Render per-texture offsets in Software

This commit is contained in:
MascaraSnake 2022-01-23 12:39:43 +01:00
parent fe25c3e9c8
commit 0e24b42c8d

View file

@ -49,6 +49,7 @@ fixed_t rw_distance;
static INT32 rw_x, rw_stopx;
static angle_t rw_centerangle;
static fixed_t rw_offset;
static fixed_t rw_offset_top, rw_offset_mid, rw_offset_bot;
static fixed_t rw_offset2; // for splats
static fixed_t rw_scale, rw_scalestep;
static fixed_t rw_midtexturemid, rw_toptexturemid, rw_bottomtexturemid;
@ -778,7 +779,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
if (newline)
{
offsetvalue = sides[newline->sidenum[0]].rowoffset;
offsetvalue = sides[newline->sidenum[0]].rowoffset + sides[newline->sidenum[0]].offsety_mid;
if (newline->flags & ML_DONTPEGBOTTOM)
{
skewslope = *pfloor->b_slope; // skew using bottom slope
@ -790,7 +791,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
}
else
{
offsetvalue = sides[pfloor->master->sidenum[0]].rowoffset;
offsetvalue = sides[pfloor->master->sidenum[0]].rowoffset + sides[pfloor->master->sidenum[0]].offsety_mid;
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
skewslope = *pfloor->b_slope; // skew using bottom slope
@ -1335,7 +1336,7 @@ static void R_RenderSegLoop (void)
dc_yl = yl;
dc_yh = yh;
dc_texturemid = rw_midtexturemid;
dc_source = R_GetColumn(midtexture,texturecolumn);
dc_source = R_GetColumn(midtexture,texturecolumn + (rw_offset_mid>>FRACBITS));
dc_texheight = textureheight[midtexture]>>FRACBITS;
//profile stuff ---------------------------------------------------------
@ -1396,7 +1397,7 @@ static void R_RenderSegLoop (void)
dc_yl = yl;
dc_yh = mid;
dc_texturemid = rw_toptexturemid;
dc_source = R_GetColumn(toptexture,texturecolumn);
dc_source = R_GetColumn(toptexture,texturecolumn + (rw_offset_top>>FRACBITS));
dc_texheight = textureheight[toptexture]>>FRACBITS;
colfunc();
ceilingclip[rw_x] = (INT16)mid;
@ -1432,8 +1433,7 @@ static void R_RenderSegLoop (void)
dc_yl = mid;
dc_yh = yh;
dc_texturemid = rw_bottomtexturemid;
dc_source = R_GetColumn(bottomtexture,
texturecolumn);
dc_source = R_GetColumn(bottomtexture, texturecolumn + (rw_offset_bot>>FRACBITS));
dc_texheight = textureheight[bottomtexture]>>FRACBITS;
colfunc();
floorclip[rw_x] = (INT16)mid;
@ -1452,7 +1452,7 @@ static void R_RenderSegLoop (void)
{
// save texturecol
// for backdrawing of masked mid texture
maskedtexturecol[rw_x] = (INT16)texturecolumn;
maskedtexturecol[rw_x] = (INT16)(texturecolumn + (rw_offset_mid>>FRACBITS));
if (maskedtextureheight != NULL) {
maskedtextureheight[rw_x] = (curline->linedef->flags & ML_MIDPEG) ?
@ -1783,7 +1783,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
rw_midtexturemid = worldtop;
rw_midtextureslide = ceilingfrontslide;
}
rw_midtexturemid += sidedef->rowoffset;
rw_midtexturemid += sidedef->rowoffset + sidedef->offsety_mid;
ds_p->silhouette = SIL_BOTH;
ds_p->sprtopclip = screenheightarray;
@ -2022,8 +2022,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
rw_toptexturemid += sidedef->rowoffset;
rw_bottomtexturemid += sidedef->rowoffset;
rw_toptexturemid += sidedef->rowoffset + sidedef->offsety_top;
rw_bottomtexturemid += sidedef->rowoffset + sidedef->offsety_bot;
// allocate space for masked texture tables
if (frontsector && backsector && !Tag_Compare(&frontsector->tags, &backsector->tags) && (backsector->ffloors || frontsector->ffloors))
@ -2266,8 +2266,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
rw_midtexturebackslide = ceilingbackslide;
}
}
rw_midtexturemid += sidedef->rowoffset;
rw_midtextureback += sidedef->rowoffset;
rw_midtexturemid += sidedef->rowoffset + sidedef->offsety_mid;
rw_midtextureback += sidedef->rowoffset + sidedef->offsety_mid;
maskedtexture = true;
}
@ -2305,6 +2305,9 @@ void R_StoreWallRange(INT32 start, INT32 stop)
/// don't use texture offset for splats
rw_offset2 = rw_offset + curline->offset;
rw_offset += sidedef->textureoffset + curline->offset;
rw_offset_top = sidedef->offsetx_top;
rw_offset_mid = sidedef->offsetx_mid;
rw_offset_bot = sidedef->offsetx_bot;
rw_centerangle = ANGLE_90 + viewangle - rw_normalangle;
// calculate light table