SRB2/src/hardware/hw_main.c

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// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file hw_main.c
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/// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2
#include <math.h>
#include "../doomstat.h"
#ifdef HWRENDER
#include "hw_glob.h"
#include "hw_light.h"
#include "hw_drv.h"
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#include "hw_batching.h"
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#include "../i_video.h" // for rendermode == render_glide
#include "../v_video.h"
#include "../p_local.h"
#include "../p_setup.h"
#include "../r_local.h"
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#include "../r_patch.h"
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#include "../r_bsp.h"
#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"
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#include "../f_finale.h"
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#include "../r_things.h" // R_GetShadowZ
#include "../p_slopes.h"
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#include "hw_md2.h"
#ifdef NEWCLIP
#include "hw_clip.h"
#endif
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#define R_FAKEFLOORS
#define HWPRECIP
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//#define POLYSKY
// ==========================================================================
// the hardware driver object
// ==========================================================================
struct hwdriver_s hwdriver;
// ==========================================================================
// PROTOS
// ==========================================================================
static void HWR_AddSprites(sector_t *sec);
static void HWR_ProjectSprite(mobj_t *thing);
#ifdef HWPRECIP
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
#endif
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
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void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
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boolean drawsky = true;
// ==========================================================================
// VIEW GLOBALS
// ==========================================================================
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW ANGLE_90
#define ABS(x) ((x) < 0 ? -(x) : (x))
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static angle_t gl_clipangle;
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// The viewangletox[viewangle + FINEANGLES/4] lookup
// maps the visible view angles to screen X coordinates,
// flattening the arc to a flat projection plane.
// There will be many angles mapped to the same X.
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static INT32 gl_viewangletox[FINEANGLES/2];
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// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
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static angle_t gl_xtoviewangle[MAXVIDWIDTH+1];
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// ==========================================================================
// GLOBALS
// ==========================================================================
// uncomment to remove the plane rendering
#define DOPLANES
//#define DOWALLS
// test of drawing sky by polygons like in software with visplane, unfortunately
// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow)
//#define POLYSKY
// test change fov when looking up/down but bsp projection messup :(
//#define NOCRAPPYMLOOK
// base values set at SetViewSize
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static float gl_basecentery;
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float gl_baseviewwindowy, gl_basewindowcentery;
float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords)
float gl_viewwindowx;
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static float gl_centerx, gl_centery;
static float gl_viewwindowy; // top left corner of view window
static float gl_windowcenterx; // center of view window, for projection
static float gl_windowcentery;
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static float gl_pspritexscale, gl_pspriteyscale;
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static seg_t *gl_curline;
static side_t *gl_sidedef;
static line_t *gl_linedef;
static sector_t *gl_frontsector;
static sector_t *gl_backsector;
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// --------------------------------------------------------------------------
// STUFF FOR THE PROJECTION CODE
// --------------------------------------------------------------------------
FTransform atransform;
// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct,
// copied here for local use
static fixed_t dup_viewx, dup_viewy, dup_viewz;
static angle_t dup_viewangle;
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static float gl_viewx, gl_viewy, gl_viewz;
static float gl_viewsin, gl_viewcos;
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// Maybe not necessary with the new T&L code (needs to be checked!)
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static float gl_viewludsin, gl_viewludcos; // look up down kik test
static float gl_fovlud;
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static angle_t gl_aimingangle;
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox);
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// Render stats
int rs_hw_nodesorttime = 0;
int rs_hw_nodedrawtime = 0;
int rs_hw_spritesorttime = 0;
int rs_hw_spritedrawtime = 0;
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// Render stats for batching
int rs_hw_numpolys = 0;
int rs_hw_numverts = 0;
int rs_hw_numcalls = 0;
int rs_hw_numshaders = 0;
int rs_hw_numtextures = 0;
int rs_hw_numpolyflags = 0;
int rs_hw_numcolors = 0;
int rs_hw_batchsorttime = 0;
int rs_hw_batchdrawtime = 0;
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boolean gl_shadersavailable = true;
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// ==========================================================================
// Lighting
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// ==========================================================================
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
{
RGBA_t poly_color, tint_color, fade_color;
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poly_color.rgba = 0xFFFFFFFF;
tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX;
fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
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// Crappy backup coloring if you can't do shaders
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if (!cv_glshaders.value || !gl_shadersavailable)
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{
// be careful, this may get negative for high lightlevel values.
float tint_alpha, fade_alpha;
float red, green, blue;
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red = (float)poly_color.s.red;
green = (float)poly_color.s.green;
blue = (float)poly_color.s.blue;
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// 48 is just an arbritrary value that looked relatively okay.
tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f;
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// 8 is roughly the brightness of the "close" color in Software, and 16 the brightness of the "far" color.
// 8 is too bright for dark levels, and 16 is too dark for bright levels.
// 12 is the compromise value. It doesn't look especially good anywhere, but it's the most balanced.
// (Also, as far as I can tell, fade_color's alpha is actually not used in Software, so we only use light level.)
fade_alpha = (float)(sqrt(255-light_level) * 12) / 255.0f;
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// Clamp the alpha values
tint_alpha = min(max(tint_alpha, 0.0f), 1.0f);
fade_alpha = min(max(fade_alpha, 0.0f), 1.0f);
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red = (tint_color.s.red * tint_alpha) + (red * (1.0f - tint_alpha));
green = (tint_color.s.green * tint_alpha) + (green * (1.0f - tint_alpha));
blue = (tint_color.s.blue * tint_alpha) + (blue * (1.0f - tint_alpha));
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red = (fade_color.s.red * fade_alpha) + (red * (1.0f - fade_alpha));
green = (fade_color.s.green * fade_alpha) + (green * (1.0f - fade_alpha));
blue = (fade_color.s.blue * fade_alpha) + (blue * (1.0f - fade_alpha));
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poly_color.s.red = (UINT8)red;
poly_color.s.green = (UINT8)green;
poly_color.s.blue = (UINT8)blue;
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}
// Clamp the light level, since it can sometimes go out of the 0-255 range from animations
light_level = min(max(light_level, 0), 255);
Surface->PolyColor.rgba = poly_color.rgba;
Surface->TintColor.rgba = tint_color.rgba;
Surface->FadeColor.rgba = fade_color.rgba;
Surface->LightInfo.light_level = light_level;
Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0;
Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31;
}
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UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work
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{
RGBA_t realcolor, surfcolor;
INT32 alpha;
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realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX;
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if (cv_glshaders.value && gl_shadersavailable)
{
surfcolor.s.alpha = (255 - light);
}
else
{
light = light - (255 - light);
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
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alpha = (realcolor.s.alpha*255)/25;
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// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
surfcolor.s.alpha = (alpha*light) / (2*256) + 255-light;
}
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return surfcolor.s.alpha;
}
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static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
{
INT16 finallight = lightnum;
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if (cv_glfakecontrast.value != 0)
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{
const UINT8 contrast = 8;
fixed_t extralight = 0;
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if (cv_glfakecontrast.value == 2) // Smooth setting
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{
extralight = (-(contrast<<FRACBITS) +
FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
abs(v1x - v2x),
abs(v1y - v2y))), 90<<FRACBITS)
* (contrast * 2)) >> FRACBITS;
}
else
{
if (v1y == v2y)
extralight = -contrast;
else if (v1x == v2x)
extralight = contrast;
}
if (extralight != 0)
{
finallight += extralight;
if (finallight < 0)
finallight = 0;
if (finallight > 255)
finallight = 255;
}
}
return (FUINT)finallight;
}
static FUINT HWR_CalcSlopeLight(FUINT lightnum, angle_t dir, fixed_t delta)
{
INT16 finallight = lightnum;
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if (cv_glfakecontrast.value != 0 && cv_glslopecontrast.value != 0)
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{
const UINT8 contrast = 8;
fixed_t extralight = 0;
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if (cv_glfakecontrast.value == 2) // Smooth setting
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{
fixed_t dirmul = abs(FixedDiv(AngleFixed(dir) - (180<<FRACBITS), 180<<FRACBITS));
extralight = -(contrast<<FRACBITS) + (dirmul * (contrast * 2));
extralight = FixedMul(extralight, delta*4) >> FRACBITS;
}
else
{
dir = ((dir + ANGLE_45) / ANGLE_90) * ANGLE_90;
if (dir == ANGLE_180)
extralight = -contrast;
else if (dir == 0)
extralight = contrast;
if (delta >= FRACUNIT/2)
extralight *= 2;
}
if (extralight != 0)
{
finallight += extralight;
if (finallight < 0)
finallight = 0;
if (finallight > 255)
finallight = 255;
}
}
return (FUINT)finallight;
}
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// ==========================================================================
// FLOOR/CEILING GENERATION FROM SUBSECTORS
// ==========================================================================
#ifdef DOPLANES
// -----------------+
// HWR_RenderPlane : Render a floor or ceiling convex polygon
// -----------------+
static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap)
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{
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 fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
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boolean texflat = false;
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size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
pslope_t *slope = NULL;
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static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
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int shader;
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// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
// 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
{
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if (gl_frontsector->f_slope && !isceiling)
slope = gl_frontsector->f_slope;
else if (gl_frontsector->c_slope && isceiling)
slope = gl_frontsector->c_slope;
}
// Set fixedheight to the slope's height from our viewpoint, if we have a slope
if (slope)
fixedheight = P_GetSlopeZAt(slope, viewx, viewy);
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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);
}
// set texture for polygon
if (levelflat != NULL)
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{
if (levelflat->type == LEVELFLAT_TEXTURE)
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{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
texflat = true;
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}
else if (levelflat->type == LEVELFLAT_FLAT)
{
len = W_LumpLength(levelflat->u.flat.lumpnum);
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switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
flatflag = ((INT32)fflatwidth)-1;
}
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}
else // set no texture
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HWR_SetCurrentTexture(NULL);
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// reference point for flat texture coord for each vertex around the polygon
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flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatwidth);
flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatheight);
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// transform
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
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{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
angle = FOFsector->floorpic_angle;
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}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
angle = FOFsector->ceilingpic_angle;
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}
}
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else if (gl_frontsector)
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{
if (!isceiling) // it's a floor
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{
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scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
angle = gl_frontsector->floorpic_angle;
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}
else // it's a ceiling
{
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scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
angle = gl_frontsector->ceilingpic_angle;
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}
}
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if (angle) // Only needs to be done if there's an altered angle
{
angle = (InvAngle(angle)+ANGLE_180)>>ANGLETOFINESHIFT;
// This needs to be done so that it scrolls in a different direction after rotation like software
/*tempxsow = FLOAT_TO_FIXED(scrollx);
tempytow = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));*/
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// 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))));
}
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#define SETUP3DVERT(vert, vx, vy) {\
/* Hurdler: add scrolling texture on floor/ceiling */\
if (texflat)\
{\
vert->s = (float)((vx) / fflatwidth) + scrollx;\
vert->t = -(float)((vy) / fflatheight) + scrolly;\
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}\
else\
{\
vert->s = (float)(((vx) / fflatwidth) - flatxref + scrollx);\
vert->t = (float)(flatyref - ((vy) / fflatheight) + scrolly);\
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}\
\
/* Need to rotate before translate */\
if (angle) /* Only needs to be done if there's an altered angle */\
{\
tempxsow = FLOAT_TO_FIXED(vert->s);\
tempytow = FLOAT_TO_FIXED(vert->t);\
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if (texflat)\
tempytow = -tempytow;\
vert->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));\
vert->t = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));\
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}\
\
vert->x = (vx);\
vert->y = height;\
vert->z = (vy);\
\
if (slope)\
{\
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fixedheight = P_GetSlopeZAt(slope, FLOAT_TO_FIXED((vx)), FLOAT_TO_FIXED((vy)));\
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vert->y = FIXED_TO_FLOAT(fixedheight);\
}\
}
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for (i = 0, v3d = planeVerts; i < nrPlaneVerts; i++,v3d++,pv++)
SETUP3DVERT(v3d, pv->x, pv->y);
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if (slope)
lightlevel = HWR_CalcSlopeLight(lightlevel, R_PointToAngle2(0, 0, slope->normal.x, slope->normal.y), abs(slope->zdelta));
HWR_Lighting(&Surf, lightlevel, planecolormap);
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if (PolyFlags & (PF_Translucent|PF_Fog))
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{
Surf.PolyColor.s.alpha = (UINT8)alpha;
PolyFlags |= PF_Modulated;
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}
else
PolyFlags |= PF_Masked|PF_Modulated;
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if (PolyFlags & PF_Fog)
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shader = 6; // fog shader
else if (PolyFlags & PF_Ripple)
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shader = 5; // water shader
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else
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shader = 1; // floor shader
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HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
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if (subsector)
{
// Horizon lines
FOutVector horizonpts[6];
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float dist, vx, vy;
float x1, y1, xd, yd;
UINT8 numplanes, j;
vertex_t v; // For determining the closest distance from the line to the camera, to split render planes for minimum distortion;
const float renderdist = 27000.0f; // How far out to properly render the plane
const float farrenderdist = 32768.0f; // From here, raise plane to horizon level to fill in the line with some texture distortion
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seg_t *line = &segs[subsector->firstline];
for (i = 0; i < subsector->numlines; i++, line++)
{
if (!line->glseg && line->linedef->special == HORIZONSPECIAL && R_PointOnSegSide(dup_viewx, dup_viewy, line) == 0)
{
P_ClosestPointOnLine(viewx, viewy, line->linedef, &v);
dist = FIXED_TO_FLOAT(R_PointToDist(v.x, v.y));
x1 = ((polyvertex_t *)line->pv1)->x;
y1 = ((polyvertex_t *)line->pv1)->y;
xd = ((polyvertex_t *)line->pv2)->x - x1;
yd = ((polyvertex_t *)line->pv2)->y - y1;
// Based on the seg length and the distance from the line, split horizon into multiple poly sets to reduce distortion
dist = sqrtf((xd*xd) + (yd*yd)) / dist / 16.0f;
if (dist > 100.0f)
numplanes = 100;
else
numplanes = (UINT8)dist + 1;
for (j = 0; j < numplanes; j++)
{
// Left side
vx = x1 + xd * j / numplanes;
vy = y1 + yd * j / numplanes;
SETUP3DVERT((&horizonpts[1]), vx, vy);
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dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2));
vx = (vx - gl_viewx) * renderdist / dist + gl_viewx;
vy = (vy - gl_viewy) * renderdist / dist + gl_viewy;
SETUP3DVERT((&horizonpts[0]), vx, vy);
// Right side
vx = x1 + xd * (j+1) / numplanes;
vy = y1 + yd * (j+1) / numplanes;
SETUP3DVERT((&horizonpts[2]), vx, vy);
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dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2));
vx = (vx - gl_viewx) * renderdist / dist + gl_viewx;
vy = (vy - gl_viewy) * renderdist / dist + gl_viewy;
SETUP3DVERT((&horizonpts[3]), vx, vy);
// Horizon fills
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vx = (horizonpts[0].x - gl_viewx) * farrenderdist / renderdist + gl_viewx;
vy = (horizonpts[0].z - gl_viewy) * farrenderdist / renderdist + gl_viewy;
SETUP3DVERT((&horizonpts[5]), vx, vy);
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horizonpts[5].y = gl_viewz;
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vx = (horizonpts[3].x - gl_viewx) * farrenderdist / renderdist + gl_viewx;
vy = (horizonpts[3].z - gl_viewy) * farrenderdist / renderdist + gl_viewy;
SETUP3DVERT((&horizonpts[4]), vx, vy);
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horizonpts[4].y = gl_viewz;
// Draw
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HWR_ProcessPolygon(&Surf, horizonpts, 6, PolyFlags, shader, true);
}
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}
}
}
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#ifdef ALAM_LIGHTING
// add here code for dynamic lighting on planes
HWR_PlaneLighting(planeVerts, nrPlaneVerts);
#endif
}
#ifdef POLYSKY
// this don't draw anything it only update the z-buffer so there isn't problem with
// wall/things upper that sky (map12)
static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight)
{
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;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) // not even a triangle?
return;
if (nrPlaneVerts > MAXPLANEVERTICES) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, MAXPLANEVERTICES);
return;
}
// transform
v3d = planeVerts;
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
v3d->s = 0.0f;
v3d->t = 0.0f;
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v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
}
HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts,
PF_Clip|PF_Invisible|PF_NoTexture|PF_Occlude);
}
#endif //polysky
#endif //doplanes
/*
wallVerts order is :
3--2
| /|
|/ |
0--1
*/
#ifdef WALLSPLATS
static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
{
FOutVector wallVerts[4];
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wallsplat_t *splat;
GLPatch_t *gpatch;
fixed_t i;
// seg bbox
fixed_t segbbox[4];
M_ClearBox(segbbox);
M_AddToBox(segbbox,
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FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y));
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M_AddToBox(segbbox,
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FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y));
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splat = (wallsplat_t *)gl_curline->linedef->splats;
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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;
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gpatch = W_CachePatchNum(splat->patch, PU_PATCH);
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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;
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i = PF_Translucent;
break;
case SPLATDRAWMODE_TRANS :
pSurf.PolyColor.s.alpha = 128;
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i = PF_Translucent;
break;
case SPLATDRAWMODE_SHADE :
pSurf.PolyColor.s.alpha = 0xff;
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i = PF_Substractive;
break;
}
HWD.pfnSetShader(2); // wall shader
HWD.pfnDrawPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal);
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}
}
#endif
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
{
switch (transtablenum)
{
case 0 : pSurf->PolyColor.s.alpha = 0x00;return PF_Masked;
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;
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}
return PF_Translucent;
}
static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
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// ==========================================================================
// Wall generation from subsector segs
// ==========================================================================
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//
// HWR_ProjectWall
//
static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
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{
HWR_Lighting(pSurf, lightlevel, wallcolormap);
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HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, 2, false); // wall shader
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#ifdef WALLSPLATS
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if (gl_curline->linedef->splats && cv_splats.value)
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HWR_DrawSegsSplats(pSurf);
#endif
}
// ==========================================================================
// BSP, CULL, ETC..
// ==========================================================================
// return the frac from the interception of the clipping line
// (in fact a clipping plane that has a constant, so can clip with simple 2d)
// with the wall segment
//
#ifndef NEWCLIP
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static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
{
float num, den;
float v1x, v1y, v1dx, v1dy, v2dx, v2dy;
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angle_t pclipangle = gl_xtoviewangle[x];
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// a segment of a polygon
v1x = v1->x;
v1y = v1->y;
v1dx = (v2->x - v1->x);
v1dy = (v2->y - v1->y);
// the clipping line
pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative)
v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT));
v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT));
den = v2dy*v1dx - v2dx*v1dy;
if (den == 0)
return -1; // parallel
// calc the frac along the polygon segment,
//num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
//num = -v1x * v2dy + v1y * v2dx;
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num = (gl_viewx - v1x)*v2dy + (v1y - gl_viewy)*v2dx;
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return num / den;
}
#endif
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//
// HWR_SplitWall
//
static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor)
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{
/* 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 */
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float realtop, realbot, top, bot;
float pegt, pegb, pegmul;
float height = 0.0f, bheight = 0.0f;
float endrealtop, endrealbot, endtop, endbot;
float endpegt, endpegb, endpegmul;
float endheight = 0.0f, endbheight = 0.0f;
// compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetSlopeZAt's return value each time
fixed_t temp;
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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
INT32 solid, i;
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lightlist_t * list = sector->lightlist;
const UINT8 alpha = Surf->PolyColor.s.alpha;
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FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y);
extracolormap_t *colormap = NULL;
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realtop = top = wallVerts[3].y;
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realbot = bot = wallVerts[0].y;
pegt = wallVerts[3].t;
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pegb = wallVerts[0].t;
pegmul = (pegb - pegt) / (top - bot);
endrealtop = endtop = wallVerts[2].y;
endrealbot = endbot = wallVerts[1].y;
endpegt = wallVerts[2].t;
endpegb = wallVerts[1].t;
endpegmul = (endpegb - endpegt) / (endtop - endbot);
for (i = 0; i < sector->numlights; i++)
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{
if (endtop < endrealbot && top < realbot)
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return;
if (!(list[i].flags & FF_NOSHADE))
{
if (pfloor && (pfloor->flags & FF_FOG))
{
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lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
colormap = pfloor->master->frontsector->extra_colormap;
}
else
{
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lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
colormap = *list[i].extra_colormap;
}
}
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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))
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{
if (sector->lightlist[i].flags & FF_EXTRA)
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{
if ((sector->lightlist[i].flags & (FF_FOG|FF_SWIMMABLE)) == (cutflag & (FF_FOG|FF_SWIMMABLE))) // Only merge with your own types
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solid = true;
}
else
solid = true;
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}
else
solid = false;
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temp = P_GetLightZAt(&list[i], v1x, v1y);
height = FIXED_TO_FLOAT(temp);
temp = P_GetLightZAt(&list[i], v2x, v2y);
endheight = FIXED_TO_FLOAT(temp);
if (solid)
{
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temp = P_GetFFloorBottomZAt(list[i].caster, v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetFFloorBottomZAt(list[i].caster, v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
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if (endheight >= endtop && height >= top)
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{
if (solid && top > bheight)
top = bheight;
if (solid && endtop > endbheight)
endtop = endbheight;
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}
if (i + 1 < sector->numlights)
{
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temp = P_GetLightZAt(&list[i+1], v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetLightZAt(&list[i+1], v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
{
bheight = realbot;
endbheight = endrealbot;
}
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if (endbheight >= endtop && bheight >= top)
continue;
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//Found a break;
bot = bheight;
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if (bot < realbot)
bot = realbot;
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
Surf->PolyColor.s.alpha = alpha;
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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);
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// set top/bottom coords
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
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if (cutflag & FF_FOG)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
else if (cutflag & FF_TRANSLUCENT)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
top = bot;
endtop = endbot;
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}
bot = realbot;
endbot = endrealbot;
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if (endtop <= endrealbot && top <= realbot)
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return;
Surf->PolyColor.s.alpha = alpha;
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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);
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// set top/bottom coords
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
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if (cutflag & FF_FOG)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
else if (cutflag & FF_TRANSLUCENT)
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HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
}
// HWR_DrawSkyWall
// Draw walls into the depth buffer so that anything behind is culled properly
static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf)
{
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HWR_SetCurrentTexture(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;
// this no longer sets top/bottom coords, this should be done before caling the function
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
}
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//
// HWR_ProcessSeg
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// 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
//
static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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{
FOutVector wallVerts[4];
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v2d_t vs, ve; // start, end vertices of 2d line (view from above)
fixed_t worldtop, worldbottom;
fixed_t worldhigh = 0, worldlow = 0;
fixed_t worldtopslope, worldbottomslope;
fixed_t worldhighslope = 0, worldlowslope = 0;
fixed_t v1x, v1y, v2x, v2y;
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GLMapTexture_t *grTex = NULL;
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float cliplow = 0.0f, cliphigh = 0.0f;
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INT32 gl_midtexture;
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fixed_t h, l; // 3D sides and 2s middle textures
fixed_t hS, lS;
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FUINT lightnum = 0; // shut up compiler
extracolormap_t *colormap;
FSurfaceInfo Surf;
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gl_sidedef = gl_curline->sidedef;
gl_linedef = gl_curline->linedef;
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vs.x = ((polyvertex_t *)gl_curline->pv1)->x;
vs.y = ((polyvertex_t *)gl_curline->pv1)->y;
ve.x = ((polyvertex_t *)gl_curline->pv2)->x;
ve.y = ((polyvertex_t *)gl_curline->pv2)->y;
v1x = FLOAT_TO_FIXED(vs.x);
v1y = FLOAT_TO_FIXED(vs.y);
v2x = FLOAT_TO_FIXED(ve.x);
v2y = FLOAT_TO_FIXED(ve.y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
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SLOPEPARAMS(gl_frontsector->c_slope, worldtop, worldtopslope, gl_frontsector->ceilingheight)
SLOPEPARAMS(gl_frontsector->f_slope, worldbottom, worldbottomslope, gl_frontsector->floorheight)
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// 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
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{
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fixed_t texturehpeg = gl_sidedef->textureoffset + gl_curline->offset;
cliplow = (float)texturehpeg;
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cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT));
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}
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lightnum = HWR_CalcWallLight(gl_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = gl_frontsector->extra_colormap;
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if (gl_frontsector)
Surf.PolyColor.s.alpha = 255;
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if (gl_backsector)
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{
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INT32 gl_toptexture = 0, gl_bottomtexture = 0;
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// two sided line
boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
boolean bothfloorssky = false; // likewise, but for floors
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SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight)
SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight)
#undef SLOPEPARAMS
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// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
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if (gl_frontsector->ceilingpic == skyflatnum
&& gl_backsector->ceilingpic == skyflatnum)
{
bothceilingssky = true;
}
// likewise, but for floors and upper textures
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if (gl_frontsector->floorpic == skyflatnum
&& gl_backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
if (!bothceilingssky)
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gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
if (!bothfloorssky)
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gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
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// check TOP TEXTURE
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if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture)
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{
{
fixed_t texturevpegtop; // top
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grTex = HWR_GetTexture(gl_toptexture);
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// PEGGING
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if (gl_linedef->flags & ML_DONTPEGTOP)
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texturevpegtop = 0;
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else if (gl_linedef->flags & ML_EFFECT1)
texturevpegtop = worldhigh + textureheight[gl_sidedef->toptexture] - worldtop;
else
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texturevpegtop = gl_backsector->ceilingheight + textureheight[gl_sidedef->toptexture] - gl_frontsector->ceilingheight;
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texturevpegtop += gl_sidedef->rowoffset;
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// 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
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texturevpegtop %= SHORT(textures[gl_toptexture]->height)<<FRACBITS;
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wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
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wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gl_frontsector->ceilingheight - gl_backsector->ceilingheight) * grTex->scaleY;
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wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
// Adjust t value for sloped walls
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if (!(gl_linedef->flags & ML_EFFECT1))
{
// Unskewed
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wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * grTex->scaleY;
wallVerts[2].t -= (worldtopslope - gl_frontsector->ceilingheight) * grTex->scaleY;
wallVerts[0].t -= (worldhigh - gl_backsector->ceilingheight) * grTex->scaleY;
wallVerts[1].t -= (worldhighslope - gl_backsector->ceilingheight) * grTex->scaleY;
}
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else if (gl_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;
}
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}
// set top/bottom coords
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);
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if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL);
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else if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, PF_Environment, false, lightnum, colormap);
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else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
// check BOTTOM TEXTURE
if ((
worldlowslope > worldbottomslope ||
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worldlow > worldbottom) && gl_bottomtexture) //only if VISIBLE!!!
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{
{
fixed_t texturevpegbottom = 0; // bottom
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grTex = HWR_GetTexture(gl_bottomtexture);
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// PEGGING
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if (!(gl_linedef->flags & ML_DONTPEGBOTTOM))
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texturevpegbottom = 0;
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else if (gl_linedef->flags & ML_EFFECT1)
texturevpegbottom = worldbottom - worldlow;
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else
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texturevpegbottom = gl_frontsector->floorheight - gl_backsector->floorheight;
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texturevpegbottom += gl_sidedef->rowoffset;
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// 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
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texturevpegbottom %= SHORT(textures[gl_bottomtexture]->height)<<FRACBITS;
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wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
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wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + gl_backsector->floorheight - gl_frontsector->floorheight) * grTex->scaleY;
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wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
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// Adjust t value for sloped walls
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if (!(gl_linedef->flags & ML_EFFECT1))
{
// Unskewed
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wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * grTex->scaleY;
wallVerts[1].t -= (worldbottomslope - gl_frontsector->floorheight) * grTex->scaleY;
wallVerts[3].t -= (worldlow - gl_backsector->floorheight) * grTex->scaleY;
wallVerts[2].t -= (worldlowslope - gl_backsector->floorheight) * grTex->scaleY;
}
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else if (gl_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;
}
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}
// set top/bottom coords
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);
2014-03-15 16:59:03 +00:00
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if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL);
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else if (grTex->mipmap.flags & TF_TRANSPARENT)
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HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, PF_Environment, false, lightnum, colormap);
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else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
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gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
if (gl_midtexture)
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{
FBITFIELD blendmode;
sector_t *front, *back;
fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut;
fixed_t texturevpeg = 0;
INT32 repeats;
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if (gl_linedef->frontsector->heightsec != -1)
front = &sectors[gl_linedef->frontsector->heightsec];
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else
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front = gl_linedef->frontsector;
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if (gl_linedef->backsector->heightsec != -1)
back = &sectors[gl_linedef->backsector->heightsec];
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else
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back = gl_linedef->backsector;
2014-03-15 16:59:03 +00:00
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if (gl_sidedef->repeatcnt)
repeats = 1 + gl_sidedef->repeatcnt;
else if (gl_linedef->flags & ML_EFFECT5)
2014-03-15 16:59:03 +00:00
{
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;
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repeats = (high - low)/textureheight[gl_sidedef->midtexture];
if ((high-low)%textureheight[gl_sidedef->midtexture])
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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.
// 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
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if (gl_curline->polyseg)
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{
popentop = back->ceilingheight;
popenbottom = back->floorheight;
}
else
{
popentop = min(worldtop, worldhigh);
popenbottom = max(worldbottom, worldlow);
2014-03-15 16:59:03 +00:00
}
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if (gl_linedef->flags & ML_EFFECT2)
{
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if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
{
2020-07-06 04:15:08 +00:00
polybottom = max(front->floorheight, back->floorheight) + gl_sidedef->rowoffset;
polytop = polybottom + textureheight[gl_midtexture]*repeats;
}
else
{
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polytop = min(front->ceilingheight, back->ceilingheight) + gl_sidedef->rowoffset;
polybottom = polytop - textureheight[gl_midtexture]*repeats;
}
}
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else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
2014-03-15 16:59:03 +00:00
{
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polybottom = popenbottom + gl_sidedef->rowoffset;
polytop = polybottom + textureheight[gl_midtexture]*repeats;
2014-03-15 16:59:03 +00:00
}
else
{
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polytop = popentop + gl_sidedef->rowoffset;
polybottom = polytop - textureheight[gl_midtexture]*repeats;
2014-03-15 16:59:03 +00:00
}
// CB
// 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
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if (gl_curline->polyseg)
2014-03-15 16:59:03 +00:00
{
lowcut = polybottom;
highcut = polytop;
}
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;
2014-03-15 16:59:03 +00:00
}
h = min(highcut, polytop);
l = max(polybottom, lowcut);
2014-03-15 16:59:03 +00:00
{
// PEGGING
2020-07-06 04:15:08 +00:00
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom;
2014-03-15 16:59:03 +00:00
else
texturevpeg = polytop - h;
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grTex = HWR_GetTexture(gl_midtexture);
2014-03-15 16:59:03 +00:00
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);
// Correct to account for slopes
{
fixed_t midtextureslant;
2020-07-06 04:15:08 +00:00
if (gl_linedef->flags & ML_EFFECT2)
midtextureslant = 0;
2020-07-06 04:15:08 +00:00
else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_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
2020-07-06 04:15:08 +00:00
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
texturevpeg = textureheight[gl_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);
}
// set alpha for transparent walls
2014-03-15 16:59:03 +00:00
// ooops ! this do not work at all because render order we should render it in backtofront order
2020-07-06 04:15:08 +00:00
switch (gl_linedef->special)
2014-03-15 16:59:03 +00:00
{
// 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:
2020-02-10 19:26:29 +00:00
if (gr_linedef->alpha >= 0 && gr_linedef->alpha < FRACUNIT)
blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gr_linedef->alpha), &Surf);
else
blendmode = PF_Masked;
2014-03-15 16:59:03 +00:00
break;
}
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if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0)
{
2020-07-06 04:15:08 +00:00
if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
{
Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
blendmode = PF_Masked;
}
2014-08-30 13:36:18 +00:00
else
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blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf);
}
2020-07-06 04:15:08 +00:00
if (gl_frontsector->numlights)
{
if (!(blendmode & PF_Masked))
2020-07-06 04:15:08 +00:00
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL);
else
{
2020-07-06 04:15:08 +00:00
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL);
}
}
2014-03-15 16:59:03 +00:00
else if (!(blendmode & PF_Masked))
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HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, blendmode, false, lightnum, colormap);
2014-03-15 16:59:03 +00:00
else
HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
}
// Sky culling
// No longer so much a mess as before!
2020-07-06 04:15:08 +00:00
if (!gl_curline->polyseg) // Don't do it for polyobjects
{
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if (gl_frontsector->ceilingpic == skyflatnum)
2014-10-27 20:57:45 +00:00
{
2020-07-06 04:15:08 +00:00
if (gl_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky
2014-10-27 20:57:45 +00:00
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
2020-07-06 04:15:08 +00:00
if (gl_frontsector->floorpic == skyflatnum)
{
2020-07-06 04:15:08 +00:00
if (gl_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky
{
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
2014-03-15 16:59:03 +00:00
}
else
{
// Single sided line... Deal only with the middletexture (if one exists)
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gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
if (gl_midtexture && gl_linedef->special != 41) // (Ignore horizon line for OGL)
2014-03-15 16:59:03 +00:00
{
{
fixed_t texturevpeg;
// PEGGING
2020-07-06 04:15:08 +00:00
if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2))
texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset;
else if (gl_linedef->flags & ML_DONTPEGBOTTOM)
texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset;
2014-03-15 16:59:03 +00:00
else
// top of texture at top
2020-07-06 04:15:08 +00:00
texturevpeg = gl_sidedef->rowoffset;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
grTex = HWR_GetTexture(gl_midtexture);
2014-03-15 16:59:03 +00:00
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
2020-07-06 04:15:08 +00:00
wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_frontsector->floorheight) * grTex->scaleY;
2014-03-15 16:59:03 +00:00
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
2016-01-24 08:41:30 +00:00
// Texture correction for slopes
2020-07-06 04:15:08 +00:00
if (gl_linedef->flags & ML_EFFECT2) {
wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * grTex->scaleY;
wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * grTex->scaleY;
wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * grTex->scaleY;
wallVerts[1].t += (gl_frontsector->floorheight - worldbottomslope) * grTex->scaleY;
} else if (gl_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;
}
2014-03-15 16:59:03 +00:00
}
2020-03-20 17:55:29 +00:00
//Set textures properly on single sided walls that are sloped
2016-01-24 08:41:30 +00:00
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);
2014-03-15 16:59:03 +00:00
// I don't think that solid walls can use translucent linedef types...
2020-07-06 04:15:08 +00:00
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL);
2014-03-15 16:59:03 +00:00
else
{
if (grTex->mipmap.flags & TF_TRANSPARENT)
2020-07-06 04:15:08 +00:00
HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, PF_Environment, false, lightnum, colormap);
2014-03-15 16:59:03 +00:00
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
2020-07-06 04:15:08 +00:00
if (!gl_curline->polyseg)
2014-10-27 20:57:45 +00:00
{
2020-07-06 04:15:08 +00:00
if (gl_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
HWR_DrawSkyWall(wallVerts, &Surf);
}
2020-07-06 04:15:08 +00:00
if (gl_frontsector->floorpic == skyflatnum)
{
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
2014-10-27 20:57:45 +00:00
}
2014-03-15 16:59:03 +00:00
}
//Hurdler: 3d-floors test
2020-07-06 04:15:08 +00:00
if (gl_frontsector && gl_backsector && gl_frontsector->tag != gl_backsector->tag && (gl_backsector->ffloors || gl_frontsector->ffloors))
2014-03-15 16:59:03 +00:00
{
ffloor_t * rover;
fixed_t highcut = 0, lowcut = 0;
INT32 texnum;
line_t * newline = NULL; // Multi-Property FOF
2016-01-24 08:41:30 +00:00
///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
2020-07-06 04:15:08 +00:00
highcut = gl_frontsector->ceilingheight < gl_backsector->ceilingheight ? gl_frontsector->ceilingheight : gl_backsector->ceilingheight;
lowcut = gl_frontsector->floorheight > gl_backsector->floorheight ? gl_frontsector->floorheight : gl_backsector->floorheight;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
if (gl_backsector->ffloors)
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
for (rover = gl_backsector->ffloors; rover; rover = rover->next)
2014-03-15 16:59:03 +00:00
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES))
continue;
if (!(rover->flags & FF_ALLSIDES) && rover->flags & FF_INVERTSIDES)
2014-03-15 16:59:03 +00:00
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
if (rover->master->flags & ML_TFERLINE)
{
2020-07-06 04:15:08 +00:00
size_t linenum = gl_curline->linedef-gl_backsector->lines[0];
newline = rover->master->frontsector->lines[0] + linenum;
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
}
2014-03-15 16:59:03 +00:00
2020-03-22 14:17:16 +00:00
h = P_GetFFloorTopZAt (rover, v1x, v1y);
hS = P_GetFFloorTopZAt (rover, v2x, v2y);
l = P_GetFFloorBottomZAt(rover, v1x, v1y);
lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
2020-07-06 04:15:08 +00:00
if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
h = hS = highcut;
2020-07-06 04:15:08 +00:00
if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_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);
2014-03-15 16:59:03 +00:00
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
2014-03-15 16:59:03 +00:00
{
fixed_t texturevpeg;
boolean attachtobottom = false;
boolean slopeskew = false; // skew FOF walls with slopes?
// 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);
slopeskew = !!(newline->flags & ML_DONTPEGTOP);
}
else
{
texturevpeg = sides[rover->master->sidenum[0]].rowoffset;
2020-07-06 04:15:08 +00:00
attachtobottom = !!(gl_linedef->flags & ML_DONTPEGBOTTOM);
slopeskew = !!(rover->master->flags & ML_DONTPEGTOP);
}
grTex = HWR_GetTexture(texnum);
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;
}
}
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
2019-12-26 01:09:31 +00:00
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
2014-03-15 16:59:03 +00:00
colormap = rover->master->frontsector->extra_colormap;
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, 0, &Surf, rover->flags, rover);
2014-03-15 16:59:03 +00:00
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
2014-03-15 16:59:03 +00:00
{
blendmode = PF_Translucent;
Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
2014-03-15 16:59:03 +00:00
}
2020-07-06 04:15:08 +00:00
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, texnum, &Surf, rover->flags, rover);
2014-03-15 16:59:03 +00:00
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
2014-03-15 16:59:03 +00:00
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
2020-07-06 04:15:08 +00:00
if (gl_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think?
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
for (rover = gl_frontsector->ffloors; rover; rover = rover->next)
2014-03-15 16:59:03 +00:00
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES))
continue;
if (!(rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES))
2014-03-15 16:59:03 +00:00
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
if (rover->master->flags & ML_TFERLINE)
{
2020-07-06 04:15:08 +00:00
size_t linenum = gl_curline->linedef-gl_backsector->lines[0];
newline = rover->master->frontsector->lines[0] + linenum;
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
}
2020-03-22 14:17:16 +00:00
h = P_GetFFloorTopZAt (rover, v1x, v1y);
hS = P_GetFFloorTopZAt (rover, v2x, v2y);
l = P_GetFFloorBottomZAt(rover, v1x, v1y);
lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
2020-07-06 04:15:08 +00:00
if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
h = hS = highcut;
2020-07-06 04:15:08 +00:00
if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_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);
2014-03-15 16:59:03 +00:00
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
2014-03-15 16:59:03 +00:00
{
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;
}
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
2019-12-26 01:09:31 +00:00
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
2014-03-15 16:59:03 +00:00
colormap = rover->master->frontsector->extra_colormap;
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
if (gl_backsector->numlights)
HWR_SplitWall(gl_backsector, wallVerts, 0, &Surf, rover->flags, rover);
2014-03-15 16:59:03 +00:00
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
2014-03-15 16:59:03 +00:00
{
blendmode = PF_Translucent;
Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
2014-03-15 16:59:03 +00:00
}
2020-07-06 04:15:08 +00:00
if (gl_backsector->numlights)
HWR_SplitWall(gl_backsector, wallVerts, texnum, &Surf, rover->flags, rover);
2014-03-15 16:59:03 +00:00
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
2014-03-15 16:59:03 +00:00
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
//
#ifdef NEWCLIP
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
boolean bothceilingssky = false, bothfloorssky = false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
bothfloorssky = true;
// GZDoom method of sloped line clipping
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
2020-07-06 04:15:08 +00:00
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
2020-03-22 14:17:16 +00:00
SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector-> floorheight)
SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
2020-03-22 14:17:16 +00:00
SLOPEPARAMS( abacksector->f_slope, backf1, backf2, abacksector-> floorheight)
SLOPEPARAMS( abacksector->c_slope, backc1, backc2, abacksector->ceilingheight)
#undef SLOPEPARAMS
}
else
{
2020-03-22 14:17:16 +00:00
frontf1 = frontf2 = afrontsector-> floorheight;
frontc1 = frontc2 = afrontsector->ceilingheight;
2020-03-22 14:17:16 +00:00
backf1 = backf2 = abacksector-> floorheight;
backc1 = backc2 = abacksector->ceilingheight;
}
// properly render skies (consider door "open" if both ceilings are sky)
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// now check for closed sectors!
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
checkforemptylines = false;
return true;
}
if (backc1 <= backf1 && backc2 <= backf2)
{
// preserve a kind of transparent door/lift special effect:
if (((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 <= frontf2) || seg->sidedef->bottomtexture))
{
checkforemptylines = false;
return true;
}
}
}
if (!bothceilingssky) {
if (backc1 != frontc1 || backc2 != frontc2)
{
checkforemptylines = false;
return false;
}
}
if (!bothfloorssky) {
if (backf1 != frontf1 || backf2 != frontf2)
{
checkforemptylines = false;
return false;
}
}
return false;
}
#else
2014-03-15 16:59:03 +00:00
//Hurdler: just like in r_bsp.c
#if 1
#define MAXSEGS MAXVIDWIDTH/2+1
#else
//Alam_GBC: Or not (may cause overflow)
#define MAXSEGS 128
#endif
// hw_newend is one past the last valid seg
static cliprange_t * hw_newend;
2020-07-06 04:15:08 +00:00
static cliprange_t gl_solidsegs[MAXSEGS];
2014-03-15 16:59:03 +00:00
// needs fix: walls are incorrectly clipped one column less
2020-07-06 04:15:08 +00:00
static consvar_t cv_glclipwalls = {"gr_clipwalls", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
2014-03-15 16:59:03 +00:00
static void printsolidsegs(void)
{
cliprange_t * start;
2019-12-12 19:53:31 +00:00
if (!hw_newend)
2014-03-15 16:59:03 +00:00
return;
2020-07-06 04:15:08 +00:00
for (start = gl_solidsegs;start != hw_newend;start++)
2014-03-15 16:59:03 +00:00
{
CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last);
}
CONS_Debug(DBG_RENDER, "\n\n");
}
//
//
//
static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
{
cliprange_t *next, *start;
float lowfrac, highfrac;
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
2020-07-06 04:15:08 +00:00
start = gl_solidsegs;
2014-03-15 16:59:03 +00:00
while (start->last < first-1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start),
// so insert a new clippost.
HWR_StoreWallRange(first, last);
next = hw_newend;
hw_newend++;
while (next != start)
{
*next = *(next-1);
next--;
}
next->first = first;
next->last = last;
printsolidsegs();
return;
}
// There is a fragment above *start.
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(first, last);
poorhack = true;
}
else
{
2020-07-06 04:15:08 +00:00
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
2014-03-15 16:59:03 +00:00
HWR_StoreWallRange(0, highfrac);
}
// Now adjust the clip size.
start->first = first;
}
// Bottom contained in start?
if (last <= start->last)
{
printsolidsegs();
return;
}
next = start;
while (last >= (next+1)->first-1)
{
// There is a fragment between two posts.
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
2020-07-06 04:15:08 +00:00
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
2014-03-15 16:59:03 +00:00
HWR_StoreWallRange(lowfrac, highfrac);
}
next++;
if (last <= next->last)
{
// Bottom is contained in next.
// Adjust the clip size.
start->last = next->last;
goto crunch;
}
}
if (first == next->first+1) // 1 line texture
{
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
2020-07-06 04:15:08 +00:00
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
2014-03-15 16:59:03 +00:00
HWR_StoreWallRange(lowfrac, 1);
}
}
// Adjust the clip size.
start->last = last;
// Remove start+1 to next from the clip list,
// because start now covers their area.
crunch:
if (next == start)
{
printsolidsegs();
// Post just extended past the bottom of one post.
return;
}
while (next++ != hw_newend)
{
// Remove a post.
*++start = *next;
}
hw_newend = start;
printsolidsegs();
}
//
// handle LineDefs with upper and lower texture (windows)
//
static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
{
cliprange_t *start;
float lowfrac, highfrac;
//to allow noclipwalls but still solidseg reject of non-visible walls
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
2020-07-06 04:15:08 +00:00
start = gl_solidsegs;
2014-03-15 16:59:03 +00:00
while (start->last < first - 1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start).
HWR_StoreWallRange(0, 1);
return;
}
// There is a fragment above *start.
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{ //20/08/99: Changed by Hurdler (taken from faB's code)
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(min(start->first + 1,
2020-07-06 04:15:08 +00:00
start->last), (polyvertex_t *)gl_curline->pv1,
(polyvertex_t *)gl_curline->pv2);
2014-03-15 16:59:03 +00:00
HWR_StoreWallRange(0, highfrac);
}
}
// Bottom contained in start?
if (last <= start->last)
return;
while (last >= (start+1)->first-1)
{
// There is a fragment between two posts.
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
2020-07-06 04:15:08 +00:00
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
2014-03-15 16:59:03 +00:00
HWR_StoreWallRange(lowfrac, highfrac);
}
start++;
if (last <= start->last)
return;
}
if (first == start->first+1) // 1 line texture
{
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
2020-07-06 04:15:08 +00:00
if (!cv_glclipwalls.value)
2014-03-15 16:59:03 +00:00
{
if (!poorhack) HWR_StoreWallRange(0,1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last - 1,
2020-07-06 04:15:08 +00:00
start->first), (polyvertex_t *)gl_curline->pv1,
(polyvertex_t *)gl_curline->pv2);
2014-03-15 16:59:03 +00:00
HWR_StoreWallRange(lowfrac, 1);
}
}
}
// --------------------------------------------------------------------------
// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs)
// --------------------------------------------------------------------------
static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last)
{
cliprange_t * start;
// Find the first range that touches the range
// (adjacent pixels are touching).
2020-07-06 04:15:08 +00:00
start = gl_solidsegs;
2014-03-15 16:59:03 +00:00
while (start->last < first-1)
start++;
if (first < start->first)
return true;
// Bottom contained in start?
if (last <= start->last)
return false;
return true;
}
//
// HWR_ClearClipSegs
//
static void HWR_ClearClipSegs(void)
{
2020-07-06 04:15:08 +00:00
gl_solidsegs[0].first = -0x7fffffff;
gl_solidsegs[0].last = -1;
gl_solidsegs[1].first = vid.width; //viewwidth;
gl_solidsegs[1].last = 0x7fffffff;
hw_newend = gl_solidsegs+2;
2014-03-15 16:59:03 +00:00
}
#endif // NEWCLIP
2014-03-15 16:59:03 +00:00
// -----------------+
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
2020-07-06 04:15:08 +00:00
// Notes : gl_cursectorlight is set to the current subsector -> sector -> light value
2014-03-15 16:59:03 +00:00
// : (it may be mixed with the wall's own flat colour in the future ...)
// -----------------+
static void HWR_AddLine(seg_t * line)
{
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 x1, x2;
2014-03-15 16:59:03 +00:00
angle_t span, tspan;
boolean bothceilingssky = false, bothfloorssky = false;
#endif
2014-03-15 16:59:03 +00:00
// SoM: Backsector needs to be run through R_FakeFlat
static sector_t tempsec;
2014-03-15 16:59:03 +00:00
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
2014-03-15 16:59:03 +00:00
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
2020-07-06 04:15:08 +00:00
gl_curline = line;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y);
2014-03-15 16:59:03 +00:00
// OPTIMIZE: quickly reject orthogonal back sides.
angle1 = R_PointToAngle(v1x, v1y);
angle2 = R_PointToAngle(v2x, v2y);
2014-03-15 16:59:03 +00:00
#ifdef NEWCLIP
// 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;
#else
2014-03-15 16:59:03 +00:00
// Clip to view edges.
span = angle1 - angle2;
// backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing
if (span >= ANGLE_180)
return;
// Global angle needed by segcalc.
//rw_angle1 = angle1;
angle1 -= dup_viewangle;
angle2 -= dup_viewangle;
2020-07-06 04:15:08 +00:00
tspan = angle1 + gl_clipangle;
if (tspan > 2*gl_clipangle)
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
tspan -= 2*gl_clipangle;
2014-03-15 16:59:03 +00:00
// Totally off the left edge?
if (tspan >= span)
return;
2020-07-06 04:15:08 +00:00
angle1 = gl_clipangle;
2014-03-15 16:59:03 +00:00
}
2020-07-06 04:15:08 +00:00
tspan = gl_clipangle - angle2;
if (tspan > 2*gl_clipangle)
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
tspan -= 2*gl_clipangle;
2014-03-15 16:59:03 +00:00
// Totally off the left edge?
if (tspan >= span)
return;
2020-07-06 04:15:08 +00:00
angle2 = (angle_t)-(signed)gl_clipangle;
2014-03-15 16:59:03 +00:00
}
#if 0
{
float fx1,fx2,fy1,fy2;
//BP: test with a better projection than viewangletox[R_PointToAngle(angle)]
// do not enable this at release 4 mul and 2 div
2020-07-06 04:15:08 +00:00
fx1 = ((polyvertex_t *)(line->pv1))->x-gl_viewx;
fy1 = ((polyvertex_t *)(line->pv1))->y-gl_viewy;
fy2 = (fx1 * gl_viewcos + fy1 * gl_viewsin);
2014-03-15 16:59:03 +00:00
if (fy2 < 0)
// the point is back
fx1 = 0;
else
2020-07-06 04:15:08 +00:00
fx1 = gl_windowcenterx + (fx1 * gl_viewsin - fy1 * gl_viewcos) * gl_centerx / fy2;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
fx2 = ((polyvertex_t *)(line->pv2))->x-gl_viewx;
fy2 = ((polyvertex_t *)(line->pv2))->y-gl_viewy;
fy1 = (fx2 * gl_viewcos + fy2 * gl_viewsin);
2014-03-15 16:59:03 +00:00
if (fy1 < 0)
// the point is back
fx2 = vid.width;
else
2020-07-06 04:15:08 +00:00
fx2 = gl_windowcenterx + (fx2 * gl_viewsin - fy2 * gl_viewcos) * gl_centerx / fy1;
2014-03-15 16:59:03 +00:00
x1 = fx1+0.5f;
x2 = fx2+0.5f;
}
#else
// The seg is in the view range,
// but not necessarily visible.
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
2020-07-06 04:15:08 +00:00
x1 = gl_viewangletox[angle1];
x2 = gl_viewangletox[angle2];
2014-03-15 16:59:03 +00:00
#endif
// Does not cross a pixel?
// if (x1 == x2)
/* {
// BP: HERE IS THE MAIN PROBLEM !
//CONS_Debug(DBG_RENDER, "tineline\n");
return;
}
*/
#endif
2020-07-06 04:15:08 +00:00
gl_backsector = line->backsector;
2014-03-15 16:59:03 +00:00
#ifdef NEWCLIP
if (!line->backsector)
{
gld_clipper_SafeAddClipRange(angle2, angle1);
}
else
{
boolean bothceilingssky = false, bothfloorssky = false;
2020-07-06 04:15:08 +00:00
gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true);
2020-07-06 04:15:08 +00:00
if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
2020-07-06 04:15:08 +00:00
if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (!line->polyseg &&
!line->sidedef->midtexture
2020-07-06 04:15:08 +00:00
&& ((!gl_frontsector->ffloors && !gl_backsector->ffloors)
|| (gl_frontsector->tag == gl_backsector->tag)))
return; // line is empty, don't even bother
// treat like wide open window instead
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
}
2020-07-06 04:15:08 +00:00
if (CheckClip(line, gl_frontsector, gl_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.
2020-07-06 04:15:08 +00:00
if (checkforemptylines && R_IsEmptyLine(line, gl_frontsector, gl_backsector))
return;
}
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
#else
2014-03-15 16:59:03 +00:00
// Single sided line?
2020-07-06 04:15:08 +00:00
if (!gl_backsector)
2014-03-15 16:59:03 +00:00
goto clipsolid;
2020-07-06 04:15:08 +00:00
gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true);
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
2020-07-06 04:15:08 +00:00
if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (!line->polyseg &&
!line->sidedef->midtexture
2020-07-06 04:15:08 +00:00
&& ((!gl_frontsector->ffloors && !gl_backsector->ffloors)
|| (gl_frontsector->tag == gl_backsector->tag)))
return; // line is empty, don't even bother
goto clippass; // treat like wide open window instead
}
2020-07-06 04:15:08 +00:00
if (gl_frontsector->f_slope || gl_frontsector->c_slope || gl_backsector->f_slope || gl_backsector->c_slope)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
2020-07-06 04:15:08 +00:00
SLOPEPARAMS(gl_frontsector->f_slope, frontf1, frontf2, gl_frontsector-> floorheight)
SLOPEPARAMS(gl_frontsector->c_slope, frontc1, frontc2, gl_frontsector->ceilingheight)
SLOPEPARAMS( gl_backsector->f_slope, backf1, backf2, gl_backsector-> floorheight)
SLOPEPARAMS( gl_backsector->c_slope, backc1, backc2, gl_backsector->ceilingheight)
#undef SLOPEPARAMS
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
2014-03-15 16:59:03 +00:00
// Check for automap fix.
if (backc1 <= backf1 && backc2 <= backf2
2020-07-06 04:15:08 +00:00
&& ((backc1 >= frontc1 && backc2 >= frontc2) || gl_curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gl_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backc1 != frontc1 || backc2 != frontc2)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backf1 != frontf1 || backf2 != frontf2)
goto clippass;
}
else
{
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
2020-07-06 04:15:08 +00:00
if (gl_backsector->ceilingheight <= gl_frontsector->floorheight ||
gl_backsector->floorheight >= gl_frontsector->ceilingheight)
goto clipsolid;
// Check for automap fix.
2020-07-06 04:15:08 +00:00
if (gl_backsector->ceilingheight <= gl_backsector->floorheight
&& ((gl_backsector->ceilingheight >= gl_frontsector->ceilingheight) || gl_curline->sidedef->toptexture)
&& ((gl_backsector->floorheight <= gl_backsector->floorheight) || gl_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
2020-07-06 04:15:08 +00:00
if (gl_backsector->ceilingheight != gl_frontsector->ceilingheight)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
2020-07-06 04:15:08 +00:00
if (gl_backsector->floorheight != gl_frontsector->floorheight)
goto clippass;
}
2014-03-15 16:59:03 +00:00
// 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.
2020-07-06 04:15:08 +00:00
if (R_IsEmptyLine(gl_curline, gl_frontsector, gl_backsector))
2014-03-15 16:59:03 +00:00
return;
clippass:
if (x1 == x2)
{ x2++;x1 -= 2; }
HWR_ClipPassWallSegment(x1, x2-1);
return;
clipsolid:
if (x1 == x2)
goto clippass;
HWR_ClipSolidWallSegment(x1, x2-1);
#endif
2014-03-15 16:59:03 +00:00
}
// HWR_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true
// if some part of the bbox might be visible.
//
// modified to use local variables
static boolean HWR_CheckBBox(fixed_t *bspcoord)
{
INT32 boxpos;
2014-03-15 16:59:03 +00:00
fixed_t px1, py1, px2, py2;
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 sx1, sx2;
angle_t span, tspan;
#endif
2014-03-15 16:59:03 +00:00
// Find the corners of the box
// that define the edges from current viewpoint.
if (dup_viewx <= bspcoord[BOXLEFT])
boxpos = 0;
else if (dup_viewx < bspcoord[BOXRIGHT])
boxpos = 1;
else
boxpos = 2;
if (dup_viewy >= bspcoord[BOXTOP])
boxpos |= 0;
else if (dup_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]];
#ifdef NEWCLIP
angle1 = R_PointToAngle(px1, py1);
angle2 = R_PointToAngle(px2, py2);
return gld_clipper_SafeCheckRange(angle2, angle1);
#else
2014-03-15 16:59:03 +00:00
// check clip list for an open space
angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle;
angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle;
2014-03-15 16:59:03 +00:00
span = angle1 - angle2;
// Sitting on a line?
if (span >= ANGLE_180)
return true;
2020-07-06 04:15:08 +00:00
tspan = angle1 + gl_clipangle;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
if (tspan > 2*gl_clipangle)
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
tspan -= 2*gl_clipangle;
2014-03-15 16:59:03 +00:00
// Totally off the left edge?
if (tspan >= span)
return false;
2020-07-06 04:15:08 +00:00
angle1 = gl_clipangle;
2014-03-15 16:59:03 +00:00
}
2020-07-06 04:15:08 +00:00
tspan = gl_clipangle - angle2;
if (tspan > 2*gl_clipangle)
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
tspan -= 2*gl_clipangle;
2014-03-15 16:59:03 +00:00
// Totally off the left edge?
if (tspan >= span)
return false;
2020-07-06 04:15:08 +00:00
angle2 = (angle_t)-(signed)gl_clipangle;
2014-03-15 16:59:03 +00:00
}
// Find the first clippost
// that touches the source post
// (adjacent pixels are touching).
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
2020-07-06 04:15:08 +00:00
sx1 = gl_viewangletox[angle1];
sx2 = gl_viewangletox[angle2];
2014-03-15 16:59:03 +00:00
// Does not cross a pixel.
if (sx1 == sx2)
return false;
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
#endif
2014-03-15 16:59:03 +00:00
}
//
// HWR_AddPolyObjectSegs
//
// haleyjd 02/19/06
// Adds all segs in all polyobjects in the given subsector.
// Modified for hardware rendering.
//
static inline void HWR_AddPolyObjectSegs(void)
{
size_t i, j;
2020-07-06 04:15:08 +00:00
seg_t *gl_fakeline = Z_Calloc(sizeof(seg_t), PU_STATIC, NULL);
2014-03-15 16:59:03 +00:00
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
2020-07-06 04:15:08 +00:00
M_Memcpy(gl_fakeline, po_ptrs[i]->segs[j], sizeof(seg_t));
2014-03-15 16:59:03 +00:00
// Now convert the line to float and add it to be rendered
2020-07-06 04:15:08 +00:00
pv1->x = FIXED_TO_FLOAT(gl_fakeline->v1->x);
pv1->y = FIXED_TO_FLOAT(gl_fakeline->v1->y);
pv2->x = FIXED_TO_FLOAT(gl_fakeline->v2->x);
pv2->y = FIXED_TO_FLOAT(gl_fakeline->v2->y);
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
gl_fakeline->pv1 = pv1;
gl_fakeline->pv2 = pv2;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
HWR_AddLine(gl_fakeline);
2014-03-15 16:59:03 +00:00
}
}
// Free temporary data no longer needed
Z_Free(pv2);
Z_Free(pv1);
2020-07-06 04:15:08 +00:00
Z_Free(gl_fakeline);
2014-03-15 16:59:03 +00:00
}
2014-10-27 20:57:45 +00:00
static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
2019-11-09 01:58:41 +00:00
FBITFIELD blendmode, UINT8 lightlevel, levelflat_t *levelflat, sector_t *FOFsector,
2014-10-27 20:57:45 +00:00
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 fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
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boolean texflat = false;
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size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxs, tempyt;
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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 > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
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{
CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
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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);
}
// set texture for polygon
if (levelflat != NULL)
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{
if (levelflat->type == LEVELFLAT_TEXTURE)
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{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
texflat = true;
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}
else if (levelflat->type == LEVELFLAT_FLAT)
{
len = W_LumpLength(levelflat->u.flat.lumpnum);
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switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
flatflag = ((INT32)fflatwidth)-1;
}
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}
else // set no texture
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HWR_SetCurrentTexture(NULL);
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// reference point for flat texture coord for each vertex around the polygon
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flatxref = FIXED_TO_FLOAT(polysector->origVerts[0].x);
flatyref = FIXED_TO_FLOAT(polysector->origVerts[0].y);
flatxref = (float)(((fixed_t)flatxref & (~flatflag)) / fflatwidth);
flatyref = (float)(((fixed_t)flatyref & (~flatflag)) / fflatheight);
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// transform
v3d = planeVerts;
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
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{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
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angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
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angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
}
}
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else if (gl_frontsector)
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{
if (!isceiling) // it's a floor
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{
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scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
angle = gl_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
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}
else // it's a ceiling
{
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scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
angle = gl_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
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}
}
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
tempxs = FLOAT_TO_FIXED(scrollx);
tempyt = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
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// 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
tempxs = FLOAT_TO_FIXED(flatxref);
tempyt = FLOAT_TO_FIXED(flatyref);
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
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}
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for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++)
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{
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// Go from the polysector's original vertex locations
// Means the flat is offset based on the original vertex locations
if (texflat)
{
v3d->s = (float)(FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) + scrollx;
v3d->t = -(float)(FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly;
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}
else
{
v3d->s = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) - flatxref + scrollx);
v3d->t = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly);
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}
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// Need to rotate before translate
if (angle) // Only needs to be done if there's an altered angle
{
tempxs = FLOAT_TO_FIXED(v3d->s);
tempyt = FLOAT_TO_FIXED(v3d->t);
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if (texflat)
tempyt = -tempyt;
v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
v3d->t = (FIXED_TO_FLOAT(-FixedMul(tempxs, FINESINE(angle)) - FixedMul(tempyt, FINECOSINE(angle))));
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}
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v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x);
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v3d->y = height;
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v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
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}
HWR_Lighting(&Surf, lightlevel, planecolormap);
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if (blendmode & PF_Translucent)
{
Surf.PolyColor.s.alpha = (UINT8)alpha;
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blendmode |= PF_Modulated|PF_Occlude|PF_Clip;
}
else
blendmode |= PF_Masked|PF_Modulated|PF_Clip;
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HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, 1, false); // floor shader
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}
static void HWR_AddPolyObjectPlanes(void)
{
size_t i;
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sector_t *polyobjsector;
INT32 light = 0;
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// 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;
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if (polyobjsector->floorheight <= gl_frontsector->ceilingheight
&& polyobjsector->floorheight >= gl_frontsector->floorheight
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&& (viewz < polyobjsector->floorheight))
{
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light = R_GetPlaneLight(gl_frontsector, polyobjsector->floorheight, true);
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if (po_ptrs[i]->translucency > 0)
{
FSurfaceInfo Surf;
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
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HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->floorpic], po_ptrs[i], false, polyobjsector->floorheight,
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(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
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}
else
{
HWR_GetLevelFlat(&levelflats[polyobjsector->floorpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude,
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(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->floorpic],
polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
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}
}
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if (polyobjsector->ceilingheight >= gl_frontsector->floorheight
&& polyobjsector->ceilingheight <= gl_frontsector->ceilingheight
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&& (viewz > polyobjsector->ceilingheight))
{
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light = R_GetPlaneLight(gl_frontsector, polyobjsector->ceilingheight, true);
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if (po_ptrs[i]->translucency > 0)
{
FSurfaceInfo Surf;
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FBITFIELD blendmode;
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memset(&Surf, 0x00, sizeof(Surf));
2016-05-27 05:28:21 +00:00
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
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HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->ceilingpic], po_ptrs[i], true, polyobjsector->ceilingheight,
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(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
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}
else
{
HWR_GetLevelFlat(&levelflats[polyobjsector->ceilingpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude,
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(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->ceilingpic],
polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
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}
}
}
}
2014-03-15 16:59:03 +00:00
// -----------------+
// HWR_Subsector : Determine floor/ceiling planes.
// : Add sprites of things in sector.
// : Draw one or more line segments.
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// Notes : Sets gl_cursectorlight to the light of the parent sector, to modulate wall textures
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// -----------------+
static void HWR_Subsector(size_t num)
{
INT16 count;
seg_t *line;
subsector_t *sub;
static sector_t tempsec; //SoM: 4/7/2000
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INT32 floorlightlevel;
INT32 ceilinglightlevel;
INT32 locFloorHeight, locCeilingHeight;
INT32 cullFloorHeight, cullCeilingHeight;
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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));
/*if (num >= numsubsectors)
I_Error("HWR_Subsector: ss %i with numss = %i",
num,
numsubsectors);*/
#endif
if (num < numsubsectors)
{
// subsector
sub = &subsectors[num];
// sector
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gl_frontsector = sub->sector;
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// how many linedefs
count = sub->numlines;
// first line seg
line = &segs[sub->firstline];
}
else
{
// there are no segs but only planes
sub = &subsectors[0];
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gl_frontsector = sub->sector;
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count = 0;
line = NULL;
}
//SoM: 4/7/2000: Test to make Boom water work in Hardware mode.
2020-07-06 04:15:08 +00:00
gl_frontsector = R_FakeFlat(gl_frontsector, &tempsec, &floorlightlevel,
2014-03-15 16:59:03 +00:00
&ceilinglightlevel, false);
//FIXME: Use floorlightlevel and ceilinglightlevel insted of lightlevel.
2020-07-06 04:15:08 +00:00
floorcolormap = ceilingcolormap = gl_frontsector->extra_colormap;
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// ------------------------------------------------------------------------
// sector lighting, DISABLED because it's done in HWR_StoreWallRange
// ------------------------------------------------------------------------
/// \todo store a RGBA instead of just intensity, allow coloured sector lighting
//light = (FUBYTE)(sub->sector->lightlevel & 0xFF) / 255.0f;
2020-07-06 04:15:08 +00:00
//gl_cursectorlight.red = light;
//gl_cursectorlight.green = light;
//gl_cursectorlight.blue = light;
//gl_cursectorlight.alpha = light;
2014-03-15 16:59:03 +00:00
// ----- end special tricks -----
cullFloorHeight = P_GetSectorFloorZAt (gl_frontsector, viewx, viewy);
cullCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, viewx, viewy);
locFloorHeight = P_GetSectorFloorZAt (gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
locCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
if (gl_frontsector->ffloors)
2014-03-15 16:59:03 +00:00
{
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if (gl_frontsector->moved)
2014-03-15 16:59:03 +00:00
{
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gl_frontsector->numlights = sub->sector->numlights = 0;
R_Prep3DFloors(gl_frontsector);
sub->sector->lightlist = gl_frontsector->lightlist;
sub->sector->numlights = gl_frontsector->numlights;
sub->sector->moved = gl_frontsector->moved = false;
2014-03-15 16:59:03 +00:00
}
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light = R_GetPlaneLight(gl_frontsector, locFloorHeight, false);
if (gl_frontsector->floorlightsec == -1)
floorlightlevel = *gl_frontsector->lightlist[light].lightlevel;
floorcolormap = *gl_frontsector->lightlist[light].extra_colormap;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
light = R_GetPlaneLight(gl_frontsector, locCeilingHeight, false);
if (gl_frontsector->ceilinglightsec == -1)
ceilinglightlevel = *gl_frontsector->lightlist[light].lightlevel;
ceilingcolormap = *gl_frontsector->lightlist[light].extra_colormap;
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}
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sub->sector->extra_colormap = gl_frontsector->extra_colormap;
2014-03-15 16:59:03 +00:00
// render floor ?
#ifdef DOPLANES
// yeah, easy backface cull! :)
2016-01-24 08:41:30 +00:00
if (cullFloorHeight < dup_viewz)
2014-03-15 16:59:03 +00:00
{
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if (gl_frontsector->floorpic != skyflatnum)
2014-03-15 16:59:03 +00:00
{
if (sub->validcount != validcount)
{
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HWR_GetLevelFlat(&levelflats[gl_frontsector->floorpic]);
2020-03-22 17:13:59 +00:00
HWR_RenderPlane(sub, &extrasubsectors[num], false,
// Hack to make things continue to work around slopes.
2020-07-06 04:15:08 +00:00
locFloorHeight == cullFloorHeight ? locFloorHeight : gl_frontsector->floorheight,
// We now return you to your regularly scheduled rendering.
2020-07-06 04:15:08 +00:00
PF_Occlude, floorlightlevel, &levelflats[gl_frontsector->floorpic], NULL, 255, floorcolormap);
2014-03-15 16:59:03 +00:00
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight);
#endif
}
}
2016-01-24 08:41:30 +00:00
if (cullCeilingHeight > dup_viewz)
2014-03-15 16:59:03 +00:00
{
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if (gl_frontsector->ceilingpic != skyflatnum)
2014-03-15 16:59:03 +00:00
{
if (sub->validcount != validcount)
{
2020-07-06 04:15:08 +00:00
HWR_GetLevelFlat(&levelflats[gl_frontsector->ceilingpic]);
2020-03-22 17:13:59 +00:00
HWR_RenderPlane(sub, &extrasubsectors[num], true,
// Hack to make things continue to work around slopes.
2020-07-06 04:15:08 +00:00
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gl_frontsector->ceilingheight,
// We now return you to your regularly scheduled rendering.
2020-07-06 04:15:08 +00:00
PF_Occlude, ceilinglightlevel, &levelflats[gl_frontsector->ceilingpic], NULL, 255, ceilingcolormap);
2014-03-15 16:59:03 +00:00
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight);
#endif
}
}
#ifndef POLYSKY
// Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky
2020-07-06 04:15:08 +00:00
if (gl_frontsector->ceilingpic == skyflatnum || gl_frontsector->floorpic == skyflatnum)
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drawsky = true;
#endif
#ifdef R_FAKEFLOORS
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if (gl_frontsector->ffloors)
2014-03-15 16:59:03 +00:00
{
/// \todo fix light, xoffs, yoffs, extracolormap ?
ffloor_t * rover;
2020-07-06 04:15:08 +00:00
for (rover = gl_frontsector->ffloors;
2014-03-15 16:59:03 +00:00
rover; rover = rover->next)
{
fixed_t cullHeight, centerHeight;
// bottom plane
2020-03-22 14:17:16 +00:00
cullHeight = P_GetFFloorBottomZAt(rover, viewx, viewy);
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centerHeight = P_GetFFloorBottomZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES))
continue;
if (sub->validcount == validcount)
continue;
if (centerHeight <= locCeilingHeight &&
centerHeight >= locFloorHeight &&
((dup_viewz < cullHeight && (rover->flags & FF_BOTHPLANES || !(rover->flags & FF_INVERTPLANES))) ||
(dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
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{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
2020-07-06 04:15:08 +00:00
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
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HWR_AddTransparentFloor(0,
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&extrasubsectors[num],
false,
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*rover->bottomheight,
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*gl_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
2014-03-15 16:59:03 +00:00
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
2019-11-09 01:58:41 +00:00
HWR_AddTransparentFloor(&levelflats[*rover->bottompic],
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&extrasubsectors[num],
false,
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*rover->bottomheight,
2020-07-06 04:15:08 +00:00
*gl_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
2020-07-06 04:15:08 +00:00
false, *gl_frontsector->lightlist[light].extra_colormap);
2014-03-15 16:59:03 +00:00
}
else
{
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
2020-07-06 04:15:08 +00:00
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
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}
}
// top plane
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cullHeight = P_GetFFloorTopZAt(rover, viewx, viewy);
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centerHeight = P_GetFFloorTopZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
if (centerHeight >= locFloorHeight &&
centerHeight <= locCeilingHeight &&
((dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || !(rover->flags & FF_INVERTPLANES))) ||
(dup_viewz < cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
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{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
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light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
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HWR_AddTransparentFloor(0,
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&extrasubsectors[num],
true,
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*rover->topheight,
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*gl_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
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true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
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{
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light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
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HWR_AddTransparentFloor(&levelflats[*rover->toppic],
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&extrasubsectors[num],
true,
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*rover->topheight,
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*gl_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
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false, *gl_frontsector->lightlist[light].extra_colormap);
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}
else
{
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
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light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
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}
}
}
}
#endif
#endif //doplanes
// 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);
}
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// for render stats
rs_numpolyobjects += numpolys;
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// Sort polyobjects
R_SortPolyObjects(sub);
// Draw polyobject lines.
HWR_AddPolyObjectSegs();
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if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
{
// Draw polyobject planes
HWR_AddPolyObjectPlanes();
}
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}
// 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'
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HWR_AddSprites(gl_frontsector);
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//Hurdler: at this point validcount must be the same, but is not because
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// gl_frontsector doesn't point anymore to sub->sector due to
// the call gl_frontsector = R_FakeFlat(...)
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// 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--)
{
if (!line->glseg && !line->polyseg) // ignore segs that belong to polyobjects
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HWR_AddLine(line);
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line++;
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}
}
sub->validcount = validcount;
}
//
// Renders all subsectors below a given node,
// traversing subtree recursively.
// Just call with BSP root.
#ifdef coolhack
//t;b;l;r
static fixed_t hackbbox[4];
//BOXTOP,
//BOXBOTTOM,
//BOXLEFT,
//BOXRIGHT
static boolean HWR_CheckHackBBox(fixed_t *bb)
{
if (bb[BOXTOP] < hackbbox[BOXBOTTOM]) //y up
return false;
if (bb[BOXBOTTOM] > hackbbox[BOXTOP])
return false;
if (bb[BOXLEFT] > hackbbox[BOXRIGHT])
return false;
if (bb[BOXRIGHT] < hackbbox[BOXLEFT])
return false;
return true;
}
#endif
// BP: big hack for a test in lighning ref : 1249753487AB
fixed_t *hwbbox;
static void HWR_RenderBSPNode(INT32 bspnum)
{
/*//GZDoom code
if(bspnum == -1)
{
HWR_Subsector(subsectors);
return;
}
while(!((size_t)bspnum&(~NF_SUBSECTOR))) // Keep going until found a subsector
{
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
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// Recursively divide front space (toward the viewer)
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HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space (away from viewer)
side ^= 1;
if (!HWR_CheckBBox(bsp->bbox[side]))
return;
bspnum = bsp->children[side];
}
HWR_Subsector(bspnum-1);
*/
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side;
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rs_numbspcalls++;
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// Found a subsector?
if (bspnum & NF_SUBSECTOR)
{
if (bspnum == -1)
{
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//*(gl_drawsubsector_p++) = 0;
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HWR_Subsector(0);
}
else
{
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//*(gl_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR);
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HWR_Subsector(bspnum&(~NF_SUBSECTOR));
}
return;
}
// Decide which side the view point is on.
side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side];
// Recursively divide front space.
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (HWR_CheckBBox(bsp->bbox[side^1]))
{
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side^1];
HWR_RenderBSPNode(bsp->children[side^1]);
}
}
/*
//
// Clear 'stack' of subsectors to draw
//
static void HWR_ClearDrawSubsectors(void)
{
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gl_drawsubsector_p = gl_drawsubsectors;
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}
//
// Draw subsectors pushed on the drawsubsectors 'stack', back to front
//
static void HWR_RenderSubsectors(void)
{
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while (gl_drawsubsector_p > gl_drawsubsectors)
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{
HWR_RenderBSPNode(
lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR);
}
}
*/
// ==========================================================================
// FROM R_MAIN.C
// ==========================================================================
//BP : exactely the same as R_InitTextureMapping
void HWR_InitTextureMapping(void)
{
angle_t i;
INT32 x;
INT32 t;
fixed_t focallength;
fixed_t grcenterx;
fixed_t grcenterxfrac;
INT32 grviewwidth;
#define clipanglefov (FIELDOFVIEW>>ANGLETOFINESHIFT)
grviewwidth = vid.width;
grcenterx = grviewwidth/2;
grcenterxfrac = grcenterx<<FRACBITS;
// Use tangent table to generate viewangletox:
// viewangletox will give the next greatest x
// after the view angle.
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv(grcenterxfrac,
FINETANGENT(FINEANGLES/4+clipanglefov/2));
for (i = 0; i < FINEANGLES/2; i++)
{
if (FINETANGENT(i) > FRACUNIT*2)
t = -1;
else if (FINETANGENT(i) < -FRACUNIT*2)
t = grviewwidth+1;
else
{
t = FixedMul(FINETANGENT(i), focallength);
t = (grcenterxfrac - t+FRACUNIT-1)>>FRACBITS;
if (t < -1)
t = -1;
else if (t > grviewwidth+1)
t = grviewwidth+1;
}
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gl_viewangletox[i] = t;
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}
// Scan viewangletox[] to generate xtoviewangle[]:
// xtoviewangle will give the smallest view angle
// that maps to x.
for (x = 0; x <= grviewwidth; x++)
{
i = 0;
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while (gl_viewangletox[i]>x)
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i++;
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gl_xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
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}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
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if (gl_viewangletox[i] == -1)
gl_viewangletox[i] = 0;
else if (gl_viewangletox[i] == grviewwidth+1)
gl_viewangletox[i] = grviewwidth;
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}
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gl_clipangle = gl_xtoviewangle[0];
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}
// ==========================================================================
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// gl_things.c
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// ==========================================================================
// 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!!)
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static UINT32 gl_visspritecount;
static gl_vissprite_t *gl_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
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// --------------------------------------------------------------------------
// HWR_ClearSprites
// Called at frame start.
// --------------------------------------------------------------------------
static void HWR_ClearSprites(void)
{
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gl_visspritecount = 0;
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}
// --------------------------------------------------------------------------
// HWR_NewVisSprite
// --------------------------------------------------------------------------
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static gl_vissprite_t gl_overflowsprite;
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static gl_vissprite_t *HWR_GetVisSprite(UINT32 num)
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{
UINT32 chunk = num >> VISSPRITECHUNKBITS;
// Allocate chunk if necessary
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if (!gl_visspritechunks[chunk])
Z_Malloc(sizeof(gl_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gl_visspritechunks[chunk]);
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return gl_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
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}
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static gl_vissprite_t *HWR_NewVisSprite(void)
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{
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if (gl_visspritecount == MAXVISSPRITES)
return &gl_overflowsprite;
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return HWR_GetVisSprite(gl_visspritecount++);
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}
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// A hack solution for transparent surfaces appearing on top of linkdraw sprites.
// Keep a list of linkdraw sprites and draw their shapes to the z-buffer after all other
// sprite drawing is done. (effectively the z-buffer drawing of linkdraw sprites is delayed)
// NOTE: This will no longer be necessary once full translucent sorting is implemented, where
// translucent sprites and surfaces are sorted together.
typedef struct
{
FOutVector verts[4];
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gl_vissprite_t *spr;
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} zbuffersprite_t;
// this list is used to store data about linkdraw sprites
zbuffersprite_t linkdrawlist[MAXVISSPRITES];
UINT32 linkdrawcount = 0;
// add the necessary data to the list for delayed z-buffer drawing
2020-07-12 23:09:43 +00:00
static void HWR_LinkDrawHackAdd(FOutVector *verts, gl_vissprite_t *spr)
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{
if (linkdrawcount < MAXVISSPRITES)
{
memcpy(linkdrawlist[linkdrawcount].verts, verts, sizeof(FOutVector) * 4);
linkdrawlist[linkdrawcount].spr = spr;
linkdrawcount++;
}
}
// process and clear the list of sprites for delayed z-buffer drawing
static void HWR_LinkDrawHackFinish(void)
{
UINT32 i;
FSurfaceInfo surf;
surf.PolyColor.rgba = 0xFFFFFFFF;
surf.TintColor.rgba = 0xFFFFFFFF;
surf.FadeColor.rgba = 0xFFFFFFFF;
surf.LightInfo.light_level = 0;
surf.LightInfo.fade_start = 0;
surf.LightInfo.fade_end = 31;
for (i = 0; i < linkdrawcount; i++)
{
// draw sprite shape, only to z-buffer
HWR_GetPatch(linkdrawlist[i].spr->gpatch);
HWR_ProcessPolygon(&surf, linkdrawlist[i].verts, 4, PF_Translucent|PF_Occlude|PF_Invisible|PF_Clip, 0, false);
}
// reset list
linkdrawcount = 0;
}
2014-11-12 00:55:07 +00:00
//
// 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;
}
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static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
{
2020-01-16 17:37:32 +00:00
GLPatch_t *gpatch;
FOutVector shadowVerts[4];
FSurfaceInfo sSurf;
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float fscale; float fx; float fy; float offset;
extracolormap_t *colormap = NULL;
UINT8 i;
SINT8 flip = P_MobjFlip(thing);
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INT32 light;
fixed_t scalemul;
UINT16 alpha;
fixed_t floordiff;
fixed_t groundz;
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fixed_t slopez;
pslope_t *groundslope;
groundz = R_GetShadowZ(thing, &groundslope);
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//if (abs(groundz - gl_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
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alpha = floordiff / (4*FRACUNIT) + 75;
if (alpha >= 255) return;
alpha = 255 - alpha;
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gpatch = (GLPatch_t *)W_CachePatchName("DSHADOW", PU_CACHE);
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if (!(gpatch && gpatch->mipmap->format)) return;
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HWR_GetPatch(gpatch);
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
scalemul = FixedMul(scalemul, (thing->radius*2) / SHORT(gpatch->height));
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fscale = FIXED_TO_FLOAT(scalemul);
fx = FIXED_TO_FLOAT(thing->x);
fy = FIXED_TO_FLOAT(thing->y);
// 3--2
// | /|
// |/ |
// 0--1
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if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
offset = (SHORT(gpatch->height)/2) * fscale;
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else
offset = (float)(SHORT(gpatch->height)/2);
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shadowVerts[2].x = shadowVerts[3].x = fx + offset;
shadowVerts[1].x = shadowVerts[0].x = fx - offset;
shadowVerts[1].z = shadowVerts[2].z = fy - offset;
shadowVerts[0].z = shadowVerts[3].z = fy + offset;
for (i = 0; i < 4; i++)
{
float oldx = shadowVerts[i].x;
float oldy = shadowVerts[i].z;
2020-07-06 04:15:08 +00:00
shadowVerts[i].x = fx + ((oldx - fx) * gl_viewcos) - ((oldy - fy) * gl_viewsin);
shadowVerts[i].z = fy + ((oldx - fx) * gl_viewsin) + ((oldy - fy) * gl_viewcos);
2020-02-02 03:58:11 +00:00
}
if (groundslope)
{
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for (i = 0; i < 4; i++)
{
slopez = P_GetSlopeZAt(groundslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + flip * 0.05f;
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}
}
else
{
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for (i = 0; i < 4; i++)
shadowVerts[i].y = FIXED_TO_FLOAT(groundz) + flip * 0.05f;
}
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shadowVerts[0].s = shadowVerts[3].s = 0;
shadowVerts[2].s = shadowVerts[1].s = gpatch->max_s;
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shadowVerts[3].t = shadowVerts[2].t = 0;
shadowVerts[0].t = shadowVerts[1].t = gpatch->max_t;
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if (thing->subsector->sector->numlights)
{
light = R_GetPlaneLight(thing->subsector->sector, groundz, false); // Always use the light at the top instead of whatever I was doing before
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if (*thing->subsector->sector->lightlist[light].extra_colormap)
colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
}
else
{
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if (thing->subsector->sector->extra_colormap)
colormap = thing->subsector->sector->extra_colormap;
}
2020-01-16 17:37:32 +00:00
2020-02-02 03:58:11 +00:00
HWR_Lighting(&sSurf, 0, colormap);
sSurf.PolyColor.s.alpha = alpha;
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2020-06-07 18:20:52 +00:00
HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip, 3, false); // sprite shader
}
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
2020-07-06 04:15:08 +00:00
static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts, const boolean precip)
{
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if (cv_glspritebillboarding.value
2019-05-06 19:24:26 +00:00
&& spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)
&& wallVerts)
{
float basey = FIXED_TO_FLOAT(spr->mobj->z);
float lowy = wallVerts[0].y;
if (!precip && P_MobjFlip(spr->mobj) == -1) // precip doesn't have eflags so they can't flip
{
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
2020-07-06 04:15:08 +00:00
wallVerts[2].y = wallVerts[3].y = (spr->ty - basey) * gl_viewludsin + basey;
wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gl_viewludsin + basey;
// translate back to be around 0 before translating back
2020-07-06 04:15:08 +00:00
wallVerts[3].x += ((spr->ty - basey) * gl_viewludcos) * gl_viewcos;
wallVerts[2].x += ((spr->ty - basey) * gl_viewludcos) * gl_viewcos;
2020-07-06 04:15:08 +00:00
wallVerts[0].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos;
wallVerts[1].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos;
2020-07-06 04:15:08 +00:00
wallVerts[3].z += ((spr->ty - basey) * gl_viewludcos) * gl_viewsin;
wallVerts[2].z += ((spr->ty - basey) * gl_viewludcos) * gl_viewsin;
2020-07-06 04:15:08 +00:00
wallVerts[0].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin;
wallVerts[1].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin;
}
}
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static void HWR_SplitSprite(gl_vissprite_t *spr)
2018-03-22 00:52:14 +00:00
{
float this_scale = 1.0f;
FOutVector wallVerts[4];
FOutVector baseWallVerts[4]; // This is what the verts should end up as
2018-03-22 00:52:14 +00:00
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;
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FBITFIELD occlusion;
boolean use_linkdraw_hack = false;
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UINT8 alpha;
INT32 i;
float realtop, realbot, top, bot;
float ttop, tbot, tmult;
2018-03-22 00:52:14 +00:00
float bheight;
float realheight, heightmult;
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const sector_t *sector = spr->mobj->subsector->sector;
const lightlist_t *list = sector->lightlist;
float endrealtop, endrealbot, endtop, endbot;
float endbheight;
float endrealheight;
2018-03-22 00:52:14 +00:00
fixed_t temp;
fixed_t v1x, v1y, v2x, v2y;
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
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gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
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// 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);
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;
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baseWallVerts[2].y = baseWallVerts[3].y = spr->ty;
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if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height * this_scale;
2018-03-22 00:52:14 +00:00
else
baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height;
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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;
2018-03-22 00:52:14 +00:00
}
// 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;
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}
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// if it has a dispoffset, push it a little towards the camera
2018-12-18 21:37:01 +00:00
if (spr->dispoffset) {
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float co = -gl_viewcos*(0.05f*spr->dispoffset);
float si = -gl_viewsin*(0.05f*spr->dispoffset);
baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si;
baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si;
baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co;
baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co;
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}
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// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, baseWallVerts, false);
realtop = top = baseWallVerts[3].y;
realbot = bot = baseWallVerts[0].y;
ttop = baseWallVerts[3].t;
tbot = baseWallVerts[0].t;
tmult = (tbot - ttop) / (top - bot);
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endrealtop = endtop = baseWallVerts[2].y;
endrealbot = endbot = baseWallVerts[1].y;
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// 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));
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// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
occlusion = 0;
else
occlusion = PF_Occlude;
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if (!cv_translucency.value) // translucency disabled
{
Surf.PolyColor.s.alpha = 0xFF;
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blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
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}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.PolyColor.s.alpha = 0x40;
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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;
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blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
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}
alpha = Surf.PolyColor.s.alpha;
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// 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;
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i = 0;
temp = FLOAT_TO_FIXED(realtop);
if (spr->mobj->frame & FF_FULLBRIGHT)
lightlevel = 255;
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for (i = 1; i < sector->numlights; i++)
{
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fixed_t h = P_GetLightZAt(&sector->lightlist[i], spr->mobj->x, spr->mobj->y);
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if (h <= temp)
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *list[i-1].lightlevel > 255 ? 255 : *list[i-1].lightlevel;
colormap = *list[i-1].extra_colormap;
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break;
}
}
for (i = 0; i < sector->numlights; i++)
{
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if (endtop < endrealbot && top < realbot)
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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 > 255 ? 255 : *list[i].lightlevel;
colormap = *list[i].extra_colormap;
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}
if (i + 1 < sector->numlights)
{
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temp = P_GetLightZAt(&list[i+1], v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetLightZAt(&list[i+1], v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
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}
else
{
bheight = realbot;
endbheight = endrealbot;
}
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if (endbheight >= endtop && bheight >= top)
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continue;
bot = bheight;
if (bot < realbot)
bot = realbot;
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
wallVerts[3].t = ttop + ((realtop - top) * tmult);
wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult);
wallVerts[0].t = ttop + ((realtop - bot) * tmult);
wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult);
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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
2020-07-06 04:15:08 +00:00
if (cv_glspritebillboarding.value
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&& 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;
}
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HWR_Lighting(&Surf, lightlevel, colormap);
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Surf.PolyColor.s.alpha = alpha;
2018-03-22 00:52:14 +00:00
2020-06-07 18:20:52 +00:00
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
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if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
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top = bot;
endtop = endbot;
}
bot = realbot;
endbot = endrealbot;
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if (endtop <= endrealbot && top <= realbot)
2018-03-22 00:52:14 +00:00
return;
// If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite
wallVerts[3].t = ttop + ((realtop - top) * tmult);
wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult);
wallVerts[0].t = ttop + ((realtop - bot) * tmult);
wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult);
2018-03-22 00:52:14 +00:00
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
HWR_Lighting(&Surf, lightlevel, colormap);
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Surf.PolyColor.s.alpha = alpha;
2018-03-22 00:52:14 +00:00
2020-06-07 18:20:52 +00:00
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
2020-06-27 14:22:00 +00:00
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
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}
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// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
2020-07-06 04:15:08 +00:00
static void HWR_DrawSprite(gl_vissprite_t *spr)
2014-03-15 16:59:03 +00:00
{
float this_scale = 1.0f;
2014-03-15 16:59:03 +00:00
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);
//const boolean papersprite = (spr->mobj && (spr->mobj->frame & FF_PAPERSPRITE));
2014-03-15 16:59:03 +00:00
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;
2018-03-22 00:52:14 +00:00
if (spr->mobj->subsector->sector->numlights)
{
HWR_SplitSprite(spr);
return;
}
2014-03-15 16:59:03 +00:00
// 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
2019-08-18 17:16:48 +00:00
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
2014-03-15 16:59:03 +00:00
#ifdef ALAM_LIGHTING
if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY ||
(spr->mobj->player && spr->mobj->player->powers[pw_super])))
HWR_DL_AddLight(spr, gpatch);
#endif
// 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;
2018-12-15 00:33:40 +00:00
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
2014-03-15 16:59:03 +00:00
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;
2014-03-15 16:59:03 +00:00
if (spr->flip)
{
wallVerts[0].s = wallVerts[3].s = gpatch->max_s;
wallVerts[2].s = wallVerts[1].s = 0;
2014-03-15 16:59:03 +00:00
}else{
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = gpatch->max_s;
2014-03-15 16:59:03 +00:00
}
// 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;
2014-03-15 16:59:03 +00:00
}else{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = gpatch->max_t;
2014-03-15 16:59:03 +00:00
}
// 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);
2018-12-18 21:37:01 +00:00
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
2020-07-06 04:15:08 +00:00
float co = -gl_viewcos*(0.05f*spr->dispoffset);
float si = -gl_viewsin*(0.05f*spr->dispoffset);
2018-12-18 21:37:01 +00:00
wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
}
2018-12-18 21:59:59 +00:00
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, wallVerts, false);
2014-03-15 16:59:03 +00:00
// 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;
2014-03-15 16:59:03 +00:00
extracolormap_t *colormap = sector->extra_colormap;
2018-03-22 00:52:14 +00:00
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
2014-03-15 16:59:03 +00:00
HWR_Lighting(&Surf, lightlevel, colormap);
2014-03-15 16:59:03 +00:00
}
{
FBITFIELD blend = 0;
2020-06-27 14:22:00 +00:00
FBITFIELD occlusion;
boolean use_linkdraw_hack = false;
// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
occlusion = 0;
else
occlusion = PF_Occlude;
if (!cv_translucency.value) // translucency disabled
{
Surf.PolyColor.s.alpha = 0xFF;
2020-06-27 14:22:00 +00:00
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
2014-03-15 16:59:03 +00:00
{
Surf.PolyColor.s.alpha = 0x40;
2014-03-15 16:59:03 +00:00
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;
2020-06-27 14:22:00 +00:00
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
2014-03-15 16:59:03 +00:00
}
2020-06-07 18:20:52 +00:00
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
2020-06-27 14:22:00 +00:00
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
2014-03-15 16:59:03 +00:00
}
}
#ifdef HWPRECIP
// Sprite drawer for precipitation
2020-07-06 04:15:08 +00:00
static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
2014-03-15 16:59:03 +00:00
{
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
2019-08-18 17:16:48 +00:00
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
2014-03-15 16:59:03 +00:00
// 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;
2014-03-15 16:59:03 +00:00
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, wallVerts, true);
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = gpatch->max_s;
2014-03-15 16:59:03 +00:00
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = gpatch->max_t;
2014-03-15 16:59:03 +00:00
// 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
2014-03-15 16:59:03 +00:00
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
2014-03-15 16:59:03 +00:00
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 > 255 ? 255 : *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
}
2014-03-15 16:59:03 +00:00
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
HWR_Lighting(&Surf, lightlevel, colormap);
}
2014-03-15 16:59:03 +00:00
if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.PolyColor.s.alpha = 0x40;
2014-03-15 16:59:03 +00:00
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;
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blend = PF_Translucent|PF_Occlude;
}
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HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
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}
#endif
// --------------------------------------------------------------------------
// Sort vissprites by distance
// --------------------------------------------------------------------------
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gl_vissprite_t* gl_vsprorder[MAXVISSPRITES];
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// Note: 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)
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{
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gl_vissprite_t* spr1 = *(gl_vissprite_t*const*)p1;
gl_vissprite_t* spr2 = *(gl_vissprite_t*const*)p2;
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int idiff;
float fdiff;
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float tz1, tz2;
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// Make transparent sprites last. Comment from the previous sort implementation:
// Sryder: Oh boy, while it's nice having ALL the sprites sorted properly, it fails when we bring MD2's into the
// mix and they want to be translucent. So let's place all the translucent sprites and MD2's AFTER
// everything else, but still ordered of course, the depth buffer can handle the opaque ones plenty fine.
// We just need to move all translucent ones to the end in order
// TODO: Fully sort all sprites and MD2s with walls and floors, this part will be unnecessary after that
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int transparency1;
int transparency2;
// check for precip first, because then sprX->mobj is actually a precipmobj_t and does not have flags2 or tracer
int linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
int linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
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// ^ is the XOR operation
// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
// the tracer's properties instead of the main sprite's.
if ((linkdraw1 && linkdraw2 && spr1->mobj->tracer != spr2->mobj->tracer) || (linkdraw1 ^ linkdraw2))
{
if (linkdraw1)
{
tz1 = spr1->tracertz;
transparency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANSMASK);
}
else
{
tz1 = spr1->tz;
transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TRANSMASK);
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}
if (linkdraw2)
{
tz2 = spr2->tracertz;
transparency2 = (spr2->mobj->tracer->flags2 & MF2_SHADOW) || (spr2->mobj->tracer->frame & FF_TRANSMASK);
}
else
{
tz2 = spr2->tz;
transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TRANSMASK);
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}
}
else
{
tz1 = spr1->tz;
transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TRANSMASK);
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tz2 = spr2->tz;
transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TRANSMASK);
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}
// first compare transparency flags, then compare tz, then compare dispoffset
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idiff = transparency1 - transparency2;
if (idiff != 0) return idiff;
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fdiff = tz2 - tz1; // this order seems correct when checking with apitrace. Back to front.
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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;
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for (i = 0; i < gl_visspritecount; i++)
{
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gl_vsprorder[i] = HWR_GetVisSprite(i);
}
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qsort(gl_vsprorder, gl_visspritecount, sizeof(gl_vissprite_t*), CompareVisSprites);
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}
// 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];
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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
void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
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#define MAX_TRANSPARENTWALL 256
typedef struct
{
extrasubsector_t *xsub;
boolean isceiling;
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fixed_t fixedheight;
INT32 lightlevel;
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levelflat_t *levelflat;
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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;
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typedef struct
{
polyobj_t *polysector;
boolean isceiling;
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fixed_t fixedheight;
INT32 lightlevel;
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levelflat_t *levelflat;
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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;
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//Hurdler: 3D water sutffs
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typedef struct gl_drawnode_s
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{
planeinfo_t *plane;
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polyplaneinfo_t *polyplane;
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wallinfo_t *wall;
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gl_vissprite_t *sprite;
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// struct gl_drawnode_s *next;
// struct gl_drawnode_s *prev;
} gl_drawnode_t;
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static INT32 drawcount = 0;
#define MAX_TRANSPARENTFLOOR 512
// This will likely turn into a copy of HWR_Add3DWater and replace it.
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap)
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{
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;
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planeinfo[numplanes].fixedheight = fixedheight;
planeinfo[numplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255;
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planeinfo[numplanes].levelflat = levelflat;
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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++;
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numplanes++;
}
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// 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(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
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{
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;
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polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
polyplaneinfo[numpolyplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255;
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polyplaneinfo[numpolyplanes].levelflat = levelflat;
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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
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gl_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("CompareDrawNodes: 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("CompareDrawNodes: n2 unknown");
diff = v2 - v1;
if (diff == 0) I_Error("CompareDrawNodes: 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("CompareDrawNodePlanes: Uh.. This isn't a plane! (n1)");
if (!sortnode[n2].plane) I_Error("CompareDrawNodePlanes: Uh.. This isn't a plane! (n2)");
return ABS(sortnode[n2].plane->fixedheight - viewz) - ABS(sortnode[n1].plane->fixedheight - viewz);
}
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//
// HWR_CreateDrawNodes
// Creates and sorts a list of drawnodes for the scene being rendered.
static void HWR_CreateDrawNodes(void)
{
UINT32 i = 0, p = 0;
size_t run_start = 0;
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// 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);
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// 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);
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rs_hw_nodesorttime = I_GetTimeMicros();
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for (i = 0; i < numplanes; i++, p++)
{
sortnode[p].plane = &planeinfo[i];
sortindex[p] = p;
}
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for (i = 0; i < numpolyplanes; i++, p++)
{
sortnode[p].polyplane = &polyplaneinfo[i];
sortindex[p] = p;
}
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for (i = 0; i < numwalls; i++, p++)
{
sortnode[p].wall = &wallinfo[i];
sortindex[p] = p;
}
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2020-04-18 22:25:28 +00:00
rs_numdrawnodes = p;
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// p is the number of stuff to sort
// sort the list based on the value of the 'drawcount' member of the drawnodes.
qsort(sortindex, p, sizeof(size_t), CompareDrawNodes);
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// an additional pass is needed to correct the order of consecutive planes in the list.
// for each consecutive run of planes in the list, sort that run based on plane height and view height.
while (run_start < p-1)// p-1 because a 1 plane run at the end of the list does not count
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{
// locate run start
if (sortnode[sortindex[run_start]].plane)
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{
// 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..
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{
if (!sortnode[sortindex[i]].plane) break;
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}
run_end = i-1;
if (run_end > run_start)// if there are multiple consecutive planes, not just one
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{
// consecutive run of planes found, now sort it
qsort(sortindex + run_start, run_end - run_start + 1, sizeof(size_t), CompareDrawNodePlanes);
2014-03-15 16:59:03 +00:00
}
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++;
}
}
2014-03-15 16:59:03 +00:00
rs_hw_nodesorttime = I_GetTimeMicros() - rs_hw_nodesorttime;
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rs_hw_nodedrawtime = I_GetTimeMicros();
2020-04-18 22:25:28 +00:00
2014-03-15 16:59:03 +00:00
// Okay! Let's draw it all! Woo!
HWD.pfnSetTransform(&atransform);
HWD.pfnSetShader(0);
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for (i = 0; i < p; i++)
{
if (sortnode[sortindex[i]].plane)
{
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// We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes.
gl_frontsector = NULL;
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if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture))
HWR_GetLevelFlat(sortnode[sortindex[i]].plane->levelflat);
HWR_RenderPlane(NULL, 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->levelflat, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->planecolormap);
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}
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else if (sortnode[sortindex[i]].polyplane)
{
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// We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes.
gl_frontsector = NULL;
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if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
HWR_GetLevelFlat(sortnode[sortindex[i]].polyplane->levelflat);
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,
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sortnode[sortindex[i]].polyplane->levelflat, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
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}
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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);
}
}
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rs_hw_nodedrawtime = I_GetTimeMicros() - rs_hw_nodedrawtime;
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numwalls = 0;
numplanes = 0;
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numpolyplanes = 0;
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// No mem leaks, please.
Z_Free(sortnode);
Z_Free(sortindex);
}
// --------------------------------------------------------------------------
// Draw all vissprites
// --------------------------------------------------------------------------
// added the stransform so they can be switched as drawing happenes so MD2s and sprites are sorted correctly with each other
2014-03-15 16:59:03 +00:00
static void HWR_DrawSprites(void)
{
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UINT32 i;
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boolean skipshadow = false; // skip shadow if it was drawn already for a linkdraw sprite encountered earlier in the list
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HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_glmodellighting.value);
for (i = 0; i < gl_visspritecount; i++)
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{
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gl_vissprite_t *spr = gl_vsprorder[i];
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#ifdef HWPRECIP
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if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
else
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#endif
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{
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if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value && !skipshadow)
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{
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HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
}
2020-01-16 17:37:32 +00:00
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if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
{
// If this linkdraw sprite is behind a sprite that has a shadow,
// then that shadow has to be drawn first, otherwise the shadow ends up on top of
// the linkdraw sprite because the linkdraw sprite does not modify the z-buffer.
// The !skipshadow check is there in case there are multiple linkdraw sprites connected
// to the same tracer, so the tracer's shadow only gets drawn once.
if (cv_shadow.value && !skipshadow && spr->dispoffset < 0 && spr->mobj->tracer->shadowscale)
{
HWR_DrawDropShadow(spr->mobj->tracer, spr->mobj->tracer->shadowscale);
skipshadow = true;
// The next sprite in this loop should be either another linkdraw sprite or the tracer.
// When the tracer is inevitably encountered, skipshadow will cause it's shadow
// to get skipped and skipshadow will get set to false by the 'else' clause below.
}
}
else
{
skipshadow = false;
}
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if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
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if (!cv_glmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
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HWR_DrawSprite(spr);
else
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{
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if (!HWR_DrawModel(spr))
2014-03-15 16:59:03 +00:00
HWR_DrawSprite(spr);
}
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}
else
{
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if (!cv_glmodels.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
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HWR_DrawSprite(spr);
else
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{
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if (!HWR_DrawModel(spr))
HWR_DrawSprite(spr);
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}
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}
2014-03-15 16:59:03 +00:00
}
}
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HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, 0);
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// At the end of sprite drawing, draw shapes of linkdraw sprites to z-buffer, so they
// don't get drawn over by transparent surfaces.
HWR_LinkDrawHackFinish();
// Work around a r_opengl.c bug with PF_Invisible by making this SetBlend call
// where PF_Invisible is off and PF_Masked is on.
// (Other states probably don't matter. Here I left them same as in LinkDrawHackFinish)
// Without this workaround the rest of the draw calls in this frame (including UI, screen texture)
// can get drawn using an incorrect glBlendFunc, resulting in a occasional black screen.
HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Clip|PF_Masked);
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}
// --------------------------------------------------------------------------
// HWR_AddSprites
// During BSP traversal, this adds sprites by sector.
// --------------------------------------------------------------------------
static UINT8 sectorlight;
static void HWR_AddSprites(sector_t *sec)
{
mobj_t *thing;
#ifdef HWPRECIP
precipmobj_t *precipthing;
#endif
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fixed_t limit_dist, hoop_limit_dist;
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// 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;
// sprite lighting
sectorlight = sec->lightlevel & 0xff;
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// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
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for (thing = sec->thinglist; thing; thing = thing->snext)
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{
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if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
HWR_ProjectSprite(thing);
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}
#ifdef HWPRECIP
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
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if (R_PrecipThingVisible(precipthing, limit_dist))
HWR_ProjectPrecipitationSprite(precipthing);
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}
}
#endif
}
// --------------------------------------------------------------------------
// HWR_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
// --------------------------------------------------------------------------
// BP why not use xtoviexangle/viewangletox like in bsp ?....
static void HWR_ProjectSprite(mobj_t *thing)
{
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gl_vissprite_t *vis;
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float tr_x, tr_y;
float tz;
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float tracertz = 0.0f;
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float x1, x2;
float rightsin, rightcos;
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float this_scale;
float gz, gzt;
spritedef_t *sprdef;
spriteframe_t *sprframe;
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spriteinfo_t *sprinfo;
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md2_t *md2;
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size_t lumpoff;
unsigned rot;
UINT16 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
boolean mirrored = thing->mirrored;
boolean hflip = (!(thing->frame & FF_HORIZONTALFLIP) != !mirrored);
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INT32 dispoffset;
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angle_t ang;
INT32 heightsec, phs;
const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle);
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float z1, z2;
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fixed_t spr_width, spr_height;
fixed_t spr_offset, spr_topoffset;
#ifdef ROTSPRITE
patch_t *rotsprite = NULL;
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INT32 rollangle = 0;
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#endif
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if (!thing)
return;
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dispoffset = thing->info->dispoffset;
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this_scale = FIXED_TO_FLOAT(thing->scale);
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// transform the origin point
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tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
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// rotation around vertical axis
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tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
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// thing is behind view plane?
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if (tz < ZCLIP_PLANE && !papersprite)
{
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if (cv_glmodels.value) //Yellow: Only MD2's dont disappear
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{
if (thing->skin && thing->sprite == SPR_PLAY)
md2 = &md2_playermodels[( (skin_t *)thing->skin - skins )];
else
md2 = &md2_models[thing->sprite];
if (md2->notfound || md2->scale < 0.0f)
return;
}
else
return;
}
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// 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);
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// 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)
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{
sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2];
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sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
}
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else
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{
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sprdef = &sprites[thing->sprite];
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sprinfo = NULL;
}
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if (rot >= sprdef->numframes)
{
CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
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sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
sprdef = &sprites[thing->sprite];
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sprinfo = NULL;
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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
ang = R_PointToAngle (thing->x, thing->y) - mobjangle;
if (mirrored)
ang = InvAngle(ang);
if (sprframe->rotate == SRF_SINGLE)
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{
// 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)
flip ^= 0xFFFF;
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}
else
{
// choose a different rotation based on player view
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
rot = 2; // F3 slot
else if (sprframe->rotate & SRF_3DGE) // 16-angle mode
{
rot = (ang+ANGLE_180+ANGLE_11hh)>>28;
rot = ((rot & 1)<<3)|(rot>>1);
}
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)
flip ^= (1<<rot);
}
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if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
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spr_width = spritecachedinfo[lumpoff].width;
spr_height = spritecachedinfo[lumpoff].height;
spr_offset = spritecachedinfo[lumpoff].offset;
spr_topoffset = spritecachedinfo[lumpoff].topoffset;
#ifdef ROTSPRITE
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if (thing->rollangle)
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{
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rollangle = R_GetRollAngle(thing->rollangle);
if (!(sprframe->rotsprite.cached & (1<<rot)))
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R_CacheRotSprite(thing->sprite, (thing->frame & FF_FRAMEMASK), sprinfo, sprframe, rot, flip);
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rotsprite = sprframe->rotsprite.patch[rot][rollangle];
if (rotsprite != NULL)
{
spr_width = SHORT(rotsprite->width) << FRACBITS;
spr_height = SHORT(rotsprite->height) << FRACBITS;
spr_offset = SHORT(rotsprite->leftoffset) << FRACBITS;
spr_topoffset = SHORT(rotsprite->topoffset) << FRACBITS;
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// flip -> rotate, not rotate -> flip
flip = 0;
}
}
#endif
if (papersprite)
{
rightsin = FIXED_TO_FLOAT(FINESINE((mobjangle)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((mobjangle)>>ANGLETOFINESHIFT));
}
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else
{
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
}
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flip = !flip != !hflip;
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if (flip)
{
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x1 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_scale);
x2 = (FIXED_TO_FLOAT(spr_offset) * this_scale);
}
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else
{
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x1 = (FIXED_TO_FLOAT(spr_offset) * this_scale);
x2 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_scale);
}
// test if too close
/*
if (papersprite)
{
z1 = tz - x1 * angle_scalez;
z2 = tz + x2 * angle_scalez;
if (max(z1, z2) < ZCLIP_PLANE)
return;
}
*/
z1 = tr_y + x1 * rightsin;
z2 = tr_y - x2 * rightsin;
x1 = tr_x + x1 * rightcos;
x2 = tr_x - x2 * rightcos;
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if (vflip)
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{
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gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spr_topoffset) * this_scale;
gzt = gz + FIXED_TO_FLOAT(spr_height) * this_scale;
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}
else
{
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gzt = FIXED_TO_FLOAT(thing->z) + FIXED_TO_FLOAT(spr_topoffset) * this_scale;
gz = gzt - FIXED_TO_FLOAT(spr_height) * this_scale;
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}
if (thing->subsector->sector->cullheight)
{
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if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gl_viewz, gz, gzt))
2014-11-12 00:55:07 +00:00
return;
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}
heightsec = thing->subsector->sector->heightsec;
if (viewplayer->mo && viewplayer->mo->subsector)
phs = viewplayer->mo->subsector->sector->heightsec;
else
phs = -1;
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if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{
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if (gl_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ?
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FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight))
return;
2020-07-06 04:15:08 +00:00
if (gl_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gl_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) :
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FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
return;
}
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
{
if (! R_ThingVisible(thing->tracer))
return;
2020-06-27 14:22:00 +00:00
// calculate tz for tracer, same way it is calculated for this sprite
// transform the origin point
2020-07-12 23:09:43 +00:00
tr_x = FIXED_TO_FLOAT(thing->tracer->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->tracer->y) - gl_viewy;
2020-06-27 14:22:00 +00:00
// rotation around vertical axis
2020-07-12 23:09:43 +00:00
tracertz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
2020-06-27 14:22:00 +00:00
// Software does not render the linkdraw sprite if the tracer is behind the view plane,
// so do the same check here.
// NOTE: This check has the same flaw as the view plane check at the beginning of HWR_ProjectSprite:
// the view aiming angle is not taken into account, leading to sprites disappearing too early when they
// can still be seen when looking down/up at steep angles.
if (tracertz < ZCLIP_PLANE)
return;
// if the sprite is behind the tracer, invert dispoffset, putting the sprite behind the tracer
if (tz > tracertz)
dispoffset *= -1;
}
2014-03-15 16:59:03 +00:00
// store information in a vissprite
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = x2;
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
2020-06-27 14:22:00 +00:00
vis->tracertz = tracertz;
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
2019-08-18 17:16:48 +00:00
//vis->patchlumpnum = sprframe->lumppat[rot];
#ifdef ROTSPRITE
if (rotsprite)
vis->gpatch = (GLPatch_t *)rotsprite;
else
#endif
vis->gpatch = (GLPatch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_CACHE);
2014-03-15 16:59:03 +00:00
vis->flip = flip;
vis->mobj = thing;
2016-12-13 21:02:23 +00:00
vis->z1 = z1;
vis->z2 = z2;
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//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
2014-03-15 16:59:03 +00:00
{
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
2014-03-15 16:59:03 +00:00
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->player && thing->player->dashmode >= DASHMODE_THRESHOLD
&& (thing->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
{
if (thing->player->charflags & SF_MACHINE)
vis->colormap = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
}
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
2014-03-15 16:59:03 +00:00
{
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, vis->mobj->color ? vis->mobj->color : SKINCOLOR_CYAN, GTC_CACHE);
}
else
vis->colormap = colormaps;
// set top/bottom coords
vis->ty = gzt;
2014-03-15 16:59:03 +00:00
//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]);
vis->vflip = vflip;
2014-03-15 16:59:03 +00:00
vis->precip = false;
}
#ifdef HWPRECIP
// Precipitation projector for hardware mode
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
{
2020-07-06 04:15:08 +00:00
gl_vissprite_t *vis;
2014-03-15 16:59:03 +00:00
float tr_x, tr_y;
float tz;
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float x1, x2;
float z1, z2;
float rightsin, rightcos;
2014-03-15 16:59:03 +00:00
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lumpoff;
unsigned rot = 0;
UINT8 flip;
// transform the origin point
2020-07-06 04:15:08 +00:00
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
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// rotation around vertical axis
2020-07-06 04:15:08 +00:00
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
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// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
tr_x = FIXED_TO_FLOAT(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
2014-03-15 16:59:03 +00:00
// 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);
}
2014-03-15 16:59:03 +00:00
z1 = tr_y + x1 * rightsin;
z2 = tr_y - x2 * rightsin;
x1 = tr_x + x1 * rightcos;
x2 = tr_x - x2 * rightcos;
2014-03-15 16:59:03 +00:00
//
// store information in a vissprite
//
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = x2;
vis->z1 = z1;
vis->z2 = z2;
2014-03-15 16:59:03 +00:00
vis->tz = tz;
2015-11-23 17:01:10 +00:00
vis->dispoffset = 0; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
2019-08-18 17:16:48 +00:00
//vis->patchlumpnum = sprframe->lumppat[rot];
vis->gpatch = (GLPatch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_CACHE);
2014-03-15 16:59:03 +00:00
vis->flip = flip;
vis->mobj = (mobj_t *)thing;
vis->colormap = colormaps;
// set top/bottom coords
vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
2014-03-15 16:59:03 +00:00
vis->precip = true;
// okay... 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;
}
2014-03-15 16:59:03 +00:00
}
#endif
// ==========================================================================
//
// ==========================================================================
2019-09-18 02:38:04 +00:00
static void HWR_DrawSkyBackground(player_t *player)
2014-03-15 16:59:03 +00:00
{
2020-07-06 04:15:08 +00:00
if (cv_glskydome.value)
2019-09-18 02:38:04 +00:00
{
2019-12-08 05:27:51 +00:00
FTransform dometransform;
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
2019-09-18 02:38:04 +00:00
postimg_t *type;
2014-03-15 16:59:03 +00:00
2019-09-18 02:38:04 +00:00
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
2014-03-15 16:59:03 +00:00
2019-12-08 05:27:51 +00:00
memset(&dometransform, 0x00, sizeof(FTransform));
2019-09-18 02:38:04 +00:00
//04/01/2000: Hurdler: added for T&L
2020-07-06 04:15:08 +00:00
// It should replace all other gl_viewxxx when finished
HWR_SetTransformAiming(&dometransform, player, false);
2019-12-08 05:27:51 +00:00
dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
2014-03-15 16:59:03 +00:00
2019-09-18 02:38:04 +00:00
if (*type == postimg_flip)
2019-12-08 05:27:51 +00:00
dometransform.flip = true;
2019-09-18 02:38:04 +00:00
else
2019-12-08 05:27:51 +00:00
dometransform.flip = false;
2014-03-15 16:59:03 +00:00
2019-12-08 05:27:51 +00:00
dometransform.scalex = 1;
dometransform.scaley = (float)vid.width/vid.height;
dometransform.scalez = 1;
dometransform.fovxangle = fpov; // Tails
dometransform.fovyangle = fpov; // Tails
2020-01-18 03:55:16 +00:00
if (player->viewrollangle != 0)
{
fixed_t rol = AngleFixed(player->viewrollangle);
dometransform.rollangle = FIXED_TO_FLOAT(rol);
dometransform.roll = true;
}
2019-12-08 05:27:51 +00:00
dometransform.splitscreen = splitscreen;
2019-09-18 02:38:04 +00:00
HWR_GetTexture(texturetranslation[skytexture]);
2019-12-08 05:27:51 +00:00
HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, dometransform);
2019-09-18 02:38:04 +00:00
}
else
{
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
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HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
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//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
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// 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;
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v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
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// X
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// 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
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angle = (dup_viewangle + gl_xtoviewangle[0]);
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].s = v[3].s = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
v[2].s = v[1].s = v[0].s + (1.0f/dimensionmultiply); // right (or left + 1.0f)
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// use +angle and -1.0f above instead if you wanted old backwards behavior
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// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
if (splitscreen)
{
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)); // top
v[0].t = v[1].t = v[3].t - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
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}
else
{
v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].t = v[2].t = v[0].t - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
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}
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
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);
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}
else
{
v[3].t = v[2].t -= ((float) angle / angleturn);
v[0].t = v[1].t -= ((float) angle / angleturn);
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}
HWD.pfnSetShader(7); // sky shader
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HWD.pfnDrawPolygon(NULL, v, 4, 0);
HWD.pfnSetShader(0);
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}
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}
// -----------------+
// HWR_ClearView : clear the viewwindow, with maximum z value
// -----------------+
static inline void HWR_ClearView(void)
{
// 3--2
// | /|
// |/ |
// 0--1
/// \bug faB - enable depth mask, disable color mask
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HWD.pfnGClipRect((INT32)gl_viewwindowx,
(INT32)gl_viewwindowy,
(INT32)(gl_viewwindowx + gl_viewwidth),
(INT32)(gl_viewwindowy + gl_viewheight),
ZCLIP_PLANE);
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HWD.pfnClearBuffer(false, true, 0);
//disable clip window - set to full size
// rem by Hurdler
// HWD.pfnGClipRect(0, 0, vid.width, vid.height);
}
// -----------------+
// HWR_SetViewSize : set projection and scaling values
// -----------------+
void HWR_SetViewSize(void)
{
// setup view size
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gl_viewwidth = (float)vid.width;
gl_viewheight = (float)vid.height;
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if (splitscreen)
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gl_viewheight /= 2;
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gl_centerx = gl_viewwidth / 2;
gl_basecentery = gl_viewheight / 2; //note: this is (gl_centerx * gl_viewheight / gl_viewwidth)
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gl_viewwindowx = (vid.width - gl_viewwidth) / 2;
gl_windowcenterx = (float)(vid.width / 2);
if (fabsf(gl_viewwidth - vid.width) < 1.0E-36f)
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{
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gl_baseviewwindowy = 0;
gl_basewindowcentery = gl_viewheight / 2; // window top left corner at 0,0
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}
else
{
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gl_baseviewwindowy = (vid.height-gl_viewheight) / 2;
gl_basewindowcentery = (float)(vid.height / 2);
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}
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gl_pspritexscale = gl_viewwidth / BASEVIDWIDTH;
gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
HWD.pfnFlushScreenTextures();
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}
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// Set view aiming, for the sky dome, the skybox,
// and the normal view, all with a single function.
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox)
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{
// 1 = always on
// 2 = chasecam only
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if (cv_glshearing.value == 1 || (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox)))
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{
fixed_t fixedaiming = AIMINGTODY(aimingangle);
trans->viewaiming = FIXED_TO_FLOAT(fixedaiming);
trans->shearing = true;
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gl_aimingangle = 0;
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}
else
{
trans->shearing = false;
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gl_aimingangle = aimingangle;
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}
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trans->anglex = (float)(gl_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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}
// ==========================================================================
// Same as rendering the player view, but from the skybox object
// ==========================================================================
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
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postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SkyboxFrame(player);
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
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gl_centery = gl_basecentery;
gl_viewwindowy = gl_baseviewwindowy;
gl_windowcentery = gl_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
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gl_viewwindowy += (vid.height/2);
gl_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
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gl_viewx = FIXED_TO_FLOAT(dup_viewx);
gl_viewy = FIXED_TO_FLOAT(dup_viewy);
gl_viewz = FIXED_TO_FLOAT(dup_viewz);
gl_viewsin = FIXED_TO_FLOAT(viewsin);
gl_viewcos = FIXED_TO_FLOAT(viewcos);
//04/01/2000: Hurdler: added for T&L
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// It should replace all other gl_viewxxx when finished
2019-12-08 02:55:28 +00:00
memset(&atransform, 0x00, sizeof(FTransform));
HWR_SetTransformAiming(&atransform, player, true);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
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if (*type == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
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atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = (float)vid.width/vid.height;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
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if (player->viewrollangle != 0)
{
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
}
atransform.splitscreen = splitscreen;
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gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView();
if (drawsky)
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HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
drawcount = 0;
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
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angle_t a1 = gld_FrustumAngle(gl_aimingangle);
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
// Reset the shader state.
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HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_glshaders.value);
HWD.pfnSetShader(0);
validcount++;
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if (cv_glbatching.value)
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HWR_StartBatching();
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
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if ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
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if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
#endif
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if (cv_glbatching.value)
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HWR_RenderBatches();
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
HWR_SortVisSprites();
HWR_DrawSprites();
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
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if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
HWD.pfnSetTransform(NULL);
HWD.pfnUnSetShader();
// 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);
}
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// ==========================================================================
//
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
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postimg_t *type;
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const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
FRGBAFloat ClearColor;
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if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
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if (cv_glshaders.value)
HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
if (viewnumber == 0) // Only do it if it's the first screen being rendered
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
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{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player);
framecount++; // timedemo
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// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
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gl_centery = gl_basecentery;
gl_viewwindowy = gl_baseviewwindowy;
gl_windowcentery = gl_basewindowcentery;
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if (splitscreen && viewnumber == 1)
{
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gl_viewwindowy += (vid.height/2);
gl_windowcentery += (vid.height/2);
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}
// check for new console commands.
NetUpdate();
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gl_viewx = FIXED_TO_FLOAT(dup_viewx);
gl_viewy = FIXED_TO_FLOAT(dup_viewy);
gl_viewz = FIXED_TO_FLOAT(dup_viewz);
gl_viewsin = FIXED_TO_FLOAT(viewsin);
gl_viewcos = FIXED_TO_FLOAT(viewcos);
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//04/01/2000: Hurdler: added for T&L
2020-07-06 04:15:08 +00:00
// It should replace all other gl_viewxxx when finished
2019-12-08 02:55:28 +00:00
memset(&atransform, 0x00, sizeof(FTransform));
HWR_SetTransformAiming(&atransform, player, false);
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atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
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gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
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if (*type == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
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atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz)
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atransform.scalex = 1;
atransform.scaley = (float)vid.width/vid.height;
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atransform.scalez = 1;
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atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
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if (player->viewrollangle != 0)
{
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
}
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atransform.splitscreen = splitscreen;
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gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
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//------------------------------------------------------------------------
HWR_ClearView(); // Clears the depth buffer and resets the view I believe
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if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
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HWR_DrawSkyBackground(player);
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//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
drawcount = 0;
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
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angle_t a1 = gld_FrustumAngle(gl_aimingangle);
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
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HWR_ClearClipSegs();
#endif
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//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
// Reset the shader state.
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HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_glshaders.value);
HWD.pfnSetShader(0);
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rs_numbspcalls = 0;
rs_numpolyobjects = 0;
rs_bsptime = I_GetTimeMicros();
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validcount++;
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if (cv_glbatching.value)
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HWR_StartBatching();
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HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
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// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
2020-07-06 04:15:08 +00:00
if ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
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{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
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if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
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{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
#endif
2014-03-15 16:59:03 +00:00
2020-04-18 22:25:28 +00:00
rs_bsptime = I_GetTimeMicros() - rs_bsptime;
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if (cv_glbatching.value)
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HWR_RenderBatches();
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// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
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rs_numsprites = gl_visspritecount;
rs_hw_spritesorttime = I_GetTimeMicros();
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HWR_SortVisSprites();
rs_hw_spritesorttime = I_GetTimeMicros() - rs_hw_spritesorttime;
rs_hw_spritedrawtime = I_GetTimeMicros();
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HWR_DrawSprites();
rs_hw_spritedrawtime = I_GetTimeMicros() - rs_hw_spritedrawtime;
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#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
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rs_numdrawnodes = 0;
rs_hw_nodesorttime = 0;
rs_hw_nodedrawtime = 0;
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if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
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{
HWR_CreateDrawNodes();
}
HWD.pfnSetTransform(NULL);
HWD.pfnUnSetShader();
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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);
}
// ==========================================================================
// 3D ENGINE COMMANDS
// ==========================================================================
static CV_PossibleValue_t grmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}};
2019-12-26 01:09:31 +00:00
static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}};
static CV_PossibleValue_t grshearing_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Third-person"}, {0, NULL}};
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static void CV_glfiltermode_OnChange(void);
static void CV_glanisotropic_OnChange(void);
static CV_PossibleValue_t glfiltermode_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}};
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consvar_t cv_glshaders = {"gr_shaders", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef ALAM_LIGHTING
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consvar_t cv_gldynamiclighting = {"gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glstaticlighting = {"gr_staticlighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glcoronas = {"gr_coronas", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glcoronasize = {"gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
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consvar_t cv_glmodels = {"gr_models", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glmodelinterpolation = {"gr_modelinterpolation", "Sometimes", CV_SAVE, grmodelinterpolation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glmodellighting = {"gr_modellighting", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_glshearing = {"gr_shearing", "Off", CV_SAVE, grshearing_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glfakecontrast = {"gr_fakecontrast", "Smooth", CV_SAVE, grfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glslopecontrast = {"gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glfiltermode = {"gr_filtermode", "Nearest", CV_SAVE|CV_CALL, glfiltermode_cons_t,
2020-07-06 04:15:08 +00:00
CV_glfiltermode_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_glanisotropicmode = {"gr_anisotropicmode", "1", CV_CALL, granisotropicmode_cons_t,
CV_glanisotropic_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_glsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_glbatching = {"gr_batching", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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2020-07-06 04:15:08 +00:00
static void CV_glfiltermode_OnChange(void)
{
if (rendermode == render_opengl)
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HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
}
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static void CV_glanisotropic_OnChange(void)
{
if (rendermode == render_opengl)
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HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
}
2014-03-15 16:59:03 +00:00
//added by Hurdler: console varibale that are saved
void HWR_AddCommands(void)
{
CV_RegisterVar(&cv_fovchange);
#ifdef ALAM_LIGHTING
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CV_RegisterVar(&cv_glstaticlighting);
CV_RegisterVar(&cv_gldynamiclighting);
CV_RegisterVar(&cv_glcoronasize);
CV_RegisterVar(&cv_glcoronas);
#endif
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CV_RegisterVar(&cv_glmodellighting);
CV_RegisterVar(&cv_glmodelinterpolation);
CV_RegisterVar(&cv_glmodels);
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CV_RegisterVar(&cv_glskydome);
CV_RegisterVar(&cv_glspritebillboarding);
CV_RegisterVar(&cv_glfakecontrast);
CV_RegisterVar(&cv_glshearing);
CV_RegisterVar(&cv_glshaders);
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CV_RegisterVar(&cv_glfiltermode);
CV_RegisterVar(&cv_glsolvetjoin);
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2020-04-18 22:25:28 +00:00
CV_RegisterVar(&cv_renderstats);
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CV_RegisterVar(&cv_glbatching);
2014-03-15 16:59:03 +00:00
#ifndef NEWCLIP
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CV_RegisterVar(&cv_glclipwalls);
#endif
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}
2019-12-12 21:28:05 +00:00
void HWR_AddSessionCommands(void)
{
static boolean alreadycalled = false;
if (alreadycalled)
return;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
CV_RegisterVar(&cv_glanisotropicmode);
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alreadycalled = true;
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}
2014-03-15 16:59:03 +00:00
// --------------------------------------------------------------------------
// Setup the hardware renderer
// --------------------------------------------------------------------------
void HWR_Startup(void)
{
static boolean startupdone = false;
// do this once
if (!startupdone)
{
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INT32 i;
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CONS_Printf("HWR_Startup()...\n");
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2014-03-15 16:59:03 +00:00
HWR_InitPolyPool();
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HWR_AddSessionCommands();
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HWR_InitTextureCache();
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HWR_InitModels();
2014-03-15 16:59:03 +00:00
#ifdef ALAM_LIGHTING
HWR_InitLight();
#endif
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// read every custom shader
for (i = 0; i < numwadfiles; i++)
HWR_ReadShaders(i, (wadfiles[i]->type == RET_PK3));
if (!HWR_LoadShaders())
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gl_shadersavailable = false;
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}
if (rendermode == render_opengl)
textureformat = patchformat = GL_TEXFMT_RGBA;
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startupdone = true;
}
// --------------------------------------------------------------------------
// Called after switching to the hardware renderer
// --------------------------------------------------------------------------
void HWR_Switch(void)
{
// Set special states from CVARs
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HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
}
2014-03-15 16:59:03 +00:00
// --------------------------------------------------------------------------
// Free resources allocated by the hardware renderer
// --------------------------------------------------------------------------
void HWR_Shutdown(void)
{
CONS_Printf("HWR_Shutdown()\n");
HWR_FreeExtraSubsectors();
HWR_FreePolyPool();
HWR_FreeTextureCache();
HWD.pfnFlushScreenTextures();
2014-03-15 16:59:03 +00:00
}
void transform(float *cx, float *cy, float *cz)
{
float tr_x,tr_y;
// translation
2020-07-06 04:15:08 +00:00
tr_x = *cx - gl_viewx;
tr_y = *cz - gl_viewy;
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// *cy = *cy;
// rotation around vertical y axis
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*cx = (tr_x * gl_viewsin) - (tr_y * gl_viewcos);
tr_x = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
2014-03-15 16:59:03 +00:00
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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tr_y = *cy - gl_viewz;
2014-03-15 16:59:03 +00:00
2020-07-06 04:15:08 +00:00
*cy = (tr_x * gl_viewludcos) + (tr_y * gl_viewludsin);
*cz = (tr_x * gl_viewludsin) - (tr_y * gl_viewludcos);
2014-03-15 16:59:03 +00:00
//scale y before frustum so that frustum can be scaled to screen height
2020-07-06 04:15:08 +00:00
*cy *= ORIGINAL_ASPECT * gl_fovlud;
*cx *= gl_fovlud;
2014-03-15 16:59:03 +00:00
}
void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
2014-03-15 16:59:03 +00:00
{
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)
2014-03-15 16:59:03 +00:00
{
FBITFIELD blendmode = blend;
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
2014-03-15 16:59:03 +00:00
2020-06-07 18:20:52 +00:00
int shader;
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
HWR_Lighting(pSurf, lightlevel, wallcolormap);
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
2014-03-15 16:59:03 +00:00
2020-06-07 18:20:52 +00:00
shader = 2; // wall shader
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if (blend & PF_Environment)
blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
2014-03-15 16:59:03 +00:00
if (fogwall)
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{
blendmode |= PF_Fog;
2020-06-07 18:20:52 +00:00
shader = 6; // fog shader
2014-03-15 16:59:03 +00:00
}
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
2014-03-15 16:59:03 +00:00
2020-06-07 18:20:52 +00:00
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
2014-03-15 16:59:03 +00:00
#ifdef WALLSPLATS
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if (gl_curline->linedef->splats && cv_splats.value)
2014-03-15 16:59:03 +00:00
HWR_DrawSegsSplats(pSurf);
#endif
}
INT32 HWR_GetTextureUsed(void)
{
return HWD.pfnGetTextureUsed();
}
void HWR_DoPostProcessor(player_t *player)
{
2014-08-27 03:56:30 +00:00
postimg_t *type;
HWD.pfnUnSetShader();
2014-08-27 03:56:30 +00:00
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
2014-03-15 16:59:03 +00:00
// 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;
2014-03-15 16:59:03 +00:00
Surf.PolyColor.s.alpha = 0xc0; // match software mode
2014-03-15 16:59:03 +00:00
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip);
}
// 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~
2014-08-27 03:56:30 +00:00
if (*type == postimg_water || *type == postimg_heat)
2014-03-15 16:59:03 +00:00
{
// 10 by 10 grid. 2 coordinates (xy)
float v[SCREENVERTS][SCREENVERTS][2];
static double disStart = 0;
UINT8 x, y;
INT32 WAVELENGTH;
INT32 AMPLITUDE;
INT32 FREQUENCY;
// Modifies the wave.
2014-08-27 03:56:30 +00:00
if (*type == postimg_water)
2014-03-15 16:59:03 +00:00
{
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);
if (!(paused || P_AutoPause()))
disStart += 1;
2014-03-15 16:59:03 +00:00
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
2014-03-15 16:59:03 +00:00
}
// Flipping of the screen isn't done here anymore
2014-03-15 16:59:03 +00:00
}
void HWR_StartScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n");
HWD.pfnStartScreenWipe();
}
void HWR_EndScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
HWD.pfnEndScreenWipe();
}
void HWR_DrawIntermissionBG(void)
{
HWD.pfnDrawIntermissionBG();
}
2019-11-05 15:10:42 +00:00
//
// hwr mode wipes
//
static lumpnum_t wipelumpnum;
2019-11-15 22:40:58 +00:00
// puts wipe lumpname in wipename[9]
2019-11-05 15:31:50 +00:00
static boolean HWR_WipeCheck(UINT8 wipenum, UINT8 scrnnum)
2014-03-15 16:59:03 +00:00
{
2019-11-15 22:40:58 +00:00
static char lumpname[9] = "FADEmmss";
size_t lsize;
2019-11-05 15:10:42 +00:00
// not a valid wipe number
if (wipenum > 99 || scrnnum > 99)
return false; // shouldn't end up here really, the loop should've stopped running beforehand
2019-11-05 15:10:42 +00:00
// puts the numbers into the wipename
2019-11-15 22:40:58 +00:00
lumpname[4] = '0'+(wipenum/10);
lumpname[5] = '0'+(wipenum%10);
lumpname[6] = '0'+(scrnnum/10);
lumpname[7] = '0'+(scrnnum%10);
2019-11-15 22:09:02 +00:00
wipelumpnum = W_CheckNumForName(lumpname);
2019-11-05 15:10:42 +00:00
// again, shouldn't be here really
if (wipelumpnum == LUMPERROR)
return false;
2019-11-05 15:10:42 +00:00
lsize = W_LumpLength(wipelumpnum);
if (!(lsize == 256000 || lsize == 64000 || lsize == 16000 || lsize == 4000))
{
2019-11-15 22:09:02 +00:00
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
2019-11-05 15:10:42 +00:00
return false; // again, shouldn't get here if it is a bad size
}
2019-11-05 15:10:42 +00:00
return true;
}
2014-03-15 16:59:03 +00:00
2019-11-05 15:10:42 +00:00
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
{
2019-11-05 15:31:50 +00:00
if (!HWR_WipeCheck(wipenum, scrnnum))
2019-11-05 15:10:42 +00:00
return;
HWR_GetFadeMask(wipelumpnum);
HWD.pfnDoScreenWipe();
2014-03-15 16:59:03 +00:00
}
2019-11-05 15:10:42 +00:00
void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum)
2019-09-10 02:31:48 +00:00
{
2019-11-05 15:31:50 +00:00
// It does the same thing
HWR_DoWipe(wipenum, scrnnum);
2019-11-05 15:10:42 +00:00
}
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;
}
boolean HWR_LoadShaders(void)
2020-01-27 05:15:34 +00:00
{
return HWD.pfnInitCustomShaders();
2020-01-27 05:15:34 +00:00
}
void HWR_ReadShaders(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);
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)
{
2020-01-27 05:15:34 +00:00
CONS_Alert(CONS_WARNING, "HWR_ReadShaders: 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)
{
2020-01-27 05:15:34 +00:00
CONS_Alert(CONS_WARNING, "HWR_ReadShaders: 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)
{
2020-01-27 05:15:34 +00:00
CONS_Alert(CONS_ERROR, "HWR_ReadShaders: 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)
{
2020-01-27 05:15:34 +00:00
CONS_Alert(CONS_ERROR, "HWR_ReadShaders: 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++;
}
}
Z_Free(line);
return;
}
2014-03-15 16:59:03 +00:00
#endif // HWRENDER