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https://git.do.srb2.org/STJr/SRB2.git
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3679 lines
99 KiB
C
3679 lines
99 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2023 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_things.c
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/// \brief Refresh of things, i.e. objects represented by sprites
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#include "doomdef.h"
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#include "console.h"
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#include "g_game.h"
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#include "r_local.h"
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#include "st_stuff.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "m_menu.h" // character select
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#include "m_misc.h"
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#include "info.h" // spr2names
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#include "i_video.h" // rendermode
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#include "i_system.h"
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#include "r_fps.h"
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#include "r_things.h"
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#include "r_patch.h"
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#include "r_patchrotation.h"
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#include "r_picformats.h"
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#include "r_plane.h"
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#include "r_portal.h"
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#include "r_splats.h"
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#include "p_tick.h"
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#include "p_local.h"
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#include "p_slopes.h"
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#include "netcode/d_netfil.h" // blargh. for nameonly().
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#include "m_cheat.h" // objectplace
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#ifdef HWRENDER
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#include "hardware/hw_md2.h"
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#include "hardware/hw_glob.h"
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#include "hardware/hw_light.h"
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#include "hardware/hw_drv.h"
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#endif
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#define MINZ (FRACUNIT*4)
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#define BASEYCENTER (BASEVIDHEIGHT/2)
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typedef struct
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{
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INT32 x1, x2;
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INT32 column;
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INT32 topclip, bottomclip;
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} maskdraw_t;
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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// There was a lot of stuff grabbed wrong, so I changed it...
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//
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static lighttable_t **spritelights;
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// constant arrays used for psprite clipping and initializing clipping
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INT16 negonearray[MAXVIDWIDTH];
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INT16 screenheightarray[MAXVIDWIDTH];
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spriteinfo_t spriteinfo[NUMSPRITES];
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//
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// INITIALIZATION FUNCTIONS
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//
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// variables used to look up and range check thing_t sprites patches
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spritedef_t *sprites;
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size_t numsprites;
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static spriteframe_t sprtemp[64];
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static size_t maxframe;
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static const char *spritename;
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//
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// Clipping against drawsegs optimization, from prboom-plus
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//
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// TODO: This should be done with proper subsector pass through
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// sprites which would ideally remove the need to do it at all.
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// Unfortunately, SRB2's drawing loop has lots of annoying
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// changes from Doom for portals, which make it hard to implement.
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typedef struct drawseg_xrange_item_s
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{
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INT16 x1, x2;
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drawseg_t *user;
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} drawseg_xrange_item_t;
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typedef struct drawsegs_xrange_s
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{
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drawseg_xrange_item_t *items;
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INT32 count;
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} drawsegs_xrange_t;
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#define DS_RANGES_COUNT 3
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static drawsegs_xrange_t drawsegs_xranges[DS_RANGES_COUNT];
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static drawseg_xrange_item_t *drawsegs_xrange;
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static size_t drawsegs_xrange_size = 0;
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static INT32 drawsegs_xrange_count = 0;
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// ==========================================================================
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//
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// Sprite loading routines: support sprites in pwad, dehacked sprite renaming,
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// replacing not all frames of an existing sprite, add sprites at run-time,
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// add wads at run-time.
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//
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// ==========================================================================
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//
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//
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//
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static void R_InstallSpriteLump(UINT16 wad, // graphics patch
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UINT16 lump,
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size_t lumpid, // identifier
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UINT8 frame,
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UINT8 rotation,
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UINT8 flipped)
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{
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char cn = R_Frame2Char(frame), cr = R_Rotation2Char(rotation); // for debugging
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INT32 r;
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lumpnum_t lumppat = wad;
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lumppat <<= 16;
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lumppat += lump;
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if (maxframe ==(size_t)-1 || frame > maxframe)
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maxframe = frame;
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#ifdef ROTSPRITE
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for (r = 0; r < 16; r++)
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{
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sprtemp[frame].rotated[r] = NULL;
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}
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#endif
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if (rotation == 0)
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{
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// the lump should be used for all rotations
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if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate != SRF_NONE) // Let's bundle 1-8/16 and L/R rotations into one debug message.
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has rotations and a rot = 0 lump\n", spritename, cn);
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sprtemp[frame].rotate = SRF_SINGLE;
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for (r = 0; r < 16; r++)
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{
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sprtemp[frame].lumppat[r] = lumppat;
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sprtemp[frame].lumpid[r] = lumpid;
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}
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sprtemp[frame].flip = flipped ? 0xFFFF : 0; // 1111111111111111 in binary
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return;
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}
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if (rotation == ROT_L || rotation == ROT_R)
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{
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UINT8 rightfactor = ((rotation == ROT_R) ? 4 : 0);
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// the lump should be used for half of all rotations
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if (sprtemp[frame].rotate == SRF_NONE)
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sprtemp[frame].rotate = SRF_SINGLE;
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else if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has L/R rotations and a rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate == SRF_3D)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8 rotations\n", spritename, cn);
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else if (sprtemp[frame].rotate == SRF_3DGE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-G rotations\n", spritename, cn);
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else if ((sprtemp[frame].rotate & SRF_LEFT) && (rotation == ROT_L))
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple L rotations\n", spritename, cn);
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else if ((sprtemp[frame].rotate & SRF_RIGHT) && (rotation == ROT_R))
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has multiple R rotations\n", spritename, cn);
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sprtemp[frame].rotate |= ((rotation == ROT_R) ? SRF_RIGHT : SRF_LEFT);
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if ((sprtemp[frame].rotate & SRF_2D) == SRF_2D)
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sprtemp[frame].rotate &= ~SRF_3DMASK; // SRF_3D|SRF_2D being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
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// load into every relevant angle, including the front one
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for (r = 0; r < 4; r++)
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{
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sprtemp[frame].lumppat[r + rightfactor] = lumppat;
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sprtemp[frame].lumpid[r + rightfactor] = lumpid;
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sprtemp[frame].lumppat[r + rightfactor + 8] = lumppat;
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sprtemp[frame].lumpid[r + rightfactor + 8] = lumpid;
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}
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if (flipped)
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sprtemp[frame].flip |= (0x0F0F<<rightfactor); // 0000111100001111 or 1111000011110000 in binary, depending on rotation being ROT_L or ROT_R
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else
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sprtemp[frame].flip &= ~(0x0F0F<<rightfactor); // ditto
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return;
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}
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if (sprtemp[frame].rotate == SRF_NONE)
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sprtemp[frame].rotate = SRF_SINGLE;
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else if (sprtemp[frame].rotate == SRF_SINGLE)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has 1-8/G rotations and a rot = 0 lump\n", spritename, cn);
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else if (sprtemp[frame].rotate & SRF_2D)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s frame %c has both L/R and 1-8/G rotations\n", spritename, cn);
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// make 0 based
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rotation--;
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{
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// SRF_3D|SRF_3DGE being enabled at the same time doesn't HURT in the current sprite angle implementation, but it DOES mean more to check in some of the helper functions. Let's not allow this scenario to happen.
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UINT8 threedrot = (rotation > 7) ? SRF_3DGE : (sprtemp[frame].rotate & SRF_3DMASK);
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if (!threedrot)
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threedrot = SRF_3D;
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if (rotation == 0 || rotation == 4) // Front or back...
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sprtemp[frame].rotate = threedrot; // Prevent L and R changeover
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else if ((rotation & 7) > 3) // Right side
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sprtemp[frame].rotate = (threedrot | (sprtemp[frame].rotate & SRF_LEFT)); // Continue allowing L frame changeover
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else // if ((rotation & 7) <= 3) // Left side
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sprtemp[frame].rotate = (threedrot | (sprtemp[frame].rotate & SRF_RIGHT)); // Continue allowing R frame changeover
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}
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if (sprtemp[frame].lumppat[rotation] != LUMPERROR)
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CONS_Debug(DBG_SETUP, "R_InitSprites: Sprite %s: %c%c has two lumps mapped to it\n", spritename, cn, cr);
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// lumppat & lumpid are the same for original Doom, but different
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// when using sprites in pwad : the lumppat points the new graphics
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sprtemp[frame].lumppat[rotation] = lumppat;
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sprtemp[frame].lumpid[rotation] = lumpid;
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if (flipped)
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sprtemp[frame].flip |= (1<<rotation);
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else
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sprtemp[frame].flip &= ~(1<<rotation);
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}
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// Install a single sprite, given its identifying name (4 chars)
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//
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// (originally part of R_AddSpriteDefs)
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//
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// Pass: name of sprite : 4 chars
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// spritedef_t
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// wadnum : wad number, indexes wadfiles[], where patches
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// for frames are found
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// startlump : first lump to search for sprite frames
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// endlump : AFTER the last lump to search
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//
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// Returns true if the sprite was succesfully added
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//
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boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef, UINT16 wadnum, UINT16 startlump, UINT16 endlump)
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{
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UINT16 l;
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UINT8 frame;
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UINT8 rotation;
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lumpinfo_t *lumpinfo;
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softwarepatch_t patch;
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UINT16 numadded = 0;
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memset(sprtemp,0xFF, sizeof (sprtemp));
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maxframe = (size_t)-1;
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spritename = sprname;
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// are we 'patching' a sprite already loaded ?
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// if so, it might patch only certain frames, not all
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if (spritedef->numframes) // (then spriteframes is not null)
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{
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// copy the already defined sprite frames
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M_Memcpy(sprtemp, spritedef->spriteframes,
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spritedef->numframes * sizeof (spriteframe_t));
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maxframe = spritedef->numframes - 1;
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}
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// scan the lumps,
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// filling in the frames for whatever is found
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lumpinfo = wadfiles[wadnum]->lumpinfo;
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if (endlump > wadfiles[wadnum]->numlumps)
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endlump = wadfiles[wadnum]->numlumps;
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for (l = startlump; l < endlump; l++)
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{
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if (memcmp(lumpinfo[l].name,sprname,4)==0)
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{
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INT32 width, height;
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INT16 topoffset, leftoffset;
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#ifndef NO_PNG_LUMPS
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boolean isPNG = false;
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#endif
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frame = R_Char2Frame(lumpinfo[l].name[4]);
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rotation = R_Char2Rotation(lumpinfo[l].name[5]);
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if (frame >= 64 || rotation == 255) // Give an actual NAME error -_-...
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{
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CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
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continue;
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}
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// skip NULL sprites from very old dmadds pwads
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if (W_LumpLengthPwad(wadnum,l)<=8)
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continue;
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// store sprite info in lookup tables
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//FIXME : numspritelumps do not duplicate sprite replacements
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#ifndef NO_PNG_LUMPS
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{
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softwarepatch_t *png = W_CacheLumpNumPwad(wadnum, l, PU_STATIC);
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size_t len = W_LumpLengthPwad(wadnum, l);
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if (Picture_IsLumpPNG((UINT8 *)png, len))
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{
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Picture_PNGDimensions((UINT8 *)png, &width, &height, &topoffset, &leftoffset, len);
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isPNG = true;
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}
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Z_Free(png);
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}
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if (!isPNG)
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#endif
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{
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W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof(INT16) * 4, 0);
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width = (INT32)(SHORT(patch.width));
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height = (INT32)(SHORT(patch.height));
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topoffset = (INT16)(SHORT(patch.topoffset));
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leftoffset = (INT16)(SHORT(patch.leftoffset));
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}
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spritecachedinfo[numspritelumps].width = width<<FRACBITS;
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spritecachedinfo[numspritelumps].offset = leftoffset<<FRACBITS;
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spritecachedinfo[numspritelumps].topoffset = topoffset<<FRACBITS;
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spritecachedinfo[numspritelumps].height = height<<FRACBITS;
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// BP: we cannot use special tric in hardware mode because feet in ground caused by z-buffer
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// Monster Iestyn (21 Sep 2023): the above comment no longer makes sense in context!!! So I give an explanation here!
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// FEETADJUST was originally an OpenGL-exclusive hack from Doom Legacy to avoid the player's feet being clipped as
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// a result of rendering partially under the ground, but sometime before SRB2 2.1's release this was changed to apply
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// to the software renderer as well.
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// TODO: kill FEETADJUST altogether somehow and somehow fix OpenGL not to clip sprites that are partially underground (if possible)?
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spritecachedinfo[numspritelumps].topoffset += FEETADJUST;
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//----------------------------------------------------
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R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 0);
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if (lumpinfo[l].name[6])
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{
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frame = R_Char2Frame(lumpinfo[l].name[6]);
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rotation = R_Char2Rotation(lumpinfo[l].name[7]);
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if (frame >= 64 || rotation == 255) // Give an actual NAME error -_-...
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{
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CONS_Alert(CONS_WARNING, M_GetText("Bad sprite name: %s\n"), W_CheckNameForNumPwad(wadnum,l));
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continue;
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}
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R_InstallSpriteLump(wadnum, l, numspritelumps, frame, rotation, 1);
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}
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if (++numspritelumps >= max_spritelumps)
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{
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max_spritelumps *= 2;
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Z_Realloc(spritecachedinfo, max_spritelumps*sizeof(*spritecachedinfo), PU_STATIC, &spritecachedinfo);
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}
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++numadded;
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}
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}
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//
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// if no frames found for this sprite
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//
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if (maxframe == (size_t)-1)
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{
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// the first time (which is for the original wad),
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// all sprites should have their initial frames
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// and then, patch wads can replace it
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// we will skip non-replaced sprite frames, only if
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// they have already have been initially defined (original wad)
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//check only after all initial pwads added
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//if (spritedef->numframes == 0)
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// I_Error("R_AddSpriteDefs: no initial frames found for sprite %s\n",
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// namelist[i]);
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// sprite already has frames, and is not replaced by this wad
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return false;
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}
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else if (!numadded)
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{
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// Nothing related to this spritedef has been changed
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// so there is no point going back through these checks again.
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return false;
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}
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maxframe++;
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//
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// some checks to help development
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//
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for (frame = 0; frame < maxframe; frame++)
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{
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switch (sprtemp[frame].rotate)
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{
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case SRF_NONE:
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// no rotations were found for that frame at all
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I_Error("R_AddSingleSpriteDef: No patches found for %.4s frame %c", sprname, R_Frame2Char(frame));
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break;
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case SRF_SINGLE:
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// only the first rotation is needed
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break;
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case SRF_2D: // both Left and Right rotations
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// we test to see whether the left and right slots are present
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if ((sprtemp[frame].lumppat[2] == LUMPERROR) || (sprtemp[frame].lumppat[6] == LUMPERROR))
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I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations (L-R mode)",
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sprname, R_Frame2Char(frame));
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break;
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default:
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// must have all 8/16 frames
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rotation = ((sprtemp[frame].rotate & SRF_3DGE) ? 16 : 8);
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while (rotation--)
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// we test the patch lump, or the id lump whatever
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// if it was not loaded the two are LUMPERROR
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if (sprtemp[frame].lumppat[rotation] == LUMPERROR)
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I_Error("R_AddSingleSpriteDef: Sprite %.4s frame %c is missing rotations (1-%c mode)",
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sprname, R_Frame2Char(frame), ((sprtemp[frame].rotate & SRF_3DGE) ? 'G' : '8'));
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break;
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}
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}
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// allocate space for the frames present and copy sprtemp to it
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if (spritedef->numframes && // has been allocated
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spritedef->numframes < maxframe) // more frames are defined ?
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{
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Z_Free(spritedef->spriteframes);
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spritedef->spriteframes = NULL;
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}
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// allocate this sprite's frames
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if (!spritedef->spriteframes)
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spritedef->spriteframes =
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Z_Malloc(maxframe * sizeof (*spritedef->spriteframes), PU_STATIC, NULL);
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spritedef->numframes = maxframe;
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M_Memcpy(spritedef->spriteframes, sprtemp, maxframe*sizeof (spriteframe_t));
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return true;
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}
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//
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|
// Search for sprites replacements in a wad whose names are in namelist
|
|
//
|
|
void R_AddSpriteDefs(UINT16 wadnum)
|
|
{
|
|
size_t i, addsprites = 0;
|
|
UINT16 start, end;
|
|
char wadname[MAX_WADPATH];
|
|
|
|
// Find the sprites section in this resource file.
|
|
switch (wadfiles[wadnum]->type)
|
|
{
|
|
case RET_WAD:
|
|
start = W_CheckNumForMarkerStartPwad("S_START", wadnum, 0);
|
|
if (start == INT16_MAX)
|
|
start = W_CheckNumForMarkerStartPwad("SS_START", wadnum, 0); //deutex compatib.
|
|
|
|
end = W_CheckNumForNamePwad("S_END",wadnum,start);
|
|
if (end == INT16_MAX)
|
|
end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib.
|
|
break;
|
|
case RET_PK3:
|
|
case RET_FOLDER:
|
|
start = W_CheckNumForFolderStartPK3("Sprites/", wadnum, 0);
|
|
end = W_CheckNumForFolderEndPK3("Sprites/", wadnum, start);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (start == INT16_MAX)
|
|
{
|
|
// ignore skin wads (we don't want skin sprites interfering with vanilla sprites)
|
|
if (W_CheckNumForNamePwad("S_SKIN", wadnum, 0) != UINT16_MAX)
|
|
return;
|
|
|
|
start = 0; //let say S_START is lump 0
|
|
}
|
|
|
|
if (end == INT16_MAX || start >= end)
|
|
{
|
|
CONS_Debug(DBG_SETUP, "no sprites in pwad %d\n", wadnum);
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// scan through lumps, for each sprite, find all the sprite frames
|
|
//
|
|
for (i = 0; i < numsprites; i++)
|
|
{
|
|
if (sprnames[i][4] && wadnum >= (UINT16)sprnames[i][4])
|
|
continue;
|
|
|
|
if (R_AddSingleSpriteDef(sprnames[i], &sprites[i], wadnum, start, end))
|
|
{
|
|
#ifdef HWRENDER
|
|
if (rendermode == render_opengl)
|
|
HWR_AddSpriteModel(i);
|
|
#endif
|
|
// if a new sprite was added (not just replaced)
|
|
addsprites++;
|
|
#ifndef ZDEBUG
|
|
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", sprnames[i], wadnum);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
nameonly(strcpy(wadname, wadfiles[wadnum]->filename));
|
|
CONS_Printf(M_GetText("%s added %d frames in %s sprites\n"), wadname, end-start, sizeu1(addsprites));
|
|
}
|
|
|
|
//
|
|
// GAME FUNCTIONS
|
|
//
|
|
UINT32 visspritecount, numvisiblesprites;
|
|
|
|
static UINT32 clippedvissprites;
|
|
static vissprite_t *visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
|
|
|
|
//
|
|
// R_InitSprites
|
|
// Called at program start.
|
|
//
|
|
void R_InitSprites(void)
|
|
{
|
|
size_t i;
|
|
#ifdef ROTSPRITE
|
|
INT32 angle;
|
|
float fa;
|
|
#endif
|
|
|
|
for (i = 0; i < MAXVIDWIDTH; i++)
|
|
negonearray[i] = -1;
|
|
|
|
#ifdef ROTSPRITE
|
|
for (angle = 1; angle < ROTANGLES; angle++)
|
|
{
|
|
fa = ANG2RAD(FixedAngle((ROTANGDIFF * angle)<<FRACBITS));
|
|
rollcosang[angle] = FLOAT_TO_FIXED(cos(-fa));
|
|
rollsinang[angle] = FLOAT_TO_FIXED(sin(-fa));
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// count the number of sprite names, and allocate sprites table
|
|
//
|
|
numsprites = 0;
|
|
for (i = 0; i < NUMSPRITES + 1; i++)
|
|
if (sprnames[i][0] != '\0') numsprites++;
|
|
|
|
if (!numsprites)
|
|
I_Error("R_AddSpriteDefs: no sprites in namelist\n");
|
|
|
|
sprites = Z_Calloc(numsprites * sizeof (*sprites), PU_STATIC, NULL);
|
|
|
|
// find sprites in each -file added pwad
|
|
for (i = 0; i < numwadfiles; i++)
|
|
R_AddSpriteDefs((UINT16)i);
|
|
|
|
//
|
|
// now check for skins
|
|
//
|
|
|
|
// it can be is do before loading config for skin cvar possible value
|
|
R_InitSkins();
|
|
for (i = 0; i < numwadfiles; i++)
|
|
{
|
|
R_AddSkins((UINT16)i, true);
|
|
R_PatchSkins((UINT16)i, true);
|
|
R_LoadSpriteInfoLumps(i, wadfiles[i]->numlumps);
|
|
}
|
|
ST_ReloadSkinFaceGraphics();
|
|
|
|
//
|
|
// check if all sprites have frames
|
|
//
|
|
/*
|
|
for (i = 0; i < numsprites; i++)
|
|
if (sprites[i].numframes < 1)
|
|
CONS_Debug(DBG_SETUP, "R_InitSprites: sprite %s has no frames at all\n", sprnames[i]);
|
|
*/
|
|
}
|
|
|
|
//
|
|
// R_ClearSprites
|
|
// Called at frame start.
|
|
//
|
|
void R_ClearSprites(void)
|
|
{
|
|
visspritecount = numvisiblesprites = clippedvissprites = 0;
|
|
}
|
|
|
|
//
|
|
// R_NewVisSprite
|
|
//
|
|
static vissprite_t overflowsprite;
|
|
|
|
static vissprite_t *R_GetVisSprite(UINT32 num)
|
|
{
|
|
UINT32 chunk = num >> VISSPRITECHUNKBITS;
|
|
|
|
// Allocate chunk if necessary
|
|
if (!visspritechunks[chunk])
|
|
Z_Malloc(sizeof(vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &visspritechunks[chunk]);
|
|
|
|
return visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
|
|
}
|
|
|
|
static vissprite_t *R_NewVisSprite(void)
|
|
{
|
|
if (visspritecount == MAXVISSPRITES)
|
|
return &overflowsprite;
|
|
|
|
return R_GetVisSprite(visspritecount++);
|
|
}
|
|
|
|
//
|
|
// R_DrawMaskedColumn
|
|
// Used for sprites and masked mid textures.
|
|
// Masked means: partly transparent, i.e. stored
|
|
// in posts/runs of opaque pixels.
|
|
//
|
|
INT16 *mfloorclip;
|
|
INT16 *mceilingclip;
|
|
|
|
fixed_t spryscale = 0, sprtopscreen = 0, sprbotscreen = 0;
|
|
fixed_t windowtop = 0, windowbottom = 0;
|
|
|
|
void R_DrawMaskedColumn(column_t *column)
|
|
{
|
|
INT32 topscreen;
|
|
INT32 bottomscreen;
|
|
fixed_t basetexturemid;
|
|
INT32 topdelta, prevdelta = 0;
|
|
|
|
basetexturemid = dc_texturemid;
|
|
|
|
for (; column->topdelta != 0xff ;)
|
|
{
|
|
// calculate unclipped screen coordinates
|
|
// for post
|
|
topdelta = column->topdelta;
|
|
if (topdelta <= prevdelta)
|
|
topdelta += prevdelta;
|
|
prevdelta = topdelta;
|
|
topscreen = sprtopscreen + spryscale*topdelta;
|
|
bottomscreen = topscreen + spryscale*column->length;
|
|
|
|
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
|
|
dc_yh = (bottomscreen-1)>>FRACBITS;
|
|
|
|
if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
|
|
{
|
|
if (windowtop > topscreen)
|
|
dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
|
|
if (windowbottom < bottomscreen)
|
|
dc_yh = (windowbottom - 1)>>FRACBITS;
|
|
}
|
|
|
|
if (dc_yh >= mfloorclip[dc_x])
|
|
dc_yh = mfloorclip[dc_x]-1;
|
|
if (dc_yl <= mceilingclip[dc_x])
|
|
dc_yl = mceilingclip[dc_x]+1;
|
|
if (dc_yl < 0)
|
|
dc_yl = 0;
|
|
if (dc_yh >= vid.height) // dc_yl must be < vid.height, so reduces number of checks in tight loop
|
|
dc_yh = vid.height - 1;
|
|
|
|
if (dc_yl <= dc_yh && dc_yh > 0)
|
|
{
|
|
dc_source = (UINT8 *)column + 3;
|
|
dc_texturemid = basetexturemid - (topdelta<<FRACBITS);
|
|
|
|
// Drawn by R_DrawColumn.
|
|
// This stuff is a likely cause of the splitscreen water crash bug.
|
|
// FIXTHIS: Figure out what "something more proper" is and do it.
|
|
// quick fix... something more proper should be done!!!
|
|
if (ylookup[dc_yl])
|
|
colfunc();
|
|
#ifdef PARANOIA
|
|
else
|
|
I_Error("R_DrawMaskedColumn: Invalid ylookup for dc_yl %d", dc_yl);
|
|
#endif
|
|
}
|
|
column = (column_t *)((UINT8 *)column + column->length + 4);
|
|
}
|
|
|
|
dc_texturemid = basetexturemid;
|
|
}
|
|
|
|
INT32 lengthcol; // column->length : for flipped column function pointers and multi-patch on 2sided wall = texture->height
|
|
|
|
void R_DrawFlippedMaskedColumn(column_t *column)
|
|
{
|
|
INT32 topscreen;
|
|
INT32 bottomscreen;
|
|
fixed_t basetexturemid = dc_texturemid;
|
|
INT32 topdelta, prevdelta = -1;
|
|
UINT8 *d,*s;
|
|
|
|
for (; column->topdelta != 0xff ;)
|
|
{
|
|
// calculate unclipped screen coordinates
|
|
// for post
|
|
topdelta = column->topdelta;
|
|
if (topdelta <= prevdelta)
|
|
topdelta += prevdelta;
|
|
prevdelta = topdelta;
|
|
topdelta = lengthcol-column->length-topdelta;
|
|
topscreen = sprtopscreen + spryscale*topdelta;
|
|
bottomscreen = sprbotscreen == INT32_MAX ? topscreen + spryscale*column->length
|
|
: sprbotscreen + spryscale*column->length;
|
|
|
|
dc_yl = (topscreen+FRACUNIT-1)>>FRACBITS;
|
|
dc_yh = (bottomscreen-1)>>FRACBITS;
|
|
|
|
if (windowtop != INT32_MAX && windowbottom != INT32_MAX)
|
|
{
|
|
if (windowtop > topscreen)
|
|
dc_yl = (windowtop + FRACUNIT - 1)>>FRACBITS;
|
|
if (windowbottom < bottomscreen)
|
|
dc_yh = (windowbottom - 1)>>FRACBITS;
|
|
}
|
|
|
|
if (dc_yh >= mfloorclip[dc_x])
|
|
dc_yh = mfloorclip[dc_x]-1;
|
|
if (dc_yl <= mceilingclip[dc_x])
|
|
dc_yl = mceilingclip[dc_x]+1;
|
|
if (dc_yl < 0)
|
|
dc_yl = 0;
|
|
if (dc_yh >= vid.height) // dc_yl must be < vid.height, so reduces number of checks in tight loop
|
|
dc_yh = vid.height - 1;
|
|
|
|
if (dc_yl <= dc_yh && dc_yh > 0)
|
|
{
|
|
dc_source = ZZ_Alloc(column->length);
|
|
for (s = (UINT8 *)column+2+column->length, d = dc_source; d < dc_source+column->length; --s)
|
|
*d++ = *s;
|
|
dc_texturemid = basetexturemid - (topdelta<<FRACBITS);
|
|
|
|
// Still drawn by R_DrawColumn.
|
|
if (ylookup[dc_yl])
|
|
colfunc();
|
|
#ifdef PARANOIA
|
|
else
|
|
I_Error("R_DrawMaskedColumn: Invalid ylookup for dc_yl %d", dc_yl);
|
|
#endif
|
|
Z_Free(dc_source);
|
|
}
|
|
column = (column_t *)((UINT8 *)column + column->length + 4);
|
|
}
|
|
|
|
dc_texturemid = basetexturemid;
|
|
}
|
|
|
|
boolean R_SpriteIsFlashing(vissprite_t *vis)
|
|
{
|
|
return (!(vis->cut & SC_PRECIP)
|
|
&& (vis->mobj->flags & (MF_ENEMY|MF_BOSS))
|
|
&& (vis->mobj->flags2 & MF2_FRET)
|
|
&& !(vis->mobj->flags & MF_GRENADEBOUNCE)
|
|
&& (leveltime & 1));
|
|
}
|
|
|
|
UINT8 *R_GetSpriteTranslation(vissprite_t *vis)
|
|
{
|
|
if (R_SpriteIsFlashing(vis)) // Bosses "flash"
|
|
{
|
|
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
|
|
return R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
|
|
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
|
|
return R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
|
|
else
|
|
return R_GetTranslationColormap(TC_BOSS, vis->color, GTC_CACHE);
|
|
}
|
|
else if (vis->color)
|
|
{
|
|
// New colormap stuff for skins Tails 06-07-2002
|
|
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
|
|
return R_GetTranslationColormap(TC_RAINBOW, vis->color, GTC_CACHE);
|
|
else if (!(vis->cut & SC_PRECIP)
|
|
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
|
|
&& (vis->mobj->player->charflags & SF_DASHMODE)
|
|
&& ((leveltime/2) & 1))
|
|
{
|
|
if (vis->mobj->player->charflags & SF_MACHINE)
|
|
return R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
|
|
else
|
|
return R_GetTranslationColormap(TC_RAINBOW, vis->color, GTC_CACHE);
|
|
}
|
|
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
|
|
{
|
|
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
|
|
return R_GetTranslationColormap((INT32)skinnum, vis->color, GTC_CACHE);
|
|
}
|
|
else // Use the defaults
|
|
return R_GetTranslationColormap(TC_DEFAULT, vis->color, GTC_CACHE);
|
|
}
|
|
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
|
|
return R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_BLUE, GTC_CACHE);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// R_DrawVisSprite
|
|
// mfloorclip and mceilingclip should also be set.
|
|
//
|
|
static void R_DrawVisSprite(vissprite_t *vis)
|
|
{
|
|
column_t *column;
|
|
void (*localcolfunc)(column_t *);
|
|
INT32 texturecolumn;
|
|
INT32 pwidth;
|
|
fixed_t frac;
|
|
patch_t *patch = vis->patch;
|
|
fixed_t this_scale = vis->thingscale;
|
|
INT32 x1, x2;
|
|
INT64 overflow_test;
|
|
|
|
if (!patch)
|
|
return;
|
|
|
|
// Check for overflow
|
|
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
|
|
if (overflow_test < 0) overflow_test = -overflow_test;
|
|
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
|
|
|
|
if (vis->scalestep) // handles right edge too
|
|
{
|
|
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*(vis->scale + (vis->scalestep*(vis->x2 - vis->x1))))>>FRACBITS);
|
|
if (overflow_test < 0) overflow_test = -overflow_test;
|
|
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // ditto
|
|
}
|
|
|
|
// TODO This check should not be necessary. But Papersprites near to the camera will sometimes create invalid values
|
|
// for the vissprite's startfrac. This happens because they are not depth culled like other sprites.
|
|
// Someone who is more familiar with papersprites pls check and try to fix <3
|
|
if (vis->startfrac < 0 || vis->startfrac > (patch->width << FRACBITS))
|
|
{
|
|
// never draw vissprites with startfrac out of patch range
|
|
return;
|
|
}
|
|
|
|
colfunc = colfuncs[BASEDRAWFUNC]; // hack: this isn't resetting properly somewhere.
|
|
dc_colormap = vis->colormap;
|
|
dc_translation = R_GetSpriteTranslation(vis);
|
|
|
|
if (R_SpriteIsFlashing(vis)) // Bosses "flash"
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANS]; // translate certain pixels to white
|
|
else if (vis->color && vis->transmap) // Color mapping
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANSTRANS];
|
|
dc_transmap = vis->transmap;
|
|
}
|
|
else if (vis->transmap)
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_FUZZY];
|
|
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
|
|
}
|
|
else if (vis->color) // translate green skin to another color
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANS];
|
|
else if (vis->mobj->sprite == SPR_PLAY) // Looks like a player, but doesn't have a color? Get rid of green sonic syndrome.
|
|
colfunc = colfuncs[COLDRAWFUNC_TRANS];
|
|
|
|
// Hack: Use a special column function for drop shadows that bypasses
|
|
// invalid memory access crashes caused by R_ProjectDropShadow putting wrong values
|
|
// in dc_texturemid and dc_iscale when the shadow is sloped.
|
|
if (vis->cut & SC_SHADOW)
|
|
colfunc = R_DrawDropShadowColumn_8;
|
|
|
|
if (vis->extra_colormap && !(vis->renderflags & RF_NOCOLORMAPS))
|
|
{
|
|
if (!dc_colormap)
|
|
dc_colormap = vis->extra_colormap->colormap;
|
|
else
|
|
dc_colormap = &vis->extra_colormap->colormap[dc_colormap - colormaps];
|
|
}
|
|
if (!dc_colormap)
|
|
dc_colormap = colormaps;
|
|
|
|
dc_texturemid = vis->texturemid;
|
|
dc_texheight = 0;
|
|
|
|
frac = vis->startfrac;
|
|
windowtop = windowbottom = sprbotscreen = INT32_MAX;
|
|
|
|
if (vis->cut & SC_SHADOW && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
|
|
this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale);
|
|
if (this_scale <= 0)
|
|
this_scale = 1;
|
|
if (this_scale != FRACUNIT)
|
|
{
|
|
if (!(vis->cut & SC_ISSCALED))
|
|
{
|
|
vis->scale = FixedMul(vis->scale, this_scale);
|
|
vis->scalestep = FixedMul(vis->scalestep, this_scale);
|
|
vis->xiscale = FixedDiv(vis->xiscale, this_scale);
|
|
vis->cut |= SC_ISSCALED;
|
|
}
|
|
dc_texturemid = FixedDiv(dc_texturemid, this_scale);
|
|
}
|
|
|
|
spryscale = vis->scale;
|
|
|
|
if (!(vis->scalestep))
|
|
{
|
|
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
|
|
sprtopscreen += vis->shear.tan * vis->shear.offset;
|
|
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
|
|
}
|
|
|
|
x1 = vis->x1;
|
|
x2 = vis->x2;
|
|
|
|
if (vis->x1 < 0)
|
|
{
|
|
spryscale += vis->scalestep*(-vis->x1);
|
|
vis->x1 = 0;
|
|
}
|
|
|
|
if (vis->x2 >= vid.width)
|
|
vis->x2 = vid.width-1;
|
|
|
|
localcolfunc = (vis->cut & SC_VFLIP) ? R_DrawFlippedMaskedColumn : R_DrawMaskedColumn;
|
|
lengthcol = patch->height;
|
|
|
|
// Split drawing loops for paper and non-paper to reduce conditional checks per sprite
|
|
if (vis->scalestep)
|
|
{
|
|
fixed_t horzscale = FixedMul(vis->spritexscale, this_scale);
|
|
fixed_t scalestep = FixedMul(vis->scalestep, vis->spriteyscale);
|
|
|
|
pwidth = patch->width;
|
|
|
|
// Papersprite drawing loop
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, spryscale += scalestep)
|
|
{
|
|
angle_t angle = ((vis->centerangle + xtoviewangle[dc_x]) >> ANGLETOFINESHIFT) & 0xFFF;
|
|
texturecolumn = (vis->paperoffset - FixedMul(FINETANGENT(angle), vis->paperdistance)) / horzscale;
|
|
|
|
if (texturecolumn < 0 || texturecolumn >= pwidth)
|
|
continue;
|
|
|
|
if (vis->xiscale < 0) // Flipped sprite
|
|
texturecolumn = pwidth - 1 - texturecolumn;
|
|
|
|
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
|
|
dc_iscale = (0xffffffffu / (unsigned)spryscale);
|
|
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[texturecolumn]));
|
|
|
|
localcolfunc (column);
|
|
}
|
|
}
|
|
else if (vis->cut & SC_SHEAR)
|
|
{
|
|
#ifdef RANGECHECK
|
|
pwidth = patch->width;
|
|
#endif
|
|
|
|
// Vertically sheared sprite
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, dc_texturemid -= vis->shear.tan)
|
|
{
|
|
#ifdef RANGECHECK
|
|
texturecolumn = frac>>FRACBITS;
|
|
if (texturecolumn < 0 || texturecolumn >= pwidth)
|
|
I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x);
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[texturecolumn]));
|
|
#else
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[frac>>FRACBITS]));
|
|
#endif
|
|
|
|
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
|
|
localcolfunc (column);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
#ifdef RANGECHECK
|
|
pwidth = patch->width;
|
|
#endif
|
|
|
|
// Non-paper drawing loop
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, sprtopscreen += vis->shear.tan)
|
|
{
|
|
#ifdef RANGECHECK
|
|
texturecolumn = frac>>FRACBITS;
|
|
if (texturecolumn < 0 || texturecolumn >= pwidth)
|
|
I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x);
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[texturecolumn]));
|
|
#else
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[frac>>FRACBITS]));
|
|
#endif
|
|
localcolfunc (column);
|
|
}
|
|
}
|
|
|
|
colfunc = colfuncs[BASEDRAWFUNC];
|
|
dc_hires = 0;
|
|
|
|
vis->x1 = x1;
|
|
vis->x2 = x2;
|
|
}
|
|
|
|
// Special precipitation drawer Tails 08-18-2002
|
|
static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
|
|
{
|
|
column_t *column;
|
|
#ifdef RANGECHECK
|
|
INT32 texturecolumn;
|
|
#endif
|
|
fixed_t frac;
|
|
patch_t *patch;
|
|
INT64 overflow_test;
|
|
|
|
//Fab : R_InitSprites now sets a wad lump number
|
|
patch = vis->patch;
|
|
if (!patch)
|
|
return;
|
|
|
|
// Check for overflow
|
|
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
|
|
if (overflow_test < 0) overflow_test = -overflow_test;
|
|
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
|
|
|
|
if (vis->transmap)
|
|
{
|
|
colfunc = colfuncs[COLDRAWFUNC_FUZZY];
|
|
dc_transmap = vis->transmap; //Fab : 29-04-98: translucency table
|
|
}
|
|
|
|
dc_colormap = colormaps;
|
|
|
|
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
|
|
dc_texturemid = vis->texturemid;
|
|
dc_texheight = 0;
|
|
|
|
frac = vis->startfrac;
|
|
spryscale = vis->scale;
|
|
sprtopscreen = centeryfrac - FixedMul(dc_texturemid,spryscale);
|
|
windowtop = windowbottom = sprbotscreen = INT32_MAX;
|
|
|
|
if (vis->x1 < 0)
|
|
vis->x1 = 0;
|
|
|
|
if (vis->x2 >= vid.width)
|
|
vis->x2 = vid.width-1;
|
|
|
|
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
|
|
{
|
|
#ifdef RANGECHECK
|
|
texturecolumn = frac>>FRACBITS;
|
|
|
|
if (texturecolumn < 0 || texturecolumn >= patch->width)
|
|
I_Error("R_DrawPrecipitationSpriteRange: bad texturecolumn");
|
|
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[texturecolumn]));
|
|
#else
|
|
column = (column_t *)((UINT8 *)patch->columns + (patch->columnofs[frac>>FRACBITS]));
|
|
#endif
|
|
R_DrawMaskedColumn(column);
|
|
}
|
|
|
|
colfunc = colfuncs[BASEDRAWFUNC];
|
|
}
|
|
|
|
//
|
|
// R_SplitSprite
|
|
// runs through a sector's lightlist and Knuckles
|
|
static void R_SplitSprite(vissprite_t *sprite)
|
|
{
|
|
INT32 i, lightnum, lindex;
|
|
INT16 cutfrac;
|
|
sector_t *sector;
|
|
vissprite_t *newsprite;
|
|
|
|
sector = sprite->sector;
|
|
|
|
for (i = 1; i < sector->numlights; i++)
|
|
{
|
|
fixed_t testheight;
|
|
|
|
if (!(sector->lightlist[i].caster->fofflags & FOF_CUTSPRITES))
|
|
continue;
|
|
|
|
testheight = P_GetLightZAt(§or->lightlist[i], sprite->gx, sprite->gy);
|
|
|
|
if (testheight >= sprite->gzt)
|
|
continue;
|
|
if (testheight <= sprite->gz)
|
|
return;
|
|
|
|
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->linkscale))>>FRACBITS);
|
|
if (cutfrac < 0)
|
|
continue;
|
|
if (cutfrac > viewheight)
|
|
return;
|
|
|
|
// Found a split! Make a new sprite, copy the old sprite to it, and
|
|
// adjust the heights.
|
|
newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t));
|
|
|
|
newsprite->cut |= (sprite->cut & SC_FLAGMASK);
|
|
|
|
sprite->cut |= SC_BOTTOM;
|
|
sprite->gz = testheight;
|
|
|
|
newsprite->gzt = sprite->gz;
|
|
|
|
sprite->sz = cutfrac;
|
|
newsprite->szt = (INT16)(sprite->sz - 1);
|
|
|
|
if (testheight < sprite->pzt && testheight > sprite->pz)
|
|
sprite->pz = newsprite->pzt = testheight;
|
|
else
|
|
{
|
|
newsprite->pz = newsprite->gz;
|
|
newsprite->pzt = newsprite->gzt;
|
|
}
|
|
|
|
newsprite->szt -= 8;
|
|
|
|
newsprite->cut |= SC_TOP;
|
|
if (!(sector->lightlist[i].caster->fofflags & FOF_NOSHADE))
|
|
{
|
|
lightnum = (*sector->lightlist[i].lightlevel >> LIGHTSEGSHIFT);
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
|
|
newsprite->extra_colormap = *sector->lightlist[i].extra_colormap;
|
|
|
|
if (!(newsprite->cut & SC_FULLBRIGHT)
|
|
|| (newsprite->extra_colormap && (newsprite->extra_colormap->flags & CMF_FADEFULLBRIGHTSPRITES)))
|
|
{
|
|
lindex = FixedMul(sprite->xscale, LIGHTRESOLUTIONFIX)>>(LIGHTSCALESHIFT);
|
|
|
|
if (lindex >= MAXLIGHTSCALE)
|
|
lindex = MAXLIGHTSCALE-1;
|
|
|
|
if (newsprite->cut & SC_SEMIBRIGHT)
|
|
lindex = (MAXLIGHTSCALE/2) + (lindex >>1);
|
|
|
|
newsprite->colormap = spritelights[lindex];
|
|
}
|
|
}
|
|
sprite = newsprite;
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_GetShadowZ(thing, shadowslope)
|
|
// Get the first visible floor below the object for shadows
|
|
// shadowslope is filled with the floor's slope, if provided
|
|
//
|
|
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
|
{
|
|
fixed_t halfHeight;
|
|
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
|
|
fixed_t floorz;
|
|
fixed_t ceilingz;
|
|
fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN;
|
|
pslope_t *slope, *groundslope = NULL;
|
|
msecnode_t *node;
|
|
sector_t *sector;
|
|
ffloor_t *rover;
|
|
|
|
// for frame interpolation
|
|
interpmobjstate_t interp = {0};
|
|
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(thing, FRACUNIT, &interp);
|
|
}
|
|
|
|
halfHeight = interp.z + (interp.height >> 1);
|
|
floorz = P_GetFloorZ(thing, interp.subsector->sector, interp.x, interp.y, NULL);
|
|
ceilingz = P_GetCeilingZ(thing, interp.subsector->sector, interp.x, interp.y, NULL);
|
|
|
|
#define CHECKZ (isflipped ? z > halfHeight && z < groundz : z < halfHeight && z > groundz)
|
|
|
|
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
|
|
{
|
|
sector = node->m_sector;
|
|
|
|
slope = sector->heightsec != -1 ? NULL : (isflipped ? sector->c_slope : sector->f_slope);
|
|
|
|
if (sector->heightsec != -1)
|
|
z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight;
|
|
else
|
|
z = isflipped ? P_GetSectorCeilingZAt(sector, interp.x, interp.y) : P_GetSectorFloorZAt(sector, interp.x, interp.y);
|
|
|
|
if CHECKZ
|
|
{
|
|
groundz = z;
|
|
groundslope = slope;
|
|
}
|
|
|
|
if (sector->ffloors)
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_RENDERPLANES) || (rover->alpha < 90 && !(rover->fofflags & FOF_SWIMMABLE)))
|
|
continue;
|
|
|
|
z = isflipped ? P_GetFFloorBottomZAt(rover, interp.x, interp.y) : P_GetFFloorTopZAt(rover, interp.x, interp.y);
|
|
if CHECKZ
|
|
{
|
|
groundz = z;
|
|
groundslope = isflipped ? *rover->b_slope : *rover->t_slope;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check polyobjects and see if groundz needs to be altered
|
|
{
|
|
// This isn't very precise, but the precise method was far too slow.
|
|
// (Polies are just naturally pretty flickery anyway :P)
|
|
polyobj_t *po = interp.subsector->polyList;
|
|
|
|
while (po)
|
|
{
|
|
if (!(po->flags & POF_RENDERPLANES) || !P_MobjInsidePolyobj(po, thing))
|
|
{
|
|
po = (polyobj_t *)(po->link.next);
|
|
continue;
|
|
}
|
|
|
|
// We're inside it! Yess...
|
|
z = isflipped ? po->lines[0]->backsector->floorheight : po->lines[0]->backsector->ceilingheight;
|
|
if CHECKZ
|
|
{
|
|
groundz = z;
|
|
groundslope = NULL;
|
|
}
|
|
|
|
po = (polyobj_t *)(po->link.next);
|
|
}
|
|
}
|
|
|
|
if (isflipped ? (ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2)))
|
|
: (floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), interp.radius*3/2))))
|
|
{
|
|
groundz = isflipped ? ceilingz : floorz;
|
|
groundslope = NULL;
|
|
}
|
|
|
|
if (shadowslope != NULL)
|
|
*shadowslope = groundslope;
|
|
|
|
return groundz;
|
|
#undef CHECKZ
|
|
}
|
|
|
|
static void R_SkewShadowSprite(
|
|
mobj_t *thing, pslope_t *groundslope,
|
|
fixed_t groundz, INT32 spriteheight, fixed_t scalemul,
|
|
fixed_t *shadowyscale, fixed_t *shadowskew)
|
|
{
|
|
|
|
// haha let's try some dumb stuff
|
|
fixed_t xslope, zslope;
|
|
angle_t sloperelang;
|
|
|
|
// for frame interpolation
|
|
interpmobjstate_t interp = {0};
|
|
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(thing, FRACUNIT, &interp);
|
|
}
|
|
|
|
sloperelang = (R_PointToAngle(interp.x, interp.y) - groundslope->xydirection) >> ANGLETOFINESHIFT;
|
|
|
|
xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta);
|
|
zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta);
|
|
|
|
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
|
|
|
|
if (viewz < groundz)
|
|
*shadowyscale += FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope);
|
|
else
|
|
*shadowyscale -= FixedMul(FixedMul(interp.radius*2 / spriteheight, scalemul), zslope);
|
|
|
|
*shadowyscale = abs((*shadowyscale));
|
|
*shadowskew = xslope;
|
|
}
|
|
|
|
static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
|
|
{
|
|
vissprite_t *shadow;
|
|
patch_t *patch;
|
|
fixed_t xscale, yscale, shadowxscale, shadowyscale, shadowskew, x1, x2;
|
|
INT32 heightsec, phs;
|
|
fixed_t scalemul;
|
|
UINT8 trans;
|
|
fixed_t floordiff;
|
|
fixed_t groundz;
|
|
pslope_t *groundslope;
|
|
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
|
|
interpmobjstate_t interp = {0};
|
|
|
|
groundz = R_GetShadowZ(thing, &groundslope);
|
|
|
|
if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
|
|
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(thing, FRACUNIT, &interp);
|
|
}
|
|
|
|
heightsec = thing->subsector->sector->heightsec;
|
|
if (viewplayer->mo && viewplayer->mo->subsector)
|
|
phs = viewplayer->mo->subsector->sector->heightsec;
|
|
else
|
|
phs = -1;
|
|
|
|
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
|
|
{
|
|
if (viewz < sectors[phs].floorheight ?
|
|
groundz >= sectors[heightsec].floorheight :
|
|
groundz < sectors[heightsec].floorheight)
|
|
return;
|
|
if (viewz > sectors[phs].ceilingheight ?
|
|
groundz < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight :
|
|
groundz >= sectors[heightsec].ceilingheight)
|
|
return;
|
|
}
|
|
|
|
floordiff = abs((isflipped ? interp.height : 0) + interp.z - groundz);
|
|
|
|
trans = floordiff / (100*FRACUNIT) + 3;
|
|
if (trans >= 9) return;
|
|
|
|
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
|
|
|
|
patch = W_CachePatchName("DSHADOW", PU_SPRITE);
|
|
xscale = FixedDiv(projection, tz);
|
|
yscale = FixedDiv(projectiony, tz);
|
|
shadowxscale = FixedMul(interp.radius*2, scalemul);
|
|
shadowyscale = FixedMul(FixedMul(interp.radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
|
|
shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
|
|
shadowxscale /= patch->width;
|
|
shadowskew = 0;
|
|
|
|
if (groundslope)
|
|
R_SkewShadowSprite(thing, groundslope, groundz, patch->height, scalemul, &shadowyscale, &shadowskew);
|
|
|
|
tx -= patch->width * shadowxscale/2;
|
|
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
|
if (x1 >= viewwidth) return;
|
|
|
|
tx += patch->width * shadowxscale;
|
|
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
|
if (x2 < 0 || x2 <= x1) return;
|
|
|
|
if (shadowyscale < FRACUNIT/patch->height) return; // fix some crashes?
|
|
|
|
shadow = R_NewVisSprite();
|
|
shadow->patch = patch;
|
|
shadow->heightsec = vis->heightsec;
|
|
|
|
shadow->thingheight = FRACUNIT;
|
|
shadow->pz = groundz + (isflipped ? -shadow->thingheight : 0);
|
|
shadow->pzt = shadow->pz + shadow->thingheight;
|
|
|
|
shadow->mobjflags = 0;
|
|
shadow->sortscale = vis->sortscale;
|
|
shadow->dispoffset = vis->dispoffset - 5;
|
|
shadow->gx = interp.x;
|
|
shadow->gy = interp.y;
|
|
shadow->gzt = (isflipped ? shadow->pzt : shadow->pz) + patch->height * shadowyscale / 2;
|
|
shadow->gz = shadow->gzt - patch->height * shadowyscale;
|
|
shadow->texturemid = FixedMul(interp.scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
|
|
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
|
shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale);
|
|
shadow->scalestep = 0;
|
|
shadow->shear.tan = shadowskew; // repurposed variable
|
|
|
|
shadow->mobj = thing; // Easy access! Tails 06-07-2002
|
|
shadow->color = thing->color;
|
|
|
|
shadow->x1 = x1 < portalclipstart ? portalclipstart : x1;
|
|
shadow->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
|
|
|
|
shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000
|
|
shadow->scale = FixedMul(yscale, shadowyscale);
|
|
shadow->thingscale = interp.scale;
|
|
shadow->sector = vis->sector;
|
|
shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS);
|
|
shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS);
|
|
shadow->cut = SC_ISSCALED|SC_SHADOW; //check this
|
|
|
|
shadow->startfrac = 0;
|
|
//shadow->xiscale = 0x7ffffff0 / (shadow->xscale/2);
|
|
shadow->xiscale = (patch->width<<FRACBITS)/(x2-x1+1); // fuck it
|
|
|
|
if (shadow->x1 > x1)
|
|
shadow->startfrac += shadow->xiscale*(shadow->x1-x1);
|
|
|
|
// reusing x1 variable
|
|
x1 += (x2-x1)/2;
|
|
shadow->shear.offset = shadow->x1-x1;
|
|
|
|
if (thing->renderflags & RF_NOCOLORMAPS)
|
|
shadow->extra_colormap = NULL;
|
|
else
|
|
shadow->extra_colormap = P_GetColormapFromSectorAt(thing->subsector->sector, interp.x, interp.y, shadow->gzt);
|
|
|
|
shadow->transmap = R_GetTranslucencyTable(trans + 1);
|
|
shadow->colormap = scalelight[0][0]; // full dark!
|
|
|
|
objectsdrawn++;
|
|
}
|
|
|
|
static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
|
|
{
|
|
fixed_t gx, gy;
|
|
fixed_t tx, tz;
|
|
|
|
vissprite_t *box;
|
|
|
|
if (!R_ThingBoundingBoxVisible(thing))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// uncapped/interpolation
|
|
boolean interpolate = cv_renderhitboxinterpolation.value;
|
|
interpmobjstate_t interp = {0};
|
|
|
|
// do interpolation
|
|
if (R_UsingFrameInterpolation() && !paused && interpolate)
|
|
{
|
|
R_InterpolateMobjState(thing, rendertimefrac, &interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(thing, FRACUNIT, &interp);
|
|
}
|
|
|
|
// 1--3
|
|
// | |
|
|
// 0--2
|
|
|
|
// start in the (0) corner
|
|
gx = interp.x - interp.radius - viewx;
|
|
gy = interp.y - interp.radius - viewy;
|
|
|
|
tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
|
|
|
|
// thing is behind view plane?
|
|
// if parent vis is visible, ignore this
|
|
if (!vis && (tz < FixedMul(MINZ, interp.scale)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
tx = FixedMul(gx, viewsin) - FixedMul(gy, viewcos);
|
|
|
|
// too far off the side?
|
|
if (!vis && abs(tx) > FixedMul(tz, fovtan)<<2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
box = R_NewVisSprite();
|
|
box->mobj = thing;
|
|
box->mobjflags = thing->flags;
|
|
box->thingheight = interp.height;
|
|
box->cut = SC_BBOX;
|
|
|
|
box->gx = tx;
|
|
box->gy = tz;
|
|
|
|
box->scale = 2 * FixedMul(interp.radius, viewsin);
|
|
box->xscale = 2 * FixedMul(interp.radius, viewcos);
|
|
|
|
box->pz = interp.z;
|
|
box->pzt = box->pz + box->thingheight;
|
|
|
|
box->gzt = box->pzt;
|
|
box->gz = box->pz;
|
|
box->texturemid = box->gzt - viewz;
|
|
|
|
if (vis)
|
|
{
|
|
box->x1 = vis->x1;
|
|
box->x2 = vis->x2;
|
|
box->szt = vis->szt;
|
|
box->sz = vis->sz;
|
|
|
|
box->sortscale = vis->sortscale; // link sorting to sprite
|
|
box->dispoffset = vis->dispoffset + 5;
|
|
|
|
box->cut |= SC_LINKDRAW;
|
|
}
|
|
else
|
|
{
|
|
fixed_t xscale = FixedDiv(projection, tz);
|
|
fixed_t yscale = FixedDiv(projectiony, tz);
|
|
fixed_t top = (centeryfrac - FixedMul(box->texturemid, yscale));
|
|
|
|
box->x1 = (centerxfrac + FixedMul(box->gx, xscale)) / FRACUNIT;
|
|
box->x2 = box->x1;
|
|
|
|
box->szt = top / FRACUNIT;
|
|
box->sz = (top + FixedMul(box->thingheight, yscale)) / FRACUNIT;
|
|
|
|
box->sortscale = yscale;
|
|
box->dispoffset = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_ProjectSprite
|
|
// Generates a vissprite for a thing
|
|
// if it might be visible.
|
|
//
|
|
static void R_ProjectSprite(mobj_t *thing)
|
|
{
|
|
mobj_t *oldthing = thing;
|
|
fixed_t tr_x, tr_y;
|
|
fixed_t tx, tz;
|
|
fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
|
|
fixed_t radius, height; // For drop shadows
|
|
fixed_t sortscale, sortsplat = 0;
|
|
fixed_t linkscale = 0;
|
|
fixed_t sort_x = 0, sort_y = 0, sort_z;
|
|
|
|
INT32 x1, x2;
|
|
|
|
spritedef_t *sprdef;
|
|
spriteframe_t *sprframe;
|
|
#ifdef ROTSPRITE
|
|
spriteinfo_t *sprinfo;
|
|
#endif
|
|
size_t lump;
|
|
|
|
size_t frame, rot;
|
|
UINT16 flip;
|
|
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !R_ThingVerticallyFlipped(thing));
|
|
boolean mirrored = thing->mirrored;
|
|
boolean hflip = (!R_ThingHorizontallyFlipped(thing) != !mirrored);
|
|
|
|
INT32 lindex;
|
|
INT32 trans;
|
|
|
|
vissprite_t *vis;
|
|
patch_t *patch;
|
|
|
|
spritecut_e cut = SC_NONE;
|
|
|
|
angle_t ang = 0; // compiler complaints
|
|
fixed_t iscale;
|
|
fixed_t scalestep;
|
|
fixed_t offset, offset2;
|
|
|
|
fixed_t sheartan = 0;
|
|
fixed_t shadowscale = FRACUNIT;
|
|
fixed_t basetx, basetz; // drop shadows
|
|
|
|
boolean shadowdraw, shadoweffects, shadowskew;
|
|
boolean splat = R_ThingIsFloorSprite(thing);
|
|
boolean papersprite = (R_ThingIsPaperSprite(thing) && !splat);
|
|
fixed_t paperoffset = 0, paperdistance = 0;
|
|
angle_t centerangle = 0;
|
|
|
|
INT32 dispoffset = thing->dispoffset;
|
|
|
|
//SoM: 3/17/2000
|
|
fixed_t gz = 0, gzt = 0;
|
|
INT32 heightsec, phs;
|
|
INT32 light = 0;
|
|
fixed_t this_scale;
|
|
fixed_t spritexscale, spriteyscale;
|
|
|
|
// rotsprite
|
|
fixed_t spr_width, spr_height;
|
|
fixed_t spr_offset, spr_topoffset;
|
|
|
|
#ifdef ROTSPRITE
|
|
patch_t *rotsprite = NULL;
|
|
INT32 rollangle = 0;
|
|
angle_t spriterotangle = 0;
|
|
#endif
|
|
|
|
// uncapped/interpolation
|
|
interpmobjstate_t interp = {0};
|
|
|
|
// do interpolation
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolateMobjState(oldthing, rendertimefrac, &interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(oldthing, FRACUNIT, &interp);
|
|
}
|
|
|
|
this_scale = interp.scale;
|
|
radius = interp.radius; // For drop shadows
|
|
height = interp.height; // Ditto
|
|
|
|
// transform the origin point
|
|
tr_x = interp.x - viewx;
|
|
tr_y = interp.y - viewy;
|
|
|
|
basetz = tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
|
|
|
|
// thing is behind view plane?
|
|
if (!papersprite && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
|
|
return;
|
|
|
|
basetx = tx = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos); // sideways distance
|
|
|
|
// too far off the side?
|
|
if (!papersprite && abs(tx) > FixedMul(tz, fovtan)<<2) // papersprite clipping is handled later
|
|
return;
|
|
|
|
// aspect ratio stuff
|
|
xscale = FixedDiv(projection, tz);
|
|
sortscale = FixedDiv(projectiony, tz);
|
|
|
|
// decide which patch to use for sprite relative to player
|
|
#ifdef RANGECHECK
|
|
if ((size_t)(thing->sprite) >= numsprites)
|
|
I_Error("R_ProjectSprite: invalid sprite number %d ", thing->sprite);
|
|
#endif
|
|
|
|
frame = thing->frame&FF_FRAMEMASK;
|
|
|
|
//Fab : 02-08-98: 'skin' override spritedef currently used for skin
|
|
if (thing->skin && thing->sprite == SPR_PLAY)
|
|
{
|
|
sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2];
|
|
#ifdef ROTSPRITE
|
|
sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
|
|
#endif
|
|
if (frame >= sprdef->numframes) {
|
|
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[%sSPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, ((thing->sprite2 & FF_SPR2SUPER) ? "FF_SPR2SUPER|": ""), spr2names[(thing->sprite2 & ~FF_SPR2SUPER)], sizeu5(frame));
|
|
thing->sprite = states[S_UNKNOWN].sprite;
|
|
thing->frame = states[S_UNKNOWN].frame;
|
|
sprdef = &sprites[thing->sprite];
|
|
#ifdef ROTSPRITE
|
|
sprinfo = &spriteinfo[thing->sprite];
|
|
#endif
|
|
frame = thing->frame&FF_FRAMEMASK;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
sprdef = &sprites[thing->sprite];
|
|
#ifdef ROTSPRITE
|
|
sprinfo = &spriteinfo[thing->sprite];
|
|
#endif
|
|
|
|
if (frame >= sprdef->numframes)
|
|
{
|
|
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
|
|
sizeu1(frame), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
|
|
if (thing->sprite == thing->state->sprite && thing->frame == thing->state->frame)
|
|
{
|
|
thing->state->sprite = states[S_UNKNOWN].sprite;
|
|
thing->state->frame = states[S_UNKNOWN].frame;
|
|
}
|
|
thing->sprite = states[S_UNKNOWN].sprite;
|
|
thing->frame = states[S_UNKNOWN].frame;
|
|
sprdef = &sprites[thing->sprite];
|
|
sprinfo = &spriteinfo[thing->sprite];
|
|
frame = thing->frame&FF_FRAMEMASK;
|
|
}
|
|
}
|
|
|
|
sprframe = &sprdef->spriteframes[frame];
|
|
|
|
#ifdef PARANOIA
|
|
if (!sprframe)
|
|
I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite);
|
|
#endif
|
|
|
|
if (splat)
|
|
{
|
|
ang = R_PointToAngle2(0, viewz, 0, interp.z);
|
|
}
|
|
else if (sprframe->rotate != SRF_SINGLE || papersprite)
|
|
{
|
|
ang = R_PointToAngle (interp.x, interp.y) - interp.angle;
|
|
if (mirrored)
|
|
ang = InvAngle(ang);
|
|
}
|
|
|
|
if (sprframe->rotate == SRF_SINGLE)
|
|
{
|
|
// use single rotation for all views
|
|
rot = 0; //Fab: for vis->patch below
|
|
lump = sprframe->lumpid[0]; //Fab: see note above
|
|
flip = sprframe->flip; // Will only be 0 or 0xFFFF
|
|
}
|
|
else
|
|
{
|
|
// choose a different rotation based on player view
|
|
//ang = R_PointToAngle (interp.x, interp.y) - interpangle;
|
|
|
|
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
|
|
rot = 6; // F7 slot
|
|
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
|
|
rot = 2; // F3 slot
|
|
else if (sprframe->rotate & SRF_3DGE) // 16-angle mode
|
|
{
|
|
rot = (ang+ANGLE_180+ANGLE_11hh)>>28;
|
|
rot = ((rot & 1)<<3)|(rot>>1);
|
|
}
|
|
else // Normal behaviour
|
|
rot = (ang+ANGLE_202h)>>29;
|
|
|
|
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
|
|
lump = sprframe->lumpid[rot];
|
|
flip = sprframe->flip & (1<<rot);
|
|
}
|
|
|
|
I_Assert(lump < max_spritelumps);
|
|
|
|
spr_width = spritecachedinfo[lump].width;
|
|
spr_height = spritecachedinfo[lump].height;
|
|
spr_offset = spritecachedinfo[lump].offset;
|
|
spr_topoffset = spritecachedinfo[lump].topoffset;
|
|
|
|
//Fab: lumppat is the lump number of the patch to use, this is different
|
|
// than lumpid for sprites-in-pwad : the graphics are patched
|
|
patch = W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
|
|
|
|
#ifdef ROTSPRITE
|
|
spriterotangle = R_SpriteRotationAngle(&interp);
|
|
|
|
if (spriterotangle != 0
|
|
&& !(splat && !(thing->renderflags & RF_NOSPLATROLLANGLE)))
|
|
{
|
|
if (papersprite && ang >= ANGLE_180)
|
|
{
|
|
// Makes Software act much more sane like OpenGL
|
|
rollangle = R_GetRollAngle(InvAngle(spriterotangle));
|
|
}
|
|
else
|
|
{
|
|
rollangle = R_GetRollAngle(spriterotangle);
|
|
}
|
|
|
|
rotsprite = Patch_GetRotatedSprite(sprframe, (thing->frame & FF_FRAMEMASK), rot, flip, sprinfo, rollangle);
|
|
|
|
if (rotsprite != NULL)
|
|
{
|
|
patch = rotsprite;
|
|
cut |= SC_ISROTATED;
|
|
|
|
spr_width = rotsprite->width << FRACBITS;
|
|
spr_height = rotsprite->height << FRACBITS;
|
|
spr_offset = rotsprite->leftoffset << FRACBITS;
|
|
spr_topoffset = rotsprite->topoffset << FRACBITS;
|
|
spr_topoffset += FEETADJUST;
|
|
|
|
// flip -> rotate, not rotate -> flip
|
|
flip = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
flip = !flip != !hflip;
|
|
|
|
// calculate edges of the shape
|
|
spritexscale = interp.spritexscale;
|
|
spriteyscale = interp.spriteyscale;
|
|
|
|
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
|
{
|
|
fixed_t highresscale = ((skin_t *)thing->skin)->highresscale;
|
|
spritexscale = FixedMul(spritexscale, highresscale);
|
|
spriteyscale = FixedMul(spriteyscale, highresscale);
|
|
}
|
|
|
|
if (spritexscale < 1 || spriteyscale < 1)
|
|
return;
|
|
|
|
if (thing->renderflags & RF_ABSOLUTEOFFSETS)
|
|
{
|
|
spr_offset = interp.spritexoffset;
|
|
spr_topoffset = interp.spriteyoffset;
|
|
}
|
|
else
|
|
{
|
|
SINT8 flipoffset = 1;
|
|
|
|
if ((thing->renderflags & RF_FLIPOFFSETS) && flip)
|
|
flipoffset = -1;
|
|
|
|
spr_offset += interp.spritexoffset * flipoffset;
|
|
spr_topoffset += interp.spriteyoffset * flipoffset;
|
|
}
|
|
|
|
if (flip)
|
|
offset = spr_offset - spr_width;
|
|
else
|
|
offset = -spr_offset;
|
|
|
|
offset = FixedMul(offset, FixedMul(spritexscale, this_scale));
|
|
offset2 = FixedMul(spr_width, FixedMul(spritexscale, this_scale));
|
|
|
|
if (papersprite)
|
|
{
|
|
fixed_t xscale2, yscale2, cosmul, sinmul, tx2, tz2;
|
|
INT32 range;
|
|
|
|
if (ang >= ANGLE_180)
|
|
{
|
|
offset *= -1;
|
|
offset2 *= -1;
|
|
}
|
|
|
|
cosmul = FINECOSINE(interp.angle >> ANGLETOFINESHIFT);
|
|
sinmul = FINESINE(interp.angle >> ANGLETOFINESHIFT);
|
|
|
|
tr_x += FixedMul(offset, cosmul);
|
|
tr_y += FixedMul(offset, sinmul);
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
|
|
tx = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos);
|
|
|
|
// Get paperoffset (offset) and paperoffset (distance)
|
|
paperoffset = -FixedMul(tr_x, cosmul) - FixedMul(tr_y, sinmul);
|
|
paperdistance = -FixedMul(tr_x, sinmul) + FixedMul(tr_y, cosmul);
|
|
if (paperdistance < 0)
|
|
{
|
|
paperoffset = -paperoffset;
|
|
paperdistance = -paperdistance;
|
|
}
|
|
centerangle = viewangle - interp.angle;
|
|
|
|
tr_x += FixedMul(offset2, cosmul);
|
|
tr_y += FixedMul(offset2, sinmul);
|
|
tz2 = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
|
|
tx2 = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos);
|
|
|
|
if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier
|
|
return;
|
|
|
|
// Needs partially clipped
|
|
if (tz < FixedMul(MINZ, this_scale))
|
|
{
|
|
fixed_t div = FixedDiv(tz2-tz, FixedMul(MINZ, this_scale)-tz);
|
|
tx += FixedDiv(tx2-tx, div);
|
|
tz = FixedMul(MINZ, this_scale);
|
|
}
|
|
else if (tz2 < FixedMul(MINZ, this_scale))
|
|
{
|
|
fixed_t div = FixedDiv(tz-tz2, FixedMul(MINZ, this_scale)-tz2);
|
|
tx2 += FixedDiv(tx-tx2, div);
|
|
tz2 = FixedMul(MINZ, this_scale);
|
|
}
|
|
|
|
if (tx2 < -(FixedMul(tz2, fovtan)<<2) || tx > FixedMul(tz, fovtan)<<2) // too far off the side?
|
|
return;
|
|
|
|
yscale = FixedDiv(projectiony, tz);
|
|
xscale = FixedDiv(projection, tz);
|
|
|
|
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
|
|
|
// off the right side?
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
yscale2 = FixedDiv(projectiony, tz2);
|
|
xscale2 = FixedDiv(projection, tz2);
|
|
|
|
x2 = (centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
|
|
if ((range = x2 - x1) <= 0)
|
|
return;
|
|
|
|
range++; // fencepost problem
|
|
|
|
// Compatibility with MSVC - SSNTails
|
|
scalestep = ((yscale2 - yscale) / range);
|
|
if (!scalestep)
|
|
scalestep = 1;
|
|
|
|
xscale = FixedDiv(range<<FRACBITS, abs(offset2));
|
|
|
|
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
|
|
// sortscale = max(yscale, yscale2);
|
|
// sortscale = min(yscale, yscale2);
|
|
}
|
|
else
|
|
{
|
|
scalestep = 0;
|
|
yscale = sortscale;
|
|
tx += offset;
|
|
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
|
|
|
// off the right side?
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
tx += offset2;
|
|
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
}
|
|
|
|
// Adjust the sort scale if needed
|
|
if (splat)
|
|
{
|
|
sort_z = (patch->height - patch->topoffset) * FRACUNIT;
|
|
ang = (viewangle >> ANGLETOFINESHIFT);
|
|
sort_x = FixedMul(FixedMul(FixedMul(spritexscale, this_scale), sort_z), FINECOSINE(ang));
|
|
sort_y = FixedMul(FixedMul(FixedMul(spriteyscale, this_scale), sort_z), FINESINE(ang));
|
|
|
|
tr_x = (interp.x + sort_x) - viewx;
|
|
tr_y = (interp.y + sort_y) - viewy;
|
|
sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
sortscale = FixedDiv(projectiony, sort_z);
|
|
}
|
|
|
|
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY)
|
|
{
|
|
interpmobjstate_t tracer_interp = {0};
|
|
|
|
thing = thing->tracer;
|
|
|
|
if (! R_ThingVisible(thing))
|
|
return;
|
|
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolateMobjState(thing, rendertimefrac, &tracer_interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(thing, FRACUNIT, &tracer_interp);
|
|
}
|
|
radius = tracer_interp.radius; // For drop shadows
|
|
height = tracer_interp.height; // Ditto
|
|
|
|
tr_x = (tracer_interp.x + sort_x) - viewx;
|
|
tr_y = (tracer_interp.y + sort_y) - viewy;
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
linkscale = FixedDiv(projectiony, tz);
|
|
|
|
if (tz < FixedMul(MINZ, this_scale))
|
|
return;
|
|
|
|
if (sortscale < linkscale)
|
|
dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0)
|
|
|
|
//sortscale = linkscale; // now make sure it's linked
|
|
// No need to do that, linkdraw already excludes it from regular sorting.
|
|
|
|
cut |= SC_LINKDRAW;
|
|
}
|
|
else
|
|
{
|
|
linkscale = sortscale;
|
|
}
|
|
|
|
// Calculate the splat's sortscale
|
|
if (splat)
|
|
{
|
|
tr_x = (interp.x - sort_x) - viewx;
|
|
tr_y = (interp.y - sort_y) - viewy;
|
|
sort_z = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin);
|
|
sortsplat = FixedDiv(projectiony, sort_z);
|
|
centerangle = interp.angle;
|
|
}
|
|
|
|
// PORTAL SPRITE CLIPPING
|
|
if (portalrender && portalclipline)
|
|
{
|
|
if (x2 < portalclipstart || x1 >= portalclipend)
|
|
return;
|
|
|
|
if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0)
|
|
return;
|
|
}
|
|
|
|
INT32 blendmode;
|
|
if (oldthing->frame & FF_BLENDMASK)
|
|
blendmode = ((oldthing->frame & FF_BLENDMASK) >> FF_BLENDSHIFT) + 1;
|
|
else
|
|
blendmode = oldthing->blendmode;
|
|
|
|
// Determine the translucency value.
|
|
if (oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
|
|
trans = tr_trans80; // because now the translucency is set through FF_TRANSMASK
|
|
else if (oldthing->frame & FF_TRANSMASK)
|
|
{
|
|
trans = (oldthing->frame & FF_TRANSMASK) >> FF_TRANSSHIFT;
|
|
if (!R_BlendLevelVisible(blendmode, trans))
|
|
return;
|
|
}
|
|
else
|
|
trans = 0;
|
|
|
|
// Check if this sprite needs to be rendered like a shadow
|
|
shadowdraw = (!!(thing->renderflags & RF_SHADOWDRAW) && !(papersprite || splat));
|
|
shadoweffects = (thing->renderflags & RF_SHADOWEFFECTS);
|
|
shadowskew = (shadowdraw && thing->standingslope);
|
|
|
|
if (shadowdraw || shadoweffects)
|
|
{
|
|
fixed_t groundz = R_GetShadowZ(thing, NULL);
|
|
boolean isflipped = (thing->eflags & MFE_VERTICALFLIP);
|
|
|
|
if (shadoweffects)
|
|
{
|
|
mobj_t *caster = thing->target;
|
|
interpmobjstate_t casterinterp = { 0 }; // MSVC compatibility - SSNTails
|
|
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolateMobjState(caster, rendertimefrac, &casterinterp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolateMobjState(caster, FRACUNIT, &casterinterp);
|
|
}
|
|
|
|
if (caster && !P_MobjWasRemoved(caster))
|
|
{
|
|
fixed_t floordiff;
|
|
|
|
if (abs(groundz-viewz)/tz > 4)
|
|
return; // Prevent stretchy shadows and possible crashes
|
|
|
|
floordiff = abs((isflipped ? casterinterp.height : 0) + casterinterp.z - groundz);
|
|
trans += ((floordiff / (100*FRACUNIT)) + 3);
|
|
shadowscale = FixedMul(FRACUNIT - floordiff/640, casterinterp.scale);
|
|
}
|
|
else
|
|
trans += 3;
|
|
|
|
if (trans >= NUMTRANSMAPS)
|
|
return;
|
|
|
|
trans--;
|
|
}
|
|
|
|
if (shadowdraw)
|
|
{
|
|
spritexscale = FixedMul(radius * 2, FixedMul(shadowscale, spritexscale));
|
|
spriteyscale = FixedMul(radius * 2, FixedMul(shadowscale, spriteyscale));
|
|
spriteyscale = FixedMul(spriteyscale, FixedDiv(abs(groundz - viewz), tz));
|
|
spriteyscale = min(spriteyscale, spritexscale) / patch->height;
|
|
spritexscale /= patch->width;
|
|
}
|
|
else
|
|
{
|
|
spritexscale = FixedMul(shadowscale, spritexscale);
|
|
spriteyscale = FixedMul(shadowscale, spriteyscale);
|
|
}
|
|
|
|
if (shadowskew)
|
|
{
|
|
R_SkewShadowSprite(thing, thing->standingslope, groundz, patch->height, shadowscale, &spriteyscale, &sheartan);
|
|
|
|
gzt = (isflipped ? (interp.z + height) : interp.z) + patch->height * spriteyscale / 2;
|
|
gz = gzt - patch->height * spriteyscale;
|
|
|
|
cut |= SC_SHEAR;
|
|
}
|
|
}
|
|
|
|
if (!shadowskew)
|
|
{
|
|
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
|
if (vflip)
|
|
{
|
|
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
|
|
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
|
|
// remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes!
|
|
gz = interp.z + interp.height - FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
|
|
gzt = gz + FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
|
|
}
|
|
else
|
|
{
|
|
gzt = interp.z + FixedMul(spr_topoffset, FixedMul(spriteyscale, this_scale));
|
|
gz = gzt - FixedMul(spr_height, FixedMul(spriteyscale, this_scale));
|
|
}
|
|
}
|
|
|
|
if (thing->subsector->sector->cullheight)
|
|
{
|
|
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
|
|
return;
|
|
}
|
|
|
|
if (thing->subsector->sector->numlights)
|
|
{
|
|
light = P_GetSectorLightAt(thing->subsector->sector, interp.x, interp.y, splat ? gz : gzt);
|
|
|
|
INT32 lightnum = (*thing->subsector->sector->lightlist[light].lightlevel >> LIGHTSEGSHIFT);
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
}
|
|
|
|
heightsec = thing->subsector->sector->heightsec;
|
|
if (viewplayer->mo && viewplayer->mo->subsector)
|
|
phs = viewplayer->mo->subsector->sector->heightsec;
|
|
else
|
|
phs = -1;
|
|
|
|
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
|
|
{
|
|
fixed_t top = gzt;
|
|
fixed_t bottom = interp.z;
|
|
|
|
if (splat)
|
|
top = bottom;
|
|
|
|
if (viewz < sectors[phs].floorheight ?
|
|
bottom >= sectors[heightsec].floorheight :
|
|
top < sectors[heightsec].floorheight)
|
|
return;
|
|
if (viewz > sectors[phs].ceilingheight ?
|
|
top < sectors[heightsec].ceilingheight && viewz >= sectors[heightsec].ceilingheight :
|
|
bottom >= sectors[heightsec].ceilingheight)
|
|
return;
|
|
}
|
|
|
|
// store information in a vissprite
|
|
vis = R_NewVisSprite();
|
|
vis->renderflags = thing->renderflags;
|
|
vis->rotateflags = sprframe->rotate;
|
|
vis->heightsec = heightsec; //SoM: 3/17/2000
|
|
vis->mobjflags = thing->flags;
|
|
vis->sortscale = sortscale;
|
|
vis->sortsplat = sortsplat;
|
|
vis->linkscale = linkscale;
|
|
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15
|
|
vis->gx = interp.x;
|
|
vis->gy = interp.y;
|
|
vis->gz = gz;
|
|
vis->gzt = gzt;
|
|
vis->thingheight = height;
|
|
vis->pz = interp.z;
|
|
vis->pzt = vis->pz + vis->thingheight;
|
|
vis->texturemid = FixedDiv(gzt - viewz, spriteyscale);
|
|
vis->scalestep = scalestep;
|
|
vis->paperoffset = paperoffset;
|
|
vis->paperdistance = paperdistance;
|
|
vis->centerangle = centerangle;
|
|
vis->shear.tan = sheartan;
|
|
vis->shear.offset = 0;
|
|
vis->viewpoint.x = viewx;
|
|
vis->viewpoint.y = viewy;
|
|
vis->viewpoint.z = viewz;
|
|
vis->viewpoint.angle = viewangle;
|
|
|
|
vis->mobj = thing; // Easy access! Tails 06-07-2002
|
|
if ((oldthing->flags2 & MF2_LINKDRAW) && oldthing->tracer && oldthing->color == SKINCOLOR_NONE)
|
|
vis->color = oldthing->tracer->color;
|
|
else
|
|
vis->color = oldthing->color;
|
|
|
|
vis->x1 = x1 < portalclipstart ? portalclipstart : x1;
|
|
vis->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
|
|
|
|
vis->sector = thing->subsector->sector;
|
|
|
|
// Using linkscale here improves cut detection for LINKDRAW.
|
|
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, linkscale))>>FRACBITS);
|
|
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, linkscale))>>FRACBITS);
|
|
vis->cut = cut;
|
|
|
|
if (thing->subsector->sector->numlights)
|
|
vis->extra_colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
|
|
else
|
|
vis->extra_colormap = thing->subsector->sector->extra_colormap;
|
|
|
|
vis->xscale = FixedMul(spritexscale, xscale); //SoM: 4/17/2000
|
|
vis->scale = FixedMul(spriteyscale, yscale); //<<detailshift;
|
|
vis->thingscale = interp.scale;
|
|
|
|
vis->spritexscale = spritexscale;
|
|
vis->spriteyscale = spriteyscale;
|
|
vis->spritexoffset = spr_offset;
|
|
vis->spriteyoffset = spr_topoffset;
|
|
|
|
if (shadowdraw || shadoweffects)
|
|
{
|
|
iscale = (patch->width<<FRACBITS)/(x2-x1+1); // fuck it
|
|
x1 += (x2-x1)/2; // reusing x1 variable
|
|
vis->shear.offset = vis->x1-x1;
|
|
}
|
|
else
|
|
iscale = FixedDiv(FRACUNIT, vis->xscale);
|
|
|
|
vis->shadowscale = shadowscale;
|
|
|
|
if (flip)
|
|
{
|
|
vis->startfrac = spr_width-1;
|
|
vis->xiscale = -iscale;
|
|
}
|
|
else
|
|
{
|
|
vis->startfrac = 0;
|
|
vis->xiscale = iscale;
|
|
}
|
|
|
|
if (vis->x1 > x1)
|
|
{
|
|
vis->startfrac += FixedDiv(vis->xiscale, this_scale) * (vis->x1 - x1);
|
|
vis->scale += FixedMul(scalestep, spriteyscale) * (vis->x1 - x1);
|
|
}
|
|
|
|
if ((blendmode != AST_COPY) && cv_translucency.value)
|
|
vis->transmap = R_GetBlendTable(blendmode, trans);
|
|
else
|
|
vis->transmap = NULL;
|
|
|
|
if (R_ThingIsFullBright(oldthing) || oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW)
|
|
vis->cut |= SC_FULLBRIGHT;
|
|
else if (R_ThingIsSemiBright(oldthing))
|
|
vis->cut |= SC_SEMIBRIGHT;
|
|
else if (R_ThingIsFullDark(oldthing))
|
|
vis->cut |= SC_FULLDARK;
|
|
|
|
//
|
|
// determine the colormap (lightlevel & special effects)
|
|
//
|
|
if (vis->cut & SC_FULLBRIGHT
|
|
&& (!vis->extra_colormap || !(vis->extra_colormap->flags & CMF_FADEFULLBRIGHTSPRITES)))
|
|
{
|
|
// full bright: goggles
|
|
vis->colormap = colormaps;
|
|
}
|
|
else if (vis->cut & SC_FULLDARK)
|
|
vis->colormap = scalelight[0][0];
|
|
else
|
|
{
|
|
// diminished light
|
|
lindex = FixedMul(xscale, LIGHTRESOLUTIONFIX)>>(LIGHTSCALESHIFT);
|
|
|
|
if (lindex >= MAXLIGHTSCALE)
|
|
lindex = MAXLIGHTSCALE-1;
|
|
|
|
if (vis->cut & SC_SEMIBRIGHT)
|
|
lindex = (MAXLIGHTSCALE/2) + (lindex >> 1);
|
|
|
|
vis->colormap = spritelights[lindex];
|
|
}
|
|
|
|
if (vflip)
|
|
vis->cut |= SC_VFLIP;
|
|
if (splat)
|
|
vis->cut |= SC_SPLAT; // I like ya cut g
|
|
|
|
vis->patch = patch;
|
|
|
|
if (thing->subsector->sector->numlights && !(shadowdraw || splat))
|
|
R_SplitSprite(vis);
|
|
|
|
if (oldthing->shadowscale && cv_shadow.value)
|
|
R_ProjectDropShadow(oldthing, vis, oldthing->shadowscale, basetx, basetz);
|
|
|
|
R_ProjectBoundingBox(oldthing, vis);
|
|
|
|
// Debug
|
|
++objectsdrawn;
|
|
}
|
|
|
|
static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|
{
|
|
fixed_t tr_x, tr_y;
|
|
fixed_t tx, tz;
|
|
fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
|
|
|
|
INT32 x1, x2;
|
|
|
|
spritedef_t *sprdef;
|
|
spriteframe_t *sprframe;
|
|
size_t lump;
|
|
|
|
vissprite_t *vis;
|
|
|
|
fixed_t iscale;
|
|
|
|
//SoM: 3/17/2000
|
|
fixed_t gz, gzt;
|
|
|
|
// uncapped/interpolation
|
|
interpmobjstate_t interp = {0};
|
|
|
|
// do interpolation
|
|
if (R_UsingFrameInterpolation() && !paused)
|
|
{
|
|
R_InterpolatePrecipMobjState(thing, rendertimefrac, &interp);
|
|
}
|
|
else
|
|
{
|
|
R_InterpolatePrecipMobjState(thing, FRACUNIT, &interp);
|
|
}
|
|
|
|
// transform the origin point
|
|
tr_x = interp.x - viewx;
|
|
tr_y = interp.y - viewy;
|
|
|
|
tz = FixedMul(tr_x, viewcos) + FixedMul(tr_y, viewsin); // near/far distance
|
|
|
|
// thing is behind view plane?
|
|
if (tz < MINZ)
|
|
return;
|
|
|
|
tx = FixedMul(tr_x, viewsin) - FixedMul(tr_y, viewcos); // sideways distance
|
|
|
|
// too far off the side?
|
|
if (abs(tx) > FixedMul(tz, fovtan)<<2)
|
|
return;
|
|
|
|
// aspect ratio stuff :
|
|
xscale = FixedDiv(projection, tz);
|
|
yscale = FixedDiv(projectiony, tz);
|
|
|
|
// decide which patch to use for sprite relative to player
|
|
#ifdef RANGECHECK
|
|
if ((unsigned)thing->sprite >= numsprites)
|
|
I_Error("R_ProjectPrecipitationSprite: invalid sprite number %d ",
|
|
thing->sprite);
|
|
#endif
|
|
|
|
sprdef = &sprites[thing->sprite];
|
|
|
|
#ifdef RANGECHECK
|
|
if ((UINT8)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
|
|
I_Error("R_ProjectPrecipitationSprite: invalid sprite frame %d : %d for %s",
|
|
thing->sprite, thing->frame, sprnames[thing->sprite]);
|
|
#endif
|
|
|
|
sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
|
|
|
|
#ifdef PARANOIA
|
|
if (!sprframe)
|
|
I_Error("R_ProjectPrecipitationSprite: sprframes NULL for sprite %d\n", thing->sprite);
|
|
#endif
|
|
|
|
// use single rotation for all views
|
|
lump = sprframe->lumpid[0]; //Fab: see note above
|
|
|
|
// calculate edges of the shape
|
|
tx -= spritecachedinfo[lump].offset;
|
|
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
|
|
|
|
// off the right side?
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
tx += spritecachedinfo[lump].width;
|
|
x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;
|
|
|
|
// off the left side
|
|
if (x2 < 0)
|
|
return;
|
|
|
|
// PORTAL SPRITE CLIPPING
|
|
if (portalrender && portalclipline)
|
|
{
|
|
if (x2 < portalclipstart || x1 >= portalclipend)
|
|
return;
|
|
|
|
if (P_PointOnLineSide(interp.x, interp.y, portalclipline) != 0)
|
|
return;
|
|
}
|
|
|
|
|
|
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
|
gzt = interp.z + spritecachedinfo[lump].topoffset;
|
|
gz = gzt - spritecachedinfo[lump].height;
|
|
|
|
if (thing->subsector->sector->cullheight)
|
|
{
|
|
if (R_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, viewz, gz, gzt))
|
|
goto weatherthink;
|
|
}
|
|
|
|
// store information in a vissprite
|
|
vis = R_NewVisSprite();
|
|
vis->scale = vis->sortscale = yscale; //<<detailshift;
|
|
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
|
|
vis->gx = interp.x;
|
|
vis->gy = interp.y;
|
|
vis->gz = gz;
|
|
vis->gzt = gzt;
|
|
vis->thingheight = 4*FRACUNIT;
|
|
vis->pz = interp.z;
|
|
vis->pzt = vis->pz + vis->thingheight;
|
|
vis->texturemid = vis->gzt - viewz;
|
|
vis->scalestep = 0;
|
|
vis->paperdistance = 0;
|
|
vis->shear.tan = 0;
|
|
vis->shear.offset = 0;
|
|
|
|
vis->x1 = x1 < portalclipstart ? portalclipstart : x1;
|
|
vis->x2 = x2 >= portalclipend ? portalclipend-1 : x2;
|
|
|
|
vis->xscale = xscale; //SoM: 4/17/2000
|
|
vis->sector = thing->subsector->sector;
|
|
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS);
|
|
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS);
|
|
|
|
iscale = FixedDiv(FRACUNIT, xscale);
|
|
|
|
vis->startfrac = 0;
|
|
vis->xiscale = iscale;
|
|
|
|
if (vis->x1 > x1)
|
|
vis->startfrac += vis->xiscale*(vis->x1-x1);
|
|
|
|
//Fab: lumppat is the lump number of the patch to use, this is different
|
|
// than lumpid for sprites-in-pwad : the graphics are patched
|
|
vis->patch = W_CachePatchNum(sprframe->lumppat[0], PU_SPRITE);
|
|
|
|
// specific translucency
|
|
if (thing->frame & FF_TRANSMASK)
|
|
vis->transmap = R_GetTranslucencyTable((thing->frame & FF_TRANSMASK) >> FF_TRANSSHIFT);
|
|
else
|
|
vis->transmap = NULL;
|
|
|
|
vis->mobj = (mobj_t *)thing;
|
|
vis->mobjflags = 0;
|
|
vis->cut = SC_PRECIP;
|
|
vis->extra_colormap = thing->subsector->sector->extra_colormap;
|
|
vis->heightsec = thing->subsector->sector->heightsec;
|
|
vis->color = SKINCOLOR_NONE;
|
|
|
|
// Fullbright
|
|
vis->colormap = colormaps;
|
|
|
|
weatherthink:
|
|
// okay... this is a hack, but weather isn't networked, so it should be ok
|
|
if (!(thing->precipflags & PCF_THUNK))
|
|
{
|
|
if (thing->precipflags & PCF_RAIN)
|
|
P_RainThinker(thing);
|
|
else
|
|
P_SnowThinker(thing);
|
|
thing->precipflags |= PCF_THUNK;
|
|
}
|
|
}
|
|
|
|
// R_AddSprites
|
|
// During BSP traversal, this adds sprites by sector.
|
|
//
|
|
void R_AddSprites(sector_t *sec, INT32 lightlevel)
|
|
{
|
|
mobj_t *thing;
|
|
precipmobj_t *precipthing; // Tails 08-25-2002
|
|
INT32 lightnum;
|
|
fixed_t limit_dist, hoop_limit_dist;
|
|
|
|
if (rendermode != render_soft)
|
|
return;
|
|
|
|
// BSP is traversed by subsector.
|
|
// A sector might have been split into several
|
|
// subsectors during BSP building.
|
|
// Thus we check whether its already added.
|
|
if (sec->validcount == validcount)
|
|
return;
|
|
|
|
// Well, now it will be done.
|
|
sec->validcount = validcount;
|
|
|
|
if (!sec->numlights)
|
|
{
|
|
if (sec->heightsec == -1) lightlevel = sec->lightlevel;
|
|
|
|
lightnum = (lightlevel >> LIGHTSEGSHIFT);
|
|
|
|
if (lightnum < 0)
|
|
spritelights = scalelight[0];
|
|
else if (lightnum >= LIGHTLEVELS)
|
|
spritelights = scalelight[LIGHTLEVELS-1];
|
|
else
|
|
spritelights = scalelight[lightnum];
|
|
}
|
|
|
|
// Handle all things in sector.
|
|
// If a limit exists, handle things a tiny bit different.
|
|
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
|
|
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
|
|
for (thing = sec->thinglist; thing; thing = thing->snext)
|
|
{
|
|
if (R_ThingWithinDist(thing, limit_dist, hoop_limit_dist))
|
|
{
|
|
const INT32 oldobjectsdrawn = objectsdrawn;
|
|
|
|
if (R_ThingVisible(thing))
|
|
{
|
|
R_ProjectSprite(thing);
|
|
}
|
|
|
|
// I'm so smart :^)
|
|
if (objectsdrawn == oldobjectsdrawn)
|
|
{
|
|
/*
|
|
Object is invisible OR is off screen but
|
|
render its bbox even if the latter because
|
|
radius could be bigger than sprite.
|
|
*/
|
|
R_ProjectBoundingBox(thing, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
|
|
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
|
|
{
|
|
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
|
|
{
|
|
if (R_PrecipThingVisible(precipthing, limit_dist))
|
|
R_ProjectPrecipitationSprite(precipthing);
|
|
}
|
|
}
|
|
}
|
|
|
|
static boolean R_SortVisSpriteFunc(vissprite_t *ds, fixed_t bestscale, INT32 bestdispoffset)
|
|
{
|
|
if (ds->sortscale < bestscale)
|
|
{
|
|
return true;
|
|
}
|
|
// order visprites of same scale by dispoffset, smallest first
|
|
else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// R_SortVisSprites
|
|
//
|
|
static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 end)
|
|
{
|
|
UINT32 i, linkedvissprites = 0;
|
|
vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
|
|
vissprite_t *best = NULL;
|
|
vissprite_t unsorted;
|
|
fixed_t bestscale;
|
|
INT32 bestdispoffset;
|
|
|
|
unsorted.next = unsorted.prev = &unsorted;
|
|
|
|
dsfirst = R_GetVisSprite(start);
|
|
|
|
// The first's prev and last's next will be set to
|
|
// nonsense, but are fixed in a moment
|
|
for (i = start, dsnext = dsfirst, ds = NULL; i < end; i++)
|
|
{
|
|
dsprev = ds;
|
|
ds = dsnext;
|
|
if (i < end - 1) dsnext = R_GetVisSprite(i + 1);
|
|
|
|
ds->next = dsnext;
|
|
ds->prev = dsprev;
|
|
ds->linkdraw = NULL;
|
|
}
|
|
|
|
// Fix first and last. ds still points to the last one after the loop
|
|
dsfirst->prev = &unsorted;
|
|
unsorted.next = dsfirst;
|
|
if (ds)
|
|
{
|
|
ds->next = &unsorted;
|
|
ds->linkdraw = NULL;
|
|
}
|
|
unsorted.prev = ds;
|
|
|
|
// bundle linkdraw
|
|
for (ds = unsorted.prev; ds != &unsorted; ds = ds->prev)
|
|
{
|
|
// Remove this sprite if it was determined to not be visible
|
|
if (ds->cut & SC_NOTVISIBLE)
|
|
{
|
|
ds->next->prev = ds->prev;
|
|
ds->prev->next = ds->next;
|
|
continue;
|
|
}
|
|
|
|
if (!(ds->cut & SC_LINKDRAW))
|
|
continue;
|
|
|
|
if (ds->cut & SC_SHADOW)
|
|
continue;
|
|
|
|
// reuse dsfirst...
|
|
for (dsfirst = unsorted.prev; dsfirst != &unsorted; dsfirst = dsfirst->prev)
|
|
{
|
|
// don't connect if it's also a link
|
|
if (dsfirst->cut & SC_LINKDRAW)
|
|
continue;
|
|
|
|
// don't connect to your shadow!
|
|
if (dsfirst->cut & SC_SHADOW)
|
|
continue;
|
|
|
|
// don't connect to your bounding box!
|
|
if (dsfirst->cut & SC_BBOX)
|
|
continue;
|
|
|
|
// don't connect if it's not the tracer
|
|
if (dsfirst->mobj != ds->mobj)
|
|
continue;
|
|
|
|
// don't connect if the tracer's top is cut off, but lower than the link's top
|
|
if ((dsfirst->cut & SC_TOP) && dsfirst->szt > ds->szt)
|
|
continue;
|
|
|
|
// don't connect if the tracer's bottom is cut off, but higher than the link's bottom
|
|
if ((dsfirst->cut & SC_BOTTOM) && dsfirst->sz < ds->sz)
|
|
continue;
|
|
|
|
// If the object isn't visible, then the bounding box isn't either
|
|
if (ds->cut & SC_BBOX && dsfirst->cut & SC_NOTVISIBLE)
|
|
ds->cut |= SC_NOTVISIBLE;
|
|
|
|
break;
|
|
}
|
|
|
|
// remove from chain
|
|
ds->next->prev = ds->prev;
|
|
ds->prev->next = ds->next;
|
|
|
|
if (ds->cut & SC_NOTVISIBLE)
|
|
continue;
|
|
|
|
linkedvissprites++;
|
|
|
|
if (dsfirst != &unsorted)
|
|
{
|
|
if (!(ds->cut & SC_FULLBRIGHT))
|
|
ds->colormap = dsfirst->colormap;
|
|
ds->extra_colormap = dsfirst->extra_colormap;
|
|
|
|
// reusing dsnext...
|
|
dsnext = dsfirst->linkdraw;
|
|
|
|
if (dsnext == NULL || R_SortVisSpriteFunc(ds, dsnext->sortscale, dsnext->dispoffset) == true)
|
|
{
|
|
ds->next = dsnext;
|
|
dsfirst->linkdraw = ds;
|
|
}
|
|
else
|
|
{
|
|
for (; dsnext->next != NULL; dsnext = dsnext->next)
|
|
{
|
|
if (R_SortVisSpriteFunc(ds, dsnext->next->sortscale, dsnext->next->dispoffset) == true)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
ds->next = dsnext->next;
|
|
dsnext->next = ds;
|
|
}
|
|
}
|
|
}
|
|
|
|
// pull the vissprites out by scale
|
|
vsprsortedhead->next = vsprsortedhead->prev = vsprsortedhead;
|
|
for (i = start; i < end-linkedvissprites; i++)
|
|
{
|
|
bestscale = bestdispoffset = INT32_MAX;
|
|
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
|
|
{
|
|
#ifdef PARANOIA
|
|
if (ds->cut & SC_LINKDRAW)
|
|
I_Error("R_SortVisSprites: no link or discardal made for linkdraw!");
|
|
#endif
|
|
|
|
if (R_SortVisSpriteFunc(ds, bestscale, bestdispoffset) == true)
|
|
{
|
|
bestscale = ds->sortscale;
|
|
bestdispoffset = ds->dispoffset;
|
|
best = ds;
|
|
}
|
|
}
|
|
if (best)
|
|
{
|
|
best->next->prev = best->prev;
|
|
best->prev->next = best->next;
|
|
best->next = vsprsortedhead;
|
|
best->prev = vsprsortedhead->prev;
|
|
vsprsortedhead->prev->next = best;
|
|
vsprsortedhead->prev = best;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_CreateDrawNodes
|
|
// Creates and sorts a list of drawnodes for the scene being rendered.
|
|
static drawnode_t *R_CreateDrawNode(drawnode_t *link);
|
|
|
|
static drawnode_t nodebankhead;
|
|
|
|
static void R_CreateDrawNodes(maskcount_t* mask, drawnode_t* head, boolean tempskip)
|
|
{
|
|
drawnode_t *entry;
|
|
drawseg_t *ds;
|
|
INT32 i, p, best, x1, x2;
|
|
fixed_t bestdelta, delta;
|
|
vissprite_t *rover;
|
|
static vissprite_t vsprsortedhead;
|
|
drawnode_t *r2;
|
|
visplane_t *plane;
|
|
INT32 sintersect;
|
|
fixed_t scale = 0;
|
|
|
|
// Add the 3D floors, thicksides, and masked textures...
|
|
for (ds = drawsegs + mask->drawsegs[1]; ds-- > drawsegs + mask->drawsegs[0];)
|
|
{
|
|
if (ds->numthicksides)
|
|
{
|
|
for (i = 0; i < ds->numthicksides; i++)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->thickseg = ds;
|
|
entry->ffloor = ds->thicksides[i];
|
|
}
|
|
}
|
|
// Check for a polyobject plane, but only if this is a front line
|
|
if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) {
|
|
plane = ds->curline->polyseg->visplane;
|
|
R_PlaneBounds(plane);
|
|
|
|
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
|
|
;
|
|
else {
|
|
// Put it in!
|
|
entry = R_CreateDrawNode(head);
|
|
entry->plane = plane;
|
|
entry->seg = ds;
|
|
}
|
|
ds->curline->polyseg->visplane = NULL;
|
|
}
|
|
if (ds->maskedtexturecol)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->seg = ds;
|
|
}
|
|
if (ds->numffloorplanes)
|
|
{
|
|
for (i = 0; i < ds->numffloorplanes; i++)
|
|
{
|
|
best = -1;
|
|
bestdelta = 0;
|
|
for (p = 0; p < ds->numffloorplanes; p++)
|
|
{
|
|
if (!ds->ffloorplanes[p])
|
|
continue;
|
|
plane = ds->ffloorplanes[p];
|
|
R_PlaneBounds(plane);
|
|
|
|
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low || plane->polyobj)
|
|
{
|
|
ds->ffloorplanes[p] = NULL;
|
|
continue;
|
|
}
|
|
|
|
delta = abs(plane->height - viewz);
|
|
if (delta > bestdelta)
|
|
{
|
|
best = p;
|
|
bestdelta = delta;
|
|
}
|
|
}
|
|
if (best != -1)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->plane = ds->ffloorplanes[best];
|
|
entry->seg = ds;
|
|
ds->ffloorplanes[best] = NULL;
|
|
}
|
|
else
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tempskip)
|
|
return;
|
|
|
|
// find all the remaining polyobject planes and add them on the end of the list
|
|
// probably this is a terrible idea if we wanted them to be sorted properly
|
|
// but it works getting them in for now
|
|
for (i = 0; i < numPolyObjects; i++)
|
|
{
|
|
if (!PolyObjects[i].visplane)
|
|
continue;
|
|
plane = PolyObjects[i].visplane;
|
|
R_PlaneBounds(plane);
|
|
|
|
if (plane->low < 0 || plane->high > vid.height || plane->high > plane->low)
|
|
{
|
|
PolyObjects[i].visplane = NULL;
|
|
continue;
|
|
}
|
|
entry = R_CreateDrawNode(head);
|
|
entry->plane = plane;
|
|
// note: no seg is set, for what should be obvious reasons
|
|
PolyObjects[i].visplane = NULL;
|
|
}
|
|
|
|
// No vissprites in this mask?
|
|
if (mask->vissprites[1] - mask->vissprites[0] == 0)
|
|
return;
|
|
|
|
R_SortVisSprites(&vsprsortedhead, mask->vissprites[0], mask->vissprites[1]);
|
|
|
|
for (rover = vsprsortedhead.prev; rover != &vsprsortedhead; rover = rover->prev)
|
|
{
|
|
if (rover->szt > vid.height || rover->sz < 0)
|
|
continue;
|
|
|
|
sintersect = (rover->x1 + rover->x2) / 2;
|
|
|
|
for (r2 = head->next; r2 != head; r2 = r2->next)
|
|
{
|
|
if (r2->plane)
|
|
{
|
|
fixed_t planeobjectz, planecameraz;
|
|
if (r2->plane->minx > rover->x2 || r2->plane->maxx < rover->x1)
|
|
continue;
|
|
if (rover->szt > r2->plane->low || rover->sz < r2->plane->high)
|
|
continue;
|
|
|
|
// Effective height may be different for each comparison in the case of slopes
|
|
planeobjectz = P_GetZAt(r2->plane->slope, rover->gx, rover->gy, r2->plane->height);
|
|
planecameraz = P_GetZAt(r2->plane->slope, viewx, viewy, r2->plane->height);
|
|
|
|
if (rover->mobjflags & MF_NOCLIPHEIGHT)
|
|
{
|
|
//Objects with NOCLIPHEIGHT can appear halfway in.
|
|
if (planecameraz < viewz && rover->pz+(rover->thingheight/2) >= planeobjectz)
|
|
continue;
|
|
if (planecameraz > viewz && rover->pzt-(rover->thingheight/2) <= planeobjectz)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (planecameraz < viewz && rover->pz >= planeobjectz)
|
|
continue;
|
|
if (planecameraz > viewz && rover->pzt <= planeobjectz)
|
|
continue;
|
|
}
|
|
|
|
// SoM: NOTE: Because a visplane's shape and scale is not directly
|
|
// bound to any single linedef, a simple poll of it's frontscale is
|
|
// not adequate. We must check the entire frontscale array for any
|
|
// part that is in front of the sprite.
|
|
|
|
x1 = rover->x1;
|
|
x2 = rover->x2;
|
|
if (x1 < r2->plane->minx) x1 = r2->plane->minx;
|
|
if (x2 > r2->plane->maxx) x2 = r2->plane->maxx;
|
|
|
|
if (r2->seg) // if no seg set, assume the whole thing is in front or something stupid
|
|
{
|
|
for (i = x1; i <= x2; i++)
|
|
{
|
|
if (r2->seg->frontscale[i] > rover->sortscale)
|
|
break;
|
|
}
|
|
if (i > x2)
|
|
continue;
|
|
}
|
|
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
else if (r2->thickseg)
|
|
{
|
|
fixed_t topplaneobjectz, topplanecameraz, botplaneobjectz, botplanecameraz;
|
|
if (rover->x1 > r2->thickseg->x2 || rover->x2 < r2->thickseg->x1)
|
|
continue;
|
|
|
|
scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2;
|
|
if (scale <= rover->sortscale)
|
|
continue;
|
|
scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1));
|
|
if (scale <= rover->sortscale)
|
|
continue;
|
|
|
|
topplaneobjectz = P_GetFFloorTopZAt (r2->ffloor, rover->gx, rover->gy);
|
|
topplanecameraz = P_GetFFloorTopZAt (r2->ffloor, viewx, viewy);
|
|
botplaneobjectz = P_GetFFloorBottomZAt(r2->ffloor, rover->gx, rover->gy);
|
|
botplanecameraz = P_GetFFloorBottomZAt(r2->ffloor, viewx, viewy);
|
|
|
|
if ((topplanecameraz > viewz && botplanecameraz < viewz) ||
|
|
(topplanecameraz < viewz && rover->gzt < topplaneobjectz) ||
|
|
(botplanecameraz > viewz && rover->gz > botplaneobjectz))
|
|
{
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
}
|
|
else if (r2->seg)
|
|
{
|
|
if (rover->x1 > r2->seg->x2 || rover->x2 < r2->seg->x1)
|
|
continue;
|
|
|
|
scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2;
|
|
if (scale <= rover->sortscale)
|
|
continue;
|
|
scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1));
|
|
|
|
if (rover->sortscale < scale)
|
|
{
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
}
|
|
else if (r2->sprite)
|
|
{
|
|
boolean infront = (r2->sprite->sortscale > rover->sortscale
|
|
|| (r2->sprite->sortscale == rover->sortscale && r2->sprite->dispoffset > rover->dispoffset));
|
|
|
|
if (rover->cut & SC_SPLAT || r2->sprite->cut & SC_SPLAT)
|
|
{
|
|
fixed_t scale1 = (rover->cut & SC_SPLAT ? rover->sortsplat : rover->sortscale);
|
|
fixed_t scale2 = (r2->sprite->cut & SC_SPLAT ? r2->sprite->sortsplat : r2->sprite->sortscale);
|
|
boolean behind = (scale2 > scale1 || (scale2 == scale1 && r2->sprite->dispoffset > rover->dispoffset));
|
|
|
|
if (!behind)
|
|
{
|
|
fixed_t z1 = 0, z2 = 0;
|
|
|
|
if (rover->mobj->z - viewz > 0)
|
|
{
|
|
z1 = rover->pz;
|
|
z2 = r2->sprite->pz;
|
|
}
|
|
else
|
|
{
|
|
z1 = r2->sprite->pz;
|
|
z2 = rover->pz;
|
|
}
|
|
|
|
z1 -= viewz;
|
|
z2 -= viewz;
|
|
|
|
infront = (z1 >= z2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (r2->sprite->x1 > rover->x2 || r2->sprite->x2 < rover->x1)
|
|
continue;
|
|
if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt)
|
|
continue;
|
|
}
|
|
|
|
if (infront)
|
|
{
|
|
entry = R_CreateDrawNode(NULL);
|
|
(entry->prev = r2->prev)->next = entry;
|
|
(entry->next = r2)->prev = entry;
|
|
entry->sprite = rover;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (r2 == head)
|
|
{
|
|
entry = R_CreateDrawNode(head);
|
|
entry->sprite = rover;
|
|
}
|
|
}
|
|
}
|
|
|
|
static drawnode_t *R_CreateDrawNode(drawnode_t *link)
|
|
{
|
|
drawnode_t *node = nodebankhead.next;
|
|
|
|
if (node == &nodebankhead)
|
|
{
|
|
node = malloc(sizeof (*node));
|
|
if (!node)
|
|
I_Error("No more free memory to CreateDrawNode");
|
|
}
|
|
else
|
|
(nodebankhead.next = node->next)->prev = &nodebankhead;
|
|
|
|
if (link)
|
|
{
|
|
node->next = link;
|
|
node->prev = link->prev;
|
|
link->prev->next = node;
|
|
link->prev = node;
|
|
}
|
|
|
|
node->plane = NULL;
|
|
node->seg = NULL;
|
|
node->thickseg = NULL;
|
|
node->ffloor = NULL;
|
|
node->sprite = NULL;
|
|
|
|
ps_numdrawnodes.value.i++;
|
|
return node;
|
|
}
|
|
|
|
static void R_DoneWithNode(drawnode_t *node)
|
|
{
|
|
(node->next->prev = node->prev)->next = node->next;
|
|
(node->next = nodebankhead.next)->prev = node;
|
|
(node->prev = &nodebankhead)->next = node;
|
|
}
|
|
|
|
static void R_ClearDrawNodes(drawnode_t* head)
|
|
{
|
|
drawnode_t *rover;
|
|
drawnode_t *next;
|
|
|
|
for (rover = head->next; rover != head;)
|
|
{
|
|
next = rover->next;
|
|
R_DoneWithNode(rover);
|
|
rover = next;
|
|
}
|
|
|
|
head->next = head->prev = head;
|
|
}
|
|
|
|
void R_InitDrawNodes(void)
|
|
{
|
|
nodebankhead.next = nodebankhead.prev = &nodebankhead;
|
|
}
|
|
|
|
//
|
|
// R_DrawSprite
|
|
//
|
|
//Fab : 26-04-98:
|
|
// NOTE : uses con_clipviewtop, so that when console is on,
|
|
// don't draw the part of sprites hidden under the console
|
|
static void R_DrawSprite(vissprite_t *spr)
|
|
{
|
|
mfloorclip = spr->clipbot;
|
|
mceilingclip = spr->cliptop;
|
|
|
|
if (spr->cut & SC_BBOX)
|
|
R_DrawThingBoundingBox(spr);
|
|
else if (spr->cut & SC_SPLAT)
|
|
R_DrawFloorSplat(spr);
|
|
else
|
|
R_DrawVisSprite(spr);
|
|
}
|
|
|
|
// Special drawer for precipitation sprites Tails 08-18-2002
|
|
static void R_DrawPrecipitationSprite(vissprite_t *spr)
|
|
{
|
|
mfloorclip = spr->clipbot;
|
|
mceilingclip = spr->cliptop;
|
|
R_DrawPrecipitationVisSprite(spr);
|
|
}
|
|
|
|
//SoM: 3/17/2000: Clip sprites in water.
|
|
static void R_HeightSecClip(vissprite_t *spr, INT32 x1, INT32 x2)
|
|
{
|
|
fixed_t mh, h;
|
|
INT32 x, phs;
|
|
|
|
if (spr->heightsec == -1)
|
|
return;
|
|
|
|
if (spr->cut & (SC_SPLAT | SC_SHADOW) || spr->renderflags & RF_SHADOWDRAW)
|
|
return;
|
|
|
|
phs = viewplayer->mo->subsector->sector->heightsec;
|
|
|
|
if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
|
|
(h = centeryfrac - FixedMul(mh -= viewz, spr->sortscale)) >= 0 &&
|
|
(h >>= FRACBITS) < viewheight)
|
|
{
|
|
if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
|
|
{ // clip bottom
|
|
for (x = x1; x <= x2; x++)
|
|
if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
|
|
spr->clipbot[x] = (INT16)h;
|
|
}
|
|
else // clip top
|
|
{
|
|
for (x = x1; x <= x2; x++)
|
|
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
|
|
spr->cliptop[x] = (INT16)h;
|
|
}
|
|
}
|
|
|
|
if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
|
|
(h = centeryfrac - FixedMul(mh-viewz, spr->sortscale)) >= 0 &&
|
|
(h >>= FRACBITS) < viewheight)
|
|
{
|
|
if (phs != -1 && viewz >= sectors[phs].ceilingheight)
|
|
{ // clip bottom
|
|
for (x = x1; x <= x2; x++)
|
|
if (spr->clipbot[x] == -2 || h < spr->clipbot[x])
|
|
spr->clipbot[x] = (INT16)h;
|
|
}
|
|
else // clip top
|
|
{
|
|
for (x = x1; x <= x2; x++)
|
|
if (spr->cliptop[x] == -2 || h > spr->cliptop[x])
|
|
spr->cliptop[x] = (INT16)h;
|
|
}
|
|
}
|
|
}
|
|
|
|
static boolean R_CheckSpriteVisible(vissprite_t *spr, INT32 x1, INT32 x2)
|
|
{
|
|
INT16 sz = spr->sz;
|
|
INT16 szt = spr->szt;
|
|
|
|
fixed_t texturemid = 0, yscale = 0, scalestep = spr->scalestep; // "= 0" pleases the compiler
|
|
INT32 height = 0;
|
|
|
|
if (scalestep)
|
|
{
|
|
height = spr->patch->height;
|
|
yscale = spr->scale;
|
|
scalestep = FixedMul(scalestep, spr->spriteyscale);
|
|
|
|
if (spr->thingscale != FRACUNIT)
|
|
texturemid = FixedDiv(spr->texturemid, max(spr->thingscale, 1));
|
|
else
|
|
texturemid = spr->texturemid;
|
|
}
|
|
|
|
for (INT32 x = x1; x <= x2; x++)
|
|
{
|
|
if (scalestep)
|
|
{
|
|
fixed_t top = centeryfrac - FixedMul(texturemid, yscale);
|
|
fixed_t bottom = top + (height * yscale);
|
|
szt = (INT16)(top >> FRACBITS);
|
|
sz = (INT16)(bottom >> FRACBITS);
|
|
yscale += scalestep;
|
|
}
|
|
|
|
if (spr->cliptop[x] < spr->clipbot[x] && sz > spr->cliptop[x] && szt < spr->clipbot[x])
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// R_ClipVisSprite
|
|
// Clips vissprites without drawing, so that portals can work. -Red
|
|
static void R_ClipVisSprite(vissprite_t *spr, INT32 x1, INT32 x2, portal_t* portal)
|
|
{
|
|
drawseg_t *ds;
|
|
INT32 x;
|
|
INT32 r1;
|
|
INT32 r2;
|
|
fixed_t scale;
|
|
fixed_t lowscale;
|
|
INT32 silhouette;
|
|
|
|
for (x = x1; x <= x2; x++)
|
|
spr->clipbot[x] = spr->cliptop[x] = -2;
|
|
|
|
// Scan drawsegs from end to start for obscuring segs.
|
|
// The first drawseg that has a greater scale
|
|
// is the clip seg.
|
|
//SoM: 4/8/2000:
|
|
// Pointer check was originally nonportable
|
|
// and buggy, by going past LEFT end of array:
|
|
|
|
// e6y: optimization
|
|
if (drawsegs_xrange_size)
|
|
{
|
|
const drawseg_xrange_item_t *last = &drawsegs_xrange[drawsegs_xrange_count - 1];
|
|
drawseg_xrange_item_t *curr = &drawsegs_xrange[-1];
|
|
|
|
while (++curr <= last)
|
|
{
|
|
// determine if the drawseg obscures the sprite
|
|
if (curr->x1 > x2 || curr->x2 < x1)
|
|
{
|
|
// does not cover sprite
|
|
continue;
|
|
}
|
|
|
|
ds = curr->user;
|
|
|
|
if (ds->portalpass > 0 && ds->portalpass <= portalrender)
|
|
continue; // is a portal
|
|
|
|
if (ds->scale1 > ds->scale2)
|
|
{
|
|
lowscale = ds->scale2;
|
|
scale = ds->scale1;
|
|
}
|
|
else
|
|
{
|
|
lowscale = ds->scale1;
|
|
scale = ds->scale2;
|
|
}
|
|
|
|
if (scale < spr->sortscale ||
|
|
(lowscale < spr->sortscale &&
|
|
!R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
|
|
{
|
|
// masked mid texture?
|
|
/*if (ds->maskedtexturecol)
|
|
R_RenderMaskedSegRange (ds, r1, r2);*/
|
|
// seg is behind sprite
|
|
continue;
|
|
}
|
|
|
|
r1 = ds->x1 < x1 ? x1 : ds->x1;
|
|
r2 = ds->x2 > x2 ? x2 : ds->x2;
|
|
|
|
// clip this piece of the sprite
|
|
silhouette = ds->silhouette;
|
|
|
|
if (spr->gz >= ds->bsilheight)
|
|
silhouette &= ~SIL_BOTTOM;
|
|
|
|
if (spr->gzt <= ds->tsilheight)
|
|
silhouette &= ~SIL_TOP;
|
|
|
|
if (silhouette == SIL_BOTTOM)
|
|
{
|
|
// bottom sil
|
|
for (x = r1; x <= r2; x++)
|
|
if (spr->clipbot[x] == -2)
|
|
spr->clipbot[x] = ds->sprbottomclip[x];
|
|
}
|
|
else if (silhouette == SIL_TOP)
|
|
{
|
|
// top sil
|
|
for (x = r1; x <= r2; x++)
|
|
if (spr->cliptop[x] == -2)
|
|
spr->cliptop[x] = ds->sprtopclip[x];
|
|
}
|
|
else if (silhouette == (SIL_TOP|SIL_BOTTOM))
|
|
{
|
|
// both
|
|
for (x = r1; x <= r2; x++)
|
|
{
|
|
if (spr->clipbot[x] == -2)
|
|
spr->clipbot[x] = ds->sprbottomclip[x];
|
|
if (spr->cliptop[x] == -2)
|
|
spr->cliptop[x] = ds->sprtopclip[x];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
R_HeightSecClip(spr, x1, x2);
|
|
|
|
if (spr->cut & SC_TOP && spr->cut & SC_BOTTOM)
|
|
{
|
|
for (x = x1; x <= x2; x++)
|
|
{
|
|
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
|
|
spr->cliptop[x] = spr->szt;
|
|
|
|
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
|
|
spr->clipbot[x] = spr->sz;
|
|
}
|
|
}
|
|
else if (spr->cut & SC_TOP)
|
|
{
|
|
for (x = x1; x <= x2; x++)
|
|
{
|
|
if (spr->cliptop[x] == -2 || spr->szt > spr->cliptop[x])
|
|
spr->cliptop[x] = spr->szt;
|
|
}
|
|
}
|
|
else if (spr->cut & SC_BOTTOM)
|
|
{
|
|
for (x = x1; x <= x2; x++)
|
|
{
|
|
if (spr->clipbot[x] == -2 || spr->sz < spr->clipbot[x])
|
|
spr->clipbot[x] = spr->sz;
|
|
}
|
|
}
|
|
|
|
// all clipping has been performed, so store the values - what, did you think we were drawing them NOW?
|
|
|
|
// check for unclipped columns
|
|
for (x = x1; x <= x2; x++)
|
|
{
|
|
if (spr->clipbot[x] == -2)
|
|
spr->clipbot[x] = (INT16)viewheight;
|
|
|
|
if (spr->cliptop[x] == -2)
|
|
spr->cliptop[x] = -1;
|
|
}
|
|
|
|
if (portal)
|
|
{
|
|
INT32 start_index = max(portal->start, x1);
|
|
INT32 end_index = min(portal->start + portal->end - portal->start, x2);
|
|
for (x = x1; x < start_index; x++)
|
|
{
|
|
spr->clipbot[x] = -1;
|
|
spr->cliptop[x] = -1;
|
|
}
|
|
for (x = start_index; x <= end_index; x++)
|
|
{
|
|
if (spr->clipbot[x] > portal->floorclip[x - portal->start])
|
|
spr->clipbot[x] = portal->floorclip[x - portal->start];
|
|
if (spr->cliptop[x] < portal->ceilingclip[x - portal->start])
|
|
spr->cliptop[x] = portal->ceilingclip[x - portal->start];
|
|
}
|
|
for (x = end_index + 1; x <= x2; x++)
|
|
{
|
|
spr->clipbot[x] = -1;
|
|
spr->cliptop[x] = -1;
|
|
}
|
|
}
|
|
|
|
// Check if it'll be visible
|
|
// Not done for floorsprites.
|
|
if (cv_spriteclip.value && (spr->cut & SC_SPLAT) == 0)
|
|
{
|
|
if (!R_CheckSpriteVisible(spr, x1, x2))
|
|
spr->cut |= SC_NOTVISIBLE;
|
|
}
|
|
}
|
|
|
|
void R_ClipSprites(drawseg_t* dsstart, portal_t* portal)
|
|
{
|
|
const size_t maxdrawsegs = ds_p - drawsegs;
|
|
const INT32 cx = viewwidth / 2;
|
|
drawseg_t* ds;
|
|
INT32 i;
|
|
|
|
// e6y
|
|
// Reducing of cache misses in the following R_DrawSprite()
|
|
// Makes sense for scenes with huge amount of drawsegs.
|
|
// ~12% of speed improvement on epic.wad map05
|
|
for (i = 0; i < DS_RANGES_COUNT; i++)
|
|
{
|
|
drawsegs_xranges[i].count = 0;
|
|
}
|
|
|
|
if (visspritecount - clippedvissprites <= 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (drawsegs_xrange_size < maxdrawsegs)
|
|
{
|
|
drawsegs_xrange_size = 2 * maxdrawsegs;
|
|
|
|
for (i = 0; i < DS_RANGES_COUNT; i++)
|
|
{
|
|
drawsegs_xranges[i].items = Z_Realloc(
|
|
drawsegs_xranges[i].items,
|
|
drawsegs_xrange_size * sizeof(drawsegs_xranges[i].items[0]),
|
|
PU_STATIC, NULL
|
|
);
|
|
}
|
|
}
|
|
|
|
for (ds = ds_p; ds-- > dsstart;)
|
|
{
|
|
if (ds->silhouette || ds->maskedtexturecol)
|
|
{
|
|
drawsegs_xranges[0].items[drawsegs_xranges[0].count].x1 = ds->x1;
|
|
drawsegs_xranges[0].items[drawsegs_xranges[0].count].x2 = ds->x2;
|
|
drawsegs_xranges[0].items[drawsegs_xranges[0].count].user = ds;
|
|
|
|
// e6y: ~13% of speed improvement on sunder.wad map10
|
|
if (ds->x1 < cx)
|
|
{
|
|
drawsegs_xranges[1].items[drawsegs_xranges[1].count] =
|
|
drawsegs_xranges[0].items[drawsegs_xranges[0].count];
|
|
drawsegs_xranges[1].count++;
|
|
}
|
|
|
|
if (ds->x2 >= cx)
|
|
{
|
|
drawsegs_xranges[2].items[drawsegs_xranges[2].count] =
|
|
drawsegs_xranges[0].items[drawsegs_xranges[0].count];
|
|
drawsegs_xranges[2].count++;
|
|
}
|
|
|
|
drawsegs_xranges[0].count++;
|
|
}
|
|
}
|
|
|
|
for (; clippedvissprites < visspritecount; clippedvissprites++)
|
|
{
|
|
vissprite_t *spr = R_GetVisSprite(clippedvissprites);
|
|
|
|
if (cv_spriteclip.value
|
|
&& (spr->szt > vid.height || spr->sz < 0)
|
|
&& !((spr->cut & SC_SPLAT) || spr->scalestep))
|
|
{
|
|
spr->cut |= SC_NOTVISIBLE;
|
|
continue;
|
|
}
|
|
|
|
if (spr->cut & SC_BBOX)
|
|
{
|
|
numvisiblesprites++;
|
|
continue;
|
|
}
|
|
|
|
INT32 x1 = (spr->cut & SC_SPLAT) ? 0 : spr->x1;
|
|
INT32 x2 = (spr->cut & SC_SPLAT) ? viewwidth : spr->x2;
|
|
|
|
if (x2 < cx)
|
|
{
|
|
drawsegs_xrange = drawsegs_xranges[1].items;
|
|
drawsegs_xrange_count = drawsegs_xranges[1].count;
|
|
}
|
|
else if (x1 >= cx)
|
|
{
|
|
drawsegs_xrange = drawsegs_xranges[2].items;
|
|
drawsegs_xrange_count = drawsegs_xranges[2].count;
|
|
}
|
|
else
|
|
{
|
|
drawsegs_xrange = drawsegs_xranges[0].items;
|
|
drawsegs_xrange_count = drawsegs_xranges[0].count;
|
|
}
|
|
|
|
R_ClipVisSprite(spr, x1, x2, portal);
|
|
|
|
if ((spr->cut & SC_NOTVISIBLE) == 0)
|
|
numvisiblesprites++;
|
|
}
|
|
}
|
|
|
|
/* Check if thing may be drawn from our current view. */
|
|
boolean R_ThingVisible (mobj_t *thing)
|
|
{
|
|
return (!(
|
|
(thing->sprite == SPR_NULL) || // Don't draw null-sprites
|
|
(thing->flags2 & MF2_DONTDRAW) || // Don't draw MF2_LINKDRAW objects
|
|
(thing->drawonlyforplayer && thing->drawonlyforplayer != viewplayer) || // Don't draw other players' personal objects
|
|
(r_viewmobj && (
|
|
(r_viewmobj == thing) || // Don't draw first-person players or awayviewmobj objects
|
|
(r_viewmobj->player && r_viewmobj->player->followmobj == thing) || // Don't draw first-person players' followmobj
|
|
(r_viewmobj == thing->dontdrawforviewmobj) // Don't draw objects that are hidden for the current view
|
|
))
|
|
));
|
|
}
|
|
|
|
boolean R_ThingWithinDist (mobj_t *thing,
|
|
fixed_t limit_dist,
|
|
fixed_t hoop_limit_dist)
|
|
{
|
|
const fixed_t approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
|
|
|
|
if (thing->sprite == SPR_HOOP)
|
|
{
|
|
if (hoop_limit_dist && approx_dist > hoop_limit_dist)
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (limit_dist && approx_dist > limit_dist)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Check if precipitation may be drawn from our current view. */
|
|
boolean R_PrecipThingVisible (precipmobj_t *precipthing,
|
|
fixed_t limit_dist)
|
|
{
|
|
fixed_t approx_dist;
|
|
|
|
if (( precipthing->precipflags & PCF_INVISIBLE ))
|
|
return false;
|
|
|
|
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
|
|
|
|
return ( approx_dist <= limit_dist );
|
|
}
|
|
|
|
boolean R_ThingHorizontallyFlipped(mobj_t *thing)
|
|
{
|
|
return (thing->frame & FF_HORIZONTALFLIP || thing->renderflags & RF_HORIZONTALFLIP);
|
|
}
|
|
|
|
boolean R_ThingVerticallyFlipped(mobj_t *thing)
|
|
{
|
|
return (thing->frame & FF_VERTICALFLIP || thing->renderflags & RF_VERTICALFLIP);
|
|
}
|
|
|
|
boolean R_ThingIsPaperSprite(mobj_t *thing)
|
|
{
|
|
return (thing->frame & FF_PAPERSPRITE || thing->renderflags & RF_PAPERSPRITE);
|
|
}
|
|
|
|
boolean R_ThingIsFloorSprite(mobj_t *thing)
|
|
{
|
|
return (thing->flags2 & MF2_SPLAT || thing->frame & FF_FLOORSPRITE || thing->renderflags & RF_FLOORSPRITE);
|
|
}
|
|
|
|
boolean R_ThingIsFullBright(mobj_t *thing)
|
|
{
|
|
return ((thing->frame & FF_BRIGHTMASK) == FF_FULLBRIGHT || (thing->renderflags & RF_BRIGHTMASK) == RF_FULLBRIGHT);
|
|
}
|
|
|
|
boolean R_ThingIsSemiBright(mobj_t *thing)
|
|
{
|
|
return ((thing->frame & FF_BRIGHTMASK) == FF_SEMIBRIGHT || (thing->renderflags & RF_BRIGHTMASK) == RF_SEMIBRIGHT);
|
|
}
|
|
|
|
boolean R_ThingIsFullDark(mobj_t *thing)
|
|
{
|
|
return ((thing->frame & FF_BRIGHTMASK) == FF_FULLDARK || (thing->renderflags & RF_BRIGHTMASK) == RF_FULLDARK);
|
|
}
|
|
|
|
//
|
|
// R_DrawMasked
|
|
//
|
|
static void R_DrawMaskedList (drawnode_t* head)
|
|
{
|
|
drawnode_t *r2;
|
|
drawnode_t *next;
|
|
|
|
for (r2 = head->next; r2 != head; r2 = r2->next)
|
|
{
|
|
if (r2->plane)
|
|
{
|
|
next = r2->prev;
|
|
R_DrawSinglePlane(r2->plane);
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
else if (r2->seg && r2->seg->maskedtexturecol != NULL)
|
|
{
|
|
next = r2->prev;
|
|
R_RenderMaskedSegRange(r2->seg, r2->seg->x1, r2->seg->x2);
|
|
r2->seg->maskedtexturecol = NULL;
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
else if (r2->thickseg)
|
|
{
|
|
next = r2->prev;
|
|
R_RenderThickSideRange(r2->thickseg, r2->thickseg->x1, r2->thickseg->x2, r2->ffloor);
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
else if (r2->sprite)
|
|
{
|
|
next = r2->prev;
|
|
|
|
// Tails 08-18-2002
|
|
if (r2->sprite->cut & SC_PRECIP)
|
|
R_DrawPrecipitationSprite(r2->sprite);
|
|
else if (!r2->sprite->linkdraw)
|
|
R_DrawSprite(r2->sprite);
|
|
else // unbundle linkdraw
|
|
{
|
|
vissprite_t *ds = r2->sprite->linkdraw;
|
|
|
|
for (;
|
|
(ds != NULL && r2->sprite->dispoffset > ds->dispoffset);
|
|
ds = ds->next)
|
|
{
|
|
R_DrawSprite(ds);
|
|
}
|
|
|
|
R_DrawSprite(r2->sprite);
|
|
|
|
for (;
|
|
ds != NULL;
|
|
ds = ds->next)
|
|
{
|
|
R_DrawSprite(ds);
|
|
}
|
|
}
|
|
|
|
R_DoneWithNode(r2);
|
|
r2 = next;
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawMasked(maskcount_t* masks, INT32 nummasks)
|
|
{
|
|
drawnode_t *heads; /**< Drawnode lists; as many as number of views/portals. */
|
|
INT32 i;
|
|
|
|
heads = calloc(nummasks, sizeof(drawnode_t));
|
|
|
|
for (i = 0; i < nummasks; i++)
|
|
{
|
|
heads[i].next = heads[i].prev = &heads[i];
|
|
|
|
viewx = masks[i].viewx;
|
|
viewy = masks[i].viewy;
|
|
viewz = masks[i].viewz;
|
|
viewsector = masks[i].viewsector;
|
|
|
|
R_CreateDrawNodes(&masks[i], &heads[i], false);
|
|
}
|
|
|
|
//for (i = 0; i < nummasks; i++)
|
|
// CONS_Printf("Mask no.%d:\ndrawsegs: %d\n vissprites: %d\n\n", i, masks[i].drawsegs[1] - masks[i].drawsegs[0], masks[i].vissprites[1] - masks[i].vissprites[0]);
|
|
|
|
for (; nummasks > 0; nummasks--)
|
|
{
|
|
viewx = masks[nummasks - 1].viewx;
|
|
viewy = masks[nummasks - 1].viewy;
|
|
viewz = masks[nummasks - 1].viewz;
|
|
viewsector = masks[nummasks - 1].viewsector;
|
|
|
|
R_DrawMaskedList(&heads[nummasks - 1]);
|
|
R_ClearDrawNodes(&heads[nummasks - 1]);
|
|
}
|
|
|
|
free(heads);
|
|
}
|