Kart-Public/src/hardware/hw_main.c

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2
#include <math.h>
#include "../doomstat.h"
#ifdef HWRENDER
#include "hw_main.h"
#include "hw_glob.h"
#include "hw_drv.h"
#include "hw_md2.h"
#include "hw_clip.h"
#include "hw_light.h"
#include "../i_video.h" // for rendermode == render_glide
#include "../v_video.h"
#include "../p_local.h"
#include "../p_setup.h"
#include "../r_local.h"
#include "../r_bsp.h" // R_NoEncore
#include "../r_main.h" // cv_fov
#include "../d_clisrv.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_splats.h"
#include "../g_game.h"
#include "../st_stuff.h"
#include "../i_system.h"
#include "../m_cheat.h"
#ifdef ESLOPE
#include "../p_slopes.h"
#endif
#include <stdlib.h> // qsort
#define ABS(x) ((x) < 0 ? -(x) : (x))
// ==========================================================================
// the hardware driver object
// ==========================================================================
struct hwdriver_s hwdriver;
// ==========================================================================
// Commands and console variables
// ==========================================================================
static void CV_filtermode_ONChange(void);
static void CV_anisotropic_ONChange(void);
static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
{HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"},
{HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"},
{HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"},
{0, NULL}};
CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
consvar_t cv_grrounddown = {"gr_rounddown", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfiltermode = {"gr_filtermode", "Nearest", CV_CALL|CV_SAVE, grfiltermode_cons_t,
CV_filtermode_ONChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL|CV_SAVE, granisotropicmode_cons_t,
CV_anisotropic_ONChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static void CV_filtermode_ONChange(void)
{
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value);
}
static void CV_anisotropic_ONChange(void)
{
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value);
}
// ==========================================================================
// Globals
// ==========================================================================
// base values set at SetViewSize
static float gr_basecentery;
static float gr_basecenterx;
float gr_baseviewwindowy, gr_basewindowcentery;
float gr_baseviewwindowx, gr_basewindowcenterx;
float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords)
static float gr_centerx;
static float gr_viewwindowx;
static float gr_windowcenterx; // center of view window, for projection
static float gr_centery;
static float gr_viewwindowy; // top left corner of view window
static float gr_windowcentery;
static float gr_pspritexscale, gr_pspriteyscale;
static seg_t *gr_curline;
static side_t *gr_sidedef;
static line_t *gr_linedef;
static sector_t *gr_frontsector;
static sector_t *gr_backsector;
boolean gr_shadersavailable = true;
// ==========================================================================
// View position
// ==========================================================================
FTransform atransform;
// Float variants of viewx, viewy, viewz, etc.
static float gr_viewx, gr_viewy, gr_viewz;
static float gr_viewsin, gr_viewcos;
static angle_t gr_aimingangle;
static float gr_viewludsin, gr_viewludcos;
static INT32 drawcount = 0;
// ==========================================================================
// Lighting
// ==========================================================================
#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f))
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
{
if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix;
float fog_alpha;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
mix = mix_color.s.alpha*10/5;
if (mix > 25) mix = 25;
mix *= 255;
mix /= 25;
// Modulate the colors by alpha.
mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.red,0xFF));
final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.green,0xFF));
final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),0xFF)+CALCLIGHT(mix_color.s.blue,0xFF));
final_color.s.alpha = 0xFF;
// Fog.
fog_alpha = (0xFF - fog_color.s.alpha) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
if (cv_grfog.value)
{
// be careful, this may get negative for high lightlevel values.
float fog = (fog_alpha - (light_level/255.0f))*3/2;
if (fog < 0)
fog = 0;
float red = ((fog_color.s.red/255.0f) * fog) + ((final_color.s.red/255.0f) * (1.0f - fog));
float green = ((fog_color.s.green/255.0f) * fog) + ((final_color.s.green/255.0f) * (1.0f - fog));
float blue = ((fog_color.s.blue/255.0f) * fog) + ((final_color.s.blue/255.0f) * (1.0f - fog));
final_color.s.red = (UINT8)(red*255.0f);
final_color.s.green = (UINT8)(green*255.0f);
final_color.s.blue = (UINT8)(blue*255.0f);
}
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = light_level;
}
else
{
Surface->PolyColor.rgba = 0xFFFFFFFF;
Surface->TintColor.rgba = mixcolor;
Surface->FadeColor.rgba = fadecolor;
Surface->LightInfo.light_level = light_level;
}
}
void HWR_NoColormapLighting(FSurfaceInfo *Surface, INT32 light_level, UINT32 mixcolor, UINT32 fadecolor)
{
if (!cv_grshaders.value || (cv_grshaders.value && !cv_grfog.value) || !gr_shadersavailable)
{
RGBA_t mix_color, fog_color, final_color;
INT32 mix, fogmix, lightmix;
float fog_alpha;
// You see the problem is that darker light isn't actually as dark as it SHOULD be.
lightmix = 255 - ((255 - light_level)*10/7);
// Don't go out of bounds
if (lightmix < 0)
lightmix = 0;
else if (lightmix > 255)
lightmix = 255;
mix_color.rgba = mixcolor;
fog_color.rgba = fadecolor;
mix = (mix_color.s.alpha*255)/25;
fogmix = (fog_color.s.alpha*255)/25;
// Modulate the colors by alpha.
mix_color.s.red = (UINT8)(CALCLIGHT(mix,mix_color.s.red));
mix_color.s.green = (UINT8)(CALCLIGHT(mix,mix_color.s.green));
mix_color.s.blue = (UINT8)(CALCLIGHT(mix,mix_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.red,lightmix));
final_color.s.green = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.green,lightmix));
final_color.s.blue = (UINT8)(CALCLIGHT((0xFF-mix),lightmix)+CALCLIGHT(mix_color.s.blue,lightmix));
// Modulate the colors by alpha.
fog_color.s.red = (UINT8)(CALCLIGHT(fogmix,fog_color.s.red));
fog_color.s.green = (UINT8)(CALCLIGHT(fogmix,fog_color.s.green));
fog_color.s.blue = (UINT8)(CALCLIGHT(fogmix,fog_color.s.blue));
// Set the surface colors and further modulate the colors by light.
final_color.s.red = final_color.s.red+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.red,(0xFF-lightmix))));
final_color.s.green = final_color.s.green+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.green,(0xFF-lightmix))));
final_color.s.blue = final_color.s.blue+((UINT8)(CALCLIGHT((0xFF-fogmix),(0xFF-lightmix))+CALCLIGHT(fog_color.s.blue,(0xFF-lightmix))));
final_color.s.alpha = 0xFF;
// Fog.
fog_color.rgba = fadecolor;
fog_alpha = (0xFF - fog_color.s.alpha*10/7) / 255.0f;
// Set the surface colors and further modulate the colors by light.
fog_color.s.red = (UINT8)(((float)fog_color.s.red) * fog_alpha);
fog_color.s.green = (UINT8)(((float)fog_color.s.green) * fog_alpha);
fog_color.s.blue = (UINT8)(((float)fog_color.s.blue) * fog_alpha);
Surface->PolyColor.rgba = final_color.rgba;
Surface->FadeColor.rgba = fog_color.rgba;
Surface->LightInfo.light_level = lightmix;
}
else
{
Surface->PolyColor.rgba = 0xFFFFFFFF;
Surface->TintColor.rgba = mixcolor;
Surface->FadeColor.rgba = fadecolor;
Surface->LightInfo.light_level = light_level;
}
}
UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
{
RGBA_t realcolor, surfcolor;
INT32 alpha;
// You see the problem is that darker light isn't actually as dark as it SHOULD be.
light = light - ((255 - light)*24/22);
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
realcolor.rgba = color;
alpha = (realcolor.s.alpha*255)/25;
// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
surfcolor.s.alpha = (alpha*light)/(2*256)+255-light;
return surfcolor.s.alpha;
}
// ==========================================================================
// Floor and ceiling generation from subsectors
// ==========================================================================
// HWR_RenderPlane
// Render a floor or ceiling convex polygon
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)
{
polyvertex_t * pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
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;
#ifdef ESLOPE
pslope_t *slope = NULL;
#endif
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
#ifdef ESLOPE
// Get the slope pointer to simplify future code
if (FOFsector)
{
if (FOFsector->f_slope && !isceiling)
slope = FOFsector->f_slope;
else if (FOFsector->c_slope && isceiling)
slope = FOFsector->c_slope;
}
else
{
if (gr_frontsector->f_slope && !isceiling)
slope = gr_frontsector->f_slope;
else if (gr_frontsector->c_slope && isceiling)
slope = gr_frontsector->c_slope;
}
// Set fixedheight to the slope's height from our viewpoint, if we have a slope
if (slope)
fixedheight = P_GetZAt(slope, viewx, viewy);
#endif
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) //not even a triangle ?
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)pv->x & (~flatflag)) / fflatsize);
flatyref = (float)(((fixed_t)pv->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;
}
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;
}
}
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;
}
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;
}
}
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 = &sectors[gr_linedef->frontsector->heightsec];
else
front = gr_linedef->frontsector;
if (gr_linedef->backsector->heightsec != -1)
back = &sectors[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