Merge branch 'hw-horizon' into 'master'

OGL horizon lines

See merge request STJr/SRB2!861
This commit is contained in:
James R 2020-04-09 21:24:41 -04:00
commit 0313213c59

View file

@ -469,7 +469,7 @@ static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this c
// -----------------+
// HWR_RenderPlane : Render a floor or ceiling convex polygon
// -----------------+
static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
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, boolean fogplane, extracolormap_t *planecolormap)
{
polyvertex_t * pv;
@ -493,8 +493,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
(void)sector; ///@TODO remove shitty unused variable
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
@ -593,8 +591,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatheight);
// transform
v3d = planeVerts;
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
@ -637,46 +633,43 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
// Hurdler: add scrolling texture on floor/ceiling
if (texflat)
{
v3d->sow = (float)(pv->x / fflatwidth) + scrollx;
v3d->tow = -(float)(pv->y / fflatheight) + scrolly;
}
else
{
v3d->sow = (float)((pv->x / fflatwidth) - flatxref + scrollx);
v3d->tow = (float)(flatyref - (pv->y / fflatheight) + scrolly);
}
#define SETUP3DVERT(vert, vx, vy) {\
/* Hurdler: add scrolling texture on floor/ceiling */\
if (texflat)\
{\
vert->sow = (float)((vx) / fflatwidth) + scrollx;\
vert->tow = -(float)((vy) / fflatheight) + scrolly;\
}\
else\
{\
vert->sow = (float)(((vx) / fflatwidth) - flatxref + scrollx);\
vert->tow = (float)(flatyref - ((vy) / fflatheight) + scrolly);\
}\
\
/* Need to rotate before translate */\
if (angle) /* Only needs to be done if there's an altered angle */\
{\
tempxsow = FLOAT_TO_FIXED(vert->sow);\
tempytow = FLOAT_TO_FIXED(vert->tow);\
if (texflat)\
tempytow = -tempytow;\
vert->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));\
vert->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));\
}\
\
vert->x = (vx);\
vert->y = height;\
vert->z = (vy);\
\
if (slope)\
{\
fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED((vx)), FLOAT_TO_FIXED((vy)));\
vert->y = FIXED_TO_FLOAT(fixedheight);\
}\
}
// Need to rotate before translate
if (angle) // Only needs to be done if there's an altered angle
{
tempxsow = FLOAT_TO_FIXED(v3d->sow);
tempytow = FLOAT_TO_FIXED(v3d->tow);
if (texflat)
tempytow = -tempytow;
v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
v3d->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
//v3d->sow = (float)(v3d->sow - flatxref + scrollx);
//v3d->tow = (float)(flatyref - v3d->tow + scrolly);
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
#ifdef ESLOPE
if (slope)
{
fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
v3d->y = FIXED_TO_FLOAT(fixedheight);
}
#endif
}
for (i = 0, v3d = planeVerts; i < nrPlaneVerts; i++,v3d++,pv++)
SETUP3DVERT(v3d, pv->x, pv->y);
// only useful for flat coloured triangles
//Surf.FlatColor = 0xff804020;
@ -687,38 +680,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
Surf.FlatColor.s.red = Surf.FlatColor.s.green =
Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); // Don't take from the frontsector, or the game will crash
#if 0 // no colormap test
// colormap test
if (gr_frontsector)
{
sector_t *psector = gr_frontsector;
#ifdef ESLOPE
if (slope)
fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y);
#endif
if (psector->ffloors)
{
ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster;
psector = caster ? &sectors[caster->secnum] : psector;
if (caster)
{
lightlevel = psector->lightlevel;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = LightLevelToLum(lightlevel);
}
}
if (psector->extra_colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
}
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
#endif // NOPE
if (planecolormap)
{
if (fogplane)
@ -744,6 +705,79 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
if (subsector)
{
// Horizon lines
FOutVector horizonpts[6];
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
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);
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
vy = (vy - gr_viewy) * renderdist / dist + gr_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);
dist = sqrtf(powf(vx - gr_viewx, 2) + powf(vy - gr_viewy, 2));
vx = (vx - gr_viewx) * renderdist / dist + gr_viewx;
vy = (vy - gr_viewy) * renderdist / dist + gr_viewy;
SETUP3DVERT((&horizonpts[3]), vx, vy);
// Horizon fills
vx = (horizonpts[0].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
vy = (horizonpts[0].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
SETUP3DVERT((&horizonpts[5]), vx, vy);
horizonpts[5].y = gr_viewz;
vx = (horizonpts[3].x - gr_viewx) * farrenderdist / renderdist + gr_viewx;
vy = (horizonpts[3].z - gr_viewy) * farrenderdist / renderdist + gr_viewy;
SETUP3DVERT((&horizonpts[4]), vx, vy);
horizonpts[4].y = gr_viewz;
// Draw
HWD.pfnDrawPolygon(&Surf, horizonpts, 6, PolyFlags);
}
}
}
}
#ifdef ALAM_LIGHTING
// add here code for dynamic lighting on planes
HWR_PlaneLighting(planeVerts, nrPlaneVerts);
@ -3561,7 +3595,7 @@ static void HWR_Subsector(size_t num)
if (sub->validcount != validcount)
{
HWR_GetLevelFlat(&levelflats[gr_frontsector->floorpic]);
HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], false,
HWR_RenderPlane(sub, &extrasubsectors[num], false,
// Hack to make things continue to work around slopes.
locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight,
// We now return you to your regularly scheduled rendering.
@ -3583,7 +3617,7 @@ static void HWR_Subsector(size_t num)
if (sub->validcount != validcount)
{
HWR_GetLevelFlat(&levelflats[gr_frontsector->ceilingpic]);
HWR_RenderPlane(NULL, &extrasubsectors[num], true,
HWR_RenderPlane(sub, &extrasubsectors[num], true,
// Hack to make things continue to work around slopes.
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight,
// We now return you to your regularly scheduled rendering.
@ -3677,7 +3711,7 @@ static void HWR_Subsector(size_t num)
{
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
}
}
@ -3741,7 +3775,7 @@ static void HWR_Subsector(size_t num)
{
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
}
}