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https://git.do.srb2.org/STJr/SRB2.git
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Fixes to rendering
This commit is contained in:
parent
982ce8a62c
commit
c2ff2c4f94
13 changed files with 190 additions and 411 deletions
64
src/d_main.c
64
src/d_main.c
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@ -298,6 +298,31 @@ gamestate_t wipegamestate = GS_LEVEL;
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INT16 wipetypepre = -1;
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INT16 wipetypepost = -1;
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static void D_RenderView(UINT32 viewnum)
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{
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player_t *player = viewnum == 1 ? &players[secondarydisplayplayer] : &players[displayplayer];
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R_PrepareViewWorld(player);
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if (viewworld == NULL)
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return;
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R_ApplyLevelInterpolators(viewworld, R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT);
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if (player->mo || player->playerstate == PST_DEAD)
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{
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R_SetViewNum(viewnum);
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#ifdef HWRENDER
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if (rendermode != render_soft)
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HWR_RenderPlayerView(viewnum, player);
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else
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#endif
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if (rendermode != render_none)
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R_RenderPlayerView(player);
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}
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}
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static void D_Display(void)
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{
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boolean forcerefresh = false;
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@ -478,42 +503,17 @@ static void D_Display(void)
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if (!automapactive && !dedicated && cv_renderview.value)
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{
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R_ApplyLevelInterpolators(players[displayplayer].world, R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT);
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PS_START_TIMING(ps_rendercalltime);
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if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
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{
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topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
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objectsdrawn = 0;
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#ifdef HWRENDER
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if (rendermode != render_soft)
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HWR_RenderPlayerView(0, &players[displayplayer]);
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else
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#endif
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if (rendermode != render_none)
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R_RenderPlayerView(&players[displayplayer]);
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}
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objectsdrawn = 0;
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D_RenderView(0);
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// render the second screen
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if (splitscreen && players[secondarydisplayplayer].mo)
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{
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#ifdef HWRENDER
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if (rendermode != render_soft)
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HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
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else
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#endif
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if (rendermode != render_none)
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{
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viewwindowy = vid.height / 2;
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M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
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if (splitscreen)
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D_RenderView(1);
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topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
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R_RenderPlayerView(&players[secondarydisplayplayer]);
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viewwindowy = 0;
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M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
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}
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}
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for (INT32 wi = 0; wi < numworlds; wi++)
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worldlist[wi]->interpolated_level_this_frame = false;
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// Image postprocessing effect
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if (rendermode == render_soft)
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@ -23,17 +23,15 @@
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#include "../i_video.h"
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#include "../w_wad.h"
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#include "../p_setup.h" // levelfadecol
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#include "../p_world.h"
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// --------------------------------------------------------------------------
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// This is global data for planes rendering
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// --------------------------------------------------------------------------
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extrasubsector_t *extrasubsectors = NULL;
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// newsubsectors are subsectors without segs, added for the plane polygons
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#define NEWSUBSECTORS 50
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static size_t totsubsectors;
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size_t addsubsector;
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typedef struct
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{
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@ -45,121 +43,24 @@ typedef struct
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// FLOOR & CEILING CONVEX POLYS GENERATION
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// ==========================================================================
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//debug counters
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static INT32 nobackpoly = 0;
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static INT32 skipcut = 0;
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static INT32 totalsubsecpolys = 0;
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// --------------------------------------------------------------------------
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// Polygon fast alloc / free
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// --------------------------------------------------------------------------
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//hurdler: quick fix for those who wants to play with larger wad
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#define ZPLANALLOC
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#ifndef ZPLANALLOC
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//#define POLYPOOLSIZE 1024000 // may be much over what is needed
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/// \todo check out how much is used
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static size_t POLYPOOLSIZE = 1024000;
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static UINT8 *gl_polypool = NULL;
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static UINT8 *gl_ppcurrent;
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static size_t gl_ppfree;
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#endif
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// only between levels, clear poly pool
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static void HWR_ClearPolys(void)
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{
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#ifndef ZPLANALLOC
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gl_ppcurrent = gl_polypool;
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gl_ppfree = POLYPOOLSIZE;
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#endif
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}
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// allocate pool for fast alloc of polys
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void HWR_InitPolyPool(void)
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{
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#ifndef ZPLANALLOC
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INT32 pnum;
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//hurdler: quick fix for those who wants to play with larger wad
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if ((pnum = M_CheckParm("-polypoolsize")))
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POLYPOOLSIZE = atoi(myargv[pnum+1])*1024; // (in kb)
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CONS_Debug(DBG_RENDER, "HWR_InitPolyPool(): allocating %d bytes\n", POLYPOOLSIZE);
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gl_polypool = malloc(POLYPOOLSIZE);
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if (!gl_polypool)
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I_Error("HWR_InitPolyPool(): couldn't malloc polypool\n");
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HWR_ClearPolys();
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#endif
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}
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void HWR_FreePolyPool(void)
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{
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#ifndef ZPLANALLOC
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if (gl_polypool)
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free(gl_polypool);
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gl_polypool = NULL;
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#endif
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}
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static poly_t *HWR_AllocPoly(INT32 numpts)
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{
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poly_t *p;
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size_t size = sizeof (poly_t) + sizeof (polyvertex_t) * numpts;
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#ifdef ZPLANALLOC
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p = Z_Malloc(size, PU_HWRPLANE, NULL);
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#else
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#ifdef PARANOIA
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if (!gl_polypool)
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I_Error("Used gl_polypool without init!\n");
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if (!gl_ppcurrent)
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I_Error("gl_ppcurrent == NULL!\n");
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#endif
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if (gl_ppfree < size)
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I_Error("HWR_AllocPoly(): no more memory %u bytes left, %u bytes needed\n\n%s\n",
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gl_ppfree, size, "You can try the param -polypoolsize 2048 (or higher if needed)");
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p = (poly_t *)gl_ppcurrent;
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gl_ppcurrent += size;
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gl_ppfree -= size;
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#endif
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poly_t *p = Z_Malloc(size, PU_HWRPLANE, NULL);
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p->numpts = numpts;
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return p;
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}
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static polyvertex_t *HWR_AllocVertex(void)
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{
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polyvertex_t *p;
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size_t size = sizeof (polyvertex_t);
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#ifdef ZPLANALLOC
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p = Z_Malloc(size, PU_HWRPLANE, NULL);
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#else
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if (gl_ppfree < size)
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I_Error("HWR_AllocVertex(): no more memory %u bytes left, %u bytes needed\n\n%s\n",
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gl_ppfree, size, "You can try the param -polypoolsize 2048 (or higher if needed)");
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p = (polyvertex_t *)gl_ppcurrent;
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gl_ppcurrent += size;
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gl_ppfree -= size;
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#endif
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return p;
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return Z_Malloc(sizeof (polyvertex_t), PU_HWRPLANE, NULL);
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}
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/// \todo polygons should be freed in reverse order for efficiency,
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/// for now don't free because it doesn't free in reverse order
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static void HWR_FreePoly(poly_t *poly)
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{
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#ifdef ZPLANALLOC
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Z_Free(poly);
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#else
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const size_t size = sizeof (poly_t) + sizeof (polyvertex_t) * poly->numpts;
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memset(poly, 0x00, size);
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//mempoly -= polysize;
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#endif
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}
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// Return interception along bsp line,
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// with the polygon segment
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//
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@ -532,9 +433,6 @@ static poly_t *CutOutSubsecPoly(seg_t *lseg, INT32 count, poly_t *poly)
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// only when the cut is not needed it seems (when the cut
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// line is aligned to one of the borders of the poly, and
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// only some times..)
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else
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skipcut++;
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// I_Error("CutOutPoly: only one point for split line (%d %d) %d", ps, pe, debugpos);
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}
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}
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return poly;
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@ -551,16 +449,15 @@ static inline void HWR_SubsecPoly(INT32 num, poly_t *poly)
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subsector_t *sub;
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seg_t *lseg;
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sub = &subsectors[num];
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sub = &world->subsectors[num];
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count = sub->numlines;
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lseg = &segs[sub->firstline];
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lseg = &world->segs[sub->firstline];
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if (poly)
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{
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poly = CutOutSubsecPoly (lseg,count,poly);
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totalsubsecpolys++;
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//extra data for this subsector
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extrasubsectors[num].planepoly = poly;
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world->extrasubsectors[num].planepoly = poly;
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}
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}
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@ -627,13 +524,13 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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if (poly && poly->numpts > 2)
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{
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CONS_Debug(DBG_RENDER, "Adding a new subsector\n");
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if (addsubsector == numsubsectors + NEWSUBSECTORS)
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if (world->numextrasubsectors == numsubsectors + NEWSUBSECTORS)
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I_Error("WalkBSPNode: not enough addsubsectors\n");
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else if (addsubsector > 0x7fff)
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else if (world->numextrasubsectors > 0x7fff)
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I_Error("WalkBSPNode: addsubsector > 0x7fff\n");
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*leafnode = (UINT16)((UINT16)addsubsector | NF_SUBSECTOR);
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extrasubsectors[addsubsector].planepoly = poly;
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addsubsector++;
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*leafnode = (UINT16)((UINT16)world->numextrasubsectors | NF_SUBSECTOR);
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world->extrasubsectors[world->numextrasubsectors].planepoly = poly;
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world->numextrasubsectors++;
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}
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//add subsectors without segs here?
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@ -653,7 +550,7 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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#endif
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}
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M_ClearBox(bbox);
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poly = extrasubsectors[bspnum & ~NF_SUBSECTOR].planepoly;
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poly = world->extrasubsectors[bspnum & ~NF_SUBSECTOR].planepoly;
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for (i = 0, pt = poly->pts; i < poly->numpts; i++,pt++)
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M_AddToBox(bbox, FLOAT_TO_FIXED(pt->x), FLOAT_TO_FIXED(pt->y));
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@ -666,10 +563,6 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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SplitPoly(&fdivline, poly, &frontpoly, &backpoly);
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poly = NULL;
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//debug
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if (!backpoly)
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nobackpoly++;
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// Recursively divide front space.
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if (frontpoly)
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{
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@ -696,11 +589,10 @@ static void WalkBSPNode(INT32 bspnum, poly_t *poly, UINT16 *leafnode, fixed_t *b
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}
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// FIXME: use Z_Malloc() STATIC ?
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void HWR_FreeExtraSubsectors(void)
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void HWR_FreeExtraSubsectors(extrasubsector_t *sub)
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{
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if (extrasubsectors)
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free(extrasubsectors);
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extrasubsectors = NULL;
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if (sub)
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free(sub);
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}
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#define MAXDIST 1.5f
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@ -774,7 +666,7 @@ static void SearchSegInBSP(INT32 bspnum,polyvertex_t *p,poly_t *poly)
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if (bspnum != -1)
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{
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bspnum &= ~NF_SUBSECTOR;
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q = extrasubsectors[bspnum].planepoly;
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q = world->extrasubsectors[bspnum].planepoly;
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if (poly == q || !q)
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return;
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for (j = 0; j < q->numpts; j++)
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@ -795,7 +687,7 @@ static void SearchSegInBSP(INT32 bspnum,polyvertex_t *p,poly_t *poly)
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for (n = k+1; n < newpoly->numpts; n++)
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newpoly->pts[n] = q->pts[n-1];
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numsplitpoly++;
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extrasubsectors[bspnum].planepoly =
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world->extrasubsectors[bspnum].planepoly =
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newpoly;
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HWR_FreePoly(q);
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return;
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@ -840,9 +732,9 @@ static INT32 SolveTProblem(void)
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numsplitpoly = 0;
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for (l = 0; l < addsubsector; l++)
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for (l = 0; l < world->numextrasubsectors; l++)
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{
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p = extrasubsectors[l].planepoly;
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p = world->extrasubsectors[l].planepoly;
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if (p)
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for (i = 0; i < p->numpts; i++)
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SearchSegInBSP((INT32)numnodes-1, &p->pts[i], p);
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@ -870,9 +762,9 @@ static void AdjustSegs(void)
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for (i = 0; i < numsubsectors; i++)
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{
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count = subsectors[i].numlines;
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lseg = &segs[subsectors[i].firstline];
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p = extrasubsectors[i].planepoly;
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count = world->subsectors[i].numlines;
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lseg = &world->segs[world->subsectors[i].firstline];
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p = world->extrasubsectors[i].planepoly;
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//if (!p)
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//continue;
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for (; count--; lseg++)
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@ -955,40 +847,28 @@ void HWR_CreatePlanePolygons(INT32 bspnum)
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{
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poly_t *rootp;
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polyvertex_t *rootpv;
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size_t i;
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fixed_t rootbbox[4];
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CONS_Debug(DBG_RENDER, "Creating polygons, please wait...\n");
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#ifdef HWR_LOADING_SCREEN
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ls_count = ls_percent = 0; // reset the loading status
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CON_Drawer(); //let the user know what we are doing
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I_FinishUpdate(); // page flip or blit buffer
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#endif
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HWR_ClearPolys();
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// find min/max boundaries of map
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//CONS_Debug(DBG_RENDER, "Looking for boundaries of map...\n");
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M_ClearBox(rootbbox);
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for (i = 0;i < numvertexes; i++)
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M_AddToBox(rootbbox, vertexes[i].x, vertexes[i].y);
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for (size_t i = 0; i < world->numvertexes; i++)
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M_AddToBox(rootbbox, world->vertexes[i].x, world->vertexes[i].y);
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//CONS_Debug(DBG_RENDER, "Generating subsector polygons... %d subsectors\n", numsubsectors);
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HWR_FreeExtraSubsectors();
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// allocate extra data for each subsector present in map
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totsubsectors = numsubsectors + NEWSUBSECTORS;
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extrasubsectors = calloc(totsubsectors, sizeof (*extrasubsectors));
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if (extrasubsectors == NULL)
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totsubsectors = world->numsubsectors + NEWSUBSECTORS;
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world->extrasubsectors = calloc(totsubsectors, sizeof (*world->extrasubsectors));
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if (world->extrasubsectors == NULL)
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I_Error("couldn't malloc extrasubsectors totsubsectors %s\n", sizeu1(totsubsectors));
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// allocate table for back to front drawing of subsectors
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/*gl_drawsubsectors = (INT16 *)malloc(sizeof (*gl_drawsubsectors) * totsubsectors);
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if (!gl_drawsubsectors)
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I_Error("couldn't malloc gl_drawsubsectors\n");*/
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// number of the first new subsector that might be added
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addsubsector = numsubsectors;
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world->numextrasubsectors = world->numsubsectors; // number of the first new subsector that might be added
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// construct the initial convex poly that encloses the full map
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rootp = HWR_AllocPoly(4);
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@ -1007,20 +887,10 @@ void HWR_CreatePlanePolygons(INT32 bspnum)
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rootpv->y = FIXED_TO_FLOAT(rootbbox[BOXBOTTOM]); //ll
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rootpv++;
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WalkBSPNode(bspnum, rootp, NULL,rootbbox);
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WalkBSPNode(bspnum, rootp, NULL, rootbbox);
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i = SolveTProblem();
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//CONS_Debug(DBG_RENDER, "%d point divides a polygon line\n",i);
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SolveTProblem();
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AdjustSegs();
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//debug debug..
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//if (nobackpoly)
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// CONS_Debug(DBG_RENDER, "no back polygon %u times\n",nobackpoly);
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//"(should happen only with the deep water trick)"
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//if (skipcut)
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// CONS_Debug(DBG_RENDER, "%u cuts were skipped because of only one point\n",skipcut);
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//CONS_Debug(DBG_RENDER, "done: %u total subsector convex polygons\n", totalsubsecpolys);
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}
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#endif //HWRENDER
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@ -28,35 +28,6 @@
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// structures
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// -----------
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// a vertex of a Doom 'plane' polygon
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typedef struct
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{
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float x;
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float y;
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float z;
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} polyvertex_t;
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#ifdef _MSC_VER
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#pragma warning(disable : 4200)
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#endif
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// a convex 'plane' polygon, clockwise order
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typedef struct
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{
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||||
INT32 numpts;
|
||||
polyvertex_t pts[0];
|
||||
} poly_t;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default : 4200)
|
||||
#endif
|
||||
|
||||
// holds extra info for 3D render, for each subsector in subsectors[]
|
||||
typedef struct
|
||||
{
|
||||
poly_t *planepoly; // the generated convex polygon
|
||||
} extrasubsector_t;
|
||||
|
||||
// needed for sprite rendering
|
||||
// equivalent of the software renderer's vissprites
|
||||
typedef struct gl_vissprite_s
|
||||
|
@ -97,13 +68,7 @@ typedef struct gl_vissprite_s
|
|||
// --------
|
||||
// hw_bsp.c
|
||||
// --------
|
||||
extern extrasubsector_t *extrasubsectors;
|
||||
extern size_t addsubsector;
|
||||
|
||||
void HWR_InitPolyPool(void);
|
||||
void HWR_FreePolyPool(void);
|
||||
|
||||
void HWR_FreeExtraSubsectors(void);
|
||||
void HWR_FreeExtraSubsectors(extrasubsector_t *sub);
|
||||
|
||||
// --------
|
||||
// hw_cache.c
|
||||
|
|
|
@ -50,7 +50,6 @@
|
|||
|
||||
#define R_FAKEFLOORS
|
||||
#define HWPRECIP
|
||||
//#define POLYSKY
|
||||
|
||||
// ==========================================================================
|
||||
// the hardware driver object
|
||||
|
@ -102,10 +101,6 @@ static angle_t gl_xtoviewangle[MAXVIDWIDTH+1];
|
|||
#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
|
||||
|
||||
|
@ -639,51 +634,6 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
|
|||
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;
|
||||
v3d->x = pv->x;
|
||||
v3d->y = height;
|
||||
v3d->z = pv->y;
|
||||
}
|
||||
|
||||
HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts, PF_Invisible|PF_NoTexture|PF_Occlude);
|
||||
}
|
||||
#endif //polysky
|
||||
|
||||
#endif //doplanes
|
||||
|
||||
FBITFIELD HWR_GetBlendModeFlag(INT32 style)
|
||||
|
@ -2903,14 +2853,9 @@ static void HWR_Subsector(size_t num)
|
|||
ffloor_t *rover;
|
||||
|
||||
#ifdef PARANOIA //no risk while developing, enough debugging nights!
|
||||
if (num >= addsubsector)
|
||||
if (num >= world->numextrasubsectors)
|
||||
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);*/
|
||||
sizeu1(num), sizeu2(numsubsectors), sizeu3(world->numextrasubsectors));
|
||||
#endif
|
||||
|
||||
if (num < numsubsectors)
|
||||
|
@ -3005,19 +2950,13 @@ static void HWR_Subsector(size_t num)
|
|||
if (sub->validcount != validcount)
|
||||
{
|
||||
HWR_GetLevelFlat(&viewworld->flats[gl_frontsector->floorpic]);
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], false,
|
||||
HWR_RenderPlane(sub, &world->extrasubsectors[num], false,
|
||||
// Hack to make things continue to work around slopes.
|
||||
locFloorHeight == cullFloorHeight ? locFloorHeight : gl_frontsector->floorheight,
|
||||
// We now return you to your regularly scheduled rendering.
|
||||
PF_Occlude, floorlightlevel, &viewworld->flats[gl_frontsector->floorpic], NULL, 255, floorcolormap);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef POLYSKY
|
||||
HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
if (cullCeilingHeight > dup_viewz)
|
||||
|
@ -3027,26 +2966,18 @@ static void HWR_Subsector(size_t num)
|
|||
if (sub->validcount != validcount)
|
||||
{
|
||||
HWR_GetLevelFlat(&viewworld->flats[gl_frontsector->ceilingpic]);
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], true,
|
||||
HWR_RenderPlane(sub, &world->extrasubsectors[num], true,
|
||||
// Hack to make things continue to work around slopes.
|
||||
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gl_frontsector->ceilingheight,
|
||||
// We now return you to your regularly scheduled rendering.
|
||||
PF_Occlude, ceilinglightlevel, &viewworld->flats[gl_frontsector->ceilingpic], NULL, 255, ceilingcolormap);
|
||||
}
|
||||
}
|
||||
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
|
||||
if (gl_frontsector->ceilingpic == viewworld->skyflatnum || gl_frontsector->floorpic == viewworld->skyflatnum)
|
||||
drawsky = true;
|
||||
#endif
|
||||
|
||||
#ifdef R_FAKEFLOORS
|
||||
if (gl_frontsector->ffloors)
|
||||
|
@ -3078,9 +3009,9 @@ static void HWR_Subsector(size_t num)
|
|||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
|
||||
|
||||
HWR_AddTransparentFloor(0,
|
||||
&extrasubsectors[num],
|
||||
false,
|
||||
HWR_AddTransparentFloor(NULL,
|
||||
&world->extrasubsectors[num],
|
||||
false,
|
||||
*rover->bottomheight,
|
||||
*gl_frontsector->lightlist[light].lightlevel,
|
||||
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
|
||||
|
@ -3090,9 +3021,9 @@ static void HWR_Subsector(size_t num)
|
|||
{
|
||||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
|
||||
HWR_AddTransparentFloor(&world->flats[*rover->bottompic],
|
||||
&extrasubsectors[num],
|
||||
false,
|
||||
HWR_AddTransparentFloor(&viewworld->flats[*rover->bottompic],
|
||||
&world->extrasubsectors[num],
|
||||
false,
|
||||
*rover->bottomheight,
|
||||
*gl_frontsector->lightlist[light].lightlevel,
|
||||
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector,
|
||||
|
@ -3101,9 +3032,9 @@ static void HWR_Subsector(size_t num)
|
|||
}
|
||||
else
|
||||
{
|
||||
HWR_GetLevelFlat(&world->flats[*rover->bottompic]);
|
||||
HWR_GetLevelFlat(&viewworld->flats[*rover->bottompic]);
|
||||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &world->flats[*rover->bottompic],
|
||||
HWR_RenderPlane(sub, &world->extrasubsectors[num], false, *rover->bottomheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &viewworld->flats[*rover->bottompic],
|
||||
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
|
||||
}
|
||||
}
|
||||
|
@ -3124,21 +3055,21 @@ static void HWR_Subsector(size_t num)
|
|||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
|
||||
|
||||
HWR_AddTransparentFloor(0,
|
||||
&extrasubsectors[num],
|
||||
true,
|
||||
HWR_AddTransparentFloor(NULL,
|
||||
&world->extrasubsectors[num],
|
||||
true,
|
||||
*rover->topheight,
|
||||
*gl_frontsector->lightlist[light].lightlevel,
|
||||
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
|
||||
true, rover->master->frontsector->extra_colormap);
|
||||
true, rover->master->frontsector->extra_colormap);
|
||||
}
|
||||
else if ((rover->fofflags & FOF_TRANSLUCENT && !(rover->fofflags & FOF_SPLAT)) || rover->blend)
|
||||
{
|
||||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
|
||||
HWR_AddTransparentFloor(&world->flats[*rover->toppic],
|
||||
&extrasubsectors[num],
|
||||
true,
|
||||
HWR_AddTransparentFloor(&viewworld->flats[*rover->toppic],
|
||||
&world->extrasubsectors[num],
|
||||
true,
|
||||
*rover->topheight,
|
||||
*gl_frontsector->lightlist[light].lightlevel,
|
||||
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector,
|
||||
|
@ -3147,9 +3078,9 @@ static void HWR_Subsector(size_t num)
|
|||
}
|
||||
else
|
||||
{
|
||||
HWR_GetLevelFlat(&world->flats[*rover->toppic]);
|
||||
HWR_GetLevelFlat(&viewworld->flats[*rover->toppic]);
|
||||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||||
HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &world->flats[*rover->toppic],
|
||||
HWR_RenderPlane(sub, &world->extrasubsectors[num], true, *rover->topheight, HWR_RippleBlend(gl_frontsector, rover, false)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &viewworld->flats[*rover->toppic],
|
||||
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
|
||||
}
|
||||
}
|
||||
|
@ -3249,33 +3180,6 @@ 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);
|
||||
|
||||
// Recursively divide front space (toward the viewer)
|
||||
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
|
||||
|
@ -3288,12 +3192,10 @@ static void HWR_RenderBSPNode(INT32 bspnum)
|
|||
{
|
||||
if (bspnum == -1)
|
||||
{
|
||||
//*(gl_drawsubsector_p++) = 0;
|
||||
HWR_Subsector(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
//*(gl_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR);
|
||||
HWR_Subsector(bspnum&(~NF_SUBSECTOR));
|
||||
}
|
||||
return;
|
||||
|
@ -3317,28 +3219,6 @@ static void HWR_RenderBSPNode(INT32 bspnum)
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
//
|
||||
// Clear 'stack' of subsectors to draw
|
||||
//
|
||||
static void HWR_ClearDrawSubsectors(void)
|
||||
{
|
||||
gl_drawsubsector_p = gl_drawsubsectors;
|
||||
}
|
||||
|
||||
//
|
||||
// Draw subsectors pushed on the drawsubsectors 'stack', back to front
|
||||
//
|
||||
static void HWR_RenderSubsectors(void)
|
||||
{
|
||||
while (gl_drawsubsector_p > gl_drawsubsectors)
|
||||
{
|
||||
HWR_RenderBSPNode(
|
||||
lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// ==========================================================================
|
||||
// FROM R_MAIN.C
|
||||
// ==========================================================================
|
||||
|
@ -6189,7 +6069,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
|
|||
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
|
||||
postimg_t *type;
|
||||
|
||||
const boolean skybox = (world->skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
|
||||
const boolean skybox = viewworld->skyboxmo[0] && cv_skybox.value; // True if there's a skybox object and skyboxes are on
|
||||
|
||||
FRGBAFloat ClearColor;
|
||||
|
||||
|
@ -6418,7 +6298,8 @@ void HWR_LoadLevel(void)
|
|||
HWR_ResetLights();
|
||||
#endif
|
||||
|
||||
HWR_CreatePlanePolygons((INT32)numnodes - 1);
|
||||
if (world->extrasubsectors == NULL)
|
||||
HWR_CreatePlanePolygons((INT32)world->numnodes - 1);
|
||||
|
||||
// Build the sky dome
|
||||
HWR_ClearSkyDome();
|
||||
|
@ -6537,7 +6418,6 @@ void HWR_Startup(void)
|
|||
{
|
||||
CONS_Printf("HWR_Startup()...\n");
|
||||
|
||||
HWR_InitPolyPool();
|
||||
HWR_AddSessionCommands();
|
||||
HWR_InitMapTextures();
|
||||
HWR_InitModels();
|
||||
|
@ -6587,8 +6467,6 @@ void HWR_Switch(void)
|
|||
void HWR_Shutdown(void)
|
||||
{
|
||||
CONS_Printf("HWR_Shutdown()\n");
|
||||
HWR_FreeExtraSubsectors();
|
||||
HWR_FreePolyPool();
|
||||
HWR_FreeMapTextures();
|
||||
HWD.pfnFlushScreenTextures();
|
||||
}
|
||||
|
|
|
@ -7853,9 +7853,6 @@ boolean P_LoadLevel(player_t *player, boolean addworld, boolean fromnetsave, boo
|
|||
#ifdef HWRENDER // not win32 only 19990829 by Kin
|
||||
gl_maploaded = false;
|
||||
|
||||
// Lactozilla: Free extrasubsectors regardless of renderer.
|
||||
HWR_FreeExtraSubsectors();
|
||||
|
||||
// Create plane polygons.
|
||||
if (rendermode == render_opengl)
|
||||
HWR_LoadLevel();
|
||||
|
@ -7941,7 +7938,7 @@ boolean P_LoadLevel(player_t *player, boolean addworld, boolean fromnetsave, boo
|
|||
|
||||
R_ResetViewInterpolation(0);
|
||||
R_ResetViewInterpolation(0);
|
||||
R_UpdateMobjInterpolators();
|
||||
R_UpdateMobjInterpolators(world);
|
||||
|
||||
// Title card!
|
||||
G_StartTitleCard();
|
||||
|
|
|
@ -762,7 +762,7 @@ void P_Ticker(boolean run)
|
|||
if (OP_FreezeObjectplace())
|
||||
{
|
||||
P_MapStart();
|
||||
R_UpdateMobjInterpolators();
|
||||
R_UpdateMobjInterpolators(world);
|
||||
OP_ObjectplaceMovement(&players[0]);
|
||||
P_MoveChaseCamera(&players[0], &camera, false);
|
||||
R_UpdateViewInterpolation();
|
||||
|
@ -788,7 +788,7 @@ void P_Ticker(boolean run)
|
|||
|
||||
if (run)
|
||||
{
|
||||
R_UpdateMobjInterpolators();
|
||||
R_UpdateMobjInterpolators(world);
|
||||
|
||||
if (demorecording)
|
||||
G_WriteDemoTiccmd(&players[consoleplayer].cmd, 0);
|
||||
|
@ -962,8 +962,6 @@ void P_Ticker(boolean run)
|
|||
}
|
||||
|
||||
P_MapEnd();
|
||||
|
||||
// Z_CheckMemCleanup();
|
||||
}
|
||||
|
||||
// Abbreviated ticker for pre-loading, calls thinkers and assorted things
|
||||
|
@ -981,7 +979,7 @@ void P_PreTicker(INT32 frames)
|
|||
{
|
||||
P_MapStart();
|
||||
|
||||
R_UpdateMobjInterpolators();
|
||||
R_UpdateMobjInterpolators(world);
|
||||
|
||||
RunLuaHookForWorld(HOOK(PreThinkFrame));
|
||||
|
||||
|
|
|
@ -253,11 +253,6 @@ void P_SwitchWorld(player_t *player, world_t *w)
|
|||
boolean local = ((INT32)playernum == consoleplayer);
|
||||
boolean resetplayer = (player->powers[pw_carry] != CR_PLAYER);
|
||||
|
||||
#if 0
|
||||
if (w == player->world)
|
||||
return;
|
||||
#endif
|
||||
|
||||
if (!playeringame[playernum] || !player->mo || P_MobjWasRemoved(player->mo))
|
||||
return;
|
||||
|
||||
|
@ -303,6 +298,11 @@ void P_SwitchWorld(player_t *player, world_t *w)
|
|||
if (resetplayer)
|
||||
P_ResetPlayer(player);
|
||||
P_MapEnd();
|
||||
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
HWR_LoadLevel();
|
||||
#endif
|
||||
}
|
||||
|
||||
void Command_Switchworld_f(void)
|
||||
|
@ -367,6 +367,12 @@ void P_UnloadWorld(world_t *w)
|
|||
|
||||
LUA_InvalidateLevel(w);
|
||||
P_UnloadSectorAttachments(w->sectors, w->numsectors);
|
||||
|
||||
if (world->extrasubsectors)
|
||||
{
|
||||
HWR_FreeExtraSubsectors(world->extrasubsectors);
|
||||
world->extrasubsectors = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -26,10 +26,9 @@
|
|||
#define NUMWAYPOINTSEQUENCES 256
|
||||
|
||||
//
|
||||
// Lactozilla: A "world" is the environment that players interact with.
|
||||
// A "map" is what defines how the world is built (what you edit in a level editor.)
|
||||
// And you could say that a "level" both describes metadata about that "map" (level headers), and contains a world.
|
||||
// (This is my terminology anyway, "map" and "level" are usually interchangeable.)
|
||||
// A "world" is the environment that players interact with
|
||||
// A "map" is what defines how the world is built (what you edit in a level editor)
|
||||
// And a "level" both describes metadata (level headers), and contains many worlds
|
||||
//
|
||||
typedef struct
|
||||
{
|
||||
|
@ -48,6 +47,9 @@ typedef struct
|
|||
side_t *sides;
|
||||
mapthing_t *mapthings;
|
||||
|
||||
extrasubsector_t *extrasubsectors;
|
||||
size_t numextrasubsectors;
|
||||
|
||||
sector_t *spawnsectors;
|
||||
line_t *spawnlines;
|
||||
side_t *spawnsides;
|
||||
|
@ -126,6 +128,8 @@ typedef struct
|
|||
void **interpolated_mobjs;
|
||||
size_t interpolated_mobjs_len;
|
||||
size_t interpolated_mobjs_capacity;
|
||||
|
||||
boolean interpolated_level_this_frame;
|
||||
} world_t;
|
||||
|
||||
extern world_t *world;
|
||||
|
|
29
src/r_defs.h
29
src/r_defs.h
|
@ -714,6 +714,35 @@ typedef struct
|
|||
UINT16 children[2];
|
||||
} node_t;
|
||||
|
||||
// a vertex of a Doom 'plane' polygon
|
||||
typedef struct
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
} polyvertex_t;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4200)
|
||||
#endif
|
||||
|
||||
// a convex 'plane' polygon, clockwise order
|
||||
typedef struct
|
||||
{
|
||||
INT32 numpts;
|
||||
polyvertex_t pts[0];
|
||||
} poly_t;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default : 4200)
|
||||
#endif
|
||||
|
||||
// holds extra info for 3D render, for each subsector in subsectors[]
|
||||
typedef struct
|
||||
{
|
||||
poly_t *planepoly; // the generated convex polygon
|
||||
} extrasubsector_t;
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma pack(1)
|
||||
#endif
|
||||
|
|
25
src/r_fps.c
25
src/r_fps.c
|
@ -556,6 +556,8 @@ void R_ClearLevelInterpolatorState(thinker_t *thinker)
|
|||
void R_ApplyLevelInterpolators(void *wptr, fixed_t frac)
|
||||
{
|
||||
world_t *w = (world_t *)wptr;
|
||||
if (w->interpolated_level_this_frame)
|
||||
return;
|
||||
|
||||
size_t i, ii;
|
||||
|
||||
|
@ -608,6 +610,8 @@ void R_ApplyLevelInterpolators(void *wptr, fixed_t frac)
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
w->interpolated_level_this_frame = true;
|
||||
}
|
||||
|
||||
static void R_RestoreLevelInterpolatorsForWorld(world_t *w)
|
||||
|
@ -753,17 +757,24 @@ void R_InitMobjInterpolators(void)
|
|||
world->interpolated_mobjs_capacity = 0;
|
||||
}
|
||||
|
||||
void R_UpdateMobjInterpolators(void)
|
||||
void R_UpdateMobjInterpolators(void *wptr)
|
||||
{
|
||||
world_t *w = (world_t *)wptr;
|
||||
|
||||
for (size_t i = 0; i < w->interpolated_mobjs_len; i++)
|
||||
{
|
||||
mobj_t *mobj = w->interpolated_mobjs[i];
|
||||
if (!P_MobjWasRemoved(mobj))
|
||||
R_ResetMobjInterpolationState(mobj);
|
||||
}
|
||||
}
|
||||
|
||||
void R_UpdateAllMobjInterpolators(void)
|
||||
{
|
||||
for (INT32 wi = 0; wi < numworlds; wi++)
|
||||
{
|
||||
world_t *w = worldlist[wi];
|
||||
for (size_t i = 0; i < w->interpolated_mobjs_len; i++)
|
||||
{
|
||||
mobj_t *mobj = w->interpolated_mobjs[i];
|
||||
if (!P_MobjWasRemoved(mobj))
|
||||
R_ResetMobjInterpolationState(mobj);
|
||||
}
|
||||
R_UpdateMobjInterpolators(w);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -155,7 +155,8 @@ void R_InitMobjInterpolators(void);
|
|||
void R_AddMobjInterpolator(mobj_t *mobj);
|
||||
// Remove the interpolation state for the given mobj
|
||||
void R_RemoveMobjInterpolator(mobj_t *mobj);
|
||||
void R_UpdateMobjInterpolators(void);
|
||||
void R_UpdateMobjInterpolators(void *wptr);
|
||||
void R_UpdateAllMobjInterpolators(void);
|
||||
void R_ResetMobjInterpolationState(mobj_t *mobj);
|
||||
void R_ResetPrecipitationMobjInterpolationState(precipmobj_t *mobj);
|
||||
|
||||
|
|
37
src/r_main.c
37
src/r_main.c
|
@ -1472,19 +1472,30 @@ static void Mask_Post (maskcount_t* m)
|
|||
m->vissprites[1] = visspritecount;
|
||||
}
|
||||
|
||||
// ================
|
||||
// R_RenderView
|
||||
// ================
|
||||
void R_SetViewNum(UINT32 viewnum)
|
||||
{
|
||||
if (rendermode != render_soft)
|
||||
return;
|
||||
|
||||
// FAB NOTE FOR WIN32 PORT !! I'm not finished already,
|
||||
// but I suspect network may have problems with the video buffer being locked
|
||||
// for all duration of rendering, and being released only once at the end..
|
||||
// I mean, there is a win16lock() or something that lasts all the rendering,
|
||||
// so maybe we should release screen lock before each netupdate below..?
|
||||
switch (viewnum)
|
||||
{
|
||||
case 0:
|
||||
viewwindowy = 0;
|
||||
M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
|
||||
break;
|
||||
case 1:
|
||||
viewwindowy = vid.height / 2;
|
||||
M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
|
||||
break;
|
||||
}
|
||||
|
||||
void R_RenderPlayerView(player_t *player)
|
||||
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
|
||||
}
|
||||
|
||||
void R_PrepareViewWorld(player_t *player)
|
||||
{
|
||||
viewworld = NULL;
|
||||
|
||||
R_SetViewMobj(player);
|
||||
|
||||
if (r_viewmobj)
|
||||
|
@ -1494,8 +1505,14 @@ void R_RenderPlayerView(player_t *player)
|
|||
else if (localworld && !splitscreen) // Yes?
|
||||
P_SetViewWorld(localworld);
|
||||
else
|
||||
return;
|
||||
viewworld = worldlist[0];
|
||||
}
|
||||
|
||||
// ================
|
||||
// R_RenderView
|
||||
// ================
|
||||
void R_RenderPlayerView(player_t *player)
|
||||
{
|
||||
INT32 nummasks = 1;
|
||||
maskcount_t* masks = malloc(sizeof(maskcount_t));
|
||||
|
||||
|
|
|
@ -140,6 +140,9 @@ void R_ExecuteSetViewSize(void);
|
|||
void R_SetupFrame(player_t *player);
|
||||
void R_SkyboxFrame(player_t *player);
|
||||
|
||||
void R_SetViewNum(UINT32 viewnum);
|
||||
void R_PrepareViewWorld(player_t *player);
|
||||
|
||||
boolean R_ViewpointHasChasecam(player_t *player);
|
||||
boolean R_IsViewpointThirdPerson(player_t *player, boolean skybox);
|
||||
|
||||
|
|
Loading…
Reference in a new issue