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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'ripple2' into 'master'
Tilted ripple See merge request STJr/SRB2!524
This commit is contained in:
commit
4daf9666a2
7 changed files with 606 additions and 185 deletions
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@ -107,7 +107,8 @@ UINT8 *ds_transmap; // one of the translucency tables
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#ifdef ESLOPE
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pslope_t *ds_slope; // Current slope being used
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floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff?
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floatv3_t ds_su[MAXVIDHEIGHT], ds_sv[MAXVIDHEIGHT], ds_sz[MAXVIDHEIGHT]; // Vectors for... stuff?
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floatv3_t *ds_sup, *ds_svp, *ds_szp;
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float focallengthf, zeroheight;
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#endif
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@ -68,7 +68,8 @@ typedef struct {
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} floatv3_t;
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extern pslope_t *ds_slope; // Current slope being used
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extern floatv3_t ds_su, ds_sv, ds_sz; // Vectors for... stuff?
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extern floatv3_t ds_su[MAXVIDHEIGHT], ds_sv[MAXVIDHEIGHT], ds_sz[MAXVIDHEIGHT]; // Vectors for... stuff?
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extern floatv3_t *ds_sup, *ds_svp, *ds_szp;
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extern float focallengthf, zeroheight;
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#endif
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@ -154,6 +155,9 @@ void R_DrawTranslucentSplat_8(void);
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#ifdef ESLOPE
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void R_DrawTiltedSpan_8(void);
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void R_DrawTiltedTranslucentSpan_8(void);
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#ifndef NOWATER
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void R_DrawTiltedTranslucentWaterSpan_8(void);
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#endif
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void R_DrawTiltedSplat_8(void);
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void R_CalcTiltedLighting(fixed_t start, fixed_t end);
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extern INT32 tiltlighting[MAXVIDWIDTH];
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@ -173,6 +177,9 @@ void R_DrawTranslucentSplat_NPO2_8(void);
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#ifdef ESLOPE
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void R_DrawTiltedSpan_NPO2_8(void);
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void R_DrawTiltedTranslucentSpan_NPO2_8(void);
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#ifndef NOWATER
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void R_DrawTiltedTranslucentWaterSpan_NPO2_8(void);
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#endif
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void R_DrawTiltedSplat_NPO2_8(void);
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#endif
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#ifndef NOWATER
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217
src/r_draw8.c
217
src/r_draw8.c
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@ -665,22 +665,22 @@ void R_DrawTiltedSpan_8(void)
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double endz, endu, endv;
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UINT32 stepu, stepv;
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iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
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iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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{
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float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
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float lightstart, lightend;
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lightend = (iz + ds_sz.x*width) * planelightfloat;
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lightend = (iz + ds_szp->x*width) * planelightfloat;
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lightstart = iz * planelightfloat;
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R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
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//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
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}
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uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
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vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
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uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
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vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
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dest = ylookup[ds_y] + columnofs[ds_x1];
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source = ds_source;
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@ -699,9 +699,9 @@ void R_DrawTiltedSpan_8(void)
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*dest = colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]];
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dest++;
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iz += ds_sz.x;
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uz += ds_su.x;
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vz += ds_sv.x;
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iz += ds_szp->x;
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uz += ds_sup->x;
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vz += ds_svp->x;
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} while (--width >= 0);
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#else
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#define SPANSIZE 16
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@ -711,9 +711,9 @@ void R_DrawTiltedSpan_8(void)
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startu = uz*startz;
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startv = vz*startz;
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izstep = ds_sz.x * SPANSIZE;
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uzstep = ds_su.x * SPANSIZE;
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vzstep = ds_sv.x * SPANSIZE;
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izstep = ds_szp->x * SPANSIZE;
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uzstep = ds_sup->x * SPANSIZE;
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vzstep = ds_svp->x * SPANSIZE;
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//x1 = 0;
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width++;
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@ -755,9 +755,9 @@ void R_DrawTiltedSpan_8(void)
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else
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{
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double left = width;
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iz += ds_sz.x * left;
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uz += ds_su.x * left;
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vz += ds_sv.x * left;
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iz += ds_szp->x * left;
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uz += ds_sup->x * left;
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vz += ds_svp->x * left;
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endz = 1.f/iz;
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endu = uz*endz;
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@ -801,22 +801,22 @@ void R_DrawTiltedTranslucentSpan_8(void)
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double endz, endu, endv;
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UINT32 stepu, stepv;
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iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
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iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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{
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float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
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float lightstart, lightend;
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lightend = (iz + ds_sz.x*width) * planelightfloat;
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lightend = (iz + ds_szp->x*width) * planelightfloat;
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lightstart = iz * planelightfloat;
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R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
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//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
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}
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uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
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vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
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uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
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vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
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dest = ylookup[ds_y] + columnofs[ds_x1];
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source = ds_source;
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@ -834,9 +834,9 @@ void R_DrawTiltedTranslucentSpan_8(void)
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colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
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*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dest);
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dest++;
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iz += ds_sz.x;
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uz += ds_su.x;
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vz += ds_sv.x;
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iz += ds_szp->x;
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uz += ds_sup->x;
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vz += ds_svp->x;
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} while (--width >= 0);
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#else
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#define SPANSIZE 16
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@ -846,9 +846,9 @@ void R_DrawTiltedTranslucentSpan_8(void)
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startu = uz*startz;
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startv = vz*startz;
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izstep = ds_sz.x * SPANSIZE;
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uzstep = ds_su.x * SPANSIZE;
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vzstep = ds_sv.x * SPANSIZE;
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izstep = ds_szp->x * SPANSIZE;
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uzstep = ds_sup->x * SPANSIZE;
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vzstep = ds_svp->x * SPANSIZE;
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//x1 = 0;
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width++;
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@ -890,9 +890,9 @@ void R_DrawTiltedTranslucentSpan_8(void)
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else
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{
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double left = width;
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iz += ds_sz.x * left;
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uz += ds_su.x * left;
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vz += ds_sv.x * left;
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iz += ds_szp->x * left;
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uz += ds_sup->x * left;
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vz += ds_svp->x * left;
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endz = 1.f/iz;
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endu = uz*endz;
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@ -916,6 +916,145 @@ void R_DrawTiltedTranslucentSpan_8(void)
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#endif
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}
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#ifndef NOWATER
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/** \brief The R_DrawTiltedTranslucentWaterSpan_8 function
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Like DrawTiltedTranslucentSpan, but for water
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*/
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void R_DrawTiltedTranslucentWaterSpan_8(void)
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{
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// x1, x2 = ds_x1, ds_x2
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int width = ds_x2 - ds_x1;
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double iz, uz, vz;
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UINT32 u, v;
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int i;
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UINT8 *source;
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UINT8 *colormap;
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UINT8 *dest;
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UINT8 *dsrc;
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double startz, startu, startv;
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double izstep, uzstep, vzstep;
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double endz, endu, endv;
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UINT32 stepu, stepv;
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iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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{
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float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
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float lightstart, lightend;
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lightend = (iz + ds_szp->x*width) * planelightfloat;
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lightstart = iz * planelightfloat;
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R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
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//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
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}
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uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
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vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
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dest = ylookup[ds_y] + columnofs[ds_x1];
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dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1;
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source = ds_source;
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//colormap = ds_colormap;
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#if 0 // The "perfect" reference version of this routine. Pretty slow.
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// Use it only to see how things are supposed to look.
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i = 0;
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do
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{
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double z = 1.f/iz;
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u = (INT64)(uz*z) + viewx;
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v = (INT64)(vz*z) + viewy;
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colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
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*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++);
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dest++;
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iz += ds_szp->x;
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uz += ds_sup->x;
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vz += ds_svp->x;
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} while (--width >= 0);
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#else
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#define SPANSIZE 16
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#define INVSPAN 0.0625f
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startz = 1.f/iz;
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startu = uz*startz;
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startv = vz*startz;
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izstep = ds_szp->x * SPANSIZE;
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uzstep = ds_sup->x * SPANSIZE;
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vzstep = ds_svp->x * SPANSIZE;
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//x1 = 0;
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width++;
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while (width >= SPANSIZE)
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{
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iz += izstep;
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uz += uzstep;
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vz += vzstep;
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endz = 1.f/iz;
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endu = uz*endz;
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endv = vz*endz;
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stepu = (INT64)((endu - startu) * INVSPAN);
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stepv = (INT64)((endv - startv) * INVSPAN);
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u = (INT64)(startu) + viewx;
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v = (INT64)(startv) + viewy;
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for (i = SPANSIZE-1; i >= 0; i--)
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{
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colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
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*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++);
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dest++;
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u += stepu;
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v += stepv;
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}
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startu = endu;
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startv = endv;
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width -= SPANSIZE;
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}
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if (width > 0)
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{
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if (width == 1)
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{
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u = (INT64)(startu);
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v = (INT64)(startv);
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colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
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*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++);
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}
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else
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{
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double left = width;
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iz += ds_szp->x * left;
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uz += ds_sup->x * left;
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vz += ds_svp->x * left;
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endz = 1.f/iz;
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endu = uz*endz;
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endv = vz*endz;
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left = 1.f/left;
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stepu = (INT64)((endu - startu) * left);
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stepv = (INT64)((endv - startv) * left);
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u = (INT64)(startu) + viewx;
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v = (INT64)(startv) + viewy;
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for (; width != 0; width--)
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{
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colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
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*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dsrc++);
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dest++;
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u += stepu;
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v += stepv;
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}
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}
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}
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#endif
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}
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#endif // NOWATER
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void R_DrawTiltedSplat_8(void)
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{
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// x1, x2 = ds_x1, ds_x2
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@ -935,22 +1074,22 @@ void R_DrawTiltedSplat_8(void)
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double endz, endu, endv;
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UINT32 stepu, stepv;
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iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
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iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
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// Lighting is simple. It's just linear interpolation from start to end
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{
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float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
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float lightstart, lightend;
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lightend = (iz + ds_sz.x*width) * planelightfloat;
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lightend = (iz + ds_szp->x*width) * planelightfloat;
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lightstart = iz * planelightfloat;
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R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
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//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
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}
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uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
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vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
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uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
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vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
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dest = ylookup[ds_y] + columnofs[ds_x1];
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source = ds_source;
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@ -972,9 +1111,9 @@ void R_DrawTiltedSplat_8(void)
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*dest = colormap[val];
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dest++;
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iz += ds_sz.x;
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uz += ds_su.x;
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vz += ds_sv.x;
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iz += ds_szp->x;
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uz += ds_sup->x;
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vz += ds_svp->x;
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} while (--width >= 0);
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#else
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#define SPANSIZE 16
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@ -984,9 +1123,9 @@ void R_DrawTiltedSplat_8(void)
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startu = uz*startz;
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startv = vz*startz;
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izstep = ds_sz.x * SPANSIZE;
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uzstep = ds_su.x * SPANSIZE;
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vzstep = ds_sv.x * SPANSIZE;
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izstep = ds_szp->x * SPANSIZE;
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uzstep = ds_sup->x * SPANSIZE;
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vzstep = ds_svp->x * SPANSIZE;
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//x1 = 0;
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width++;
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|
@ -1032,9 +1171,9 @@ void R_DrawTiltedSplat_8(void)
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else
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{
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double left = width;
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iz += ds_sz.x * left;
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uz += ds_su.x * left;
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vz += ds_sv.x * left;
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iz += ds_szp->x * left;
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uz += ds_sup->x * left;
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vz += ds_svp->x * left;
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endz = 1.f/iz;
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endu = uz*endz;
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|
|
@ -82,22 +82,22 @@ void R_DrawTiltedSpan_NPO2_8(void)
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double endz, endu, endv;
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UINT32 stepu, stepv;
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|
||||
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
|
||||
iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
|
||||
|
||||
// Lighting is simple. It's just linear interpolation from start to end
|
||||
{
|
||||
float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
|
||||
float lightstart, lightend;
|
||||
|
||||
lightend = (iz + ds_sz.x*width) * planelightfloat;
|
||||
lightend = (iz + ds_szp->x*width) * planelightfloat;
|
||||
lightstart = iz * planelightfloat;
|
||||
|
||||
R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
|
||||
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
|
||||
}
|
||||
|
||||
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
|
||||
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
|
||||
uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
|
||||
vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
|
||||
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
source = ds_source;
|
||||
|
@ -131,9 +131,9 @@ void R_DrawTiltedSpan_NPO2_8(void)
|
|||
*dest = colormap[source[((y * ds_flatwidth) + x)]];
|
||||
}
|
||||
dest++;
|
||||
iz += ds_sz.x;
|
||||
uz += ds_su.x;
|
||||
vz += ds_sv.x;
|
||||
iz += ds_szp->x;
|
||||
uz += ds_sup->x;
|
||||
vz += ds_svp->x;
|
||||
} while (--width >= 0);
|
||||
#else
|
||||
#define SPANSIZE 16
|
||||
|
@ -143,9 +143,9 @@ void R_DrawTiltedSpan_NPO2_8(void)
|
|||
startu = uz*startz;
|
||||
startv = vz*startz;
|
||||
|
||||
izstep = ds_sz.x * SPANSIZE;
|
||||
uzstep = ds_su.x * SPANSIZE;
|
||||
vzstep = ds_sv.x * SPANSIZE;
|
||||
izstep = ds_szp->x * SPANSIZE;
|
||||
uzstep = ds_sup->x * SPANSIZE;
|
||||
vzstep = ds_svp->x * SPANSIZE;
|
||||
//x1 = 0;
|
||||
width++;
|
||||
|
||||
|
@ -217,9 +217,9 @@ void R_DrawTiltedSpan_NPO2_8(void)
|
|||
else
|
||||
{
|
||||
double left = width;
|
||||
iz += ds_sz.x * left;
|
||||
uz += ds_su.x * left;
|
||||
vz += ds_sv.x * left;
|
||||
iz += ds_szp->x * left;
|
||||
uz += ds_sup->x * left;
|
||||
vz += ds_svp->x * left;
|
||||
|
||||
endz = 1.f/iz;
|
||||
endu = uz*endz;
|
||||
|
@ -278,22 +278,22 @@ void R_DrawTiltedTranslucentSpan_NPO2_8(void)
|
|||
double endz, endu, endv;
|
||||
UINT32 stepu, stepv;
|
||||
|
||||
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
|
||||
iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
|
||||
|
||||
// Lighting is simple. It's just linear interpolation from start to end
|
||||
{
|
||||
float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
|
||||
float lightstart, lightend;
|
||||
|
||||
lightend = (iz + ds_sz.x*width) * planelightfloat;
|
||||
lightend = (iz + ds_szp->x*width) * planelightfloat;
|
||||
lightstart = iz * planelightfloat;
|
||||
|
||||
R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
|
||||
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
|
||||
}
|
||||
|
||||
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
|
||||
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
|
||||
uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
|
||||
vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
|
||||
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
source = ds_source;
|
||||
|
@ -326,9 +326,9 @@ void R_DrawTiltedTranslucentSpan_NPO2_8(void)
|
|||
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dest);
|
||||
}
|
||||
dest++;
|
||||
iz += ds_sz.x;
|
||||
uz += ds_su.x;
|
||||
vz += ds_sv.x;
|
||||
iz += ds_szp->x;
|
||||
uz += ds_sup->x;
|
||||
vz += ds_svp->x;
|
||||
} while (--width >= 0);
|
||||
#else
|
||||
#define SPANSIZE 16
|
||||
|
@ -338,9 +338,9 @@ void R_DrawTiltedTranslucentSpan_NPO2_8(void)
|
|||
startu = uz*startz;
|
||||
startv = vz*startz;
|
||||
|
||||
izstep = ds_sz.x * SPANSIZE;
|
||||
uzstep = ds_su.x * SPANSIZE;
|
||||
vzstep = ds_sv.x * SPANSIZE;
|
||||
izstep = ds_szp->x * SPANSIZE;
|
||||
uzstep = ds_sup->x * SPANSIZE;
|
||||
vzstep = ds_svp->x * SPANSIZE;
|
||||
//x1 = 0;
|
||||
width++;
|
||||
|
||||
|
@ -412,9 +412,9 @@ void R_DrawTiltedTranslucentSpan_NPO2_8(void)
|
|||
else
|
||||
{
|
||||
double left = width;
|
||||
iz += ds_sz.x * left;
|
||||
uz += ds_su.x * left;
|
||||
vz += ds_sv.x * left;
|
||||
iz += ds_szp->x * left;
|
||||
uz += ds_sup->x * left;
|
||||
vz += ds_svp->x * left;
|
||||
|
||||
endz = 1.f/iz;
|
||||
endu = uz*endz;
|
||||
|
@ -472,22 +472,22 @@ void R_DrawTiltedSplat_NPO2_8(void)
|
|||
double endz, endu, endv;
|
||||
UINT32 stepu, stepv;
|
||||
|
||||
iz = ds_sz.z + ds_sz.y*(centery-ds_y) + ds_sz.x*(ds_x1-centerx);
|
||||
iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
|
||||
|
||||
// Lighting is simple. It's just linear interpolation from start to end
|
||||
{
|
||||
float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
|
||||
float lightstart, lightend;
|
||||
|
||||
lightend = (iz + ds_sz.x*width) * planelightfloat;
|
||||
lightend = (iz + ds_szp->x*width) * planelightfloat;
|
||||
lightstart = iz * planelightfloat;
|
||||
|
||||
R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
|
||||
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
|
||||
}
|
||||
|
||||
uz = ds_su.z + ds_su.y*(centery-ds_y) + ds_su.x*(ds_x1-centerx);
|
||||
vz = ds_sv.z + ds_sv.y*(centery-ds_y) + ds_sv.x*(ds_x1-centerx);
|
||||
uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
|
||||
vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
|
||||
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
source = ds_source;
|
||||
|
@ -525,9 +525,9 @@ void R_DrawTiltedSplat_NPO2_8(void)
|
|||
*dest = colormap[val];
|
||||
|
||||
dest++;
|
||||
iz += ds_sz.x;
|
||||
uz += ds_su.x;
|
||||
vz += ds_sv.x;
|
||||
iz += ds_szp->x;
|
||||
uz += ds_sup->x;
|
||||
vz += ds_svp->x;
|
||||
} while (--width >= 0);
|
||||
#else
|
||||
#define SPANSIZE 16
|
||||
|
@ -537,9 +537,9 @@ void R_DrawTiltedSplat_NPO2_8(void)
|
|||
startu = uz*startz;
|
||||
startv = vz*startz;
|
||||
|
||||
izstep = ds_sz.x * SPANSIZE;
|
||||
uzstep = ds_su.x * SPANSIZE;
|
||||
vzstep = ds_sv.x * SPANSIZE;
|
||||
izstep = ds_szp->x * SPANSIZE;
|
||||
uzstep = ds_sup->x * SPANSIZE;
|
||||
vzstep = ds_svp->x * SPANSIZE;
|
||||
//x1 = 0;
|
||||
width++;
|
||||
|
||||
|
@ -615,9 +615,9 @@ void R_DrawTiltedSplat_NPO2_8(void)
|
|||
else
|
||||
{
|
||||
double left = width;
|
||||
iz += ds_sz.x * left;
|
||||
uz += ds_su.x * left;
|
||||
vz += ds_sv.x * left;
|
||||
iz += ds_szp->x * left;
|
||||
uz += ds_sup->x * left;
|
||||
vz += ds_svp->x * left;
|
||||
|
||||
endz = 1.f/iz;
|
||||
endu = uz*endz;
|
||||
|
@ -842,4 +842,203 @@ void R_DrawTranslucentWaterSpan_NPO2_8(void)
|
|||
yposition += ystep;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
/** \brief The R_DrawTiltedTranslucentWaterSpan_NPO2_8 function
|
||||
Like DrawTiltedTranslucentSpan_NPO2, but for water
|
||||
*/
|
||||
void R_DrawTiltedTranslucentWaterSpan_NPO2_8(void)
|
||||
{
|
||||
// x1, x2 = ds_x1, ds_x2
|
||||
int width = ds_x2 - ds_x1;
|
||||
double iz, uz, vz;
|
||||
UINT32 u, v;
|
||||
int i;
|
||||
|
||||
UINT8 *source;
|
||||
UINT8 *colormap;
|
||||
UINT8 *dest;
|
||||
UINT8 *dsrc;
|
||||
|
||||
double startz, startu, startv;
|
||||
double izstep, uzstep, vzstep;
|
||||
double endz, endu, endv;
|
||||
UINT32 stepu, stepv;
|
||||
|
||||
iz = ds_szp->z + ds_szp->y*(centery-ds_y) + ds_szp->x*(ds_x1-centerx);
|
||||
|
||||
// Lighting is simple. It's just linear interpolation from start to end
|
||||
{
|
||||
float planelightfloat = BASEVIDWIDTH*BASEVIDWIDTH/vid.width / (zeroheight - FIXED_TO_FLOAT(viewz)) / 21.0f;
|
||||
float lightstart, lightend;
|
||||
|
||||
lightend = (iz + ds_szp->x*width) * planelightfloat;
|
||||
lightstart = iz * planelightfloat;
|
||||
|
||||
R_CalcTiltedLighting(FLOAT_TO_FIXED(lightstart), FLOAT_TO_FIXED(lightend));
|
||||
//CONS_Printf("tilted lighting %f to %f (foc %f)\n", lightstart, lightend, focallengthf);
|
||||
}
|
||||
|
||||
uz = ds_sup->z + ds_sup->y*(centery-ds_y) + ds_sup->x*(ds_x1-centerx);
|
||||
vz = ds_svp->z + ds_svp->y*(centery-ds_y) + ds_svp->x*(ds_x1-centerx);
|
||||
|
||||
dest = ylookup[ds_y] + columnofs[ds_x1];
|
||||
dsrc = screens[1] + (ds_y+ds_bgofs)*vid.width + ds_x1;
|
||||
source = ds_source;
|
||||
//colormap = ds_colormap;
|
||||
|
||||
#if 0 // The "perfect" reference version of this routine. Pretty slow.
|
||||
// Use it only to see how things are supposed to look.
|
||||
i = 0;
|
||||
do
|
||||
{
|
||||
double z = 1.f/iz;
|
||||
u = (INT64)(uz*z) + viewx;
|
||||
v = (INT64)(vz*z) + viewy;
|
||||
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
// Lactozilla: Non-powers-of-two
|
||||
{
|
||||
fixed_t x = (((fixed_t)u-viewx) >> FRACBITS);
|
||||
fixed_t y = (((fixed_t)v-viewy) >> FRACBITS);
|
||||
|
||||
// Carefully align all of my Friends.
|
||||
if (x < 0)
|
||||
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
|
||||
if (y < 0)
|
||||
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
|
||||
|
||||
x %= ds_flatwidth;
|
||||
y %= ds_flatheight;
|
||||
|
||||
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
|
||||
}
|
||||
dest++;
|
||||
iz += ds_szp->x;
|
||||
uz += ds_sup->x;
|
||||
vz += ds_svp->x;
|
||||
} while (--width >= 0);
|
||||
#else
|
||||
#define SPANSIZE 16
|
||||
#define INVSPAN 0.0625f
|
||||
|
||||
startz = 1.f/iz;
|
||||
startu = uz*startz;
|
||||
startv = vz*startz;
|
||||
|
||||
izstep = ds_szp->x * SPANSIZE;
|
||||
uzstep = ds_sup->x * SPANSIZE;
|
||||
vzstep = ds_svp->x * SPANSIZE;
|
||||
//x1 = 0;
|
||||
width++;
|
||||
|
||||
while (width >= SPANSIZE)
|
||||
{
|
||||
iz += izstep;
|
||||
uz += uzstep;
|
||||
vz += vzstep;
|
||||
|
||||
endz = 1.f/iz;
|
||||
endu = uz*endz;
|
||||
endv = vz*endz;
|
||||
stepu = (INT64)((endu - startu) * INVSPAN);
|
||||
stepv = (INT64)((endv - startv) * INVSPAN);
|
||||
u = (INT64)(startu) + viewx;
|
||||
v = (INT64)(startv) + viewy;
|
||||
|
||||
for (i = SPANSIZE-1; i >= 0; i--)
|
||||
{
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
// Lactozilla: Non-powers-of-two
|
||||
{
|
||||
fixed_t x = (((fixed_t)u-viewx) >> FRACBITS);
|
||||
fixed_t y = (((fixed_t)v-viewy) >> FRACBITS);
|
||||
|
||||
// Carefully align all of my Friends.
|
||||
if (x < 0)
|
||||
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
|
||||
if (y < 0)
|
||||
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
|
||||
|
||||
x %= ds_flatwidth;
|
||||
y %= ds_flatheight;
|
||||
|
||||
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
|
||||
}
|
||||
dest++;
|
||||
u += stepu;
|
||||
v += stepv;
|
||||
}
|
||||
startu = endu;
|
||||
startv = endv;
|
||||
width -= SPANSIZE;
|
||||
}
|
||||
if (width > 0)
|
||||
{
|
||||
if (width == 1)
|
||||
{
|
||||
u = (INT64)(startu);
|
||||
v = (INT64)(startv);
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
// Lactozilla: Non-powers-of-two
|
||||
{
|
||||
fixed_t x = (((fixed_t)u-viewx) >> FRACBITS);
|
||||
fixed_t y = (((fixed_t)v-viewy) >> FRACBITS);
|
||||
|
||||
// Carefully align all of my Friends.
|
||||
if (x < 0)
|
||||
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
|
||||
if (y < 0)
|
||||
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
|
||||
|
||||
x %= ds_flatwidth;
|
||||
y %= ds_flatheight;
|
||||
|
||||
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
double left = width;
|
||||
iz += ds_szp->x * left;
|
||||
uz += ds_sup->x * left;
|
||||
vz += ds_svp->x * left;
|
||||
|
||||
endz = 1.f/iz;
|
||||
endu = uz*endz;
|
||||
endv = vz*endz;
|
||||
left = 1.f/left;
|
||||
stepu = (INT64)((endu - startu) * left);
|
||||
stepv = (INT64)((endv - startv) * left);
|
||||
u = (INT64)(startu) + viewx;
|
||||
v = (INT64)(startv) + viewy;
|
||||
|
||||
for (; width != 0; width--)
|
||||
{
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
// Lactozilla: Non-powers-of-two
|
||||
{
|
||||
fixed_t x = (((fixed_t)u-viewx) >> FRACBITS);
|
||||
fixed_t y = (((fixed_t)v-viewy) >> FRACBITS);
|
||||
|
||||
// Carefully align all of my Friends.
|
||||
if (x < 0)
|
||||
x = ds_flatwidth - ((UINT32)(ds_flatwidth - x) % ds_flatwidth);
|
||||
if (y < 0)
|
||||
y = ds_flatheight - ((UINT32)(ds_flatheight - y) % ds_flatheight);
|
||||
|
||||
x %= ds_flatwidth;
|
||||
y %= ds_flatheight;
|
||||
|
||||
*dest = *(ds_transmap + (colormap[source[((y * ds_flatwidth) + x)]] << 8) + *dsrc++);
|
||||
}
|
||||
dest++;
|
||||
u += stepu;
|
||||
v += stepv;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif // ESLOPE
|
||||
#endif // NOWATER
|
||||
|
|
276
src/r_plane.c
276
src/r_plane.c
|
@ -116,6 +116,35 @@ void R_InitPlanes(void)
|
|||
// FIXME: unused
|
||||
}
|
||||
|
||||
//
|
||||
// Water ripple effect!!
|
||||
// Needs the height of the plane, and the vertical position of the span.
|
||||
// Sets ripple_xfrac and ripple_yfrac, added to ds_xfrac and ds_yfrac, if the span is not tilted.
|
||||
//
|
||||
|
||||
#ifndef NOWATER
|
||||
INT32 ds_bgofs;
|
||||
INT32 ds_waterofs;
|
||||
|
||||
static INT32 wtofs=0;
|
||||
static boolean itswater;
|
||||
static fixed_t ripple_xfrac;
|
||||
static fixed_t ripple_yfrac;
|
||||
|
||||
static void R_PlaneRipple(visplane_t *plane, INT32 y, fixed_t plheight)
|
||||
{
|
||||
fixed_t distance = FixedMul(plheight, yslope[y]);
|
||||
const INT32 yay = (wtofs + (distance>>9) ) & 8191;
|
||||
// ripples da water texture
|
||||
angle_t angle = (plane->viewangle + plane->plangle)>>ANGLETOFINESHIFT;
|
||||
ds_bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS;
|
||||
|
||||
angle = (angle + 2048) & 8191; // 90 degrees
|
||||
ripple_xfrac = FixedMul(FINECOSINE(angle), (ds_bgofs<<FRACBITS));
|
||||
ripple_yfrac = FixedMul(FINESINE(angle), (ds_bgofs<<FRACBITS));
|
||||
}
|
||||
#endif
|
||||
|
||||
//
|
||||
// R_MapPlane
|
||||
//
|
||||
|
@ -129,14 +158,6 @@ void R_InitPlanes(void)
|
|||
// viewcos
|
||||
// viewheight
|
||||
|
||||
#ifndef NOWATER
|
||||
INT32 ds_bgofs;
|
||||
INT32 ds_waterofs;
|
||||
|
||||
static INT32 wtofs=0;
|
||||
static boolean itswater;
|
||||
#endif
|
||||
|
||||
void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
|
||||
{
|
||||
angle_t angle, planecos, planesin;
|
||||
|
@ -181,14 +202,22 @@ void R_MapPlane(INT32 y, INT32 x1, INT32 x2)
|
|||
#ifndef NOWATER
|
||||
if (itswater)
|
||||
{
|
||||
const INT32 yay = (wtofs + (distance>>9) ) & 8191;
|
||||
// ripples da water texture
|
||||
ds_bgofs = FixedDiv(FINESINE(yay), (1<<12) + (distance>>11))>>FRACBITS;
|
||||
angle = (currentplane->viewangle + currentplane->plangle + xtoviewangle[x1])>>ANGLETOFINESHIFT;
|
||||
// Needed for ds_bgofs
|
||||
R_PlaneRipple(currentplane, y, planeheight);
|
||||
|
||||
angle = (angle + 2048) & 8191; // 90 degrees
|
||||
ds_xfrac += FixedMul(FINECOSINE(angle), (ds_bgofs<<FRACBITS));
|
||||
ds_yfrac += FixedMul(FINESINE(angle), (ds_bgofs<<FRACBITS));
|
||||
#ifdef ESLOPE
|
||||
if (currentplane->slope)
|
||||
{
|
||||
ds_sup = &ds_su[y];
|
||||
ds_svp = &ds_sv[y];
|
||||
ds_szp = &ds_sz[y];
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
ds_xfrac += ripple_xfrac;
|
||||
ds_yfrac += ripple_yfrac;
|
||||
}
|
||||
|
||||
if (y+ds_bgofs>=viewheight)
|
||||
ds_bgofs = viewheight-y-1;
|
||||
|
@ -832,6 +861,99 @@ static UINT8 *R_GetTextureFlat(levelflat_t *levelflat, boolean leveltexture, boo
|
|||
return flat;
|
||||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
static void R_SlopeVectors(visplane_t *pl, INT32 i, float fudge)
|
||||
{
|
||||
// Potentially override other stuff for now cus we're mean. :< But draw a slope plane!
|
||||
// I copied ZDoom's code and adapted it to SRB2... -Red
|
||||
floatv3_t p, m, n;
|
||||
float ang;
|
||||
float vx, vy, vz;
|
||||
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
|
||||
// use this as a temp var to store P_GetZAt's return value each time
|
||||
fixed_t temp;
|
||||
|
||||
vx = FIXED_TO_FLOAT(pl->viewx+xoffs);
|
||||
vy = FIXED_TO_FLOAT(pl->viewy-yoffs);
|
||||
vz = FIXED_TO_FLOAT(pl->viewz);
|
||||
|
||||
temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
|
||||
zeroheight = FIXED_TO_FLOAT(temp);
|
||||
|
||||
// p is the texture origin in view space
|
||||
// Don't add in the offsets at this stage, because doing so can result in
|
||||
// errors if the flat is rotated.
|
||||
ang = ANG2RAD(ANGLE_270 - pl->viewangle);
|
||||
p.x = vx * cos(ang) - vy * sin(ang);
|
||||
p.z = vx * sin(ang) + vy * cos(ang);
|
||||
temp = P_GetZAt(pl->slope, -xoffs, yoffs);
|
||||
p.y = FIXED_TO_FLOAT(temp) - vz;
|
||||
|
||||
// m is the v direction vector in view space
|
||||
ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle));
|
||||
m.x = cos(ang);
|
||||
m.z = sin(ang);
|
||||
|
||||
// n is the u direction vector in view space
|
||||
n.x = sin(ang);
|
||||
n.z = -cos(ang);
|
||||
|
||||
ang = ANG2RAD(pl->plangle);
|
||||
temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang)));
|
||||
m.y = FIXED_TO_FLOAT(temp) - zeroheight;
|
||||
temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang)));
|
||||
n.y = FIXED_TO_FLOAT(temp) - zeroheight;
|
||||
|
||||
if (ds_powersoftwo)
|
||||
{
|
||||
m.x /= fudge;
|
||||
m.y /= fudge;
|
||||
m.z /= fudge;
|
||||
|
||||
n.x *= fudge;
|
||||
n.y *= fudge;
|
||||
n.z *= fudge;
|
||||
}
|
||||
|
||||
// Eh. I tried making this stuff fixed-point and it exploded on me. Here's a macro for the only floating-point vector function I recall using.
|
||||
#define CROSS(d, v1, v2) \
|
||||
d.x = (v1.y * v2.z) - (v1.z * v2.y);\
|
||||
d.y = (v1.z * v2.x) - (v1.x * v2.z);\
|
||||
d.z = (v1.x * v2.y) - (v1.y * v2.x)
|
||||
CROSS(ds_su[i], p, m);
|
||||
CROSS(ds_sv[i], p, n);
|
||||
CROSS(ds_sz[i], m, n);
|
||||
#undef CROSS
|
||||
|
||||
ds_su[i].z *= focallengthf;
|
||||
ds_sv[i].z *= focallengthf;
|
||||
ds_sz[i].z *= focallengthf;
|
||||
|
||||
// Premultiply the texture vectors with the scale factors
|
||||
#define SFMULT 65536.f
|
||||
if (ds_powersoftwo)
|
||||
{
|
||||
ds_su[i].x *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_su[i].y *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_su[i].z *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_sv[i].x *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_sv[i].y *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_sv[i].z *= (SFMULT * (1<<nflatshiftup));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Lactozilla: I'm essentially multiplying the vectors by FRACUNIT...
|
||||
ds_su[i].x *= SFMULT;
|
||||
ds_su[i].y *= SFMULT;
|
||||
ds_su[i].z *= SFMULT;
|
||||
ds_sv[i].x *= SFMULT;
|
||||
ds_sv[i].y *= SFMULT;
|
||||
ds_sv[i].z *= SFMULT;
|
||||
}
|
||||
#undef SFMULT
|
||||
}
|
||||
#endif // ESLOPE
|
||||
|
||||
void R_DrawSinglePlane(visplane_t *pl)
|
||||
{
|
||||
UINT8 *flat;
|
||||
|
@ -946,11 +1068,7 @@ void R_DrawSinglePlane(visplane_t *pl)
|
|||
else light = (pl->lightlevel >> LIGHTSEGSHIFT);
|
||||
|
||||
#ifndef NOWATER
|
||||
if (pl->ffloor->flags & FF_RIPPLE
|
||||
#ifdef ESLOPE
|
||||
&& !pl->slope
|
||||
#endif
|
||||
)
|
||||
if (pl->ffloor->flags & FF_RIPPLE)
|
||||
{
|
||||
INT32 top, bottom;
|
||||
|
||||
|
@ -1040,25 +1158,18 @@ void R_DrawSinglePlane(visplane_t *pl)
|
|||
light = 0;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (pl->slope) {
|
||||
// Potentially override other stuff for now cus we're mean. :< But draw a slope plane!
|
||||
// I copied ZDoom's code and adapted it to SRB2... -Red
|
||||
floatv3_t p, m, n;
|
||||
float ang;
|
||||
float vx, vy, vz;
|
||||
float fudge = 0;
|
||||
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
|
||||
// use this as a temp var to store P_GetZAt's return value each time
|
||||
fixed_t temp;
|
||||
|
||||
if (pl->slope)
|
||||
{
|
||||
float fudgecanyon = 0;
|
||||
angle_t hack = (pl->plangle & (ANGLE_90-1));
|
||||
|
||||
yoffs *= 1;
|
||||
|
||||
if (ds_powersoftwo)
|
||||
{
|
||||
fixed_t temp;
|
||||
// Okay, look, don't ask me why this works, but without this setup there's a disgusting-looking misalignment with the textures. -Red
|
||||
fudge = ((1<<nflatshiftup)+1.0f)/(1<<nflatshiftup);
|
||||
fudgecanyon = ((1<<nflatshiftup)+1.0f)/(1<<nflatshiftup);
|
||||
if (hack)
|
||||
{
|
||||
/*
|
||||
|
@ -1100,89 +1211,44 @@ void R_DrawSinglePlane(visplane_t *pl)
|
|||
xoffs -= (pl->slope->o.x + (1 << (31-nflatshiftup))) & ~((1 << (32-nflatshiftup))-1);
|
||||
yoffs += (pl->slope->o.y + (1 << (31-nflatshiftup))) & ~((1 << (32-nflatshiftup))-1);
|
||||
}
|
||||
xoffs = (fixed_t)(xoffs*fudge);
|
||||
yoffs = (fixed_t)(yoffs/fudge);
|
||||
xoffs = (fixed_t)(xoffs*fudgecanyon);
|
||||
yoffs = (fixed_t)(yoffs/fudgecanyon);
|
||||
}
|
||||
|
||||
vx = FIXED_TO_FLOAT(pl->viewx+xoffs);
|
||||
vy = FIXED_TO_FLOAT(pl->viewy-yoffs);
|
||||
vz = FIXED_TO_FLOAT(pl->viewz);
|
||||
ds_sup = &ds_su[0];
|
||||
ds_svp = &ds_sv[0];
|
||||
ds_szp = &ds_sz[0];
|
||||
|
||||
temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
|
||||
zeroheight = FIXED_TO_FLOAT(temp);
|
||||
|
||||
// p is the texture origin in view space
|
||||
// Don't add in the offsets at this stage, because doing so can result in
|
||||
// errors if the flat is rotated.
|
||||
ang = ANG2RAD(ANGLE_270 - pl->viewangle);
|
||||
p.x = vx * cos(ang) - vy * sin(ang);
|
||||
p.z = vx * sin(ang) + vy * cos(ang);
|
||||
temp = P_GetZAt(pl->slope, -xoffs, yoffs);
|
||||
p.y = FIXED_TO_FLOAT(temp) - vz;
|
||||
|
||||
// m is the v direction vector in view space
|
||||
ang = ANG2RAD(ANGLE_180 - (pl->viewangle + pl->plangle));
|
||||
m.x = cos(ang);
|
||||
m.z = sin(ang);
|
||||
|
||||
// n is the u direction vector in view space
|
||||
n.x = sin(ang);
|
||||
n.z = -cos(ang);
|
||||
|
||||
ang = ANG2RAD(pl->plangle);
|
||||
temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(sin(ang)), pl->viewy + FLOAT_TO_FIXED(cos(ang)));
|
||||
m.y = FIXED_TO_FLOAT(temp) - zeroheight;
|
||||
temp = P_GetZAt(pl->slope, pl->viewx + FLOAT_TO_FIXED(cos(ang)), pl->viewy - FLOAT_TO_FIXED(sin(ang)));
|
||||
n.y = FIXED_TO_FLOAT(temp) - zeroheight;
|
||||
|
||||
if (ds_powersoftwo)
|
||||
#ifndef NOWATER
|
||||
if (itswater)
|
||||
{
|
||||
m.x /= fudge;
|
||||
m.y /= fudge;
|
||||
m.z /= fudge;
|
||||
INT32 i;
|
||||
fixed_t plheight = abs(P_GetZAt(pl->slope, pl->viewx, pl->viewy) - pl->viewz);
|
||||
fixed_t rxoffs = xoffs;
|
||||
fixed_t ryoffs = yoffs;
|
||||
|
||||
n.x *= fudge;
|
||||
n.y *= fudge;
|
||||
n.z *= fudge;
|
||||
}
|
||||
R_PlaneBounds(pl);
|
||||
|
||||
// Eh. I tried making this stuff fixed-point and it exploded on me. Here's a macro for the only floating-point vector function I recall using.
|
||||
#define CROSS(d, v1, v2) \
|
||||
d.x = (v1.y * v2.z) - (v1.z * v2.y);\
|
||||
d.y = (v1.z * v2.x) - (v1.x * v2.z);\
|
||||
d.z = (v1.x * v2.y) - (v1.y * v2.x)
|
||||
CROSS(ds_su, p, m);
|
||||
CROSS(ds_sv, p, n);
|
||||
CROSS(ds_sz, m, n);
|
||||
#undef CROSS
|
||||
for (i = pl->high; i < pl->low; i++)
|
||||
{
|
||||
R_PlaneRipple(pl, i, plheight);
|
||||
xoffs = rxoffs + ripple_xfrac;
|
||||
yoffs = ryoffs + ripple_yfrac;
|
||||
R_SlopeVectors(pl, i, fudgecanyon);
|
||||
}
|
||||
|
||||
ds_su.z *= focallengthf;
|
||||
ds_sv.z *= focallengthf;
|
||||
ds_sz.z *= focallengthf;
|
||||
|
||||
// Premultiply the texture vectors with the scale factors
|
||||
#define SFMULT 65536.f
|
||||
if (ds_powersoftwo)
|
||||
{
|
||||
ds_su.x *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_su.y *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_su.z *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_sv.x *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_sv.y *= (SFMULT * (1<<nflatshiftup));
|
||||
ds_sv.z *= (SFMULT * (1<<nflatshiftup));
|
||||
xoffs = rxoffs;
|
||||
yoffs = ryoffs;
|
||||
}
|
||||
else
|
||||
{
|
||||
// I'm essentially multiplying the vectors by FRACUNIT...
|
||||
ds_su.x *= SFMULT;
|
||||
ds_su.y *= SFMULT;
|
||||
ds_su.z *= SFMULT;
|
||||
ds_sv.x *= SFMULT;
|
||||
ds_sv.y *= SFMULT;
|
||||
ds_sv.z *= SFMULT;
|
||||
}
|
||||
#undef SFMULT
|
||||
#endif
|
||||
R_SlopeVectors(pl, 0, fudgecanyon);
|
||||
|
||||
#ifndef NOWATER
|
||||
if (itswater && (spanfunctype == SPANDRAWFUNC_WATER))
|
||||
spanfunctype = SPANDRAWFUNC_TILTEDWATER;
|
||||
else
|
||||
#endif
|
||||
if (spanfunctype == SPANDRAWFUNC_TRANS)
|
||||
spanfunctype = SPANDRAWFUNC_TILTEDTRANS;
|
||||
else if (spanfunctype == SPANDRAWFUNC_SPLAT)
|
||||
|
|
|
@ -130,6 +130,9 @@ void SCR_SetMode(void)
|
|||
#ifdef ESLOPE
|
||||
spanfuncs[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_8;
|
||||
spanfuncs[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_8;
|
||||
#ifndef NOWATER
|
||||
spanfuncs[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_8;
|
||||
#endif
|
||||
spanfuncs[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_8;
|
||||
#endif
|
||||
|
||||
|
@ -145,6 +148,9 @@ void SCR_SetMode(void)
|
|||
#ifdef ESLOPE
|
||||
spanfuncs_npo2[SPANDRAWFUNC_TILTED] = R_DrawTiltedSpan_NPO2_8;
|
||||
spanfuncs_npo2[SPANDRAWFUNC_TILTEDTRANS] = R_DrawTiltedTranslucentSpan_NPO2_8;
|
||||
#ifndef NOWATER
|
||||
spanfuncs_npo2[SPANDRAWFUNC_TILTEDWATER] = R_DrawTiltedTranslucentWaterSpan_NPO2_8;
|
||||
#endif
|
||||
spanfuncs_npo2[SPANDRAWFUNC_TILTEDSPLAT] = R_DrawTiltedSplat_NPO2_8;
|
||||
#endif
|
||||
|
||||
|
|
|
@ -144,6 +144,9 @@ enum
|
|||
SPANDRAWFUNC_TILTED,
|
||||
SPANDRAWFUNC_TILTEDTRANS,
|
||||
SPANDRAWFUNC_TILTEDSPLAT,
|
||||
#ifndef NOWATER
|
||||
SPANDRAWFUNC_TILTEDWATER,
|
||||
#endif
|
||||
#endif
|
||||
|
||||
SPANDRAWFUNC_MAX
|
||||
|
|
Loading…
Reference in a new issue