// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2023 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file r_plane.c /// \brief Here is a core component: drawing the floors and ceilings, /// while maintaining a per column clipping list only. /// Moreover, the sky areas have to be determined. #include "doomdef.h" #include "console.h" #include "m_easing.h" // For Easing_InOutSine, used in R_UpdatePlaneRipple #include "g_game.h" #include "p_setup.h" // levelflats #include "p_slopes.h" #include "r_data.h" #include "r_textures.h" #include "r_local.h" #include "r_state.h" #include "r_splats.h" // faB(21jan):testing #include "r_sky.h" #include "r_portal.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "p_tick.h" // // opening // //SoM: 3/23/2000: Use Boom visplane hashing. visplane_t *visplanes[MAXVISPLANES]; static visplane_t *freetail; static visplane_t **freehead = &freetail; visplane_t *floorplane; visplane_t *ceilingplane; static visplane_t *currentplane; visffloor_t ffloor[MAXFFLOORS]; INT32 numffloors; //SoM: 3/23/2000: Boom visplane hashing routine. #define visplane_hash(picnum,lightlevel,height) \ ((unsigned)((picnum)*3+(lightlevel)+(height)*7) & VISPLANEHASHMASK) //SoM: 3/23/2000: Use boom opening limit removal size_t maxopenings; INT16 *openings, *lastopening; /// \todo free leak // // Clip values are the solid pixel bounding the range. // floorclip starts out SCREENHEIGHT // ceilingclip starts out -1 // INT16 floorclip[MAXVIDWIDTH], ceilingclip[MAXVIDWIDTH]; fixed_t frontscale[MAXVIDWIDTH]; // // spanstart holds the start of a plane span // initialized to 0 at start // static INT32 spanstart[MAXVIDHEIGHT]; // // texture mapping // lighttable_t **planezlight; static fixed_t planeheight; //added : 10-02-98: yslopetab is what yslope used to be, // yslope points somewhere into yslopetab, // now (viewheight/2) slopes are calculated above and // below the original viewheight for mouselook // (this is to calculate yslopes only when really needed) // (when mouselookin', yslope is moving into yslopetab) // Check R_SetupFrame, R_SetViewSize for more... fixed_t yslopetab[MAXVIDHEIGHT*16]; fixed_t *yslope; fixed_t cachedheight[MAXVIDHEIGHT]; fixed_t cacheddistance[MAXVIDHEIGHT]; fixed_t cachedxstep[MAXVIDHEIGHT]; fixed_t cachedystep[MAXVIDHEIGHT]; static fixed_t xoffs, yoffs; static floatv3_t ds_slope_origin, ds_slope_u, ds_slope_v; // // R_InitPlanes // Only at game startup. // void R_InitPlanes(void) { // FIXME: unused } // // Water ripple effect // Needs the height of the plane, and the vertical position of the span. // Sets planeripple.xfrac and planeripple.yfrac, added to ds_xfrac and ds_yfrac, if the span is not tilted. // static struct { INT32 offset; fixed_t xfrac, yfrac; boolean active; } planeripple; // ripples da water texture static fixed_t R_CalculateRippleOffset(INT32 y) { fixed_t distance = FixedMul(planeheight, yslope[y]); const INT32 yay = (planeripple.offset + (distance>>9)) & 8191; return FixedDiv(FINESINE(yay), (1<<12) + (distance>>11)); } static void R_CalculatePlaneRipple(angle_t angle) { angle >>= ANGLETOFINESHIFT; angle = (angle + 2048) & 8191; // 90 degrees planeripple.xfrac = FixedMul(FINECOSINE(angle), ds_bgofs); planeripple.yfrac = FixedMul(FINESINE(angle), ds_bgofs); } static void R_UpdatePlaneRipple(void) { // ds_waterofs oscillates between 0 and 16384 every other tic // Now that frame interpolation is a thing, HOW does it oscillate? // The difference between linear interpolation and a sine wave is miniscule here, // but a sine wave is ever so slightly smoother and sleeker ds_waterofs = Easing_InOutSine(((leveltime & 1)*FRACUNIT) + rendertimefrac,16384,0); // Meanwhile, planeripple.offset just counts up, so it gets simple linear interpolation planeripple.offset = ((leveltime-1)*140) + ((rendertimefrac*140) / FRACUNIT); } static void R_MapPlane(INT32 y, INT32 x1, INT32 x2) { angle_t angle, planecos, planesin; fixed_t distance = 0, span; size_t pindex; #ifdef RANGECHECK if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) I_Error("R_MapPlane: %d, %d at %d", x1, x2, y); #endif if (x1 >= vid.width) x1 = vid.width - 1; angle = (currentplane->viewangle + currentplane->plangle)>>ANGLETOFINESHIFT; planecos = FINECOSINE(angle); planesin = FINESINE(angle); if (planeheight != cachedheight[y]) { cachedheight[y] = planeheight; cacheddistance[y] = distance = FixedMul(planeheight, yslope[y]); span = abs(centery - y); if (span) // Don't divide by zero { ds_xstep = FixedMul(planesin, planeheight) / span; ds_ystep = FixedMul(planecos, planeheight) / span; } else ds_xstep = ds_ystep = FRACUNIT; cachedxstep[y] = ds_xstep; cachedystep[y] = ds_ystep; } else { distance = cacheddistance[y]; ds_xstep = cachedxstep[y]; ds_ystep = cachedystep[y]; } // [RH] Instead of using the xtoviewangle array, I calculated the fractional values // at the middle of the screen, then used the calculated ds_xstep and ds_ystep // to step from those to the proper texture coordinate to start drawing at. // That way, the texture coordinate is always calculated by its position // on the screen and not by its position relative to the edge of the visplane. ds_xfrac = xoffs + FixedMul(planecos, distance) + (x1 - centerx) * ds_xstep; ds_yfrac = yoffs - FixedMul(planesin, distance) + (x1 - centerx) * ds_ystep; // Water ripple effect if (planeripple.active) { ds_bgofs = R_CalculateRippleOffset(y); R_CalculatePlaneRipple(currentplane->viewangle + currentplane->plangle); ds_xfrac += planeripple.xfrac; ds_yfrac += planeripple.yfrac; ds_bgofs >>= FRACBITS; if ((y + ds_bgofs) >= viewheight) ds_bgofs = viewheight-y-1; if ((y + ds_bgofs) < 0) ds_bgofs = -y; } pindex = distance >> LIGHTZSHIFT; if (pindex >= MAXLIGHTZ) pindex = MAXLIGHTZ - 1; ds_colormap = planezlight[pindex]; if (currentplane->extra_colormap) ds_colormap = currentplane->extra_colormap->colormap + (ds_colormap - colormaps); ds_y = y; ds_x1 = x1; ds_x2 = x2; spanfunc(); } static void R_MapTiltedPlane(INT32 y, INT32 x1, INT32 x2) { #ifdef RANGECHECK if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) I_Error("R_MapTiltedPlane: %d, %d at %d", x1, x2, y); #endif if (x1 >= vid.width) x1 = vid.width - 1; // Water ripple effect if (planeripple.active) { ds_bgofs = R_CalculateRippleOffset(y); ds_sup = &ds_su[y]; ds_svp = &ds_sv[y]; ds_szp = &ds_sz[y]; ds_bgofs >>= FRACBITS; if ((y + ds_bgofs) >= viewheight) ds_bgofs = viewheight-y-1; if ((y + ds_bgofs) < 0) ds_bgofs = -y; } if (currentplane->extra_colormap) ds_colormap = currentplane->extra_colormap->colormap; else ds_colormap = colormaps; ds_y = y; ds_x1 = x1; ds_x2 = x2; spanfunc(); } static void R_MapFogPlane(INT32 y, INT32 x1, INT32 x2) { fixed_t distance; size_t pindex; #ifdef RANGECHECK if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) I_Error("R_MapFogPlane: %d, %d at %d", x1, x2, y); #endif if (x1 >= vid.width) x1 = vid.width - 1; if (planeheight != cachedheight[y]) distance = FixedMul(planeheight, yslope[y]); else distance = cacheddistance[y]; pindex = distance >> LIGHTZSHIFT; if (pindex >= MAXLIGHTZ) pindex = MAXLIGHTZ - 1; ds_colormap = planezlight[pindex]; if (currentplane->extra_colormap) ds_colormap = currentplane->extra_colormap->colormap + (ds_colormap - colormaps); ds_y = y; ds_x1 = x1; ds_x2 = x2; spanfunc(); } static void R_MapTiltedFogPlane(INT32 y, INT32 x1, INT32 x2) { #ifdef RANGECHECK if (x2 < x1 || x1 < 0 || x2 >= viewwidth || y > viewheight) I_Error("R_MapTiltedFogPlane: %d, %d at %d", x1, x2, y); #endif if (x1 >= vid.width) x1 = vid.width - 1; if (currentplane->extra_colormap) ds_colormap = currentplane->extra_colormap->colormap; else ds_colormap = colormaps; ds_y = y; ds_x1 = x1; ds_x2 = x2; spanfunc(); } void R_ClearFFloorClips (void) { INT32 i, p; // opening / clipping determination for (i = 0; i < viewwidth; i++) { for (p = 0; p < MAXFFLOORS; p++) { ffloor[p].f_clip[i] = (INT16)viewheight; ffloor[p].c_clip[i] = -1; } } numffloors = 0; } // // R_ClearPlanes // At begining of frame. // void R_ClearPlanes(void) { INT32 i, p; // opening / clipping determination for (i = 0; i < viewwidth; i++) { floorclip[i] = (INT16)viewheight; ceilingclip[i] = -1; frontscale[i] = INT32_MAX; for (p = 0; p < MAXFFLOORS; p++) { ffloor[p].f_clip[i] = (INT16)viewheight; ffloor[p].c_clip[i] = -1; } } for (i = 0; i < MAXVISPLANES; i++) for (*freehead = visplanes[i], visplanes[i] = NULL; freehead && *freehead ;) { freehead = &(*freehead)->next; } lastopening = openings; // texture calculation memset(cachedheight, 0, sizeof (cachedheight)); } static visplane_t *new_visplane(unsigned hash) { visplane_t *check = freetail; if (!check) { check = malloc(sizeof (*check)); if (check == NULL) I_Error("%s: Out of memory", "new_visplane"); // FIXME: ugly } else { freetail = freetail->next; if (!freetail) freehead = &freetail; } check->next = visplanes[hash]; visplanes[hash] = check; return check; } // // R_FindPlane: Seek a visplane having the identical values: // Same height, same flattexture, same lightlevel. // If not, allocates another of them. // visplane_t *R_FindPlane(fixed_t height, INT32 picnum, INT32 lightlevel, fixed_t xoff, fixed_t yoff, angle_t plangle, extracolormap_t *planecolormap, ffloor_t *pfloor, polyobj_t *polyobj, pslope_t *slope) { visplane_t *check; unsigned hash; if (!slope) // Don't mess with this right now if a slope is involved { xoff += viewx; yoff -= viewy; if (plangle != 0) { // Add the view offset, rotated by the plane angle. float ang = ANG2RAD(plangle); float x = FixedToFloat(xoff); float y = FixedToFloat(yoff); xoff = FloatToFixed(x * cos(ang) + y * sin(ang)); yoff = FloatToFixed(-x * sin(ang) + y * cos(ang)); } } if (polyobj) { if (polyobj->angle != 0) { float ang = ANG2RAD(polyobj->angle); float x = FixedToFloat(polyobj->centerPt.x); float y = FixedToFloat(polyobj->centerPt.y); xoff -= FloatToFixed(x * cos(ang) + y * sin(ang)); yoff -= FloatToFixed(x * sin(ang) - y * cos(ang)); } else { xoff -= polyobj->centerPt.x; yoff += polyobj->centerPt.y; } } // This appears to fix the Nimbus Ruins sky bug. if (picnum == skyflatnum && pfloor) { height = 0; // all skies map together lightlevel = 0; } if (!pfloor) { hash = visplane_hash(picnum, lightlevel, height); for (check = visplanes[hash]; check; check = check->next) { if (polyobj != check->polyobj) continue; if (height == check->height && picnum == check->picnum && lightlevel == check->lightlevel && xoff == check->xoffs && yoff == check->yoffs && planecolormap == check->extra_colormap && check->viewx == viewx && check->viewy == viewy && check->viewz == viewz && check->viewangle == viewangle && check->plangle == plangle && check->slope == slope) { return check; } } } else { hash = MAXVISPLANES - 1; } check = new_visplane(hash); check->height = height; check->picnum = picnum; check->lightlevel = lightlevel; check->minx = vid.width; check->maxx = -1; check->xoffs = xoff; check->yoffs = yoff; check->extra_colormap = planecolormap; check->ffloor = pfloor; check->viewx = viewx; check->viewy = viewy; check->viewz = viewz; check->viewangle = viewangle; check->plangle = plangle; check->polyobj = polyobj; check->slope = slope; memset(check->top, 0xff, sizeof (check->top)); memset(check->bottom, 0x00, sizeof (check->bottom)); return check; } // // R_CheckPlane: return same visplane or alloc a new one if needed // visplane_t *R_CheckPlane(visplane_t *pl, INT32 start, INT32 stop) { INT32 intrl, intrh; INT32 unionl, unionh; INT32 x; if (start < pl->minx) { intrl = pl->minx; unionl = start; } else { unionl = pl->minx; intrl = start; } if (stop > pl->maxx) { intrh = pl->maxx; unionh = stop; } else { unionh = pl->maxx; intrh = stop; } // 0xff is not equal to -1 with shorts... for (x = intrl; x <= intrh; x++) if (pl->top[x] != 0xffff || pl->bottom[x] != 0x0000) break; if (x > intrh) /* Can use existing plane; extend range */ { pl->minx = unionl; pl->maxx = unionh; } else /* Cannot use existing plane; create a new one */ { visplane_t *new_pl; if (pl->ffloor) { new_pl = new_visplane(MAXVISPLANES - 1); } else { unsigned hash = visplane_hash(pl->picnum, pl->lightlevel, pl->height); new_pl = new_visplane(hash); } new_pl->height = pl->height; new_pl->picnum = pl->picnum; new_pl->lightlevel = pl->lightlevel; new_pl->xoffs = pl->xoffs; new_pl->yoffs = pl->yoffs; new_pl->extra_colormap = pl->extra_colormap; new_pl->ffloor = pl->ffloor; new_pl->viewx = pl->viewx; new_pl->viewy = pl->viewy; new_pl->viewz = pl->viewz; new_pl->viewangle = pl->viewangle; new_pl->plangle = pl->plangle; new_pl->polyobj = pl->polyobj; new_pl->slope = pl->slope; pl = new_pl; pl->minx = start; pl->maxx = stop; memset(pl->top, 0xff, sizeof pl->top); memset(pl->bottom, 0x00, sizeof pl->bottom); } return pl; } // // R_ExpandPlane // // This function basically expands the visplane. // The reason for this is that when creating 3D floor planes, there is no // need to create new ones with R_CheckPlane, because 3D floor planes // are created by subsector and there is no way a subsector can graphically // overlap. void R_ExpandPlane(visplane_t *pl, INT32 start, INT32 stop) { // Don't expand polyobject planes here - we do that on our own. if (pl->polyobj) return; if (pl->minx > start) pl->minx = start; if (pl->maxx < stop) pl->maxx = stop; } static void R_MakeSpans(void (*mapfunc)(INT32, INT32, INT32), INT32 x, INT32 t1, INT32 b1, INT32 t2, INT32 b2) { // Alam: from r_splats's R_RasterizeFloorSplat if (t1 >= vid.height) t1 = vid.height-1; if (b1 >= vid.height) b1 = vid.height-1; if (t2 >= vid.height) t2 = vid.height-1; if (b2 >= vid.height) b2 = vid.height-1; if (x-1 >= vid.width) x = vid.width; while (t1 < t2 && t1 <= b1) { mapfunc(t1, spanstart[t1], x - 1); t1++; } while (b1 > b2 && b1 >= t1) { mapfunc(b1, spanstart[b1], x - 1); b1--; } while (t2 < t1 && t2 <= b2) spanstart[t2++] = x; while (b2 > b1 && b2 >= t2) spanstart[b2--] = x; } void R_DrawPlanes(void) { visplane_t *pl; INT32 i; R_UpdatePlaneRipple(); for (i = 0; i < MAXVISPLANES; i++, pl++) { for (pl = visplanes[i]; pl; pl = pl->next) { if (pl->ffloor != NULL || pl->polyobj != NULL) continue; R_DrawSinglePlane(pl); } } } // R_DrawSkyPlane // // Draws the sky within the plane's top/bottom bounds // Note: this uses column drawers instead of span drawers, since the sky is always a texture // static void R_DrawSkyPlane(visplane_t *pl) { INT32 x; INT32 angle; // Reset column drawer function (note: couldn't we just call walldrawerfunc directly?) // (that is, unless we'll need to switch drawers in future for some reason) colfunc = colfuncs[BASEDRAWFUNC]; // use correct aspect ratio scale dc_iscale = skyscale; // Sky is always drawn full bright, // i.e. colormaps[0] is used. // Because of this hack, sky is not affected // by sector colormaps (INVUL inverse mapping is not implemented in SRB2 so is irrelevant). dc_colormap = colormaps; dc_texturemid = skytexturemid; dc_texheight = textureheight[skytexture] >>FRACBITS; for (x = pl->minx; x <= pl->maxx; x++) { dc_yl = pl->top[x]; dc_yh = pl->bottom[x]; if (dc_yl <= dc_yh) { angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT; dc_iscale = FixedMul(skyscale, FINECOSINE(xtoviewangle[x]>>ANGLETOFINESHIFT)); dc_x = x; dc_source = R_GetColumn(texturetranslation[skytexture], -angle); // get negative of angle for each column to display sky correct way round! --Monster Iestyn 27/01/18 colfunc(); } } } // Returns the height of the sloped plane at (x, y) as a 32.16 fixed_t static INT64 R_GetSlopeZAt(const pslope_t *slope, fixed_t x, fixed_t y) { INT64 x64 = ((INT64)x - (INT64)slope->o.x); INT64 y64 = ((INT64)y - (INT64)slope->o.y); x64 = (x64 * (INT64)slope->d.x) / FRACUNIT; y64 = (y64 * (INT64)slope->d.y) / FRACUNIT; return (INT64)slope->o.z + ((x64 + y64) * (INT64)slope->zdelta) / FRACUNIT; } // Sets the texture origin vector of the sloped plane. static void R_SetSlopePlaneOrigin(pslope_t *slope, fixed_t xpos, fixed_t ypos, fixed_t zpos, fixed_t xoff, fixed_t yoff, fixed_t angle) { floatv3_t *p = &ds_slope_origin; INT64 vx = (INT64)xpos + (INT64)xoff; INT64 vy = (INT64)ypos - (INT64)yoff; float vxf = vx / (float)FRACUNIT; float vyf = vy / (float)FRACUNIT; float ang = ANG2RAD(ANGLE_270 - angle); // 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. p->x = vxf * cos(ang) - vyf * sin(ang); p->z = vxf * sin(ang) + vyf * cos(ang); p->y = (R_GetSlopeZAt(slope, -xoff, yoff) - zpos) / (float)FRACUNIT; } // This function calculates all of the vectors necessary for drawing a sloped plane. void R_SetSlopePlane(pslope_t *slope, fixed_t xpos, fixed_t ypos, fixed_t zpos, fixed_t xoff, fixed_t yoff, angle_t angle, angle_t plangle) { // 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 *m = &ds_slope_v, *n = &ds_slope_u; fixed_t height, temp; float ang; R_SetSlopePlaneOrigin(slope, xpos, ypos, zpos, xoff, yoff, angle); height = P_GetSlopeZAt(slope, xpos, ypos); zeroheight = FixedToFloat(height - zpos); // m is the v direction vector in view space ang = ANG2RAD(ANGLE_180 - (angle + 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); plangle >>= ANGLETOFINESHIFT; temp = P_GetSlopeZAt(slope, xpos + FINESINE(plangle), ypos + FINECOSINE(plangle)); m->y = FixedToFloat(temp - height); temp = P_GetSlopeZAt(slope, xpos + FINECOSINE(plangle), ypos - FINESINE(plangle)); n->y = FixedToFloat(temp - height); } // This function calculates all of the vectors necessary for drawing a sloped and scaled plane. void R_SetScaledSlopePlane(pslope_t *slope, fixed_t xpos, fixed_t ypos, fixed_t zpos, fixed_t xs, fixed_t ys, fixed_t xoff, fixed_t yoff, angle_t angle, angle_t plangle) { floatv3_t *m = &ds_slope_v, *n = &ds_slope_u; fixed_t height, temp; float xscale = FixedToFloat(xs); float yscale = FixedToFloat(ys); float ang; R_SetSlopePlaneOrigin(slope, xpos, ypos, zpos, xoff, yoff, angle); height = P_GetSlopeZAt(slope, xpos, ypos); zeroheight = FixedToFloat(height - zpos); // m is the v direction vector in view space ang = ANG2RAD(ANGLE_180 - (angle + plangle)); m->x = yscale * cos(ang); m->z = yscale * sin(ang); // n is the u direction vector in view space n->x = xscale * sin(ang); n->z = -xscale * cos(ang); ang = ANG2RAD(plangle); temp = P_GetSlopeZAt(slope, xpos + FloatToFixed(yscale * sin(ang)), ypos + FloatToFixed(yscale * cos(ang))); m->y = FixedToFloat(temp - height); temp = P_GetSlopeZAt(slope, xpos + FloatToFixed(xscale * cos(ang)), ypos - FloatToFixed(xscale * sin(ang))); n->y = FixedToFloat(temp - height); } void R_CalculateSlopeVectors(void) { float sfmult = 65536.f; // 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_sup, ds_slope_origin, ds_slope_v); CROSS(ds_svp, ds_slope_origin, ds_slope_u); CROSS(ds_szp, ds_slope_v, ds_slope_u); #undef CROSS ds_sup->z *= focallengthf; ds_svp->z *= focallengthf; ds_szp->z *= focallengthf; if (ds_solidcolor) return; // Premultiply the texture vectors with the scale factors if (ds_powersoftwo) sfmult *= (1 << nflatshiftup); ds_sup->x *= sfmult; ds_sup->y *= sfmult; ds_sup->z *= sfmult; ds_svp->x *= sfmult; ds_svp->y *= sfmult; ds_svp->z *= sfmult; } void R_SetTiltedSpan(INT32 span) { if (ds_su == NULL) ds_su = Z_Malloc(sizeof(*ds_su) * vid.height, PU_STATIC, NULL); if (ds_sv == NULL) ds_sv = Z_Malloc(sizeof(*ds_sv) * vid.height, PU_STATIC, NULL); if (ds_sz == NULL) ds_sz = Z_Malloc(sizeof(*ds_sz) * vid.height, PU_STATIC, NULL); ds_sup = &ds_su[span]; ds_svp = &ds_sv[span]; ds_szp = &ds_sz[span]; } static void R_SetSlopePlaneVectors(visplane_t *pl, INT32 y, fixed_t xoff, fixed_t yoff) { R_SetTiltedSpan(y); R_SetSlopePlane(pl->slope, pl->viewx, pl->viewy, pl->viewz, xoff, yoff, pl->viewangle, pl->plangle); R_CalculateSlopeVectors(); } static inline void R_AdjustSlopeCoordinates(vector3_t *origin) { const fixed_t modmask = ((1 << (32-nflatshiftup)) - 1); fixed_t ox = (origin->x & modmask); fixed_t oy = -(origin->y & modmask); xoffs &= modmask; yoffs &= modmask; xoffs -= (origin->x - ox); yoffs += (origin->y + oy); } static inline void R_AdjustSlopeCoordinatesNPO2(vector3_t *origin) { const fixed_t modmaskw = (ds_flatwidth << FRACBITS); const fixed_t modmaskh = (ds_flatheight << FRACBITS); fixed_t ox = (origin->x % modmaskw); fixed_t oy = -(origin->y % modmaskh); xoffs %= modmaskw; yoffs %= modmaskh; xoffs -= (origin->x - ox); yoffs += (origin->y + oy); } void R_DrawSinglePlane(visplane_t *pl) { INT32 light = 0; INT32 x, stop; ffloor_t *rover; boolean fog = false; INT32 spanfunctype = BASEDRAWFUNC; void (*mapfunc)(INT32, INT32, INT32); if (!(pl->minx <= pl->maxx)) return; // sky flat if (pl->picnum == skyflatnum) { R_DrawSkyPlane(pl); return; } planeripple.active = false; if (pl->polyobj) { // Hacked up support for alpha value in software mode Tails 09-24-2002 (sidenote: ported to polys 10-15-2014, there was no time travel involved -Red) if (pl->polyobj->translucency >= 10) return; // Don't even draw it else if (pl->polyobj->translucency > 0) { spanfunctype = (pl->polyobj->flags & POF_SPLAT) ? SPANDRAWFUNC_TRANSSPLAT : SPANDRAWFUNC_TRANS; ds_transmap = R_GetTranslucencyTable(pl->polyobj->translucency); } else if (pl->polyobj->flags & POF_SPLAT) // Opaque, but allow transparent flat pixels spanfunctype = SPANDRAWFUNC_SPLAT; if (pl->polyobj->translucency == 0 || (pl->extra_colormap && (pl->extra_colormap->flags & CMF_FOG))) light = (pl->lightlevel >> LIGHTSEGSHIFT); else light = LIGHTLEVELS-1; } else { if (pl->ffloor) { // Don't draw planes that shouldn't be drawn. for (rover = pl->ffloor->target->ffloors; rover; rover = rover->next) { if ((pl->ffloor->fofflags & FOF_CUTEXTRA) && (rover->fofflags & FOF_EXTRA)) { if (pl->ffloor->fofflags & FOF_EXTRA) { // The plane is from an extra 3D floor... Check the flags so // there are no undesired cuts. if (((pl->ffloor->fofflags & (FOF_FOG|FOF_SWIMMABLE)) == (rover->fofflags & (FOF_FOG|FOF_SWIMMABLE))) && pl->height < *rover->topheight && pl->height > *rover->bottomheight) return; } } } if (pl->ffloor->fofflags & FOF_TRANSLUCENT) { spanfunctype = (pl->ffloor->fofflags & FOF_SPLAT) ? SPANDRAWFUNC_TRANSSPLAT : SPANDRAWFUNC_TRANS; // Hacked up support for alpha value in software mode Tails 09-24-2002 // ...unhacked by toaster 04-01-2021, re-hacked a little by sphere 19-11-2021 { INT32 trans = (10*((256+12) - pl->ffloor->alpha))/255; if (trans >= 10) return; // Don't even draw it if (pl->ffloor->blend) // additive, (reverse) subtractive, modulative ds_transmap = R_GetBlendTable(pl->ffloor->blend, trans); else if (!(ds_transmap = R_GetTranslucencyTable(trans)) || trans == 0) spanfunctype = SPANDRAWFUNC_SPLAT; // Opaque, but allow transparent flat pixels } if ((spanfunctype == SPANDRAWFUNC_SPLAT) || (pl->extra_colormap && (pl->extra_colormap->flags & CMF_FOG))) light = (pl->lightlevel >> LIGHTSEGSHIFT); else light = LIGHTLEVELS-1; } else if (pl->ffloor->fofflags & FOF_FOG) { fog = true; spanfunctype = SPANDRAWFUNC_FOG; light = (pl->lightlevel >> LIGHTSEGSHIFT); } else light = (pl->lightlevel >> LIGHTSEGSHIFT); if (pl->ffloor->fofflags & FOF_RIPPLE && !fog) { planeripple.active = true; if (spanfunctype == SPANDRAWFUNC_TRANS) { // Copy the current scene, ugh INT32 top = pl->high-8; INT32 bottom = pl->low+8; if (top < 0) top = 0; if (bottom > vid.height) bottom = vid.height; spanfunctype = SPANDRAWFUNC_WATER; // Only copy the part of the screen we need VID_BlitLinearScreen((splitscreen && viewplayer == &players[secondarydisplayplayer]) ? screens[0] + (top+(vid.height>>1))*vid.width : screens[0]+((top)*vid.width), screens[1]+((top)*vid.width), vid.width, bottom-top, vid.width, vid.width); } } } else light = (pl->lightlevel >> LIGHTSEGSHIFT); } ds_powersoftwo = ds_solidcolor = false; if (fog) { // Since all fog planes do is apply a colormap, it's not required // to know any information about their textures. mapfunc = R_MapFogPlane; } else { levelflat_t *levelflat = &levelflats[pl->picnum]; /* :james: */ switch (levelflat->type) { case LEVELFLAT_NONE: return; case LEVELFLAT_FLAT: ds_source = (UINT8 *)R_GetFlat(levelflat->u.flat.lumpnum); R_SetFlatVars(W_LumpLength(levelflat->u.flat.lumpnum)); if (R_CheckSolidColorFlat()) ds_solidcolor = true; else ds_powersoftwo = true; break; default: ds_source = (UINT8 *)R_GetLevelFlat(levelflat); if (!ds_source) return; else if (R_CheckSolidColorFlat()) ds_solidcolor = true; else if (R_CheckPowersOfTwo()) { R_SetFlatVars(ds_flatwidth * ds_flatheight); ds_powersoftwo = true; } } // Don't mess with angle on slopes! We'll handle this ourselves later if (!pl->slope && viewangle != pl->viewangle+pl->plangle) { memset(cachedheight, 0, sizeof (cachedheight)); viewangle = pl->viewangle+pl->plangle; } mapfunc = R_MapPlane; if (ds_solidcolor) { switch (spanfunctype) { case SPANDRAWFUNC_WATER: spanfunctype = SPANDRAWFUNC_WATERSOLID; break; case SPANDRAWFUNC_TRANS: spanfunctype = SPANDRAWFUNC_TRANSSOLID; break; default: spanfunctype = SPANDRAWFUNC_SOLID; break; } } } xoffs = pl->xoffs; yoffs = pl->yoffs; if (light >= LIGHTLEVELS) light = LIGHTLEVELS-1; if (light < 0) light = 0; if (pl->slope) { if (fog) mapfunc = R_MapTiltedFogPlane; else { mapfunc = R_MapTiltedPlane; if (!pl->plangle && !ds_solidcolor) { if (ds_powersoftwo) R_AdjustSlopeCoordinates(&pl->slope->o); else R_AdjustSlopeCoordinatesNPO2(&pl->slope->o); } } if (planeripple.active) { planeheight = abs(P_GetSlopeZAt(pl->slope, pl->viewx, pl->viewy) - pl->viewz); R_PlaneBounds(pl); for (x = pl->high; x < pl->low; x++) { ds_bgofs = R_CalculateRippleOffset(x); R_CalculatePlaneRipple(pl->viewangle + pl->plangle); R_SetSlopePlaneVectors(pl, x, (xoffs + planeripple.xfrac), (yoffs + planeripple.yfrac)); } } else R_SetSlopePlaneVectors(pl, 0, xoffs, yoffs); switch (spanfunctype) { case SPANDRAWFUNC_WATER: spanfunctype = SPANDRAWFUNC_TILTEDWATER; break; case SPANDRAWFUNC_TRANS: spanfunctype = SPANDRAWFUNC_TILTEDTRANS; break; case SPANDRAWFUNC_SPLAT: spanfunctype = SPANDRAWFUNC_TILTEDSPLAT; break; case SPANDRAWFUNC_SOLID: spanfunctype = SPANDRAWFUNC_TILTEDSOLID; break; case SPANDRAWFUNC_TRANSSOLID: spanfunctype = SPANDRAWFUNC_TILTEDTRANSSOLID; break; case SPANDRAWFUNC_WATERSOLID: spanfunctype = SPANDRAWFUNC_TILTEDWATERSOLID; break; case SPANDRAWFUNC_FOG: spanfunctype = SPANDRAWFUNC_TILTEDFOG; break; default: spanfunctype = SPANDRAWFUNC_TILTED; break; } planezlight = scalelight[light]; } else { planeheight = abs(pl->height - pl->viewz); planezlight = zlight[light]; } // Set the span drawer if (!ds_powersoftwo) { if (spanfuncs_npo2[spanfunctype]) spanfunc = spanfuncs_npo2[spanfunctype]; else spanfunc = spanfuncs[spanfunctype]; } else spanfunc = spanfuncs[spanfunctype]; // set the maximum value for unsigned pl->top[pl->maxx+1] = 0xffff; pl->top[pl->minx-1] = 0xffff; pl->bottom[pl->maxx+1] = 0x0000; pl->bottom[pl->minx-1] = 0x0000; currentplane = pl; stop = pl->maxx + 1; for (x = pl->minx; x <= stop; x++) R_MakeSpans(mapfunc, x, pl->top[x-1], pl->bottom[x-1], pl->top[x], pl->bottom[x]); } void R_PlaneBounds(visplane_t *plane) { INT32 i; INT32 hi, low; hi = plane->top[plane->minx]; low = plane->bottom[plane->minx]; for (i = plane->minx + 1; i <= plane->maxx; i++) { if (plane->top[i] < hi) hi = plane->top[i]; if (plane->bottom[i] > low) low = plane->bottom[i]; } plane->high = hi; plane->low = low; }