag & FF_FOG)
|
||
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
|
||
else if (cutflag & FF_TRANSLUCENT)
|
||
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
|
||
// HWR_DrawSkyWalls
|
||
// Draw walls into the depth buffer so that anything behind is culled properly
|
||
void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf)
|
||
{
|
||
HWD.pfnSetTexture(NULL);
|
||
// no texture
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = 0;
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = 0;
|
||
|
||
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_NoTexture, 255, NULL);
|
||
// PF_Invisible so it's not drawn into the colour buffer
|
||
// PF_NoTexture for no texture
|
||
// PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer
|
||
}
|
||
|
||
//
|
||
// HWR_ProcessSeg
|
||
// A portion or all of a wall segment will be drawn, from startfrac to endfrac,
|
||
// where 0 is the start of the segment, 1 the end of the segment
|
||
// Anything between means the wall segment has been clipped with solidsegs,
|
||
// reducing wall overdraw to a minimum
|
||
//
|
||
void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
|
||
{
|
||
FOutVector wallVerts[4];
|
||
v2d_t vs, ve; // start, end vertices of 2d line (view from above)
|
||
|
||
fixed_t worldtop, worldbottom;
|
||
fixed_t worldhigh = 0, worldlow = 0;
|
||
#ifdef ESLOPE
|
||
fixed_t worldtopslope, worldbottomslope;
|
||
fixed_t worldhighslope = 0, worldlowslope = 0;
|
||
fixed_t v1x, v1y, v2x, v2y;
|
||
#endif
|
||
|
||
GLTexture_t *grTex = NULL;
|
||
float cliplow = 0.0f, cliphigh = 0.0f;
|
||
INT32 gr_midtexture;
|
||
fixed_t h, l; // 3D sides and 2s middle textures
|
||
#ifdef ESLOPE
|
||
fixed_t hS, lS;
|
||
#endif
|
||
|
||
FUINT lightnum = 0; // shut up compiler
|
||
extracolormap_t *colormap;
|
||
FSurfaceInfo Surf;
|
||
|
||
gr_sidedef = gr_curline->sidedef;
|
||
gr_linedef = gr_curline->linedef;
|
||
|
||
vs.x = ((polyvertex_t *)gr_curline->pv1)->x;
|
||
vs.y = ((polyvertex_t *)gr_curline->pv1)->y;
|
||
ve.x = ((polyvertex_t *)gr_curline->pv2)->x;
|
||
ve.y = ((polyvertex_t *)gr_curline->pv2)->y;
|
||
|
||
#ifdef ESLOPE
|
||
v1x = FLOAT_TO_FIXED(vs.x);
|
||
v1y = FLOAT_TO_FIXED(vs.y);
|
||
v2x = FLOAT_TO_FIXED(ve.x);
|
||
v2y = FLOAT_TO_FIXED(ve.y);
|
||
#endif
|
||
#ifdef ESLOPE
|
||
|
||
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
|
||
if (slope) { \
|
||
end1 = P_GetZAt(slope, v1x, v1y); \
|
||
end2 = P_GetZAt(slope, v2x, v2y); \
|
||
} else \
|
||
end1 = end2 = normalheight;
|
||
|
||
SLOPEPARAMS(gr_frontsector->c_slope, worldtop, worldtopslope, gr_frontsector->ceilingheight)
|
||
SLOPEPARAMS(gr_frontsector->f_slope, worldbottom, worldbottomslope, gr_frontsector->floorheight)
|
||
#else
|
||
worldtop = gr_frontsector->ceilingheight;
|
||
worldbottom = gr_frontsector->floorheight;
|
||
#endif
|
||
|
||
// remember vertices ordering
|
||
// 3--2
|
||
// | /|
|
||
// |/ |
|
||
// 0--1
|
||
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
|
||
// and the 2d map coords of start/end vertices
|
||
wallVerts[0].x = wallVerts[3].x = vs.x;
|
||
wallVerts[0].z = wallVerts[3].z = vs.y;
|
||
wallVerts[2].x = wallVerts[1].x = ve.x;
|
||
wallVerts[2].z = wallVerts[1].z = ve.y;
|
||
|
||
// x offset the texture
|
||
{
|
||
fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset;
|
||
cliplow = (float)texturehpeg;
|
||
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
|
||
}
|
||
|
||
lightnum = gr_frontsector->lightlevel;
|
||
colormap = gr_frontsector->extra_colormap;
|
||
|
||
if (gr_frontsector)
|
||
Surf.PolyColor.s.alpha = 255;
|
||
|
||
if (gr_backsector)
|
||
{
|
||
INT32 gr_toptexture, gr_bottomtexture;
|
||
// two sided line
|
||
|
||
#ifdef ESLOPE
|
||
SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
|
||
SLOPEPARAMS(gr_backsector->f_slope, worldlow, worldlowslope, gr_backsector->floorheight)
|
||
#undef SLOPEPARAMS
|
||
#else
|
||
worldhigh = gr_backsector->ceilingheight;
|
||
worldlow = gr_backsector->floorheight;
|
||
#endif
|
||
|
||
// Sky culling
|
||
if (!gr_curline->polyseg) // Don't do it for polyobjects
|
||
{
|
||
// Sky Ceilings
|
||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
|
||
|
||
if (gr_frontsector->ceilingpic == skyflatnum)
|
||
{
|
||
if (gr_backsector->ceilingpic == skyflatnum)
|
||
{
|
||
// Both front and back sectors are sky, needs skywall from the frontsector's ceiling, but only if the
|
||
// backsector is lower
|
||
if ((worldhigh <= worldtop && worldhighslope <= worldtopslope)// Assuming ESLOPE is always on with my changes
|
||
&& (worldhigh != worldtop || worldhighslope != worldtopslope))
|
||
// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
|
||
{
|
||
#ifdef ESLOPE
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
|
||
#else
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
|
||
#endif
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Only the frontsector is sky, just draw a skywall from the front ceiling
|
||
#ifdef ESLOPE
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||
#else
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||
#endif
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
else if (gr_backsector->ceilingpic == skyflatnum)
|
||
{
|
||
// Only the backsector is sky, just draw a skywall from the front ceiling
|
||
#ifdef ESLOPE
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||
#else
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||
#endif
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
|
||
|
||
// Sky Floors
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
|
||
|
||
if (gr_frontsector->floorpic == skyflatnum)
|
||
{
|
||
if (gr_backsector->floorpic == skyflatnum)
|
||
{
|
||
// Both front and back sectors are sky, needs skywall from the backsector's floor, but only if the
|
||
// it's higher, also needs to check for bottomtexture as the floors don't usually move down
|
||
// when both sides are sky floors
|
||
if ((worldlow >= worldbottom && worldlowslope >= worldbottomslope)
|
||
&& (worldlow != worldbottom || worldlowslope != worldbottomslope)
|
||
// Removing the second line above will render more rarely visible skywalls. Example: Cave garden ceiling in Dark race
|
||
&& !(gr_sidedef->bottomtexture))
|
||
{
|
||
#ifdef ESLOPE
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
|
||
#else
|
||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
|
||
#endif
|
||
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Only the backsector has sky, just draw a skywall from the back floor
|
||
#ifdef ESLOPE
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
#else
|
||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
|
||
#endif
|
||
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
else if ((gr_backsector->floorpic == skyflatnum) && !(gr_sidedef->bottomtexture))
|
||
{
|
||
// Only the backsector has sky, just draw a skywall from the back floor if there's no bottomtexture
|
||
#ifdef ESLOPE
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
|
||
#else
|
||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldlow);
|
||
#endif
|
||
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
|
||
}
|
||
|
||
// hack to allow height changes in outdoor areas
|
||
// This is what gets rid of the upper textures if there should be sky
|
||
if (gr_frontsector->ceilingpic == skyflatnum &&
|
||
gr_backsector->ceilingpic == skyflatnum)
|
||
{
|
||
worldtop = worldhigh;
|
||
#ifdef ESLOPE
|
||
worldtopslope = worldhighslope;
|
||
#endif
|
||
}
|
||
|
||
gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
|
||
gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
|
||
|
||
// check TOP TEXTURE
|
||
if ((
|
||
#ifdef ESLOPE
|
||
worldhighslope < worldtopslope ||
|
||
#endif
|
||
worldhigh < worldtop
|
||
) && gr_toptexture)
|
||
{
|
||
{
|
||
fixed_t texturevpegtop; // top
|
||
|
||
grTex = HWR_GetTexture(gr_toptexture);
|
||
|
||
// PEGGING
|
||
if (gr_linedef->flags & ML_DONTPEGTOP)
|
||
texturevpegtop = 0;
|
||
#ifdef ESLOPE
|
||
else if (gr_linedef->flags & ML_EFFECT1)
|
||
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
|
||
else
|
||
texturevpegtop = gr_backsector->ceilingheight + textureheight[gr_sidedef->toptexture] - gr_frontsector->ceilingheight;
|
||
#else
|
||
else
|
||
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
|
||
#endif
|
||
|
||
texturevpegtop += gr_sidedef->rowoffset;
|
||
|
||
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
|
||
texturevpegtop %= SHORT(textures[gr_toptexture]->height)<<FRACBITS;
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gr_frontsector->ceilingheight - gr_backsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
|
||
#ifdef ESLOPE
|
||
// Adjust t value for sloped walls
|
||
if (!(gr_linedef->flags & ML_EFFECT1))
|
||
{
|
||
// Unskewed
|
||
wallVerts[3].t -= (worldtop - gr_frontsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[2].t -= (worldtopslope - gr_frontsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[0].t -= (worldhigh - gr_backsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[1].t -= (worldhighslope - gr_backsector->ceilingheight) * grTex->scaleY;
|
||
}
|
||
else if (gr_linedef->flags & ML_DONTPEGTOP)
|
||
{
|
||
// Skewed by top
|
||
wallVerts[0].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
|
||
wallVerts[1].t = (texturevpegtop + worldtopslope - worldhighslope) * grTex->scaleY;
|
||
}
|
||
else
|
||
{
|
||
// Skewed by bottom
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
|
||
wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * grTex->scaleY;
|
||
wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * grTex->scaleY;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
// set top/bottom coords
|
||
#ifdef ESLOPE
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
|
||
#else
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
|
||
#endif
|
||
|
||
if (gr_frontsector->numlights)
|
||
HWR_SplitWall(gr_frontsector, wallVerts, gr_toptexture, &Surf, FF_CUTLEVEL, NULL);
|
||
else if (grTex->mipmap.flags & TF_TRANSPARENT)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gr_toptexture, PF_Environment, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
|
||
// check BOTTOM TEXTURE
|
||
if ((
|
||
#ifdef ESLOPE
|
||
worldlowslope > worldbottomslope ||
|
||
#endif
|
||
worldlow > worldbottom) && gr_bottomtexture) //only if VISIBLE!!!
|
||
{
|
||
{
|
||
fixed_t texturevpegbottom = 0; // bottom
|
||
|
||
grTex = HWR_GetTexture(gr_bottomtexture);
|
||
|
||
// PEGGING
|
||
#ifdef ESLOPE
|
||
if (!(gr_linedef->flags & ML_DONTPEGBOTTOM))
|
||
texturevpegbottom = 0;
|
||
else if (gr_linedef->flags & ML_EFFECT1)
|
||
texturevpegbottom = worldbottom - worldlow;
|
||
else
|
||
texturevpegbottom = gr_frontsector->floorheight - gr_backsector->floorheight;
|
||
#else
|
||
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
|
||
texturevpegbottom = worldbottom - worldlow;
|
||
else
|
||
texturevpegbottom = 0;
|
||
#endif
|
||
|
||
texturevpegbottom += gr_sidedef->rowoffset;
|
||
|
||
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
|
||
texturevpegbottom %= SHORT(textures[gr_bottomtexture]->height)<<FRACBITS;
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + gr_backsector->floorheight - gr_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
|
||
#ifdef ESLOPE
|
||
// Adjust t value for sloped walls
|
||
if (!(gr_linedef->flags & ML_EFFECT1))
|
||
{
|
||
// Unskewed
|
||
wallVerts[0].t -= (worldbottom - gr_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[1].t -= (worldbottomslope - gr_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[3].t -= (worldlow - gr_backsector->floorheight) * grTex->scaleY;
|
||
wallVerts[2].t -= (worldlowslope - gr_backsector->floorheight) * grTex->scaleY;
|
||
}
|
||
else if (gr_linedef->flags & ML_DONTPEGBOTTOM)
|
||
{
|
||
// Skewed by bottom
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
|
||
//wallVerts[3].t = wallVerts[0].t - (worldlow - worldbottom) * grTex->scaleY; // no need, [3] is already this
|
||
wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY;
|
||
}
|
||
else
|
||
{
|
||
// Skewed by top
|
||
wallVerts[0].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
|
||
wallVerts[1].t = (texturevpegbottom + worldlowslope - worldbottomslope) * grTex->scaleY;
|
||
}
|
||
#endif
|
||
}
|
||
|
||
// set top/bottom coords
|
||
#ifdef ESLOPE
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
#else
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
|
||
#endif
|
||
|
||
if (gr_frontsector->numlights)
|
||
HWR_SplitWall(gr_frontsector, wallVerts, gr_bottomtexture, &Surf, FF_CUTLEVEL, NULL);
|
||
else if (grTex->mipmap.flags & TF_TRANSPARENT)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gr_bottomtexture, PF_Environment, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
|
||
if (gr_midtexture)
|
||
{
|
||
FBITFIELD blendmode;
|
||
sector_t *front, *back;
|
||
fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut;
|
||
fixed_t texturevpeg = 0;
|
||
INT32 repeats;
|
||
|
||
if (gr_linedef->frontsector->heightsec != -1)
|
||
front = §ors[gr_linedef->frontsector->heightsec];
|
||
else
|
||
front = gr_linedef->frontsector;
|
||
|
||
if (gr_linedef->backsector->heightsec != -1)
|
||
back = §ors[gr_linedef->backsector->heightsec];
|
||
else
|
||
back = gr_linedef->backsector;
|
||
|
||
if (gr_sidedef->repeatcnt)
|
||
repeats = 1 + gr_sidedef->repeatcnt;
|
||
else if (gr_linedef->flags & ML_EFFECT5)
|
||
{
|
||
fixed_t high, low;
|
||
|
||
if (front->ceilingheight > back->ceilingheight)
|
||
high = back->ceilingheight;
|
||
else
|
||
high = front->ceilingheight;
|
||
|
||
if (front->floorheight > back->floorheight)
|
||
low = front->floorheight;
|
||
else
|
||
low = back->floorheight;
|
||
|
||
repeats = (high - low)/textureheight[gr_sidedef->midtexture];
|
||
if ((high-low)%textureheight[gr_sidedef->midtexture])
|
||
repeats++; // tile an extra time to fill the gap -- Monster Iestyn
|
||
}
|
||
else
|
||
repeats = 1;
|
||
|
||
// SoM: a little note: This code re-arranging will
|
||
// fix the bug in Nimrod map02. popentop and popenbottom
|
||
// record the limits the texture can be displayed in.
|
||
// polytop and polybottom, are the ideal (i.e. unclipped)
|
||
// heights of the polygon, and h & l, are the final (clipped)
|
||
// poly coords.
|
||
|
||
#ifdef POLYOBJECTS
|
||
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
|
||
// you must use the linedef's backsector to be correct
|
||
// From CB
|
||
if (gr_curline->polyseg)
|
||
{
|
||
popentop = back->ceilingheight;
|
||
popenbottom = back->floorheight;
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
#ifdef ESLOPE
|
||
popentop = min(worldtop, worldhigh);
|
||
popenbottom = max(worldbottom, worldlow);
|
||
#else
|
||
popentop = min(front->ceilingheight, back->ceilingheight);
|
||
popenbottom = max(front->floorheight, back->floorheight);
|
||
#endif
|
||
}
|
||
|
||
#ifdef ESLOPE
|
||
if (gr_linedef->flags & ML_EFFECT2)
|
||
{
|
||
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
|
||
{
|
||
polybottom = max(front->floorheight, back->floorheight) + gr_sidedef->rowoffset;
|
||
polytop = polybottom + textureheight[gr_midtexture]*repeats;
|
||
}
|
||
else
|
||
{
|
||
polytop = min(front->ceilingheight, back->ceilingheight) + gr_sidedef->rowoffset;
|
||
polybottom = polytop - textureheight[gr_midtexture]*repeats;
|
||
}
|
||
}
|
||
else if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
|
||
#else
|
||
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
|
||
#endif
|
||
{
|
||
polybottom = popenbottom + gr_sidedef->rowoffset;
|
||
polytop = polybottom + textureheight[gr_midtexture]*repeats;
|
||
}
|
||
else
|
||
{
|
||
polytop = popentop + gr_sidedef->rowoffset;
|
||
polybottom = polytop - textureheight[gr_midtexture]*repeats;
|
||
}
|
||
// CB
|
||
#ifdef POLYOBJECTS
|
||
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
|
||
// you must use the linedef's backsector to be correct
|
||
if (gr_curline->polyseg)
|
||
{
|
||
lowcut = polybottom;
|
||
highcut = polytop;
|
||
}
|
||
#endif
|
||
else
|
||
{
|
||
// The cut-off values of a linedef can always be constant, since every line has an absoulute front and or back sector
|
||
lowcut = popenbottom;
|
||
highcut = popentop;
|
||
}
|
||
|
||
h = min(highcut, polytop);
|
||
l = max(polybottom, lowcut);
|
||
|
||
{
|
||
// PEGGING
|
||
#ifdef ESLOPE
|
||
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
|
||
#else
|
||
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
|
||
#endif
|
||
texturevpeg = textureheight[gr_sidedef->midtexture]*repeats - h + polybottom;
|
||
else
|
||
texturevpeg = polytop - h;
|
||
|
||
grTex = HWR_GetTexture(gr_midtexture);
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
}
|
||
|
||
// set top/bottom coords
|
||
// Take the texture peg into account, rather than changing the offsets past
|
||
// where the polygon might not be.
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
|
||
|
||
#ifdef ESLOPE
|
||
// Correct to account for slopes
|
||
{
|
||
fixed_t midtextureslant;
|
||
|
||
if (gr_linedef->flags & ML_EFFECT2)
|
||
midtextureslant = 0;
|
||
else if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
|
||
midtextureslant = worldlow < worldbottom
|
||
? worldbottomslope-worldbottom
|
||
: worldlowslope-worldlow;
|
||
else
|
||
midtextureslant = worldtop < worldhigh
|
||
? worldtopslope-worldtop
|
||
: worldhighslope-worldhigh;
|
||
|
||
polytop += midtextureslant;
|
||
polybottom += midtextureslant;
|
||
|
||
highcut += worldtop < worldhigh
|
||
? worldtopslope-worldtop
|
||
: worldhighslope-worldhigh;
|
||
lowcut += worldlow < worldbottom
|
||
? worldbottomslope-worldbottom
|
||
: worldlowslope-worldlow;
|
||
|
||
// Texture stuff
|
||
h = min(highcut, polytop);
|
||
l = max(polybottom, lowcut);
|
||
|
||
{
|
||
// PEGGING
|
||
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
|
||
texturevpeg = textureheight[gr_sidedef->midtexture]*repeats - h + polybottom;
|
||
else
|
||
texturevpeg = polytop - h;
|
||
wallVerts[2].t = texturevpeg * grTex->scaleY;
|
||
wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
|
||
}
|
||
|
||
wallVerts[2].y = FIXED_TO_FLOAT(h);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(l);
|
||
}
|
||
#endif
|
||
|
||
// set alpha for transparent walls (new boom and legacy linedef types)
|
||
// ooops ! this do not work at all because render order we should render it in backtofront order
|
||
switch (gr_linedef->special)
|
||
{
|
||
case 900:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans10, &Surf);
|
||
break;
|
||
case 901:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans20, &Surf);
|
||
break;
|
||
case 902:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans30, &Surf);
|
||
break;
|
||
case 903:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans40, &Surf);
|
||
break;
|
||
case 904:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans50, &Surf);
|
||
break;
|
||
case 905:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans60, &Surf);
|
||
break;
|
||
case 906:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans70, &Surf);
|
||
break;
|
||
case 907:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans80, &Surf);
|
||
break;
|
||
case 908:
|
||
blendmode = HWR_TranstableToAlpha(tr_trans90, &Surf);
|
||
break;
|
||
// Translucent
|
||
case 102:
|
||
case 121:
|
||
case 123:
|
||
case 124:
|
||
case 125:
|
||
case 141:
|
||
case 142:
|
||
case 144:
|
||
case 145:
|
||
case 174:
|
||
case 175:
|
||
case 192:
|
||
case 195:
|
||
case 221:
|
||
case 253:
|
||
case 256:
|
||
blendmode = PF_Translucent;
|
||
break;
|
||
default:
|
||
blendmode = PF_Masked;
|
||
break;
|
||
}
|
||
|
||
#ifdef POLYOBJECTS
|
||
if (gr_curline->polyseg && gr_curline->polyseg->translucency > 0)
|
||
{
|
||
if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
|
||
blendmode = PF_Masked;
|
||
}
|
||
else
|
||
blendmode = HWR_TranstableToAlpha(gr_curline->polyseg->translucency, &Surf);
|
||
}
|
||
#endif
|
||
|
||
if (gr_frontsector->numlights)
|
||
{
|
||
if (!(blendmode & PF_Masked))
|
||
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT, NULL);
|
||
else
|
||
{
|
||
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL);
|
||
}
|
||
}
|
||
else if (!(blendmode & PF_Masked))
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Single sided line... Deal only with the middletexture (if one exists)
|
||
gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
|
||
if (gr_midtexture && gr_linedef->special != 41) // (Ignore horizon line for OGL)
|
||
{
|
||
{
|
||
fixed_t texturevpeg;
|
||
// PEGGING
|
||
#ifdef ESLOPE
|
||
if ((gr_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2))
|
||
texturevpeg = gr_frontsector->floorheight + textureheight[gr_sidedef->midtexture] - gr_frontsector->ceilingheight + gr_sidedef->rowoffset;
|
||
else
|
||
#endif
|
||
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
|
||
texturevpeg = worldbottom + textureheight[gr_sidedef->midtexture] - worldtop + gr_sidedef->rowoffset;
|
||
else
|
||
// top of texture at top
|
||
texturevpeg = gr_sidedef->rowoffset;
|
||
|
||
grTex = HWR_GetTexture(gr_midtexture);
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpeg + gr_frontsector->ceilingheight - gr_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
|
||
#ifdef ESLOPE
|
||
// Texture correction for slopes
|
||
if (gr_linedef->flags & ML_EFFECT2) {
|
||
wallVerts[3].t += (gr_frontsector->ceilingheight - worldtop) * grTex->scaleY;
|
||
wallVerts[2].t += (gr_frontsector->ceilingheight - worldtopslope) * grTex->scaleY;
|
||
wallVerts[0].t += (gr_frontsector->floorheight - worldbottom) * grTex->scaleY;
|
||
wallVerts[1].t += (gr_frontsector->floorheight - worldbottomslope) * grTex->scaleY;
|
||
} else if (gr_linedef->flags & ML_DONTPEGBOTTOM) {
|
||
wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * grTex->scaleY;
|
||
wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * grTex->scaleY;
|
||
} else {
|
||
wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * grTex->scaleY;
|
||
wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * grTex->scaleY;
|
||
}
|
||
#endif
|
||
}
|
||
#ifdef ESLOPE
|
||
//Set textures properly on single sided walls that are sloped
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
#else
|
||
// set top/bottom coords
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
|
||
#endif
|
||
|
||
if (gr_frontsector->numlights)
|
||
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL);
|
||
// I don't think that solid walls can use translucent linedef types...
|
||
else
|
||
{
|
||
if (grTex->mipmap.flags & TF_TRANSPARENT)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, PF_Environment, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
#ifdef ESLOPE
|
||
//Set textures properly on single sided walls that are sloped
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
#else
|
||
// set top/bottom coords
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
|
||
#endif
|
||
|
||
// When there's no midtexture, draw a skywall to prevent rendering behind it
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
|
||
|
||
// Single sided lines are simple for skywalls, just need to draw from the top or bottom of the sector if there's
|
||
// a sky flat
|
||
if (!gr_curline->polyseg)
|
||
{
|
||
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
|
||
{
|
||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(INT32_MAX);
|
||
#ifdef ESLOPE
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||
#else
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
|
||
#endif
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
if (gr_frontsector->floorpic == skyflatnum)
|
||
{
|
||
#ifdef ESLOPE
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
#else
|
||
wallVerts[3].y = wallVerts[2].y = FIXED_TO_FLOAT(worldbottom);
|
||
#endif
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN);
|
||
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//Hurdler: 3d-floors test
|
||
if (gr_frontsector && gr_backsector && gr_frontsector->tag != gr_backsector->tag && (gr_backsector->ffloors || gr_frontsector->ffloors))
|
||
{
|
||
ffloor_t * rover;
|
||
fixed_t highcut = 0, lowcut = 0;
|
||
|
||
INT32 texnum;
|
||
line_t * newline = NULL; // Multi-Property FOF
|
||
|
||
///TODO add slope support (fixing cutoffs, proper wall clipping) - maybe just disable highcut/lowcut if either sector or FOF has a slope
|
||
/// to allow fun plane intersecting in OGL? But then people would abuse that and make software look bad. :C
|
||
highcut = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
|
||
lowcut = gr_frontsector->floorheight > gr_backsector->floorheight ? gr_frontsector->floorheight : gr_backsector->floorheight;
|
||
|
||
if (gr_backsector->ffloors)
|
||
{
|
||
for (rover = gr_backsector->ffloors; rover; rover = rover->next)
|
||
{
|
||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || (rover->flags & FF_INVERTSIDES))
|
||
continue;
|
||
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
|
||
continue;
|
||
|
||
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
|
||
|
||
if (rover->master->flags & ML_TFERLINE)
|
||
{
|
||
size_t linenum = gr_curline->linedef-gr_backsector->lines[0];
|
||
newline = rover->master->frontsector->lines[0] + linenum;
|
||
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
|
||
}
|
||
|
||
#ifdef ESLOPE
|
||
h = *rover->t_slope ? P_GetZAt(*rover->t_slope, v1x, v1y) : *rover->topheight;
|
||
hS = *rover->t_slope ? P_GetZAt(*rover->t_slope, v2x, v2y) : *rover->topheight;
|
||
l = *rover->b_slope ? P_GetZAt(*rover->b_slope, v1x, v1y) : *rover->bottomheight;
|
||
lS = *rover->b_slope ? P_GetZAt(*rover->b_slope, v2x, v2y) : *rover->bottomheight;
|
||
if (!(*rover->t_slope) && !gr_frontsector->c_slope && !gr_backsector->c_slope && h > highcut)
|
||
h = hS = highcut;
|
||
if (!(*rover->b_slope) && !gr_frontsector->f_slope && !gr_backsector->f_slope && l < lowcut)
|
||
l = lS = lowcut;
|
||
//Hurdler: HW code starts here
|
||
//FIXME: check if peging is correct
|
||
// set top/bottom coords
|
||
|
||
wallVerts[3].y = FIXED_TO_FLOAT(h);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(hS);
|
||
wallVerts[0].y = FIXED_TO_FLOAT(l);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(lS);
|
||
#else
|
||
h = *rover->topheight;
|
||
l = *rover->bottomheight;
|
||
if (h > highcut)
|
||
h = highcut;
|
||
if (l < lowcut)
|
||
l = lowcut;
|
||
//Hurdler: HW code starts here
|
||
//FIXME: check if peging is correct
|
||
// set top/bottom coords
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
|
||
#endif
|
||
if (rover->flags & FF_FOG)
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = 0;
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = 0;
|
||
}
|
||
else
|
||
{
|
||
fixed_t texturevpeg;
|
||
boolean attachtobottom = false;
|
||
#ifdef ESLOPE
|
||
boolean slopeskew = false; // skew FOF walls with slopes?
|
||
#endif
|
||
|
||
// Wow, how was this missing from OpenGL for so long?
|
||
// ...Oh well, anyway, Lower Unpegged now changes pegging of FOFs like in software
|
||
// -- Monster Iestyn 26/06/18
|
||
if (newline)
|
||
{
|
||
texturevpeg = sides[newline->sidenum[0]].rowoffset;
|
||
attachtobottom = !!(newline->flags & ML_DONTPEGBOTTOM);
|
||
#ifdef ESLOPE
|
||
slopeskew = !!(newline->flags & ML_DONTPEGTOP);
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
texturevpeg = sides[rover->master->sidenum[0]].rowoffset;
|
||
attachtobottom = !!(gr_linedef->flags & ML_DONTPEGBOTTOM);
|
||
#ifdef ESLOPE
|
||
slopeskew = !!(rover->master->flags & ML_DONTPEGTOP);
|
||
#endif
|
||
}
|
||
|
||
grTex = HWR_GetTexture(texnum);
|
||
|
||
#ifdef ESLOPE
|
||
if (!slopeskew) // no skewing
|
||
{
|
||
if (attachtobottom)
|
||
texturevpeg -= *rover->topheight - *rover->bottomheight;
|
||
wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
|
||
wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY;
|
||
wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
|
||
wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY;
|
||
}
|
||
else
|
||
{
|
||
if (!attachtobottom) // skew by top
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
|
||
wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY;
|
||
wallVerts[1].t = (hS - lS + texturevpeg) * grTex->scaleY;
|
||
}
|
||
else // skew by bottom
|
||
{
|
||
wallVerts[0].t = wallVerts[1].t = texturevpeg * grTex->scaleY;
|
||
wallVerts[3].t = wallVerts[0].t - (h - l) * grTex->scaleY;
|
||
wallVerts[2].t = wallVerts[1].t - (hS - lS) * grTex->scaleY;
|
||
}
|
||
}
|
||
#else
|
||
if (attachtobottom)
|
||
texturevpeg -= *rover->topheight - *rover->bottomheight;
|
||
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
|
||
#endif
|
||
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
}
|
||
if (rover->flags & FF_FOG)
|
||
{
|
||
FBITFIELD blendmode;
|
||
|
||
blendmode = PF_Fog|PF_NoTexture;
|
||
|
||
lightnum = rover->master->frontsector->lightlevel;
|
||
colormap = rover->master->frontsector->extra_colormap;
|
||
|
||
if (rover->master->frontsector->extra_colormap)
|
||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
|
||
else
|
||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG);
|
||
|
||
if (gr_frontsector->numlights)
|
||
HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover);
|
||
else
|
||
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
|
||
}
|
||
else
|
||
{
|
||
FBITFIELD blendmode = PF_Masked;
|
||
|
||
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
|
||
{
|
||
blendmode = PF_Translucent;
|
||
Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
|
||
}
|
||
|
||
if (gr_frontsector->numlights)
|
||
HWR_SplitWall(gr_frontsector, wallVerts, texnum, &Surf, rover->flags, rover);
|
||
else
|
||
{
|
||
if (blendmode != PF_Masked)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (gr_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think?
|
||
{
|
||
for (rover = gr_frontsector->ffloors; rover; rover = rover->next)
|
||
{
|
||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || !(rover->flags & FF_ALLSIDES))
|
||
continue;
|
||
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
|
||
continue;
|
||
|
||
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
|
||
|
||
if (rover->master->flags & ML_TFERLINE)
|
||
{
|
||
size_t linenum = gr_curline->linedef-gr_backsector->lines[0];
|
||
newline = rover->master->frontsector->lines[0] + linenum;
|
||
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
|
||
}
|
||
#ifdef ESLOPE //backsides
|
||
h = *rover->t_slope ? P_GetZAt(*rover->t_slope, v1x, v1y) : *rover->topheight;
|
||
hS = *rover->t_slope ? P_GetZAt(*rover->t_slope, v2x, v2y) : *rover->topheight;
|
||
l = *rover->b_slope ? P_GetZAt(*rover->b_slope, v1x, v1y) : *rover->bottomheight;
|
||
lS = *rover->b_slope ? P_GetZAt(*rover->b_slope, v2x, v2y) : *rover->bottomheight;
|
||
if (!(*rover->t_slope) && !gr_frontsector->c_slope && !gr_backsector->c_slope && h > highcut)
|
||
h = hS = highcut;
|
||
if (!(*rover->b_slope) && !gr_frontsector->f_slope && !gr_backsector->f_slope && l < lowcut)
|
||
l = lS = lowcut;
|
||
//Hurdler: HW code starts here
|
||
//FIXME: check if peging is correct
|
||
// set top/bottom coords
|
||
|
||
wallVerts[3].y = FIXED_TO_FLOAT(h);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(hS);
|
||
wallVerts[0].y = FIXED_TO_FLOAT(l);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(lS);
|
||
#else
|
||
h = *rover->topheight;
|
||
l = *rover->bottomheight;
|
||
if (h > highcut)
|
||
h = highcut;
|
||
if (l < lowcut)
|
||
l = lowcut;
|
||
//Hurdler: HW code starts here
|
||
//FIXME: check if peging is correct
|
||
// set top/bottom coords
|
||
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
|
||
#endif
|
||
if (rover->flags & FF_FOG)
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = 0;
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = 0;
|
||
}
|
||
else
|
||
{
|
||
grTex = HWR_GetTexture(texnum);
|
||
|
||
if (newline)
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * grTex->scaleY;
|
||
}
|
||
else
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * grTex->scaleY;
|
||
}
|
||
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
}
|
||
|
||
if (rover->flags & FF_FOG)
|
||
{
|
||
FBITFIELD blendmode;
|
||
|
||
blendmode = PF_Fog|PF_NoTexture;
|
||
|
||
lightnum = rover->master->frontsector->lightlevel;
|
||
colormap = rover->master->frontsector->extra_colormap;
|
||
|
||
if (rover->master->frontsector->extra_colormap)
|
||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
|
||
else
|
||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,GL_NORMALFOG);
|
||
|
||
if (gr_backsector->numlights)
|
||
HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover);
|
||
else
|
||
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
|
||
}
|
||
else
|
||
{
|
||
FBITFIELD blendmode = PF_Masked;
|
||
|
||
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
|
||
{
|
||
blendmode = PF_Translucent;
|
||
Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
|
||
}
|
||
|
||
if (gr_backsector->numlights)
|
||
HWR_SplitWall(gr_backsector, wallVerts, texnum, &Surf, rover->flags, rover);
|
||
else
|
||
{
|
||
if (blendmode != PF_Masked)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
//Hurdler: end of 3d-floors test
|
||
}
|
||
|
||
// From PrBoom:
|
||
//
|
||
// e6y: Check whether the player can look beyond this line, rturns true if we can't
|
||
//
|
||
|
||
boolean checkforemptylines = true;
|
||
// Don't modify anything here, just check
|
||
// Kalaron: Modified for sloped linedefs
|
||
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
|
||
{
|
||
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
|
||
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
|
||
|
||
// GZDoom method of sloped line clipping
|
||
|
||
#ifdef ESLOPE
|
||
if (afrontsector->f_slope || afrontsector->c_slope || abacksector->f_slope || abacksector->c_slope)
|
||
{
|
||
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
|
||
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
|
||
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
|
||
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
|
||
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
|
||
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
|
||
if (slope) { \
|
||
end1 = P_GetZAt(slope, v1x, v1y); \
|
||
end2 = P_GetZAt(slope, v2x, v2y); \
|
||
} else \
|
||
end1 = end2 = normalheight;
|
||
|
||
SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector->floorheight)
|
||
SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
|
||
SLOPEPARAMS( abacksector->f_slope, backf1, backf2, abacksector->floorheight)
|
||
SLOPEPARAMS( abacksector->c_slope, backc1, backc2, abacksector->ceilingheight)
|
||
#undef SLOPEPARAMS
|
||
}
|
||
else
|
||
#endif
|
||
{
|
||
frontf1 = frontf2 = afrontsector->floorheight;
|
||
frontc1 = frontc2 = afrontsector->ceilingheight;
|
||
backf1 = backf2 = abacksector->floorheight;
|
||
backc1 = backc2 = abacksector->ceilingheight;
|
||
}
|
||
|
||
|
||
// now check for closed sectors!
|
||
|
||
// here we're talking about a CEILING lower than a floor. ...yeah we don't even need to bother.
|
||
if (backc1 <= frontf1 && backc2 <= frontf2)
|
||
{
|
||
checkforemptylines = false;
|
||
return true;
|
||
}
|
||
|
||
// here we're talking about floors higher than ceilings, don't even bother either.
|
||
if (backf1 >= frontc1 && backf2 >= frontc2)
|
||
{
|
||
checkforemptylines = false;
|
||
return true;
|
||
}
|
||
|
||
// Lat: Ok, here's what we need to do, we want to draw thok barriers. Let's define what a thok barrier is;
|
||
// -Must have ceilheight <= floorheight
|
||
// -ceilpic must be skyflatnum
|
||
// -an adjacant sector needs to have a ceilingheight or a floor height different than the one we have, otherwise, it's just a huge ass wall, we shouldn't render past it.
|
||
// -said adjacant sector cannot also be a thok barrier, because that's also dumb and we could render far more than we need to as a result :V
|
||
|
||
if (backc1 <= backf1 && backc2 <= backf2)
|
||
{
|
||
checkforemptylines = false;
|
||
|
||
// before we do anything, if both sectors are thok barriers, GET ME OUT OF HERE!
|
||
if (frontc1 <= backc1 && frontc2 <= frontc2)
|
||
return true; // STOP RENDERING.
|
||
|
||
// draw floors at the top of thok barriers:
|
||
if (backc1 < frontc1 || backc2 < frontc2)
|
||
return false;
|
||
|
||
if (backf1 > frontf1 || backf2 > frontf2)
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
// Window.
|
||
// We know it's a window when the above isn't true and the back and front sectors don't match
|
||
if (backc1 != frontc1 || backc2 != frontc2
|
||
|| backf1 != frontf1 || backf2 != frontf2)
|
||
{
|
||
checkforemptylines = false;
|
||
return false;
|
||
}
|
||
|
||
// In this case we just need to check whether there is actually a need to render any lines, so checkforempty lines
|
||
// stays true
|
||
return false;
|
||
}
|
||
|
||
// HWR_AddLine
|
||
// Clips the given segment and adds any visible pieces to the line list.
|
||
void HWR_AddLine(seg_t *line)
|
||
{
|
||
angle_t angle1, angle2;
|
||
|
||
// SoM: Backsector needs to be run through R_FakeFlat
|
||
static sector_t tempsec;
|
||
|
||
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
|
||
#ifdef POLYOBJECTS
|
||
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
|
||
return;
|
||
#endif
|
||
|
||
gr_curline = line;
|
||
|
||
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
|
||
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
|
||
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
|
||
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
|
||
|
||
// OPTIMIZE: quickly reject orthogonal back sides.
|
||
angle1 = R_PointToAngleEx(viewx, viewy, v1x, v1y);
|
||
angle2 = R_PointToAngleEx(viewx, viewy, v2x, v2y);
|
||
|
||
// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
|
||
if (angle2 - angle1 < ANGLE_180)
|
||
return;
|
||
|
||
// PrBoom: use REAL clipping math YAYYYYYYY!!!
|
||
if (!gld_clipper_SafeCheckRange(angle2, angle1))
|
||
return;
|
||
|
||
checkforemptylines = true;
|
||
|
||
gr_backsector = line->backsector;
|
||
|
||
if (!line->backsector)
|
||
gld_clipper_SafeAddClipRange(angle2, angle1);
|
||
else
|
||
{
|
||
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
|
||
if (CheckClip(line, gr_frontsector, gr_backsector))
|
||
{
|
||
gld_clipper_SafeAddClipRange(angle2, angle1);
|
||
checkforemptylines = false;
|
||
}
|
||
// Reject empty lines used for triggers and special events.
|
||
// Identical floor and ceiling on both sides,
|
||
// identical light levels on both sides,
|
||
// and no middle texture.
|
||
if (checkforemptylines && R_IsEmptyLine(line, gr_frontsector, gr_backsector))
|
||
return;
|
||
}
|
||
|
||
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
|
||
return;
|
||
}
|
||
|
||
// HWR_CheckBBox
|
||
// Checks BSP node/subtree bounding box.
|
||
// Returns true
|
||
// if some part of the bbox might be visible.
|
||
//
|
||
// modified to use local variables
|
||
|
||
boolean HWR_CheckBBox(fixed_t *bspcoord)
|
||
{
|
||
INT32 boxpos;
|
||
fixed_t px1, py1, px2, py2;
|
||
angle_t angle1, angle2;
|
||
|
||
// Find the corners of the box
|
||
// that define the edges from current viewpoint.
|
||
if (viewx <= bspcoord[BOXLEFT])
|
||
boxpos = 0;
|
||
else if (viewx < bspcoord[BOXRIGHT])
|
||
boxpos = 1;
|
||
else
|
||
boxpos = 2;
|
||
|
||
if (viewy >= bspcoord[BOXTOP])
|
||
boxpos |= 0;
|
||
else if (viewy > bspcoord[BOXBOTTOM])
|
||
boxpos |= 1<<2;
|
||
else
|
||
boxpos |= 2<<2;
|
||
|
||
if (boxpos == 5)
|
||
return true;
|
||
|
||
px1 = bspcoord[checkcoord[boxpos][0]];
|
||
py1 = bspcoord[checkcoord[boxpos][1]];
|
||
px2 = bspcoord[checkcoord[boxpos][2]];
|
||
py2 = bspcoord[checkcoord[boxpos][3]];
|
||
|
||
angle1 = R_PointToAngleEx(viewx, viewy, px1, py1);
|
||
angle2 = R_PointToAngleEx(viewx, viewy, px2, py2);
|
||
return gld_clipper_SafeCheckRange(angle2, angle1);
|
||
}
|
||
|
||
#ifdef POLYOBJECTS
|
||
|
||
//
|
||
// HWR_AddPolyObjectSegs
|
||
//
|
||
// haleyjd 02/19/06
|
||
// Adds all segs in all polyobjects in the given subsector.
|
||
// Modified for hardware rendering.
|
||
//
|
||
void HWR_AddPolyObjectSegs(void)
|
||
{
|
||
size_t i, j;
|
||
seg_t *gr_fakeline = Z_Calloc(sizeof(seg_t), PU_STATIC, NULL);
|
||
polyvertex_t *pv1 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
|
||
polyvertex_t *pv2 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
|
||
|
||
// Sort through all the polyobjects
|
||
for (i = 0; i < numpolys; ++i)
|
||
{
|
||
// Render the polyobject's lines
|
||
for (j = 0; j < po_ptrs[i]->segCount; ++j)
|
||
{
|
||
// Copy the info of a polyobject's seg, then convert it to OpenGL floating point
|
||
M_Memcpy(gr_fakeline, po_ptrs[i]->segs[j], sizeof(seg_t));
|
||
|
||
// Now convert the line to float and add it to be rendered
|
||
pv1->x = FIXED_TO_FLOAT(gr_fakeline->v1->x);
|
||
pv1->y = FIXED_TO_FLOAT(gr_fakeline->v1->y);
|
||
pv2->x = FIXED_TO_FLOAT(gr_fakeline->v2->x);
|
||
pv2->y = FIXED_TO_FLOAT(gr_fakeline->v2->y);
|
||
|
||
gr_fakeline->pv1 = pv1;
|
||
gr_fakeline->pv2 = pv2;
|
||
|
||
HWR_AddLine(gr_fakeline);
|
||
}
|
||
}
|
||
|
||
// Free temporary data no longer needed
|
||
Z_Free(pv2);
|
||
Z_Free(pv1);
|
||
Z_Free(gr_fakeline);
|
||
}
|
||
|
||
#ifdef POLYOBJECTS_PLANES
|
||
void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap)
|
||
{
|
||
float height; //constant y for all points on the convex flat polygon
|
||
FOutVector *v3d;
|
||
INT32 i;
|
||
float flatxref,flatyref;
|
||
float fflatsize;
|
||
INT32 flatflag;
|
||
size_t len;
|
||
float scrollx = 0.0f, scrolly = 0.0f;
|
||
angle_t angle = 0;
|
||
FSurfaceInfo Surf;
|
||
fixed_t tempxsow, tempytow;
|
||
size_t nrPlaneVerts;
|
||
|
||
static FOutVector *planeVerts = NULL;
|
||
static UINT16 numAllocedPlaneVerts = 0;
|
||
|
||
nrPlaneVerts = polysector->numVertices;
|
||
|
||
height = FIXED_TO_FLOAT(fixedheight);
|
||
|
||
if (nrPlaneVerts < 3) //not even a triangle ?
|
||
return;
|
||
|
||
if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size
|
||
{
|
||
CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
|
||
return;
|
||
}
|
||
|
||
// Allocate plane-vertex buffer if we need to
|
||
if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
|
||
{
|
||
numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
|
||
Z_Free(planeVerts);
|
||
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
|
||
}
|
||
|
||
len = W_LumpLength(lumpnum);
|
||
|
||
switch (len)
|
||
{
|
||
case 4194304: // 2048x2048 lump
|
||
fflatsize = 2048.0f;
|
||
flatflag = 2047;
|
||
break;
|
||
case 1048576: // 1024x1024 lump
|
||
fflatsize = 1024.0f;
|
||
flatflag = 1023;
|
||
break;
|
||
case 262144:// 512x512 lump
|
||
fflatsize = 512.0f;
|
||
flatflag = 511;
|
||
break;
|
||
case 65536: // 256x256 lump
|
||
fflatsize = 256.0f;
|
||
flatflag = 255;
|
||
break;
|
||
case 16384: // 128x128 lump
|
||
fflatsize = 128.0f;
|
||
flatflag = 127;
|
||
break;
|
||
case 1024: // 32x32 lump
|
||
fflatsize = 32.0f;
|
||
flatflag = 31;
|
||
break;
|
||
default: // 64x64 lump
|
||
fflatsize = 64.0f;
|
||
flatflag = 63;
|
||
break;
|
||
}
|
||
|
||
// reference point for flat texture coord for each vertex around the polygon
|
||
flatxref = (float)(((fixed_t)FIXED_TO_FLOAT(polysector->origVerts[0].x) & (~flatflag)) / fflatsize);
|
||
flatyref = (float)(((fixed_t)FIXED_TO_FLOAT(polysector->origVerts[0].y) & (~flatflag)) / fflatsize);
|
||
|
||
// transform
|
||
v3d = planeVerts;
|
||
|
||
if (FOFsector != NULL)
|
||
{
|
||
if (!isceiling) // it's a floor
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
|
||
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
|
||
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
|
||
}
|
||
else // it's a ceiling
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
|
||
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
|
||
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
|
||
}
|
||
}
|
||
else if (gr_frontsector)
|
||
{
|
||
if (!isceiling) // it's a floor
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
|
||
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
|
||
angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
|
||
}
|
||
else // it's a ceiling
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
|
||
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
|
||
angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
|
||
}
|
||
}
|
||
|
||
if (angle) // Only needs to be done if there's an altered angle
|
||
{
|
||
// This needs to be done so that it scrolls in a different direction after rotation like software
|
||
tempxsow = FLOAT_TO_FIXED(scrollx);
|
||
tempytow = FLOAT_TO_FIXED(scrolly);
|
||
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
|
||
|
||
// This needs to be done so everything aligns after rotation
|
||
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
|
||
tempxsow = FLOAT_TO_FIXED(flatxref);
|
||
tempytow = FLOAT_TO_FIXED(flatyref);
|
||
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
|
||
}
|
||
|
||
for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++)
|
||
{
|
||
// Hurdler: add scrolling texture on floor/ceiling
|
||
v3d->s = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatsize) - flatxref + scrollx); // Go from the polysector's original vertex locations
|
||
v3d->t = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatsize) + scrolly); // Means the flat is offset based on the original vertex locations
|
||
|
||
// Need to rotate before translate
|
||
if (angle) // Only needs to be done if there's an altered angle
|
||
{
|
||
tempxsow = FLOAT_TO_FIXED(v3d->s);
|
||
tempytow = FLOAT_TO_FIXED(v3d->t);
|
||
v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
|
||
v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
|
||
}
|
||
|
||
v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x);
|
||
v3d->y = height;
|
||
v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
|
||
}
|
||
|
||
if (planecolormap)
|
||
HWR_Lighting(&Surf, lightlevel, planecolormap->rgba, planecolormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
|
||
if (blendmode & PF_Translucent)
|
||
{
|
||
Surf.PolyColor.s.alpha = (UINT8)alpha;
|
||
blendmode |= PF_Modulated|PF_Occlude;
|
||
}
|
||
else
|
||
blendmode |= PF_Masked|PF_Modulated;
|
||
|
||
HWD.pfnSetShader(1); // floor shader
|
||
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode);
|
||
}
|
||
|
||
void HWR_AddPolyObjectPlanes(void)
|
||
{
|
||
size_t i;
|
||
sector_t *polyobjsector;
|
||
|
||
// Polyobject Planes need their own function for drawing because they don't have extrasubsectors by themselves
|
||
// It should be okay because polyobjects should always be convex anyway
|
||
|
||
for (i = 0; i < numpolys; i++)
|
||
{
|
||
polyobjsector = po_ptrs[i]->lines[0]->backsector; // the in-level polyobject sector
|
||
|
||
if (!(po_ptrs[i]->flags & POF_RENDERPLANES)) // Only render planes when you should
|
||
continue;
|
||
|
||
if (po_ptrs[i]->translucency >= NUMTRANSMAPS)
|
||
continue;
|
||
|
||
if (polyobjsector->floorheight <= gr_frontsector->ceilingheight
|
||
&& polyobjsector->floorheight >= gr_frontsector->floorheight
|
||
&& (viewz < polyobjsector->floorheight))
|
||
{
|
||
if (po_ptrs[i]->translucency > 0)
|
||
{
|
||
FSurfaceInfo Surf;
|
||
FBITFIELD blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
|
||
HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->floorpic].lumpnum, po_ptrs[i], false, polyobjsector->floorheight,
|
||
polyobjsector->lightlevel, Surf.PolyColor.s.alpha, polyobjsector, blendmode, NULL);
|
||
}
|
||
else
|
||
{
|
||
HWR_GetFlat(levelflats[polyobjsector->floorpic].lumpnum, R_NoEncore(polyobjsector, false));
|
||
HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude,
|
||
polyobjsector->lightlevel, levelflats[polyobjsector->floorpic].lumpnum,
|
||
polyobjsector, 255, NULL);
|
||
}
|
||
}
|
||
|
||
if (polyobjsector->ceilingheight >= gr_frontsector->floorheight
|
||
&& polyobjsector->ceilingheight <= gr_frontsector->ceilingheight
|
||
&& (viewz > polyobjsector->ceilingheight))
|
||
{
|
||
if (po_ptrs[i]->translucency > 0)
|
||
{
|
||
FSurfaceInfo Surf;
|
||
FBITFIELD blendmode;
|
||
memset(&Surf, 0x00, sizeof(Surf));
|
||
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
|
||
HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->ceilingpic].lumpnum, po_ptrs[i], true, polyobjsector->ceilingheight,
|
||
polyobjsector->lightlevel, Surf.PolyColor.s.alpha, polyobjsector, blendmode, NULL);
|
||
}
|
||
else
|
||
{
|
||
HWR_GetFlat(levelflats[polyobjsector->ceilingpic].lumpnum, R_NoEncore(polyobjsector, true));
|
||
HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude,
|
||
polyobjsector->lightlevel, levelflats[polyobjsector->floorpic].lumpnum,
|
||
polyobjsector, 255, NULL);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
#endif
|
||
|
||
// -----------------+
|
||
// HWR_Subsector : Determine floor/ceiling planes.
|
||
// : Add sprites of things in sector.
|
||
// : Draw one or more line segments.
|
||
// -----------------+
|
||
void HWR_Subsector(size_t num)
|
||
{
|
||
INT16 count;
|
||
seg_t *line;
|
||
subsector_t *sub;
|
||
static sector_t tempsec; //SoM: 4/7/2000
|
||
INT32 floorlightlevel;
|
||
INT32 ceilinglightlevel;
|
||
INT32 locFloorHeight, locCeilingHeight;
|
||
INT32 cullFloorHeight, cullCeilingHeight;
|
||
INT32 light = 0;
|
||
extracolormap_t *floorcolormap;
|
||
extracolormap_t *ceilingcolormap;
|
||
|
||
#ifdef PARANOIA //no risk while developing, enough debugging nights!
|
||
if (num >= addsubsector)
|
||
I_Error("HWR_Subsector: ss %s with numss = %s, addss = %s\n",
|
||
sizeu1(num), sizeu2(numsubsectors), sizeu3(addsubsector));
|
||
#endif
|
||
|
||
if (num < numsubsectors)
|
||
{
|
||
// subsector
|
||
sub = &subsectors[num];
|
||
// sector
|
||
gr_frontsector = sub->sector;
|
||
// how many linedefs
|
||
count = sub->numlines;
|
||
// first line seg
|
||
line = &segs[sub->firstline];
|
||
}
|
||
else
|
||
{
|
||
// there are no segs but only planes
|
||
sub = &subsectors[0];
|
||
gr_frontsector = sub->sector;
|
||
count = 0;
|
||
line = NULL;
|
||
}
|
||
|
||
//SoM: 4/7/2000: Test to make Boom water work in Hardware mode.
|
||
gr_frontsector = R_FakeFlat(gr_frontsector, &tempsec, &floorlightlevel,
|
||
&ceilinglightlevel, false);
|
||
//FIXME: Use floorlightlevel and ceilinglightlevel insted of lightlevel.
|
||
|
||
floorcolormap = ceilingcolormap = gr_frontsector->extra_colormap;
|
||
|
||
// ----- for special tricks with HW renderer -----
|
||
if (gr_frontsector->pseudoSector)
|
||
{
|
||
cullFloorHeight = locFloorHeight = gr_frontsector->virtualFloorheight;
|
||
cullCeilingHeight = locCeilingHeight = gr_frontsector->virtualCeilingheight;
|
||
}
|
||
else if (gr_frontsector->virtualFloor)
|
||
{
|
||
///@TODO Is this whole virtualFloor mess even useful? I don't think it even triggers ever.
|
||
cullFloorHeight = locFloorHeight = gr_frontsector->virtualFloorheight;
|
||
if (gr_frontsector->virtualCeiling)
|
||
cullCeilingHeight = locCeilingHeight = gr_frontsector->virtualCeilingheight;
|
||
else
|
||
cullCeilingHeight = locCeilingHeight = gr_frontsector->ceilingheight;
|
||
}
|
||
else if (gr_frontsector->virtualCeiling)
|
||
{
|
||
cullCeilingHeight = locCeilingHeight = gr_frontsector->virtualCeilingheight;
|
||
cullFloorHeight = locFloorHeight = gr_frontsector->floorheight;
|
||
}
|
||
else
|
||
{
|
||
cullFloorHeight = locFloorHeight = gr_frontsector->floorheight;
|
||
cullCeilingHeight = locCeilingHeight = gr_frontsector->ceilingheight;
|
||
|
||
#ifdef ESLOPE
|
||
if (gr_frontsector->f_slope)
|
||
{
|
||
cullFloorHeight = P_GetZAt(gr_frontsector->f_slope, viewx, viewy);
|
||
locFloorHeight = P_GetZAt(gr_frontsector->f_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
|
||
}
|
||
|
||
if (gr_frontsector->c_slope)
|
||
{
|
||
cullCeilingHeight = P_GetZAt(gr_frontsector->c_slope, viewx, viewy);
|
||
locCeilingHeight = P_GetZAt(gr_frontsector->c_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
|
||
}
|
||
#endif
|
||
}
|
||
// ----- end special tricks -----
|
||
|
||
if (gr_frontsector->ffloors)
|
||
{
|
||
if (gr_frontsector->moved)
|
||
{
|
||
gr_frontsector->numlights = sub->sector->numlights = 0;
|
||
R_Prep3DFloors(gr_frontsector);
|
||
sub->sector->lightlist = gr_frontsector->lightlist;
|
||
sub->sector->numlights = gr_frontsector->numlights;
|
||
sub->sector->moved = gr_frontsector->moved = false;
|
||
}
|
||
|
||
light = R_GetPlaneLight(gr_frontsector, locFloorHeight, false);
|
||
if (gr_frontsector->floorlightsec == -1)
|
||
floorlightlevel = *gr_frontsector->lightlist[light].lightlevel;
|
||
floorcolormap = gr_frontsector->lightlist[light].extra_colormap;
|
||
|
||
light = R_GetPlaneLight(gr_frontsector, locCeilingHeight, false);
|
||
if (gr_frontsector->ceilinglightsec == -1)
|
||
ceilinglightlevel = *gr_frontsector->lightlist[light].lightlevel;
|
||
ceilingcolormap = gr_frontsector->lightlist[light].extra_colormap;
|
||
}
|
||
|
||
sub->sector->extra_colormap = gr_frontsector->extra_colormap;
|
||
|
||
// render floor ?
|
||
// yeah, easy backface cull! :)
|
||
if (cullFloorHeight < viewz)
|
||
{
|
||
if (gr_frontsector->floorpic != skyflatnum)
|
||
{
|
||
if (sub->validcount != validcount)
|
||
{
|
||
HWR_GetFlat(levelflats[gr_frontsector->floorpic].lumpnum, R_NoEncore(gr_frontsector, false));
|
||
HWR_RenderPlane(&extrasubsectors[num], false,
|
||
// Hack to make things continue to work around slopes.
|
||
locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight,
|
||
// We now return you to your regularly scheduled rendering.
|
||
PF_Occlude, floorlightlevel, levelflats[gr_frontsector->floorpic].lumpnum, NULL, 255, floorcolormap);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (cullCeilingHeight > viewz)
|
||
{
|
||
if (gr_frontsector->ceilingpic != skyflatnum)
|
||
{
|
||
if (sub->validcount != validcount)
|
||
{
|
||
HWR_GetFlat(levelflats[gr_frontsector->ceilingpic].lumpnum, R_NoEncore(gr_frontsector, true));
|
||
HWR_RenderPlane(&extrasubsectors[num], true,
|
||
// Hack to make things continue to work around slopes.
|
||
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight,
|
||
// We now return you to your regularly scheduled rendering.
|
||
PF_Occlude, ceilinglightlevel, levelflats[gr_frontsector->ceilingpic].lumpnum,NULL, 255, ceilingcolormap);
|
||
}
|
||
}
|
||
}
|
||
|
||
if (gr_frontsector->ffloors)
|
||
{
|
||
/// \todo fix light, xoffs, yoffs, extracolormap ?
|
||
ffloor_t * rover;
|
||
for (rover = gr_frontsector->ffloors;
|
||
rover; rover = rover->next)
|
||
{
|
||
fixed_t cullHeight, centerHeight;
|
||
|
||
// bottom plane
|
||
#ifdef ESLOPE
|
||
if (*rover->b_slope)
|
||
{
|
||
cullHeight = P_GetZAt(*rover->b_slope, viewx, viewy);
|
||
centerHeight = P_GetZAt(*rover->b_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
|
||
}
|
||
else
|
||
#endif
|
||
cullHeight = centerHeight = *rover->bottomheight;
|
||
|
||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES))
|
||
continue;
|
||
if (sub->validcount == validcount)
|
||
continue;
|
||
|
||
if (centerHeight <= locCeilingHeight &&
|
||
centerHeight >= locFloorHeight &&
|
||
((viewz < cullHeight && !(rover->flags & FF_INVERTPLANES)) ||
|
||
(viewz > cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
|
||
{
|
||
if (rover->flags & FF_FOG)
|
||
{
|
||
UINT8 alpha;
|
||
|
||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||
|
||
if (rover->master->frontsector->extra_colormap)
|
||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
|
||
else
|
||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG);
|
||
|
||
HWR_AddTransparentFloor(0,
|
||
&extrasubsectors[num],
|
||
false,
|
||
*rover->bottomheight,
|
||
*gr_frontsector->lightlist[light].lightlevel,
|
||
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
|
||
true, rover->master->frontsector->extra_colormap);
|
||
}
|
||
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient
|
||
{
|
||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||
HWR_AddTransparentFloor(levelflats[*rover->bottompic].lumpnum,
|
||
&extrasubsectors[num],
|
||
false,
|
||
*rover->bottomheight,
|
||
*gr_frontsector->lightlist[light].lightlevel,
|
||
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
|
||
false, gr_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
else
|
||
{
|
||
HWR_GetFlat(levelflats[*rover->bottompic].lumpnum, R_NoEncore(gr_frontsector, false));
|
||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||
HWR_RenderPlane(&extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum,
|
||
rover->master->frontsector, 255, gr_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
}
|
||
|
||
// top plane
|
||
#ifdef ESLOPE
|
||
if (*rover->t_slope)
|
||
{
|
||
cullHeight = P_GetZAt(*rover->t_slope, viewx, viewy);
|
||
centerHeight = P_GetZAt(*rover->t_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
|
||
}
|
||
else
|
||
#endif
|
||
cullHeight = centerHeight = *rover->topheight;
|
||
|
||
if (centerHeight >= locFloorHeight &&
|
||
centerHeight <= locCeilingHeight &&
|
||
((viewz > cullHeight && !(rover->flags & FF_INVERTPLANES)) ||
|
||
(viewz < cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
|
||
{
|
||
if (rover->flags & FF_FOG)
|
||
{
|
||
UINT8 alpha;
|
||
|
||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||
|
||
if (rover->master->frontsector->extra_colormap)
|
||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
|
||
else
|
||
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, GL_NORMALFOG);
|
||
|
||
HWR_AddTransparentFloor(0,
|
||
&extrasubsectors[num],
|
||
true,
|
||
*rover->topheight,
|
||
*gr_frontsector->lightlist[light].lightlevel,
|
||
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
|
||
true, rover->master->frontsector->extra_colormap);
|
||
}
|
||
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
|
||
{
|
||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||
HWR_AddTransparentFloor(levelflats[*rover->toppic].lumpnum,
|
||
&extrasubsectors[num],
|
||
true,
|
||
*rover->topheight,
|
||
*gr_frontsector->lightlist[light].lightlevel,
|
||
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
|
||
false, gr_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
else
|
||
{
|
||
HWR_GetFlat(levelflats[*rover->toppic].lumpnum, R_NoEncore(gr_frontsector, true));
|
||
light = R_GetPlaneLight(gr_frontsector, centerHeight, viewz < cullHeight ? true : false);
|
||
HWR_RenderPlane(&extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum,
|
||
rover->master->frontsector, 255, gr_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#ifdef POLYOBJECTS
|
||
// Draw all the polyobjects in this subsector
|
||
if (sub->polyList)
|
||
{
|
||
polyobj_t *po = sub->polyList;
|
||
|
||
numpolys = 0;
|
||
|
||
// Count all the polyobjects, reset the list, and recount them
|
||
while (po)
|
||
{
|
||
++numpolys;
|
||
po = (polyobj_t *)(po->link.next);
|
||
}
|
||
|
||
// Sort polyobjects
|
||
R_SortPolyObjects(sub);
|
||
|
||
// Draw polyobject lines.
|
||
HWR_AddPolyObjectSegs();
|
||
|
||
#ifdef POLYOBJECTS_PLANES
|
||
if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
|
||
{
|
||
// Draw polyobject planes
|
||
HWR_AddPolyObjectPlanes();
|
||
}
|
||
#endif
|
||
}
|
||
#endif
|
||
|
||
// Hurder ici se passe les choses INT32<33>essantes!
|
||
// on vient de tracer le sol et le plafond
|
||
// on trace <20>pr<70>ent d'abord les sprites et ensuite les murs
|
||
// hurdler: faux: on ajoute seulement les sprites, le murs sont trac<61> d'abord
|
||
if (line)
|
||
{
|
||
// draw sprites first, coz they are clipped to the solidsegs of
|
||
// subsectors more 'in front'
|
||
HWR_AddSprites(gr_frontsector);
|
||
|
||
//Hurdler: at this point validcount must be the same, but is not because
|
||
// gr_frontsector doesn't point anymore to sub->sector due to
|
||
// the call gr_frontsector = R_FakeFlat(...)
|
||
// if it's not done, the sprite is drawn more than once,
|
||
// what looks really bad with translucency or dynamic light,
|
||
// without talking about the overdraw of course.
|
||
sub->sector->validcount = validcount;/// \todo fix that in a better way
|
||
|
||
while (count--)
|
||
{
|
||
#ifdef POLYOBJECTS
|
||
if (!line->polyseg) // ignore segs that belong to polyobjects
|
||
#endif
|
||
HWR_AddLine(line);
|
||
line++;
|
||
}
|
||
}
|
||
|
||
sub->validcount = validcount;
|
||
}
|
||
|
||
//
|
||
// Renders all subsectors below a given node,
|
||
// traversing subtree recursively.
|
||
// Just call with BSP root.
|
||
|
||
void HWR_RenderBSPNode(INT32 bspnum)
|
||
{
|
||
node_t *bsp = &nodes[bspnum];
|
||
|
||
// Decide which side the view point is on
|
||
INT32 side;
|
||
|
||
// Found a subsector?
|
||
if (bspnum & NF_SUBSECTOR)
|
||
{
|
||
if (bspnum != -1)
|
||
HWR_Subsector(bspnum&(~NF_SUBSECTOR));
|
||
return;
|
||
}
|
||
|
||
// Decide which side the view point is on.
|
||
side = R_PointOnSide(viewx, viewy, bsp);
|
||
|
||
// Recursively divide front space.
|
||
HWR_RenderBSPNode(bsp->children[side]);
|
||
|
||
// Possibly divide back space.
|
||
if (HWR_CheckBBox(bsp->bbox[side^1]))
|
||
HWR_RenderBSPNode(bsp->children[side^1]);
|
||
}
|
||
|
||
// ==========================================================================
|
||
// gr_things.c
|
||
// ==========================================================================
|
||
|
||
// sprites are drawn after all wall and planes are rendered, so that
|
||
// sprite translucency effects apply on the rendered view (instead of the background sky!!)
|
||
|
||
static UINT32 gr_visspritecount;
|
||
static gr_vissprite_t *gr_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
|
||
|
||
// --------------------------------------------------------------------------
|
||
// HWR_ClearSprites
|
||
// Called at frame start.
|
||
// --------------------------------------------------------------------------
|
||
static void HWR_ClearSprites(void)
|
||
{
|
||
gr_visspritecount = 0;
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// HWR_NewVisSprite
|
||
// --------------------------------------------------------------------------
|
||
static gr_vissprite_t gr_overflowsprite;
|
||
|
||
static gr_vissprite_t *HWR_GetVisSprite(UINT32 num)
|
||
{
|
||
UINT32 chunk = num >> VISSPRITECHUNKBITS;
|
||
|
||
// Allocate chunk if necessary
|
||
if (!gr_visspritechunks[chunk])
|
||
Z_Malloc(sizeof(gr_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gr_visspritechunks[chunk]);
|
||
|
||
return gr_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
|
||
}
|
||
|
||
static gr_vissprite_t *HWR_NewVisSprite(void)
|
||
{
|
||
if (gr_visspritecount == MAXVISSPRITES)
|
||
return &gr_overflowsprite;
|
||
|
||
return HWR_GetVisSprite(gr_visspritecount++);
|
||
}
|
||
|
||
// Finds a floor through which light does not pass.
|
||
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
||
{
|
||
const sector_t *sec = R_PointInSubsector(x, y)->sector;
|
||
fixed_t floorz = sec->floorheight;
|
||
|
||
if (sec->ffloors)
|
||
{
|
||
ffloor_t *rover;
|
||
fixed_t delta1, delta2;
|
||
const fixed_t thingtop = z + height;
|
||
|
||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||
{
|
||
if (!(rover->flags & FF_EXISTS)
|
||
|| !(rover->flags & FF_RENDERPLANES)
|
||
|| rover->flags & FF_TRANSLUCENT
|
||
|| rover->flags & FF_FOG
|
||
|| rover->flags & FF_INVERTPLANES)
|
||
continue;
|
||
|
||
delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||
if (*rover->topheight > floorz && abs(delta1) < abs(delta2))
|
||
floorz = *rover->topheight;
|
||
}
|
||
}
|
||
|
||
return floorz;
|
||
}
|
||
|
||
//
|
||
// HWR_DoCulling
|
||
// Hardware version of R_DoCulling
|
||
// (see r_main.c)
|
||
static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float vz, float bottomh, float toph)
|
||
{
|
||
float cullplane;
|
||
|
||
if (!cullheight)
|
||
return false;
|
||
|
||
cullplane = FIXED_TO_FLOAT(cullheight->frontsector->floorheight);
|
||
if (cullheight->flags & ML_NOCLIMB) // Group culling
|
||
{
|
||
if (!viewcullheight)
|
||
return false;
|
||
|
||
// Make sure this is part of the same group
|
||
if (viewcullheight->frontsector == cullheight->frontsector)
|
||
{
|
||
// OK, we can cull
|
||
if (vz > cullplane && toph < cullplane) // Cull if below plane
|
||
return true;
|
||
|
||
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
|
||
return true;
|
||
}
|
||
}
|
||
else // Quick culling
|
||
{
|
||
if (vz > cullplane && toph < cullplane) // Cull if below plane
|
||
return true;
|
||
|
||
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
|
||
return true;
|
||
}
|
||
|
||
return false;
|
||
}
|
||
|
||
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
|
||
{
|
||
FOutVector swallVerts[4];
|
||
FSurfaceInfo sSurf;
|
||
fixed_t floorheight, mobjfloor;
|
||
float offset = 0;
|
||
|
||
mobjfloor = HWR_OpaqueFloorAtPos(
|
||
spr->mobj->x, spr->mobj->y,
|
||
spr->mobj->z, spr->mobj->height);
|
||
if (cv_shadowoffs.value)
|
||
{
|
||
angle_t shadowdir;
|
||
|
||
// Set direction
|
||
if (splitscreen && stplyr == &players[displayplayers[1]])
|
||
shadowdir = localangle[1] + FixedAngle(cv_cam2_rotate.value);
|
||
else if (splitscreen > 1 && stplyr == &players[displayplayers[2]])
|
||
shadowdir = localangle[2] + FixedAngle(cv_cam3_rotate.value);
|
||
else if (splitscreen > 2 && stplyr == &players[displayplayers[3]])
|
||
shadowdir = localangle[3] + FixedAngle(cv_cam4_rotate.value);
|
||
else
|
||
shadowdir = localangle[0] + FixedAngle(cv_cam_rotate.value);
|
||
|
||
// Find floorheight
|
||
floorheight = HWR_OpaqueFloorAtPos(
|
||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||
spr->mobj->z, spr->mobj->height);
|
||
|
||
// The shadow is falling ABOVE it's mobj?
|
||
// Don't draw it, then!
|
||
if (spr->mobj->z < floorheight)
|
||
return;
|
||
else
|
||
{
|
||
fixed_t floorz;
|
||
floorz = HWR_OpaqueFloorAtPos(
|
||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||
spr->mobj->z, spr->mobj->height);
|
||
// The shadow would be falling on a wall? Don't draw it, then.
|
||
// Would draw midair otherwise.
|
||
if (floorz < floorheight)
|
||
return;
|
||
}
|
||
|
||
floorheight = FixedInt(spr->mobj->z - floorheight);
|
||
|
||
offset = floorheight;
|
||
}
|
||
else
|
||
floorheight = FixedInt(spr->mobj->z - mobjfloor);
|
||
|
||
// create the sprite billboard
|
||
//
|
||
// 3--2
|
||
// | /|
|
||
// |/ |
|
||
// 0--1
|
||
|
||
// x1/x2 were already scaled in HWR_ProjectSprite
|
||
// First match the normal sprite
|
||
swallVerts[0].x = swallVerts[3].x = spr->x1;
|
||
swallVerts[2].x = swallVerts[1].x = spr->x2;
|
||
swallVerts[0].z = swallVerts[3].z = spr->z1;
|
||
swallVerts[2].z = swallVerts[1].z = spr->z2;
|
||
|
||
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
|
||
{
|
||
// Always a pixel above the floor, perfectly flat.
|
||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
|
||
|
||
// Now transform the TOP vertices along the floor in the direction of the camera
|
||
swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
|
||
swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
|
||
swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
|
||
swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
|
||
}
|
||
else
|
||
{
|
||
// Always a pixel above the floor, perfectly flat.
|
||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
|
||
|
||
// Now transform the TOP vertices along the floor in the direction of the camera
|
||
swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos;
|
||
swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos;
|
||
swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin;
|
||
swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin;
|
||
}
|
||
|
||
// We also need to move the bottom ones away when shadowoffs is on
|
||
if (cv_shadowoffs.value)
|
||
{
|
||
swallVerts[0].x = spr->x1 + offset * gr_viewcos;
|
||
swallVerts[1].x = spr->x2 + offset * gr_viewcos;
|
||
swallVerts[0].z = spr->z1 + offset * gr_viewsin;
|
||
swallVerts[1].z = spr->z2 + offset * gr_viewsin;
|
||
}
|
||
|
||
if (spr->flip)
|
||
{
|
||
swallVerts[0].s = swallVerts[3].s = gpatch->max_s;
|
||
swallVerts[2].s = swallVerts[1].s = 0;
|
||
}
|
||
else
|
||
{
|
||
swallVerts[0].s = swallVerts[3].s = 0;
|
||
swallVerts[2].s = swallVerts[1].s = gpatch->max_s;
|
||
}
|
||
|
||
// flip the texture coords (look familiar?)
|
||
if (spr->vflip)
|
||
{
|
||
swallVerts[3].t = swallVerts[2].t = gpatch->max_t;
|
||
swallVerts[0].t = swallVerts[1].t = 0;
|
||
}
|
||
else
|
||
{
|
||
swallVerts[3].t = swallVerts[2].t = 0;
|
||
swallVerts[0].t = swallVerts[1].t = gpatch->max_t;
|
||
}
|
||
|
||
sSurf.PolyColor.s.red = 0x00;
|
||
sSurf.PolyColor.s.blue = 0x00;
|
||
sSurf.PolyColor.s.green = 0x00;
|
||
|
||
// shadow is always half as translucent as the sprite itself
|
||
if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
|
||
sSurf.PolyColor.s.alpha = 0x80; // default
|
||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||
sSurf.PolyColor.s.alpha = 0x20;
|
||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||
{
|
||
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
|
||
sSurf.PolyColor.s.alpha /= 2; //cut alpha in half!
|
||
}
|
||
else
|
||
sSurf.PolyColor.s.alpha = 0x80; // default
|
||
|
||
if (sSurf.PolyColor.s.alpha > floorheight/4)
|
||
{
|
||
sSurf.PolyColor.s.alpha = (UINT8)(sSurf.PolyColor.s.alpha - floorheight/4);
|
||
HWD.pfnSetShader(1); // floor shader
|
||
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated);
|
||
}
|
||
}
|
||
|
||
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
|
||
static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts)
|
||
{
|
||
if (cv_grspritebillboarding.value && spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE) && wallVerts)
|
||
{
|
||
float basey = FIXED_TO_FLOAT(spr->mobj->z);
|
||
float lowy = wallVerts[0].y;
|
||
if (P_MobjFlip(spr->mobj) == -1)
|
||
{
|
||
basey = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
|
||
}
|
||
// Rotate sprites to fully billboard with the camera
|
||
// X, Y, AND Z need to be manipulated for the polys to rotate around the
|
||
// origin, because of how the origin setting works I believe that should
|
||
// be mobj->z or mobj->z + mobj->height
|
||
wallVerts[2].y = wallVerts[3].y = (spr->ty - basey) * gr_viewludsin + basey;
|
||
wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gr_viewludsin + basey;
|
||
// translate back to be around 0 before translating back
|
||
wallVerts[3].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos;
|
||
wallVerts[2].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos;
|
||
|
||
wallVerts[0].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos;
|
||
wallVerts[1].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos;
|
||
|
||
wallVerts[3].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin;
|
||
wallVerts[2].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin;
|
||
|
||
wallVerts[0].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin;
|
||
wallVerts[1].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin;
|
||
}
|
||
}
|
||
|
||
static void HWR_SplitSprite(gr_vissprite_t *spr)
|
||
{
|
||
float this_scale = 1.0f;
|
||
FOutVector wallVerts[4];
|
||
FOutVector baseWallVerts[4]; // This is what the verts should end up as
|
||
GLPatch_t *gpatch;
|
||
FSurfaceInfo Surf;
|
||
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
|
||
extracolormap_t *colormap;
|
||
FUINT lightlevel;
|
||
FBITFIELD blend = 0;
|
||
UINT8 alpha;
|
||
|
||
INT32 i;
|
||
float realtop, realbot, top, bot;
|
||
float towtop, towbot, towmult;
|
||
float bheight;
|
||
float realheight, heightmult;
|
||
const sector_t *sector = spr->mobj->subsector->sector;
|
||
const lightlist_t *list = sector->lightlist;
|
||
#ifdef ESLOPE
|
||
float endrealtop, endrealbot, endtop, endbot;
|
||
float endbheight;
|
||
float endrealheight;
|
||
fixed_t temp;
|
||
fixed_t v1x, v1y, v2x, v2y;
|
||
#endif
|
||
|
||
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
|
||
|
||
if (hires)
|
||
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
|
||
|
||
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
|
||
|
||
// cache the patch in the graphics card memory
|
||
//12/12/99: Hurdler: same comment as above (for md2)
|
||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||
|
||
// Draw shadow BEFORE sprite
|
||
if (cv_shadow.value // Shadows enabled
|
||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
|
||
{
|
||
////////////////////
|
||
// SHADOW SPRITE! //
|
||
////////////////////
|
||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||
}
|
||
|
||
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
|
||
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
|
||
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
|
||
baseWallVerts[1].z = baseWallVerts[2].z = spr->z2;
|
||
|
||
baseWallVerts[2].y = baseWallVerts[3].y = spr->ty;
|
||
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
|
||
baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height * this_scale;
|
||
else
|
||
baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height;
|
||
|
||
v1x = FLOAT_TO_FIXED(spr->x1);
|
||
v1y = FLOAT_TO_FIXED(spr->z1);
|
||
v2x = FLOAT_TO_FIXED(spr->x2);
|
||
v2y = FLOAT_TO_FIXED(spr->z2);
|
||
|
||
if (spr->flip)
|
||
{
|
||
baseWallVerts[0].s = baseWallVerts[3].s = gpatch->max_s;
|
||
baseWallVerts[2].s = baseWallVerts[1].s = 0;
|
||
}
|
||
else
|
||
{
|
||
baseWallVerts[0].s = baseWallVerts[3].s = 0;
|
||
baseWallVerts[2].s = baseWallVerts[1].s = gpatch->max_s;
|
||
}
|
||
|
||
// flip the texture coords (look familiar?)
|
||
if (spr->vflip)
|
||
{
|
||
baseWallVerts[3].t = baseWallVerts[2].t = gpatch->max_t;
|
||
baseWallVerts[0].t = baseWallVerts[1].t = 0;
|
||
}
|
||
else
|
||
{
|
||
baseWallVerts[3].t = baseWallVerts[2].t = 0;
|
||
baseWallVerts[0].t = baseWallVerts[1].t = gpatch->max_t;
|
||
}
|
||
|
||
// Let dispoffset work first since this adjust each vertex
|
||
HWR_RotateSpritePolyToAim(spr, baseWallVerts);
|
||
|
||
// push it toward the camera to mitigate floor-clipping sprites
|
||
{
|
||
float sprdist = sqrtf((spr->x1 - gr_viewx)*(spr->x1 - gr_viewx) + (spr->z1 - gr_viewy)*(spr->z1 - gr_viewy) + (spr->ty - gr_viewz)*(spr->ty - gr_viewz));
|
||
float distfact = ((2.0f*spr->dispoffset) + 20.0f) / sprdist;
|
||
size_t i;
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
baseWallVerts[i].x += (gr_viewx - baseWallVerts[i].x)*distfact;
|
||
baseWallVerts[i].z += (gr_viewy - baseWallVerts[i].z)*distfact;
|
||
baseWallVerts[i].y += (gr_viewz - baseWallVerts[i].y)*distfact;
|
||
}
|
||
}
|
||
|
||
realtop = top = baseWallVerts[3].y;
|
||
realbot = bot = baseWallVerts[0].y;
|
||
towtop = baseWallVerts[3].t;
|
||
towbot = baseWallVerts[0].t;
|
||
towmult = (towbot - towtop) / (top - bot);
|
||
|
||
#ifdef ESLOPE
|
||
endrealtop = endtop = baseWallVerts[2].y;
|
||
endrealbot = endbot = baseWallVerts[1].y;
|
||
#endif
|
||
|
||
// copy the contents of baseWallVerts into the drawn wallVerts array
|
||
// baseWallVerts is used to know the final shape to easily get the vertex
|
||
// co-ordinates
|
||
memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
|
||
|
||
if (!cv_translucency.value) // translucency disabled
|
||
{
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|PF_Occlude;
|
||
}
|
||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x40;
|
||
blend = PF_Translucent;
|
||
}
|
||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
|
||
else
|
||
{
|
||
// BP: i agree that is little better in environement but it don't
|
||
// work properly under glide nor with fogcolor to ffffff :(
|
||
// Hurdler: PF_Environement would be cool, but we need to fix
|
||
// the issue with the fog before
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|PF_Occlude;
|
||
}
|
||
|
||
alpha = Surf.PolyColor.s.alpha;
|
||
|
||
// Start with the lightlevel and colormap from the top of the sprite
|
||
lightlevel = *list[sector->numlights - 1].lightlevel;
|
||
colormap = list[sector->numlights - 1].extra_colormap;
|
||
i = 0;
|
||
temp = FLOAT_TO_FIXED(realtop);
|
||
|
||
if (spr->mobj->frame & FF_FULLBRIGHT)
|
||
lightlevel = 255;
|
||
|
||
#ifdef ESLOPE
|
||
for (i = 1; i < sector->numlights; i++)
|
||
{
|
||
fixed_t h = sector->lightlist[i].slope ? P_GetZAt(sector->lightlist[i].slope, spr->mobj->x, spr->mobj->y)
|
||
: sector->lightlist[i].height;
|
||
if (h <= temp)
|
||
{
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = *list[i-1].lightlevel;
|
||
colormap = list[i-1].extra_colormap;
|
||
break;
|
||
}
|
||
}
|
||
#else
|
||
i = R_GetPlaneLight(sector, temp, false);
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = *list[i].lightlevel;
|
||
colormap = list[i].extra_colormap;
|
||
#endif
|
||
|
||
for (i = 0; i < sector->numlights; i++)
|
||
{
|
||
#ifdef ESLOPE
|
||
if (endtop < endrealbot)
|
||
#endif
|
||
if (top < realbot)
|
||
return;
|
||
|
||
// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
|
||
if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
|
||
{
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = *list[i].lightlevel;
|
||
colormap = list[i].extra_colormap;
|
||
}
|
||
|
||
#ifdef ESLOPE
|
||
if (i + 1 < sector->numlights)
|
||
{
|
||
if (list[i+1].slope)
|
||
{
|
||
temp = P_GetZAt(list[i+1].slope, v1x, v1y);
|
||
bheight = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetZAt(list[i+1].slope, v2x, v2y);
|
||
endbheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
else
|
||
bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height);
|
||
}
|
||
else
|
||
{
|
||
bheight = realbot;
|
||
endbheight = endrealbot;
|
||
}
|
||
#else
|
||
if (i + 1 < sector->numlights)
|
||
{
|
||
bheight = FIXED_TO_FLOAT(list[i+1].height);
|
||
}
|
||
else
|
||
{
|
||
bheight = realbot;
|
||
}
|
||
#endif
|
||
|
||
#ifdef ESLOPE
|
||
if (endbheight >= endtop)
|
||
#endif
|
||
if (bheight >= top)
|
||
continue;
|
||
|
||
bot = bheight;
|
||
|
||
if (bot < realbot)
|
||
bot = realbot;
|
||
|
||
#ifdef ESLOPE
|
||
endbot = endbheight;
|
||
|
||
if (endbot < endrealbot)
|
||
endbot = endrealbot;
|
||
#endif
|
||
|
||
#ifdef ESLOPE
|
||
wallVerts[3].t = towtop + ((realtop - top) * towmult);
|
||
wallVerts[2].t = towtop + ((endrealtop - endtop) * towmult);
|
||
wallVerts[0].t = towtop + ((realtop - bot) * towmult);
|
||
wallVerts[1].t = towtop + ((endrealtop - endbot) * towmult);
|
||
|
||
wallVerts[3].y = top;
|
||
wallVerts[2].y = endtop;
|
||
wallVerts[0].y = bot;
|
||
wallVerts[1].y = endbot;
|
||
|
||
// The x and y only need to be adjusted in the case that it's not a papersprite
|
||
if (cv_grspritebillboarding.value && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE))
|
||
{
|
||
// Get the x and z of the vertices so billboarding draws correctly
|
||
realheight = realbot - realtop;
|
||
endrealheight = endrealbot - endrealtop;
|
||
heightmult = (realtop - top) / realheight;
|
||
wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
|
||
wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
|
||
|
||
heightmult = (endrealtop - endtop) / endrealheight;
|
||
wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
|
||
wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
|
||
|
||
heightmult = (realtop - bot) / realheight;
|
||
wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
|
||
wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
|
||
|
||
heightmult = (endrealtop - endbot) / endrealheight;
|
||
wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
|
||
wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
|
||
}
|
||
#else
|
||
wallVerts[3].t = wallVerts[2].t = towtop + ((realtop - top) * towmult);
|
||
wallVerts[0].t = wallVerts[1].t = towtop + ((realtop - bot) * towmult);
|
||
|
||
wallVerts[2].y = wallVerts[3].y = top;
|
||
wallVerts[0].y = wallVerts[1].y = bot;
|
||
|
||
// The x and y only need to be adjusted in the case that it's not a papersprite
|
||
if (cv_grspritebillboarding.value && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE))
|
||
{
|
||
// Get the x and z of the vertices so billboarding draws correctly
|
||
realheight = realbot - realtop;
|
||
heightmult = (realtop - top) / realheight;
|
||
wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
|
||
wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
|
||
wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
|
||
wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
|
||
|
||
heightmult = (realtop - bot) / realheight;
|
||
wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
|
||
wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
|
||
wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
|
||
wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
|
||
}
|
||
#endif
|
||
|
||
if (colormap)
|
||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
|
||
Surf.PolyColor.s.alpha = alpha;
|
||
|
||
HWD.pfnSetShader(3); // sprite shader
|
||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated);
|
||
|
||
top = bot;
|
||
#ifdef ESLOPE
|
||
endtop = endbot;
|
||
#endif
|
||
}
|
||
|
||
bot = realbot;
|
||
#ifdef ESLOPE
|
||
endbot = endrealbot;
|
||
if (endtop <= endrealbot)
|
||
#endif
|
||
if (top <= realbot)
|
||
return;
|
||
|
||
// If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite
|
||
#ifdef ESLOPE
|
||
wallVerts[3].t = towtop + ((realtop - top) * towmult);
|
||
wallVerts[2].t = towtop + ((endrealtop - endtop) * towmult);
|
||
wallVerts[0].t = towtop + ((realtop - bot) * towmult);
|
||
wallVerts[1].t = towtop + ((endrealtop - endbot) * towmult);
|
||
|
||
wallVerts[3].y = top;
|
||
wallVerts[2].y = endtop;
|
||
wallVerts[0].y = bot;
|
||
wallVerts[1].y = endbot;
|
||
#else
|
||
wallVerts[3].t = wallVerts[2].t = towtop + ((realtop - top) * towmult);
|
||
wallVerts[0].t = wallVerts[1].t = towtop + ((realtop - bot) * towmult);
|
||
|
||
wallVerts[2].y = wallVerts[3].y = top;
|
||
wallVerts[0].y = wallVerts[1].y = bot;
|
||
#endif
|
||
|
||
if (colormap)
|
||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
|
||
Surf.PolyColor.s.alpha = alpha;
|
||
|
||
HWD.pfnSetShader(3); // sprite shader
|
||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated);
|
||
}
|
||
|
||
// -----------------+
|
||
// HWR_DrawSprite : Draw flat sprites
|
||
// : (monsters, bonuses, weapons, lights, ...)
|
||
// Returns :
|
||
// -----------------+
|
||
static void HWR_DrawSprite(gr_vissprite_t *spr)
|
||
{
|
||
float this_scale = 1.0f;
|
||
FOutVector wallVerts[4];
|
||
GLPatch_t *gpatch; // sprite patch converted to hardware
|
||
FSurfaceInfo Surf;
|
||
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
|
||
if (spr->mobj)
|
||
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
|
||
if (hires)
|
||
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
|
||
|
||
if (!spr->mobj)
|
||
return;
|
||
|
||
if (!spr->mobj->subsector)
|
||
return;
|
||
|
||
if (spr->mobj->subsector->sector->numlights)
|
||
{
|
||
HWR_SplitSprite(spr);
|
||
return;
|
||
}
|
||
|
||
// cache sprite graphics
|
||
//12/12/99: Hurdler:
|
||
// OK, I don't change anything for MD2 support because I want to be
|
||
// sure to do it the right way. So actually, we keep normal sprite
|
||
// in memory and we add the md2 model if it exists for that sprite
|
||
|
||
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
|
||
|
||
// create the sprite billboard
|
||
//
|
||
// 3--2
|
||
// | /|
|
||
// |/ |
|
||
// 0--1
|
||
|
||
// these were already scaled in HWR_ProjectSprite
|
||
wallVerts[0].x = wallVerts[3].x = spr->x1;
|
||
wallVerts[2].x = wallVerts[1].x = spr->x2;
|
||
wallVerts[2].y = wallVerts[3].y = spr->ty;
|
||
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
|
||
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
|
||
else
|
||
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
|
||
|
||
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
|
||
// and the 2d map coords of start/end vertices
|
||
wallVerts[0].z = wallVerts[3].z = spr->z1;
|
||
wallVerts[1].z = wallVerts[2].z = spr->z2;
|
||
|
||
if (spr->flip)
|
||
{
|
||
wallVerts[0].s = wallVerts[3].s = gpatch->max_s;
|
||
wallVerts[2].s = wallVerts[1].s = 0;
|
||
}else{
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = gpatch->max_s;
|
||
}
|
||
|
||
// flip the texture coords (look familiar?)
|
||
if (spr->vflip)
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = gpatch->max_t;
|
||
wallVerts[0].t = wallVerts[1].t = 0;
|
||
}else{
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = gpatch->max_t;
|
||
}
|
||
|
||
// cache the patch in the graphics card memory
|
||
//12/12/99: Hurdler: same comment as above (for md2)
|
||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||
|
||
// Draw shadow BEFORE sprite
|
||
if (cv_shadow.value // Shadows enabled
|
||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
|
||
{
|
||
////////////////////
|
||
// SHADOW SPRITE! //
|
||
////////////////////
|
||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||
}
|
||
|
||
// Let dispoffset work first since this adjust each vertex
|
||
// ...nah
|
||
HWR_RotateSpritePolyToAim(spr, wallVerts);
|
||
|
||
// push it toward the camera to mitigate floor-clipping sprites
|
||
{
|
||
float sprdist = sqrtf((spr->x1 - gr_viewx)*(spr->x1 - gr_viewx) + (spr->z1 - gr_viewy)*(spr->z1 - gr_viewy) + (spr->ty - gr_viewz)*(spr->ty - gr_viewz));
|
||
float distfact = ((2.0f*spr->dispoffset) + 20.0f) / sprdist;
|
||
size_t i;
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
wallVerts[i].x += (gr_viewx - wallVerts[i].x)*distfact;
|
||
wallVerts[i].z += (gr_viewy - wallVerts[i].z)*distfact;
|
||
wallVerts[i].y += (gr_viewz - wallVerts[i].y)*distfact;
|
||
}
|
||
}
|
||
|
||
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
|
||
// sprite lighting by modulating the RGB components
|
||
/// \todo coloured
|
||
|
||
// colormap test
|
||
{
|
||
sector_t *sector = spr->mobj->subsector->sector;
|
||
UINT8 lightlevel = 255;
|
||
extracolormap_t *colormap = sector->extra_colormap;
|
||
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = sector->lightlevel;
|
||
|
||
if (colormap)
|
||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
}
|
||
|
||
{
|
||
FBITFIELD blend = 0;
|
||
if (!cv_translucency.value) // translucency disabled
|
||
{
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|PF_Occlude;
|
||
}
|
||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x40;
|
||
blend = PF_Translucent;
|
||
}
|
||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
|
||
else
|
||
{
|
||
// BP: i agree that is little better in environement but it don't
|
||
// work properly under glide nor with fogcolor to ffffff :(
|
||
// Hurdler: PF_Environement would be cool, but we need to fix
|
||
// the issue with the fog before
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|PF_Occlude;
|
||
}
|
||
|
||
HWD.pfnSetShader(3); // sprite shader
|
||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated);
|
||
}
|
||
}
|
||
|
||
// Sprite drawer for precipitation
|
||
static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
|
||
{
|
||
FBITFIELD blend = 0;
|
||
FOutVector wallVerts[4];
|
||
GLPatch_t *gpatch; // sprite patch converted to hardware
|
||
FSurfaceInfo Surf;
|
||
|
||
if (!spr->mobj)
|
||
return;
|
||
|
||
if (!spr->mobj->subsector)
|
||
return;
|
||
|
||
// cache sprite graphics
|
||
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
|
||
|
||
// create the sprite billboard
|
||
//
|
||
// 3--2
|
||
// | /|
|
||
// |/ |
|
||
// 0--1
|
||
wallVerts[0].x = wallVerts[3].x = spr->x1;
|
||
wallVerts[2].x = wallVerts[1].x = spr->x2;
|
||
wallVerts[2].y = wallVerts[3].y = spr->ty;
|
||
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
|
||
|
||
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
|
||
// and the 2d map coords of start/end vertices
|
||
wallVerts[0].z = wallVerts[3].z = spr->z1;
|
||
wallVerts[1].z = wallVerts[2].z = spr->z2;
|
||
|
||
// Let dispoffset work first since this adjust each vertex
|
||
HWR_RotateSpritePolyToAim(spr, wallVerts);
|
||
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = gpatch->max_s;
|
||
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = gpatch->max_t;
|
||
|
||
// cache the patch in the graphics card memory
|
||
//12/12/99: Hurdler: same comment as above (for md2)
|
||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||
|
||
// colormap test
|
||
{
|
||
sector_t *sector = spr->mobj->subsector->sector;
|
||
UINT8 lightlevel = 255;
|
||
extracolormap_t *colormap = sector->extra_colormap;
|
||
|
||
if (sector->numlights)
|
||
{
|
||
INT32 light;
|
||
|
||
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
|
||
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = *sector->lightlist[light].lightlevel;
|
||
|
||
if (sector->lightlist[light].extra_colormap)
|
||
colormap = sector->lightlist[light].extra_colormap;
|
||
}
|
||
else
|
||
{
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = sector->lightlevel;
|
||
|
||
if (sector->extra_colormap)
|
||
colormap = sector->extra_colormap;
|
||
}
|
||
|
||
if (colormap)
|
||
HWR_Lighting(&Surf, lightlevel, colormap->rgba, colormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(&Surf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
}
|
||
|
||
if (spr->mobj->flags2 & MF2_SHADOW)
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x40;
|
||
blend = PF_Translucent;
|
||
}
|
||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
|
||
else
|
||
{
|
||
// BP: i agree that is little better in environement but it don't
|
||
// work properly under glide nor with fogcolor to ffffff :(
|
||
// Hurdler: PF_Environement would be cool, but we need to fix
|
||
// the issue with the fog before
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|PF_Occlude;
|
||
}
|
||
|
||
HWD.pfnSetShader(3); // sprite shader
|
||
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated);
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Sort vissprites by distance
|
||
// --------------------------------------------------------------------------
|
||
|
||
gr_vissprite_t* gr_vsprorder[MAXVISSPRITES];
|
||
|
||
// For more correct transparency the transparent sprites would need to be
|
||
// sorted and drawn together with transparent surfaces.
|
||
static int CompareVisSprites(const void *p1, const void *p2)
|
||
{
|
||
gr_vissprite_t* spr1 = *(gr_vissprite_t*const*)p1;
|
||
gr_vissprite_t* spr2 = *(gr_vissprite_t*const*)p2;
|
||
int idiff;
|
||
float fdiff;
|
||
|
||
// make transparent sprites last
|
||
// "boolean to int"
|
||
|
||
int transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK);
|
||
int transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK);
|
||
idiff = transparency1 - transparency2;
|
||
if (idiff != 0) return idiff;
|
||
|
||
fdiff = spr2->tz - spr1->tz;// this order seems correct when checking with apitrace. Back to front.
|
||
if (fabsf(fdiff) < 1.0E-36f)
|
||
return spr1->dispoffset - spr2->dispoffset;// smallest dispoffset first if sprites are at (almost) same location.
|
||
else if (fdiff > 0)
|
||
return 1;
|
||
else
|
||
return -1;
|
||
}
|
||
|
||
|
||
static void HWR_SortVisSprites(void)
|
||
{
|
||
UINT32 i;
|
||
for (i = 0; i < gr_visspritecount; i++)
|
||
{
|
||
gr_vsprorder[i] = HWR_GetVisSprite(i);
|
||
}
|
||
qsort(gr_vsprorder, gr_visspritecount, sizeof(gr_vissprite_t*), CompareVisSprites);
|
||
}
|
||
|
||
// A drawnode is something that points to a 3D floor, 3D side, or masked
|
||
// middle texture. This is used for sorting with sprites.
|
||
typedef struct
|
||
{
|
||
FOutVector wallVerts[4];
|
||
FSurfaceInfo Surf;
|
||
INT32 texnum;
|
||
FBITFIELD blend;
|
||
INT32 drawcount;
|
||
boolean fogwall;
|
||
INT32 lightlevel;
|
||
extracolormap_t *wallcolormap; // Doing the lighting in HWR_RenderWall now for correct fog after sorting
|
||
} wallinfo_t;
|
||
|
||
static wallinfo_t *wallinfo = NULL;
|
||
static size_t numwalls = 0; // a list of transparent walls to be drawn
|
||
|
||
typedef struct
|
||
{
|
||
extrasubsector_t *xsub;
|
||
boolean isceiling;
|
||
fixed_t fixedheight;
|
||
INT32 lightlevel;
|
||
lumpnum_t lumpnum;
|
||
INT32 alpha;
|
||
sector_t *FOFSector;
|
||
FBITFIELD blend;
|
||
boolean fogplane;
|
||
extracolormap_t *planecolormap;
|
||
INT32 drawcount;
|
||
} planeinfo_t;
|
||
|
||
static size_t numplanes = 0; // a list of transparent floors to be drawn
|
||
static planeinfo_t *planeinfo = NULL;
|
||
|
||
typedef struct
|
||
{
|
||
polyobj_t *polysector;
|
||
boolean isceiling;
|
||
fixed_t fixedheight;
|
||
INT32 lightlevel;
|
||
lumpnum_t lumpnum;
|
||
INT32 alpha;
|
||
sector_t *FOFSector;
|
||
FBITFIELD blend;
|
||
extracolormap_t *planecolormap;
|
||
INT32 drawcount;
|
||
} polyplaneinfo_t;
|
||
|
||
static size_t numpolyplanes = 0; // a list of transparent poyobject floors to be drawn
|
||
static polyplaneinfo_t *polyplaneinfo = NULL;
|
||
|
||
typedef struct gr_drawnode_s
|
||
{
|
||
planeinfo_t *plane;
|
||
polyplaneinfo_t *polyplane;
|
||
wallinfo_t *wall;
|
||
gr_vissprite_t *sprite;
|
||
} gr_drawnode_t;
|
||
|
||
#define MAX_TRANSPARENTWALL 256
|
||
#define MAX_TRANSPARENTFLOOR 512
|
||
|
||
// This will likely turn into a copy of HWR_Add3DWater and replace it.
|
||
void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap)
|
||
{
|
||
static size_t allocedplanes = 0;
|
||
|
||
// Force realloc if buffer has been freed
|
||
if (!planeinfo)
|
||
allocedplanes = 0;
|
||
|
||
if (allocedplanes < numplanes + 1)
|
||
{
|
||
allocedplanes += MAX_TRANSPARENTFLOOR;
|
||
Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo);
|
||
}
|
||
|
||
planeinfo[numplanes].isceiling = isceiling;
|
||
planeinfo[numplanes].fixedheight = fixedheight;
|
||
planeinfo[numplanes].lightlevel = lightlevel;
|
||
planeinfo[numplanes].lumpnum = lumpnum;
|
||
planeinfo[numplanes].xsub = xsub;
|
||
planeinfo[numplanes].alpha = alpha;
|
||
planeinfo[numplanes].FOFSector = FOFSector;
|
||
planeinfo[numplanes].blend = blend;
|
||
planeinfo[numplanes].fogplane = fogplane;
|
||
planeinfo[numplanes].planecolormap = planecolormap;
|
||
planeinfo[numplanes].drawcount = drawcount++;
|
||
|
||
numplanes++;
|
||
}
|
||
|
||
// Adding this for now until I can create extrasubsector info for polyobjects
|
||
// When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane
|
||
void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
|
||
{
|
||
static size_t allocedpolyplanes = 0;
|
||
|
||
// Force realloc if buffer has been freed
|
||
if (!polyplaneinfo)
|
||
allocedpolyplanes = 0;
|
||
|
||
if (allocedpolyplanes < numpolyplanes + 1)
|
||
{
|
||
allocedpolyplanes += MAX_TRANSPARENTFLOOR;
|
||
Z_Realloc(polyplaneinfo, allocedpolyplanes * sizeof (*polyplaneinfo), PU_LEVEL, &polyplaneinfo);
|
||
}
|
||
|
||
polyplaneinfo[numpolyplanes].isceiling = isceiling;
|
||
polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
|
||
polyplaneinfo[numpolyplanes].lightlevel = lightlevel;
|
||
polyplaneinfo[numpolyplanes].lumpnum = lumpnum;
|
||
polyplaneinfo[numpolyplanes].polysector = polysector;
|
||
polyplaneinfo[numpolyplanes].alpha = alpha;
|
||
polyplaneinfo[numpolyplanes].FOFSector = FOFSector;
|
||
polyplaneinfo[numpolyplanes].blend = blend;
|
||
polyplaneinfo[numpolyplanes].planecolormap = planecolormap;
|
||
polyplaneinfo[numpolyplanes].drawcount = drawcount++;
|
||
numpolyplanes++;
|
||
}
|
||
|
||
// putting sortindex and sortnode here so the comparator function can see them
|
||
gr_drawnode_t *sortnode;
|
||
size_t *sortindex;
|
||
|
||
static int CompareDrawNodes(const void *p1, const void *p2)
|
||
{
|
||
size_t n1 = *(const size_t*)p1;
|
||
size_t n2 = *(const size_t*)p2;
|
||
INT32 v1 = 0;
|
||
INT32 v2 = 0;
|
||
INT32 diff;
|
||
if (sortnode[n1].plane)
|
||
v1 = sortnode[n1].plane->drawcount;
|
||
else if (sortnode[n1].polyplane)
|
||
v1 = sortnode[n1].polyplane->drawcount;
|
||
else if (sortnode[n1].wall)
|
||
v1 = sortnode[n1].wall->drawcount;
|
||
else I_Error("n1 unknown");
|
||
|
||
if (sortnode[n2].plane)
|
||
v2 = sortnode[n2].plane->drawcount;
|
||
else if (sortnode[n2].polyplane)
|
||
v2 = sortnode[n2].polyplane->drawcount;
|
||
else if (sortnode[n2].wall)
|
||
v2 = sortnode[n2].wall->drawcount;
|
||
else I_Error("n2 unknown");
|
||
|
||
diff = v2 - v1;
|
||
if (diff == 0) I_Error("diff is zero");
|
||
return diff;
|
||
}
|
||
|
||
static int CompareDrawNodePlanes(const void *p1, const void *p2)
|
||
{
|
||
size_t n1 = *(const size_t*)p1;
|
||
size_t n2 = *(const size_t*)p2;
|
||
if (!sortnode[n1].plane) I_Error("Uh.. This isn't a plane! (n1)");
|
||
if (!sortnode[n2].plane) I_Error("Uh.. This isn't a plane! (n2)");
|
||
return ABS(sortnode[n2].plane->fixedheight - viewz) - ABS(sortnode[n1].plane->fixedheight - viewz);
|
||
}
|
||
|
||
// HWR_RenderDrawNodes
|
||
// Creates, sorts and renders a list of drawnodes for the current frame.
|
||
void HWR_RenderDrawNodes(void)
|
||
{
|
||
UINT32 i = 0, p = 0;
|
||
size_t run_start = 0;
|
||
|
||
// Dump EVERYTHING into a huge drawnode list. Then we'll sort it!
|
||
// Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
|
||
// Hell yes! But sort algorithm must be modified to use a linked list.
|
||
sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
|
||
+ (sizeof(polyplaneinfo_t)*numpolyplanes)
|
||
+ (sizeof(wallinfo_t)*numwalls)
|
||
,PU_STATIC, NULL);
|
||
// todo:
|
||
// However, in reality we shouldn't be re-copying and shifting all this information
|
||
// that is already lying around. This should all be in some sort of linked list or lists.
|
||
sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
|
||
|
||
for (i = 0; i < numplanes; i++, p++)
|
||
{
|
||
sortnode[p].plane = &planeinfo[i];
|
||
sortindex[p] = p;
|
||
}
|
||
|
||
for (i = 0; i < numpolyplanes; i++, p++)
|
||
{
|
||
sortnode[p].polyplane = &polyplaneinfo[i];
|
||
sortindex[p] = p;
|
||
}
|
||
|
||
for (i = 0; i < numwalls; i++, p++)
|
||
{
|
||
sortnode[p].wall = &wallinfo[i];
|
||
sortindex[p] = p;
|
||
}
|
||
|
||
// p is the number of stuff to sort
|
||
|
||
// Add the 3D floors, thicksides, and masked textures...
|
||
// Instead of going through drawsegs, we need to iterate
|
||
// through the lists of masked textures and
|
||
// translucent ffloors being drawn.
|
||
|
||
// im not sure if this sort on the next line is needed.
|
||
// it sorts the list based on the value of the 'drawcount' member of the drawnodes.
|
||
// im thinking the list might already be in that order, but i havent bothered to check yet.
|
||
// anyway doing this sort does not hurt and does not take much time.
|
||
// the while loop after this sort is important however!
|
||
qsort(sortindex, p, sizeof(size_t), CompareDrawNodes);
|
||
|
||
// try solving floor order here. for each consecutive run of floors in the list, sort that run.
|
||
while (run_start < p-1)// p-1 because a 1 plane run at the end of the list does not count
|
||
{
|
||
// locate run start
|
||
if (sortnode[sortindex[run_start]].plane)
|
||
{
|
||
// found it, now look for run end
|
||
size_t run_end;// (inclusive)
|
||
for (i = run_start+1; i < p; i++)// size_t and UINT32 being used mixed here... shouldnt break anything though..
|
||
{
|
||
if (!sortnode[sortindex[i]].plane) break;
|
||
}
|
||
run_end = i-1;
|
||
if (run_end > run_start)// if there are multiple consecutive planes, not just one
|
||
{
|
||
// consecutive run of planes found, now sort it
|
||
// not sure how long these runs can be in reality...
|
||
qsort(sortindex + run_start, run_end - run_start + 1, sizeof(size_t), CompareDrawNodePlanes);
|
||
}
|
||
run_start = run_end + 1;// continue looking for runs coming right after this one
|
||
}
|
||
else
|
||
{
|
||
// this wasnt the run start, try next one
|
||
run_start++;
|
||
}
|
||
}
|
||
|
||
// Okay! Let's draw it all! Woo!
|
||
HWD.pfnSetTransform(&atransform);
|
||
HWD.pfnSetShader(0);
|
||
|
||
for (i = 0; i < p; i++)
|
||
{
|
||
if (sortnode[sortindex[i]].plane)
|
||
{
|
||
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
|
||
gr_frontsector = NULL;
|
||
|
||
if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture))
|
||
HWR_GetFlat(sortnode[sortindex[i]].plane->lumpnum, R_NoEncore(sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->isceiling));
|
||
HWR_RenderPlane(sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
|
||
sortnode[sortindex[i]].plane->lumpnum, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, /*sortnode[sortindex[i]].plane->fogplane,*/ sortnode[sortindex[i]].plane->planecolormap);
|
||
}
|
||
else if (sortnode[sortindex[i]].polyplane)
|
||
{
|
||
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
|
||
gr_frontsector = NULL;
|
||
|
||
if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
|
||
HWR_GetFlat(sortnode[sortindex[i]].polyplane->lumpnum, R_NoEncore(sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->isceiling));
|
||
HWR_RenderPolyObjectPlane(sortnode[sortindex[i]].polyplane->polysector, sortnode[sortindex[i]].polyplane->isceiling, sortnode[sortindex[i]].polyplane->fixedheight, sortnode[sortindex[i]].polyplane->blend, sortnode[sortindex[i]].polyplane->lightlevel,
|
||
sortnode[sortindex[i]].polyplane->lumpnum, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
|
||
}
|
||
else if (sortnode[sortindex[i]].wall)
|
||
{
|
||
if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
|
||
HWR_GetTexture(sortnode[sortindex[i]].wall->texnum);
|
||
HWR_RenderWall(sortnode[sortindex[i]].wall->wallVerts, &sortnode[sortindex[i]].wall->Surf, sortnode[sortindex[i]].wall->blend, sortnode[sortindex[i]].wall->fogwall,
|
||
sortnode[sortindex[i]].wall->lightlevel, sortnode[sortindex[i]].wall->wallcolormap);
|
||
}
|
||
}
|
||
|
||
numwalls = 0;
|
||
numplanes = 0;
|
||
numpolyplanes = 0;
|
||
|
||
// No mem leaks, please.
|
||
Z_Free(sortnode);
|
||
Z_Free(sortindex);
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Draw all vissprites
|
||
// --------------------------------------------------------------------------
|
||
void HWR_DrawSprites(void)
|
||
{
|
||
UINT32 i;
|
||
for (i = 0; i < gr_visspritecount; i++)
|
||
{
|
||
gr_vissprite_t *spr = gr_vsprorder[i];
|
||
if (spr->precip)
|
||
HWR_DrawPrecipitationSprite(spr);
|
||
else
|
||
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||
{
|
||
// 8/1/19: Only don't display player models if no default SPR_PLAY is found.
|
||
if (!cv_grmdls.value || ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) && ((!cv_grfallbackplayermodel.value) || md2_models[SPR_PLAY].notfound || md2_models[SPR_PLAY].scale < 0.0f)))
|
||
HWR_DrawSprite(spr);
|
||
else
|
||
HWR_DrawMD2(spr);
|
||
}
|
||
else
|
||
{
|
||
if (!cv_grmdls.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
|
||
HWR_DrawSprite(spr);
|
||
else
|
||
HWR_DrawMD2(spr);
|
||
}
|
||
}
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// HWR_AddSprites
|
||
// During BSP traversal, this adds sprites by sector.
|
||
// --------------------------------------------------------------------------
|
||
void HWR_AddSprites(sector_t *sec)
|
||
{
|
||
mobj_t *thing;
|
||
precipmobj_t *precipthing;
|
||
fixed_t approx_dist, limit_dist;
|
||
|
||
// BSP is traversed by subsector.
|
||
// A sector might have been split into several
|
||
// subsectors during BSP building.
|
||
// Thus we check whether its already added.
|
||
if (sec->validcount == validcount)
|
||
return;
|
||
|
||
// Well, now it will be done.
|
||
sec->validcount = validcount;
|
||
|
||
// Handle all things in sector.
|
||
// If a limit exists, handle things a tiny bit different.
|
||
if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS))
|
||
{
|
||
for (thing = sec->thinglist; thing; thing = thing->snext)
|
||
{
|
||
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
|
||
continue;
|
||
|
||
if (splitscreen)
|
||
{
|
||
if (thing->eflags & MFE_DRAWONLYFORP1)
|
||
if (viewssnum != 0)
|
||
continue;
|
||
|
||
if (thing->eflags & MFE_DRAWONLYFORP2)
|
||
if (viewssnum != 1)
|
||
continue;
|
||
|
||
if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1)
|
||
if (viewssnum != 2)
|
||
continue;
|
||
|
||
if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2)
|
||
if (viewssnum != 3)
|
||
continue;
|
||
}
|
||
|
||
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
|
||
|
||
if (approx_dist > limit_dist)
|
||
continue;
|
||
|
||
HWR_ProjectSprite(thing);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Draw everything in sector, no checks
|
||
for (thing = sec->thinglist; thing; thing = thing->snext)
|
||
{
|
||
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
|
||
continue;
|
||
|
||
if (splitscreen)
|
||
{
|
||
if (thing->eflags & MFE_DRAWONLYFORP1)
|
||
if (viewssnum != 0)
|
||
continue;
|
||
|
||
if (thing->eflags & MFE_DRAWONLYFORP2)
|
||
if (viewssnum != 1)
|
||
continue;
|
||
|
||
if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1)
|
||
if (viewssnum != 2)
|
||
continue;
|
||
|
||
if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2)
|
||
if (viewssnum != 3)
|
||
continue;
|
||
}
|
||
|
||
HWR_ProjectSprite(thing);
|
||
}
|
||
}
|
||
|
||
// No to infinite precipitation draw distance.
|
||
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
||
{
|
||
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
||
{
|
||
if (precipthing->precipflags & PCF_INVISIBLE)
|
||
continue;
|
||
|
||
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
|
||
|
||
if (approx_dist > limit_dist)
|
||
continue;
|
||
|
||
HWR_ProjectPrecipitationSprite(precipthing);
|
||
}
|
||
}
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// HWR_ProjectSprite
|
||
// Generates a vissprite for a thing if it might be visible.
|
||
// --------------------------------------------------------------------------
|
||
// BP why not use xtoviexangle/viewangletox like in bsp ?....
|
||
void HWR_ProjectSprite(mobj_t *thing)
|
||
{
|
||
gr_vissprite_t *vis;
|
||
float tr_x, tr_y;
|
||
float tz;
|
||
float x1, x2;
|
||
float z1, z2;
|
||
float rightsin, rightcos;
|
||
float this_scale;
|
||
float gz, gzt;
|
||
spritedef_t *sprdef;
|
||
spriteframe_t *sprframe;
|
||
size_t lumpoff;
|
||
unsigned rot;
|
||
UINT8 flip;
|
||
angle_t ang;
|
||
const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
|
||
INT32 heightsec, phs;
|
||
|
||
if (!thing)
|
||
return;
|
||
else
|
||
this_scale = FIXED_TO_FLOAT(thing->scale);
|
||
|
||
// transform the origin point
|
||
tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
|
||
tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
|
||
|
||
// rotation around vertical axis
|
||
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
|
||
|
||
// thing is behind view plane?
|
||
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmdls.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
|
||
return;
|
||
|
||
// The above can stay as it works for cutting sprites that are too close
|
||
tr_x = FIXED_TO_FLOAT(thing->x);
|
||
tr_y = FIXED_TO_FLOAT(thing->y);
|
||
|
||
// decide which patch to use for sprite relative to player
|
||
#ifdef RANGECHECK
|
||
if ((unsigned)thing->sprite >= numsprites)
|
||
I_Error("HWR_ProjectSprite: invalid sprite number %i ", thing->sprite);
|
||
#endif
|
||
|
||
rot = thing->frame&FF_FRAMEMASK;
|
||
|
||
//Fab : 02-08-98: 'skin' override spritedef currently used for skin
|
||
if (thing->skin && thing->sprite == SPR_PLAY)
|
||
sprdef = &((skin_t *)thing->skin)->spritedef;
|
||
else
|
||
sprdef = &sprites[thing->sprite];
|
||
|
||
if (rot >= sprdef->numframes)
|
||
{
|
||
CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
|
||
sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
|
||
thing->sprite = states[S_UNKNOWN].sprite;
|
||
thing->frame = states[S_UNKNOWN].frame;
|
||
sprdef = &sprites[thing->sprite];
|
||
rot = thing->frame&FF_FRAMEMASK;
|
||
thing->state->sprite = thing->sprite;
|
||
thing->state->frame = thing->frame;
|
||
}
|
||
|
||
sprframe = &sprdef->spriteframes[rot];
|
||
|
||
#ifdef PARANOIA
|
||
if (!sprframe)
|
||
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
|
||
#endif
|
||
|
||
if (thing->player)
|
||
ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
|
||
else
|
||
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
|
||
|
||
if (sprframe->rotate == SRF_SINGLE)
|
||
{
|
||
// use single rotation for all views
|
||
rot = 0; //Fab: for vis->patch below
|
||
lumpoff = sprframe->lumpid[0]; //Fab: see note above
|
||
flip = sprframe->flip; // Will only be 0x00 or 0xFF
|
||
|
||
if (papersprite && ang < ANGLE_180)
|
||
{
|
||
if (flip)
|
||
flip = 0;
|
||
else
|
||
flip = 255;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// choose a different rotation based on player view
|
||
if ((ang < ANGLE_180) && (sprframe->rotate & SRF_RIGHT)) // See from right
|
||
rot = 6; // F7 slot
|
||
else if ((ang >= ANGLE_180) && (sprframe->rotate & SRF_LEFT)) // See from left
|
||
rot = 2; // F3 slot
|
||
else // Normal behaviour
|
||
rot = (ang+ANGLE_202h)>>29;
|
||
|
||
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
|
||
lumpoff = sprframe->lumpid[rot];
|
||
flip = sprframe->flip & (1<<rot);
|
||
|
||
if (papersprite && ang < ANGLE_180)
|
||
{
|
||
if (flip)
|
||
flip = 0;
|
||
else
|
||
flip = 1<<rot;
|
||
}
|
||
}
|
||
|
||
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
||
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
|
||
|
||
if (papersprite)
|
||
{
|
||
rightsin = FIXED_TO_FLOAT(FINESINE((thing->angle)>>ANGLETOFINESHIFT));
|
||
rightcos = FIXED_TO_FLOAT(FINECOSINE((thing->angle)>>ANGLETOFINESHIFT));
|
||
}
|
||
else
|
||
{
|
||
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
|
||
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
|
||
}
|
||
|
||
if (flip)
|
||
{
|
||
x1 = (FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale);
|
||
x2 = (FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale);
|
||
}
|
||
else
|
||
{
|
||
x1 = (FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale);
|
||
x2 = (FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale);
|
||
}
|
||
|
||
z1 = tr_y + x1 * rightsin;
|
||
z2 = tr_y - x2 * rightsin;
|
||
x1 = tr_x + x1 * rightcos;
|
||
x2 = tr_x - x2 * rightcos;
|
||
|
||
|
||
if (thing->eflags & MFE_VERTICALFLIP)
|
||
{
|
||
gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
|
||
gzt = gz + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
|
||
}
|
||
else
|
||
{
|
||
gzt = FIXED_TO_FLOAT(thing->z) + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
|
||
gz = gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
|
||
}
|
||
|
||
if (thing->subsector->sector->cullheight)
|
||
{
|
||
if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gr_viewz, gz, gzt))
|
||
return;
|
||
}
|
||
|
||
heightsec = thing->subsector->sector->heightsec;
|
||
if (viewplayer->mo && viewplayer->mo->subsector)
|
||
phs = viewplayer->mo->subsector->sector->heightsec;
|
||
else
|
||
phs = -1;
|
||
|
||
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
|
||
{
|
||
if (gr_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ?
|
||
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
|
||
gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight))
|
||
return;
|
||
if (gr_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
|
||
gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gr_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) :
|
||
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
|
||
return;
|
||
}
|
||
|
||
// store information in a vissprite
|
||
vis = HWR_NewVisSprite();
|
||
vis->x1 = x1;
|
||
vis->x2 = x2;
|
||
vis->z1 = z1;
|
||
vis->z2 = z2;
|
||
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
|
||
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
|
||
vis->patchlumpnum = sprframe->lumppat[rot];
|
||
vis->flip = flip;
|
||
vis->mobj = thing;
|
||
|
||
|
||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
|
||
{
|
||
if (vis->mobj->type == MT_CYBRAKDEMON)
|
||
vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
|
||
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
|
||
vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
|
||
else
|
||
vis->colormap = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE);
|
||
}
|
||
else if (thing->color)
|
||
{
|
||
// New colormap stuff for skins Tails 06-07-2002
|
||
if (thing->colorized)
|
||
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
|
||
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
|
||
{
|
||
size_t skinnum = (skin_t*)thing->skin-skins;
|
||
vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE);
|
||
}
|
||
else
|
||
vis->colormap = R_GetTranslationColormap(TC_DEFAULT, thing->color, GTC_CACHE);
|
||
}
|
||
else
|
||
{
|
||
vis->colormap = colormaps;
|
||
#ifdef GLENCORE
|
||
if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK)) && !(thing->flags & MF_DONTENCOREMAP))
|
||
vis->colormap += (256*32);
|
||
#endif
|
||
}
|
||
|
||
// set top/bottom coords
|
||
vis->ty = gzt;
|
||
|
||
//CONS_Debug(DBG_RENDER, "------------------\nH: sprite : %d\nH: frame : %x\nH: type : %d\nH: sname : %s\n\n",
|
||
// thing->sprite, thing->frame, thing->type, sprnames[thing->sprite]);
|
||
|
||
if (thing->eflags & MFE_VERTICALFLIP)
|
||
vis->vflip = true;
|
||
else
|
||
vis->vflip = false;
|
||
|
||
vis->precip = false;
|
||
}
|
||
|
||
// Precipitation projector for hardware mode
|
||
void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
|
||
{
|
||
gr_vissprite_t *vis;
|
||
float tr_x, tr_y;
|
||
float tz;
|
||
float x1, x2;
|
||
float z1, z2;
|
||
float rightsin, rightcos;
|
||
spritedef_t *sprdef;
|
||
spriteframe_t *sprframe;
|
||
size_t lumpoff;
|
||
unsigned rot = 0;
|
||
UINT8 flip;
|
||
|
||
// transform the origin point
|
||
tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
|
||
tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
|
||
|
||
// rotation around vertical axis
|
||
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
|
||
|
||
// thing is behind view plane?
|
||
if (tz < ZCLIP_PLANE)
|
||
return;
|
||
|
||
tr_x = FIXED_TO_FLOAT(thing->x);
|
||
tr_y = FIXED_TO_FLOAT(thing->y);
|
||
|
||
// decide which patch to use for sprite relative to player
|
||
if ((unsigned)thing->sprite >= numsprites)
|
||
#ifdef RANGECHECK
|
||
I_Error("HWR_ProjectPrecipitationSprite: invalid sprite number %i ",
|
||
thing->sprite);
|
||
#else
|
||
return;
|
||
#endif
|
||
|
||
sprdef = &sprites[thing->sprite];
|
||
|
||
if ((size_t)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
|
||
#ifdef RANGECHECK
|
||
I_Error("HWR_ProjectPrecipitationSprite: invalid sprite frame %i : %i for %s",
|
||
thing->sprite, thing->frame, sprnames[thing->sprite]);
|
||
#else
|
||
return;
|
||
#endif
|
||
|
||
sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
|
||
|
||
// use single rotation for all views
|
||
lumpoff = sprframe->lumpid[0];
|
||
flip = sprframe->flip; // Will only be 0x00 or 0xFF
|
||
|
||
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
|
||
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
|
||
if (flip)
|
||
{
|
||
x1 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset);
|
||
x2 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
|
||
}
|
||
else
|
||
{
|
||
x1 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
|
||
x2 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset);
|
||
}
|
||
|
||
z1 = tr_y + x1 * rightsin;
|
||
z2 = tr_y - x2 * rightsin;
|
||
x1 = tr_x + x1 * rightcos;
|
||
x2 = tr_x - x2 * rightcos;
|
||
|
||
// okay, we can't return now... this is a hack, but weather isn't networked, so it should be ok
|
||
if (!(thing->precipflags & PCF_THUNK))
|
||
{
|
||
if (thing->precipflags & PCF_RAIN)
|
||
P_RainThinker(thing);
|
||
else
|
||
P_SnowThinker(thing);
|
||
thing->precipflags |= PCF_THUNK;
|
||
}
|
||
|
||
//
|
||
// store information in a vissprite
|
||
//
|
||
vis = HWR_NewVisSprite();
|
||
vis->x1 = x1;
|
||
vis->x2 = x2;
|
||
vis->z1 = z1;
|
||
vis->z2 = z2;
|
||
vis->tz = tz;
|
||
vis->dispoffset = 0; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
|
||
vis->patchlumpnum = sprframe->lumppat[rot];
|
||
vis->flip = flip;
|
||
vis->mobj = (mobj_t *)thing;
|
||
|
||
vis->colormap = colormaps;
|
||
|
||
#ifdef GLENCORE
|
||
if (encoremap && !(thing->flags & MF_DONTENCOREMAP))
|
||
vis->colormap += (256*32);
|
||
#endif
|
||
|
||
// set top/bottom coords
|
||
vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
|
||
|
||
vis->precip = true;
|
||
}
|
||
|
||
static boolean drewsky = false;
|
||
|
||
void HWR_DrawSkyBackground(float fpov)
|
||
{
|
||
if (drewsky)
|
||
return;
|
||
if (cv_grskydome.value)
|
||
{
|
||
FTransform dometransform;
|
||
|
||
memset(&dometransform, 0x00, sizeof(FTransform));
|
||
|
||
//04/01/2000: Hurdler: added for T&L
|
||
// It should replace all other gr_viewxxx when finished
|
||
if (!atransform.shearing)
|
||
dometransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
|
||
dometransform.flip = atransform.flip;
|
||
dometransform.mirror = atransform.mirror;
|
||
dometransform.shearing = atransform.shearing;
|
||
dometransform.viewaiming = atransform.viewaiming;
|
||
|
||
dometransform.scalex = 1;
|
||
dometransform.scaley = (float)vid.width/vid.height;
|
||
dometransform.scalez = 1;
|
||
dometransform.fovxangle = fpov; // Tails
|
||
dometransform.fovyangle = fpov; // Tails
|
||
dometransform.splitscreen = splitscreen;
|
||
|
||
HWR_GetTexture(texturetranslation[skytexture]);
|
||
HWD.pfnSetShader(7); // sky shader
|
||
HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, dometransform);
|
||
HWD.pfnSetShader(0);
|
||
}
|
||
else
|
||
{
|
||
FOutVector v[4];
|
||
angle_t angle;
|
||
float dimensionmultiply;
|
||
float aspectratio;
|
||
float angleturn;
|
||
|
||
HWR_GetTexture(texturetranslation[skytexture]);
|
||
aspectratio = (float)vid.width/(float)vid.height;
|
||
|
||
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
|
||
// because it's called just after clearing the screen
|
||
// and thus, the near clipping plane is set to 3.99
|
||
// Sryder: Just use the near clipping plane value then
|
||
|
||
// 3--2
|
||
// | /|
|
||
// |/ |
|
||
// 0--1
|
||
v[0].x = v[3].x = -ZCLIP_PLANE-1;
|
||
v[1].x = v[2].x = ZCLIP_PLANE+1;
|
||
v[0].y = v[1].y = -ZCLIP_PLANE-1;
|
||
v[2].y = v[3].y = ZCLIP_PLANE+1;
|
||
|
||
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
|
||
|
||
// X
|
||
|
||
// NOTE: This doesn't work right with texture widths greater than 1024
|
||
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
|
||
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
|
||
|
||
angle = (viewangle + xtoviewangle[0]);
|
||
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
|
||
|
||
if (atransform.mirror)
|
||
{
|
||
angle = InvAngle(angle);
|
||
dimensionmultiply *= -1;
|
||
}
|
||
|
||
v[0].s = v[3].s = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||
v[2].s = v[1].s = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
|
||
|
||
// Y
|
||
angle = aimingangle;
|
||
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
|
||
|
||
if (splitscreen == 1)
|
||
{
|
||
dimensionmultiply *= 2;
|
||
angle *= 2;
|
||
}
|
||
|
||
// Middle of the sky should always be at angle 0
|
||
// need to keep correct aspect ratio with X
|
||
if (atransform.flip)
|
||
{
|
||
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
|
||
v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply));
|
||
v[0].t = v[1].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
|
||
}
|
||
else
|
||
{
|
||
v[3].t = v[2].t = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
|
||
v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply));
|
||
}
|
||
|
||
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
|
||
|
||
if (cv_grshearing.value)
|
||
{
|
||
// Doesn't really make sense, but what can I do?
|
||
angle_t dy = FixedAngle(FixedMul(360*FRACUNIT, FixedDiv(AIMINGTODY(aimingangle), 900*FRACUNIT)));
|
||
v[3].t = v[2].t -= ((float) dy / angleturn);
|
||
v[0].t = v[1].t -= ((float) dy / angleturn);
|
||
}
|
||
else
|
||
{
|
||
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
|
||
{
|
||
angle = InvAngle(angle);
|
||
v[3].t = v[2].t += ((float) angle / angleturn);
|
||
v[0].t = v[1].t += ((float) angle / angleturn);
|
||
}
|
||
else
|
||
{
|
||
v[3].t = v[2].t -= ((float) angle / angleturn);
|
||
v[0].t = v[1].t -= ((float) angle / angleturn);
|
||
}
|
||
}
|
||
|
||
HWD.pfnSetShader(7); // sky shader
|
||
HWD.pfnDrawPolygon(NULL, v, 4, 0);
|
||
HWD.pfnSetShader(0);
|
||
}
|
||
}
|
||
|
||
|
||
// -----------------+
|
||
// HWR_ClearView : clear the viewwindow, with maximum z value
|
||
// -----------------+
|
||
static inline void HWR_ClearView(void)
|
||
{
|
||
HWD.pfnGClipRect((INT32)gr_viewwindowx,
|
||
(INT32)gr_viewwindowy,
|
||
(INT32)(gr_viewwindowx + gr_viewwidth),
|
||
(INT32)(gr_viewwindowy + gr_viewheight),
|
||
ZCLIP_PLANE);
|
||
HWD.pfnClearBuffer(false, true, 0);
|
||
}
|
||
|
||
|
||
// -----------------+
|
||
// HWR_SetViewSize : set projection and scaling values
|
||
// -----------------+
|
||
void HWR_SetViewSize(void)
|
||
{
|
||
// setup view size
|
||
gr_viewwidth = (float)vid.width;
|
||
gr_viewheight = (float)vid.height;
|
||
|
||
if (splitscreen)
|
||
gr_viewheight /= 2;
|
||
|
||
if (splitscreen > 1)
|
||
gr_viewwidth /= 2;
|
||
|
||
gr_basecenterx = gr_viewwidth / 2;
|
||
gr_basecentery = gr_viewheight / 2;
|
||
|
||
gr_baseviewwindowy = 0;
|
||
gr_basewindowcentery = (float)(gr_viewheight / 2);
|
||
|
||
gr_baseviewwindowx = 0;
|
||
gr_basewindowcenterx = (float)(gr_viewwidth / 2);
|
||
|
||
gr_pspritexscale = ((vid.width*gr_pspriteyscale*BASEVIDHEIGHT)/BASEVIDWIDTH)/vid.height;
|
||
gr_pspriteyscale = ((vid.height*gr_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
|
||
|
||
HWD.pfnFlushScreenTextures();
|
||
}
|
||
|
||
|
||
// ==========================================================================
|
||
// Render the current frame.
|
||
// ==========================================================================
|
||
void HWR_RenderFrame(INT32 viewnumber, player_t *player, boolean skybox)
|
||
{
|
||
angle_t a1;
|
||
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
|
||
postimg_t *postprocessor = &postimgtype[0];
|
||
INT32 i;
|
||
|
||
// set window position
|
||
gr_centerx = gr_basecenterx;
|
||
gr_viewwindowx = gr_baseviewwindowx;
|
||
gr_windowcenterx = gr_basewindowcenterx;
|
||
gr_centery = gr_basecentery;
|
||
gr_viewwindowy = gr_baseviewwindowy;
|
||
gr_windowcentery = gr_basewindowcentery;
|
||
|
||
if ((splitscreen == 1 && viewnumber == 1) || (splitscreen > 1 && viewnumber > 1))
|
||
{
|
||
gr_viewwindowy += gr_viewheight;
|
||
gr_windowcentery += gr_viewheight;
|
||
}
|
||
|
||
if (splitscreen > 1 && viewnumber & 1)
|
||
{
|
||
gr_viewwindowx += gr_viewwidth;
|
||
gr_windowcenterx += gr_viewwidth;
|
||
}
|
||
|
||
|
||
// check for new console commands.
|
||
NetUpdate();
|
||
|
||
gr_viewx = FIXED_TO_FLOAT(viewx);
|
||
gr_viewy = FIXED_TO_FLOAT(viewy);
|
||
gr_viewz = FIXED_TO_FLOAT(viewz);
|
||
gr_viewsin = FIXED_TO_FLOAT(viewsin);
|
||
gr_viewcos = FIXED_TO_FLOAT(viewcos);
|
||
|
||
// Set T&L transform
|
||
atransform.x = gr_viewx;
|
||
atransform.y = gr_viewy;
|
||
atransform.z = gr_viewz;
|
||
|
||
atransform.scalex = 1;
|
||
atransform.scaley = (float)vid.width/vid.height;
|
||
atransform.scalez = 1;
|
||
|
||
// 14042019
|
||
gr_aimingangle = aimingangle;
|
||
atransform.shearing = false;
|
||
atransform.viewaiming = aimingangle;
|
||
|
||
if (cv_grshearing.value)
|
||
{
|
||
gr_aimingangle = 0;
|
||
atransform.shearing = true;
|
||
}
|
||
|
||
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gr_aimingangle>>ANGLETOFINESHIFT));
|
||
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(gr_aimingangle>>ANGLETOFINESHIFT));
|
||
|
||
atransform.anglex = (float)(gr_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
|
||
atransform.fovxangle = fpov; // Tails
|
||
atransform.fovyangle = fpov; // Tails
|
||
atransform.splitscreen = splitscreen;
|
||
|
||
for (i = 0; i <= splitscreen; i++)
|
||
{
|
||
if (player == &players[displayplayers[i]])
|
||
postprocessor = &postimgtype[i];
|
||
}
|
||
|
||
atransform.flip = false;
|
||
if (*postprocessor == postimg_flip)
|
||
atransform.flip = true;
|
||
|
||
atransform.mirror = false;
|
||
if (*postprocessor == postimg_mirror)
|
||
atransform.mirror = true;
|
||
|
||
// Clear view, set viewport (glViewport), set perspective...
|
||
HWR_ClearView();
|
||
HWR_ClearSprites();
|
||
|
||
ST_doPaletteStuff();
|
||
|
||
// Draw the sky background.
|
||
HWR_DrawSkyBackground(fpov);
|
||
if (skybox)
|
||
drewsky = true;
|
||
|
||
a1 = gld_FrustumAngle(gr_aimingangle);
|
||
gld_clipper_Clear();
|
||
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
|
||
#ifdef HAVE_SPHEREFRUSTRUM
|
||
gld_FrustrumSetup();
|
||
#endif
|
||
|
||
// Set transform.
|
||
HWD.pfnSetTransform(&atransform);
|
||
|
||
// Reset the shader state.
|
||
HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_grshaders.value);
|
||
HWD.pfnSetShader(0);
|
||
|
||
// Check if fog is enabled.
|
||
if (cv_grfog.value)
|
||
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
|
||
else
|
||
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
|
||
|
||
if (cv_grbatching.value)
|
||
HWD.pfnStartBatching();
|
||
|
||
drawcount = 0;
|
||
validcount++;
|
||
|
||
// Recursively "render" the BSP tree.
|
||
HWR_RenderBSPNode((INT32)numnodes-1);
|
||
|
||
if (cv_grbatching.value)
|
||
{
|
||
int dummy = 0;// the vars in RenderBatches are meant for render stats. But we don't have that stuff in this branch
|
||
// so that stuff could be removed...
|
||
HWD.pfnRenderBatches(&dummy, &dummy, &dummy, &dummy, &dummy, &dummy, &dummy, &dummy, &dummy);
|
||
}
|
||
|
||
// Check for new console commands.
|
||
// this was removed since it caused crashes on leaving record attack with models on since it was removing mobjs that were about to be rendered
|
||
//NetUpdate();
|
||
|
||
// Draw MD2 and sprites
|
||
HWR_SortVisSprites();
|
||
HWR_DrawSprites();
|
||
|
||
if (numplanes || numpolyplanes || numwalls) // Render FOFs and translucent walls after everything
|
||
HWR_RenderDrawNodes();
|
||
|
||
// Unset transform and shader
|
||
HWD.pfnSetTransform(NULL);
|
||
HWD.pfnUnSetShader();
|
||
|
||
// Disable fog
|
||
if (cv_grfog.value)
|
||
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
|
||
|
||
// Run post processor effects
|
||
if (!skybox)
|
||
HWR_DoPostProcessor(player);
|
||
|
||
// Check for new console commands.
|
||
NetUpdate();
|
||
|
||
// added by Hurdler for correct splitscreen
|
||
// moved here by hurdler so it works with the new near clipping plane
|
||
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
|
||
}
|
||
|
||
// ==========================================================================
|
||
// Render the player view.
|
||
// ==========================================================================
|
||
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
||
{
|
||
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
|
||
// Clear the color buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
|
||
if (viewnumber == 0) // Only do it if it's the first screen being rendered
|
||
{
|
||
FRGBAFloat ClearColor;
|
||
ClearColor.red = 0.0f;
|
||
ClearColor.green = 0.0f;
|
||
ClearColor.blue = 0.0f;
|
||
ClearColor.alpha = 1.0f;
|
||
HWD.pfnClearBuffer(true, false, &ClearColor);
|
||
}
|
||
|
||
if (viewnumber > 3)
|
||
return;
|
||
|
||
// Render the skybox if there is one.
|
||
drewsky = false;
|
||
if (skybox)
|
||
{
|
||
R_SkyboxFrame(player);
|
||
HWR_RenderFrame(viewnumber, player, true);
|
||
}
|
||
|
||
R_SetupFrame(player, false); // This can stay false because it is only used to set viewsky in r_main.c, which isn't used here
|
||
HWR_RenderFrame(viewnumber, player, false);
|
||
}
|
||
|
||
// ==========================================================================
|
||
// FOG
|
||
// ==========================================================================
|
||
|
||
void HWR_FoggingOn(void)
|
||
{
|
||
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
|
||
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
|
||
}
|
||
|
||
// ==========================================================================
|
||
// 3D ENGINE COMMANDS
|
||
// ==========================================================================
|
||
|
||
// **************************************************************************
|
||
// 3D ENGINE SETUP
|
||
// **************************************************************************
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Add hardware engine commands & consvars
|
||
// --------------------------------------------------------------------------
|
||
//added by Hurdler: console varibale that are saved
|
||
void HWR_AddCommands(void)
|
||
{
|
||
CV_RegisterVar(&cv_grrounddown);
|
||
CV_RegisterVar(&cv_grfiltermode);
|
||
CV_RegisterVar(&cv_granisotropicmode);
|
||
CV_RegisterVar(&cv_grcorrecttricks);
|
||
CV_RegisterVar(&cv_grsolvetjoin);
|
||
|
||
CV_RegisterVar(&cv_grbatching);
|
||
CV_RegisterVar(&cv_grskydome);
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Setup the hardware renderer
|
||
// --------------------------------------------------------------------------
|
||
void HWR_Startup(void)
|
||
{
|
||
static boolean startupdone = false;
|
||
|
||
// do this once
|
||
if (!startupdone)
|
||
{
|
||
CONS_Printf("HWR_Startup()...\n");
|
||
HWR_InitTextureCache();
|
||
HWR_InitMD2();
|
||
}
|
||
|
||
if (rendermode == render_opengl)
|
||
textureformat = patchformat =
|
||
#ifdef _NDS
|
||
GR_TEXFMT_P_8;
|
||
#else
|
||
GR_RGBA;
|
||
#endif
|
||
|
||
startupdone = true;
|
||
|
||
// jimita
|
||
HWD.pfnKillShaders();
|
||
if (!HWD.pfnLoadShaders())
|
||
gr_shadersavailable = false;
|
||
}
|
||
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Free resources allocated by the hardware renderer
|
||
// --------------------------------------------------------------------------
|
||
void HWR_Shutdown(void)
|
||
{
|
||
CONS_Printf("HWR_Shutdown()\n");
|
||
HWR_FreeExtraSubsectors();
|
||
HWR_FreeTextureCache();
|
||
HWD.pfnFlushScreenTextures();
|
||
}
|
||
|
||
void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
|
||
{
|
||
static size_t allocedwalls = 0;
|
||
|
||
// Force realloc if buffer has been freed
|
||
if (!wallinfo)
|
||
allocedwalls = 0;
|
||
|
||
if (allocedwalls < numwalls + 1)
|
||
{
|
||
allocedwalls += MAX_TRANSPARENTWALL;
|
||
Z_Realloc(wallinfo, allocedwalls * sizeof (*wallinfo), PU_LEVEL, &wallinfo);
|
||
}
|
||
|
||
M_Memcpy(wallinfo[numwalls].wallVerts, wallVerts, sizeof (wallinfo[numwalls].wallVerts));
|
||
M_Memcpy(&wallinfo[numwalls].Surf, pSurf, sizeof (FSurfaceInfo));
|
||
wallinfo[numwalls].texnum = texnum;
|
||
wallinfo[numwalls].blend = blend;
|
||
wallinfo[numwalls].drawcount = drawcount++;
|
||
wallinfo[numwalls].fogwall = fogwall;
|
||
wallinfo[numwalls].lightlevel = lightlevel;
|
||
wallinfo[numwalls].wallcolormap = wallcolormap;
|
||
numwalls++;
|
||
}
|
||
|
||
void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
|
||
{
|
||
FBITFIELD blendmode = blend;
|
||
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
|
||
|
||
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
|
||
if (wallcolormap)
|
||
HWR_Lighting(pSurf, lightlevel, wallcolormap->rgba, wallcolormap->fadergba);
|
||
else
|
||
HWR_NoColormapLighting(pSurf, lightlevel, GL_NORMALFOG, GL_FADEFOG);
|
||
|
||
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
|
||
|
||
HWD.pfnSetShader(2); // wall shader
|
||
|
||
if (blend & PF_Environment)
|
||
blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
|
||
|
||
if (fogwall)
|
||
{
|
||
blendmode |= PF_Fog;
|
||
HWD.pfnSetShader(6); // fog shader
|
||
}
|
||
|
||
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
|
||
|
||
HWD.pfnDrawPolygon(pSurf, wallVerts, 4, blendmode);
|
||
|
||
#ifdef WALLSPLATS
|
||
if (gr_curline->linedef->splats && cv_splats.value)
|
||
HWR_DrawSegsSplats(pSurf);
|
||
#endif
|
||
}
|
||
|
||
void HWR_DoPostProcessor(player_t *player)
|
||
{
|
||
postimg_t *type = &postimgtype[0];
|
||
UINT8 i;
|
||
|
||
HWD.pfnUnSetShader();
|
||
|
||
for (i = splitscreen; i > 0; i--)
|
||
{
|
||
if (player == &players[displayplayers[i]])
|
||
{
|
||
type = &postimgtype[i];
|
||
break;
|
||
}
|
||
}
|
||
|
||
// Armageddon Blast Flash!
|
||
// Could this even be considered postprocessor?
|
||
if (player->flashcount)
|
||
{
|
||
FOutVector v[4];
|
||
FSurfaceInfo Surf;
|
||
|
||
v[0].x = v[2].y = v[3].x = v[3].y = -4.0f;
|
||
v[0].y = v[1].x = v[1].y = v[2].x = 4.0f;
|
||
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; // 4.0 because of the same reason as with the sky, just after the screen is cleared so near clipping plane is 3.99
|
||
|
||
// This won't change if the flash palettes are changed unfortunately, but it works for its purpose
|
||
if (player->flashpal == PAL_NUKE)
|
||
{
|
||
Surf.PolyColor.s.red = 0xff;
|
||
Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish
|
||
}
|
||
else
|
||
Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
|
||
|
||
Surf.PolyColor.s.alpha = 0xc0; // match software mode
|
||
|
||
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Translucent|PF_NoTexture|PF_NoDepthTest);
|
||
}
|
||
|
||
// Capture the screen for intermission and screen waving
|
||
if(gamestate != GS_INTERMISSION)
|
||
HWD.pfnMakeScreenTexture();
|
||
|
||
if (splitscreen) // Not supported in splitscreen - someone want to add support?
|
||
return;
|
||
|
||
// Drunken vision! WooOOooo~
|
||
if (*type == postimg_water || *type == postimg_heat)
|
||
{
|
||
// 10 by 10 grid. 2 coordinates (xy)
|
||
float v[SCREENVERTS][SCREENVERTS][2];
|
||
double disStart = leveltime;
|
||
UINT8 x, y;
|
||
INT32 WAVELENGTH;
|
||
INT32 AMPLITUDE;
|
||
INT32 FREQUENCY;
|
||
|
||
// Modifies the wave.
|
||
if (*type == postimg_water)
|
||
{
|
||
WAVELENGTH = 20; // Lower is longer
|
||
AMPLITUDE = 20; // Lower is bigger
|
||
FREQUENCY = 16; // Lower is faster
|
||
}
|
||
else
|
||
{
|
||
WAVELENGTH = 10; // Lower is longer
|
||
AMPLITUDE = 30; // Lower is bigger
|
||
FREQUENCY = 4; // Lower is faster
|
||
}
|
||
|
||
for (x = 0; x < SCREENVERTS; x++)
|
||
{
|
||
for (y = 0; y < SCREENVERTS; y++)
|
||
{
|
||
// Change X position based on its Y position.
|
||
v[x][y][0] = (x/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f + (float)sin((disStart+(y*WAVELENGTH))/FREQUENCY)/AMPLITUDE;
|
||
v[x][y][1] = (y/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f;
|
||
}
|
||
}
|
||
HWD.pfnPostImgRedraw(v);
|
||
|
||
// Capture the screen again for screen waving on the intermission
|
||
if(gamestate != GS_INTERMISSION)
|
||
HWD.pfnMakeScreenTexture();
|
||
}
|
||
// Flipping of the screen isn't done here anymore
|
||
}
|
||
|
||
void HWR_StartScreenWipe(void)
|
||
{
|
||
HWD.pfnStartScreenWipe();
|
||
}
|
||
|
||
void HWR_EndScreenWipe(void)
|
||
{
|
||
HWD.pfnEndScreenWipe();
|
||
}
|
||
|
||
void HWR_DrawIntermissionBG(void)
|
||
{
|
||
HWD.pfnDrawIntermissionBG();
|
||
}
|
||
|
||
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
|
||
{
|
||
static char lumpname[9] = "FADEmmss";
|
||
lumpnum_t lumpnum;
|
||
size_t lsize;
|
||
|
||
if (wipenum > 99 || scrnnum > 99) // not a valid wipe number
|
||
return; // shouldn't end up here really, the loop should've stopped running beforehand
|
||
|
||
// puts the numbers into the lumpname
|
||
sprintf(&lumpname[4], "%.2hu%.2hu", (UINT16)wipenum, (UINT16)scrnnum);
|
||
lumpnum = W_CheckNumForName(lumpname);
|
||
|
||
if (lumpnum == LUMPERROR) // again, shouldn't be here really
|
||
return;
|
||
|
||
lsize = W_LumpLength(lumpnum);
|
||
|
||
if (!(lsize == 256000 || lsize == 64000 || lsize == 16000 || lsize == 4000))
|
||
{
|
||
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
|
||
return; // again, shouldn't get here if it is a bad size
|
||
}
|
||
|
||
HWR_GetFadeMask(lumpnum);
|
||
HWD.pfnDoScreenWipe();
|
||
}
|
||
|
||
void HWR_MakeScreenFinalTexture(void)
|
||
{
|
||
HWD.pfnMakeScreenFinalTexture();
|
||
}
|
||
|
||
void HWR_DrawScreenFinalTexture(int width, int height)
|
||
{
|
||
HWD.pfnDrawScreenFinalTexture(width, height);
|
||
}
|
||
|
||
// jimita 18032019
|
||
typedef struct
|
||
{
|
||
char type[16];
|
||
INT32 id;
|
||
} shaderxlat_t;
|
||
|
||
static inline UINT16 HWR_CheckShader(UINT16 wadnum)
|
||
{
|
||
UINT16 i;
|
||
lumpinfo_t *lump_p;
|
||
|
||
lump_p = wadfiles[wadnum]->lumpinfo;
|
||
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++)
|
||
if (memcmp(lump_p->name, "SHADERS", 7) == 0)
|
||
return i;
|
||
|
||
return INT16_MAX;
|
||
}
|
||
|
||
void HWR_LoadShaders(UINT16 wadnum, boolean PK3)
|
||
{
|
||
UINT16 lump;
|
||
char *shaderdef, *line;
|
||
char *stoken;
|
||
char *value;
|
||
size_t size;
|
||
int linenum = 1;
|
||
int shadertype = 0;
|
||
int i;
|
||
|
||
#define SHADER_TYPES 7
|
||
shaderxlat_t shaderxlat[SHADER_TYPES] =
|
||
{
|
||
{"Flat", 1},
|
||
{"WallTexture", 2},
|
||
{"Sprite", 3},
|
||
{"Model", 4},
|
||
{"WaterRipple", 5},
|
||
{"Fog", 6},
|
||
{"Sky", 7},
|
||
};
|
||
|
||
lump = HWR_CheckShader(wadnum);
|
||
if (lump == INT16_MAX)
|
||
return;
|
||
|
||
shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
|
||
size = W_LumpLengthPwad(wadnum, lump);
|
||
|
||
line = Z_Malloc(size+1, PU_STATIC, NULL);
|
||
if (!line)
|
||
I_Error("HWR_LoadShaders: No more free memory\n");
|
||
|
||
M_Memcpy(line, shaderdef, size);
|
||
line[size] = '\0';
|
||
|
||
stoken = strtok(line, "\r\n ");
|
||
while (stoken)
|
||
{
|
||
if ((stoken[0] == '/' && stoken[1] == '/')
|
||
|| (stoken[0] == '#'))// skip comments
|
||
{
|
||
stoken = strtok(NULL, "\r\n");
|
||
goto skip_field;
|
||
}
|
||
|
||
if (!stricmp(stoken, "GLSL"))
|
||
{
|
||
value = strtok(NULL, "\r\n ");
|
||
if (!value)
|
||
{
|
||
CONS_Alert(CONS_WARNING, "HWR_LoadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
|
||
stoken = strtok(NULL, "\r\n"); // skip end of line
|
||
goto skip_lump;
|
||
}
|
||
|
||
if (!stricmp(value, "VERTEX"))
|
||
shadertype = 1;
|
||
else if (!stricmp(value, "FRAGMENT"))
|
||
shadertype = 2;
|
||
|
||
skip_lump:
|
||
stoken = strtok(NULL, "\r\n ");
|
||
linenum++;
|
||
}
|
||
else
|
||
{
|
||
value = strtok(NULL, "\r\n= ");
|
||
if (!value)
|
||
{
|
||
CONS_Alert(CONS_WARNING, "HWR_LoadShaders: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
|
||
stoken = strtok(NULL, "\r\n"); // skip end of line
|
||
goto skip_field;
|
||
}
|
||
|
||
if (!shadertype)
|
||
{
|
||
CONS_Alert(CONS_ERROR, "HWR_LoadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
|
||
Z_Free(line);
|
||
return;
|
||
}
|
||
|
||
for (i = 0; i < SHADER_TYPES; i++)
|
||
{
|
||
if (!stricmp(shaderxlat[i].type, stoken))
|
||
{
|
||
size_t shader_size;
|
||
char *shader_source;
|
||
char *shader_lumpname;
|
||
UINT16 shader_lumpnum;
|
||
|
||
if (PK3)
|
||
{
|
||
shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL);
|
||
strcpy(shader_lumpname, "Shaders/sh_");
|
||
strcat(shader_lumpname, value);
|
||
shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0);
|
||
}
|
||
else
|
||
{
|
||
shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL);
|
||
strcpy(shader_lumpname, "SH_");
|
||
strcat(shader_lumpname, value);
|
||
shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0);
|
||
}
|
||
|
||
if (shader_lumpnum == INT16_MAX)
|
||
{
|
||
CONS_Alert(CONS_ERROR, "HWR_LoadShaders: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
|
||
Z_Free(shader_lumpname);
|
||
continue;
|
||
}
|
||
|
||
shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum);
|
||
shader_source = Z_Malloc(shader_size, PU_STATIC, NULL);
|
||
W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source);
|
||
|
||
HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2));
|
||
|
||
Z_Free(shader_source);
|
||
Z_Free(shader_lumpname);
|
||
}
|
||
}
|
||
|
||
skip_field:
|
||
stoken = strtok(NULL, "\r\n= ");
|
||
linenum++;
|
||
}
|
||
}
|
||
|
||
HWD.pfnInitCustomShaders();
|
||
|
||
Z_Free(line);
|
||
return;
|
||
}
|
||
|
||
#endif // HWRENDER
|