SRB2/src/hardware/hw_main.c
Sally Cochenour 65a02b0f8f Increase precision of smooth contrast
(cherry picked from commit 4c6664292e)
2020-01-08 13:12:15 -05:00

7180 lines
224 KiB
C
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2
#include <math.h>
#include "../doomstat.h"
#ifdef HWRENDER
#include "hw_glob.h"
#include "hw_light.h"
#include "hw_drv.h"
#include "../i_video.h" // for rendermode == render_glide
#include "../v_video.h"
#include "../p_local.h"
#include "../p_setup.h"
#include "../r_local.h"
#include "../r_patch.h"
#include "../r_bsp.h"
#include "../d_clisrv.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_splats.h"
#include "../g_game.h"
#include "../st_stuff.h"
#include "../i_system.h"
#include "../m_cheat.h"
#include "../f_finale.h"
#ifdef ESLOPE
#include "../p_slopes.h"
#endif
#include "hw_md2.h"
#ifdef NEWCLIP
#include "hw_clip.h"
#endif
#define R_FAKEFLOORS
#define HWPRECIP
#define SORTING
//#define POLYSKY
// ==========================================================================
// the hardware driver object
// ==========================================================================
struct hwdriver_s hwdriver;
// ==========================================================================
// PROTOS
// ==========================================================================
static void HWR_AddSprites(sector_t *sec);
static void HWR_ProjectSprite(mobj_t *thing);
#ifdef HWPRECIP
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
#endif
#ifdef SORTING
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
#else
static void HWR_Add3DWater(levelflat_t *levelflat, extrasubsector_t *xsub, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector);
static void HWR_Render3DWater(void);
static void HWR_RenderTransparentWalls(void);
#endif
static void HWR_FoggingOn(void);
static UINT32 atohex(const char *s);
boolean drawsky = true;
/*
* lookuptable for lightvalues
* calculated as follow:
* floatlight = (1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma));
* gamma=-0,2;-2,0;-4,0;-6,0;-8,0
* light = 0,0 .. 1,0
*/
static const float lighttable[5][256] =
{
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},
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},
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},
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0.21895f,0.22625f,0.23365f,0.24117f,0.24879f,0.25652f,0.26435f,0.27228f,0.28030f,0.28842f,
0.29662f,0.30492f,0.31329f,0.32175f,0.33028f,0.33889f,0.34756f,0.35630f,0.36510f,0.37396f,
0.38287f,0.39183f,0.40084f,0.40989f,0.41897f,0.42809f,0.43723f,0.44640f,0.45559f,0.46479f,
0.47401f,0.48323f,0.49245f,0.50167f,0.51088f,0.52008f,0.52927f,0.53843f,0.54757f,0.55668f,
0.56575f,0.57479f,0.58379f,0.59274f,0.60164f,0.61048f,0.61927f,0.62799f,0.63665f,0.64524f,
0.65376f,0.66220f,0.67056f,0.67883f,0.68702f,0.69511f,0.70312f,0.71103f,0.71884f,0.72655f,
0.73415f,0.74165f,0.74904f,0.75632f,0.76348f,0.77053f,0.77747f,0.78428f,0.79098f,0.79756f,
0.80401f,0.81035f,0.81655f,0.82264f,0.82859f,0.83443f,0.84013f,0.84571f,0.85117f,0.85649f,
0.86169f,0.86677f,0.87172f,0.87654f,0.88124f,0.88581f,0.89026f,0.89459f,0.89880f,0.90289f,
0.90686f,0.91071f,0.91445f,0.91807f,0.92157f,0.92497f,0.92826f,0.93143f,0.93450f,0.93747f,
0.94034f,0.94310f,0.94577f,0.94833f,0.95081f,0.95319f,0.95548f,0.95768f,0.95980f,0.96183f,
0.96378f,0.96565f,0.96744f,0.96916f,0.97081f,0.97238f,0.97388f,0.97532f,0.97669f,0.97801f,
0.97926f,0.98045f,0.98158f,0.98266f,0.98369f,0.98467f,0.98560f,0.98648f,0.98732f,0.98811f,
0.98886f,0.98958f,0.99025f,0.99089f,0.99149f,0.99206f,0.99260f,0.99311f,0.99359f,0.99404f,
0.99446f,0.99486f,0.99523f,0.99559f,0.99592f,0.99623f,0.99652f,0.99679f,0.99705f,0.99729f,
0.99751f,0.99772f,0.99792f,0.99810f,0.99827f,0.99843f,0.99857f,0.99871f,0.99884f,0.99896f,
0.99907f,0.99917f,0.99926f,0.99935f,0.99943f,0.99951f,0.99958f,0.99964f,0.99970f,0.99975f,
0.99980f,0.99985f,0.99989f,0.99993f,0.99997f,1.00000f
}
};
#define gld_CalcLightLevel(lightlevel) (lighttable[1][max(min((lightlevel),255),0)])
// ==========================================================================
// VIEW GLOBALS
// ==========================================================================
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW ANGLE_90
#define ABS(x) ((x) < 0 ? -(x) : (x))
static angle_t gr_clipangle;
// The viewangletox[viewangle + FINEANGLES/4] lookup
// maps the visible view angles to screen X coordinates,
// flattening the arc to a flat projection plane.
// There will be many angles mapped to the same X.
static INT32 gr_viewangletox[FINEANGLES/2];
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
static angle_t gr_xtoviewangle[MAXVIDWIDTH+1];
// ==========================================================================
// GLOBALS
// ==========================================================================
// uncomment to remove the plane rendering
#define DOPLANES
//#define DOWALLS
// test of drawing sky by polygons like in software with visplane, unfortunately
// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow)
//#define POLYSKY
// test change fov when looking up/down but bsp projection messup :(
//#define NOCRAPPYMLOOK
// base values set at SetViewSize
static float gr_basecentery;
float gr_baseviewwindowy, gr_basewindowcentery;
float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords)
float gr_viewwindowx;
static float gr_centerx, gr_centery;
static float gr_viewwindowy; // top left corner of view window
static float gr_windowcenterx; // center of view window, for projection
static float gr_windowcentery;
static float gr_pspritexscale, gr_pspriteyscale;
static seg_t *gr_curline;
static side_t *gr_sidedef;
static line_t *gr_linedef;
static sector_t *gr_frontsector;
static sector_t *gr_backsector;
// --------------------------------------------------------------------------
// STUFF FOR THE PROJECTION CODE
// --------------------------------------------------------------------------
FTransform atransform;
// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct,
// copied here for local use
static fixed_t dup_viewx, dup_viewy, dup_viewz;
static angle_t dup_viewangle;
static float gr_viewx, gr_viewy, gr_viewz;
static float gr_viewsin, gr_viewcos;
// Maybe not necessary with the new T&L code (needs to be checked!)
static float gr_viewludsin, gr_viewludcos; // look up down kik test
static float gr_fovlud;
// ==========================================================================
// LIGHT stuffs
// ==========================================================================
static UINT8 lightleveltonumlut[256];
// added to SRB2's sector lightlevel to make things a bit brighter (sprites/walls/planes)
FUNCMATH UINT8 LightLevelToLum(INT32 l)
{
return (UINT8)(255*gld_CalcLightLevel(l));
}
static inline void InitLumLut(void)
{
INT32 i, k = 0;
for (i = 0; i < 256; i++)
{
if (i > 128)
k += 2;
else
k = 1;
lightleveltonumlut[i] = (UINT8)(k);
}
}
//#define FOGFACTOR 300 //was 600 >> Covered by cv_grfogdensity
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
#define CALCFOGDENSITY(x) ((float)((5220.0f*(1.0f/((x)/41.0f+1.0f)))-(5220.0f*(1.0f/(255.0f/41.0f+1.0f))))) // Approximate fog calculation based off of software walls
#define CALCFOGDENSITYFLOOR(x) ((float)((40227.0f*(1.0f/((x)/11.0f+1.0f)))-(40227.0f*(1.0f/(255.0f/11.0f+1.0f))))) // Approximate fog calculation based off of software floors
#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f))
UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane)
{
RGBA_t realcolor, fogcolor, surfcolor;
INT32 alpha, fogalpha;
(void)fogblockpoly;
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
realcolor.rgba = color;
fogcolor.rgba = fadecolor;
alpha = (realcolor.s.alpha*255)/25;
fogalpha = (fogcolor.s.alpha*255)/25;
if (cv_grfog.value && cv_grsoftwarefog.value) // Only do this when fog is on, software fog mode is on, and the poly is not from a fog block
{
// Modulate the colors by alpha.
realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red));
realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green));
realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue));
// Set the surface colors and further modulate the colors by light.
surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.red,255));
surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.green,255));
surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.blue,255));
surfcolor.s.alpha = 0xFF;
// Modulate the colors by alpha.
fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red));
fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green));
fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue));
}
else
{
// Modulate the colors by alpha.
realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red));
realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green));
realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue));
// Set the surface colors and further modulate the colors by light.
surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.red,light));
surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.green,light));
surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.blue,light));
// Modulate the colors by alpha.
fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red));
fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green));
fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue));
// Set the surface colors and further modulate the colors by light.
surfcolor.s.red = surfcolor.s.red+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.red,(255-light))));
surfcolor.s.green = surfcolor.s.green+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.green,(255-light))));
surfcolor.s.blue = surfcolor.s.blue+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.blue,(255-light))));
surfcolor.s.alpha = 0xFF;
}
if(cv_grfog.value)
{
if (cv_grsoftwarefog.value)
{
fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light)));
fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light)));
fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light)));
// Set the fog options.
if (cv_grsoftwarefog.value == 1 && plane) // With floors, software draws them way darker for their distance
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITYFLOOR(light)));
else // everything else is drawn like walls
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITY(light)));
}
else
{
fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light)));
fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light)));
fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light)));
fogalpha = (UINT8)((CALCLIGHT(fogalpha,(255-light)))+(CALCLIGHT(alpha,light)));
// Set the fog options.
light = (UINT8)(CALCLIGHT(light,(255-fogalpha)));
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(cv_grfogdensity.value-(cv_grfogdensity.value*(float)light/255.0f)));
}
HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, (fogcolor.s.red*0x10000)+(fogcolor.s.green*0x100)+fogcolor.s.blue);
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
}
return surfcolor.rgba;
}
static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this can work
{
RGBA_t realcolor, surfcolor;
INT32 alpha;
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
realcolor.rgba = color;
alpha = (realcolor.s.alpha*255)/25;
// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
surfcolor.s.alpha = (alpha*light)/(2*256)+255-light;
return surfcolor.s.alpha;
}
// ==========================================================================
// FLOOR/CEILING GENERATION FROM SUBSECTORS
// ==========================================================================
#ifdef DOPLANES
// -----------------+
// HWR_RenderPlane : Render a floor or ceiling convex polygon
// -----------------+
static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap)
{
polyvertex_t * pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
float flatxref,flatyref;
float fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
boolean texflat = false;
size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
#ifdef ESLOPE
pslope_t *slope = NULL;
#endif
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
(void)sector; ///@TODO remove shitty unused variable
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
#ifdef ESLOPE
// Get the slope pointer to simplify future code
if (FOFsector)
{
if (FOFsector->f_slope && !isceiling)
slope = FOFsector->f_slope;
else if (FOFsector->c_slope && isceiling)
slope = FOFsector->c_slope;
}
else
{
if (gr_frontsector->f_slope && !isceiling)
slope = gr_frontsector->f_slope;
else if (gr_frontsector->c_slope && isceiling)
slope = gr_frontsector->c_slope;
}
// Set fixedheight to the slope's height from our viewpoint, if we have a slope
if (slope)
fixedheight = P_GetZAt(slope, viewx, viewy);
#endif
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) //not even a triangle ?
return;
// This check is so inconsistent between functions, it hurts.
if (nrPlaneVerts > INT16_MAX) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, INT16_MAX);
return;
}
// Allocate plane-vertex buffer if we need to
if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
{
numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
Z_Free(planeVerts);
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
}
// set texture for polygon
if (levelflat != NULL)
{
if (levelflat->type == LEVELFLAT_TEXTURE)
{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
texflat = true;
}
else if (levelflat->type == LEVELFLAT_FLAT)
{
len = W_LumpLength(levelflat->u.flat.lumpnum);
switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
flatflag = ((INT32)fflatwidth)-1;
}
}
else // set no texture
HWD.pfnSetTexture(NULL);
// reference point for flat texture coord for each vertex around the polygon
flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatwidth);
flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatheight);
// transform
v3d = planeVerts;
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
angle = FOFsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
angle = FOFsector->ceilingpic_angle;
}
}
else if (gr_frontsector)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatheight;
angle = gr_frontsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatheight;
angle = gr_frontsector->ceilingpic_angle;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
angle = InvAngle(angle)>>ANGLETOFINESHIFT;
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
tempxsow = FLOAT_TO_FIXED(flatxref);
tempytow = FLOAT_TO_FIXED(flatyref);
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
// Hurdler: add scrolling texture on floor/ceiling
if (texflat)
{
v3d->sow = (float)(pv->x / fflatwidth) + scrollx;
v3d->tow = -(float)(pv->y / fflatheight) + scrolly;
}
else
{
v3d->sow = (float)((pv->x / fflatwidth) - flatxref + scrollx);
v3d->tow = (float)(flatyref - (pv->y / fflatheight) + scrolly);
}
// Need to rotate before translate
if (angle) // Only needs to be done if there's an altered angle
{
tempxsow = FLOAT_TO_FIXED(v3d->sow);
tempytow = FLOAT_TO_FIXED(v3d->tow);
if (texflat)
tempytow = -tempytow;
v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
v3d->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
//v3d->sow = (float)(v3d->sow - flatxref + scrollx);
//v3d->tow = (float)(flatyref - v3d->tow + scrolly);
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
#ifdef ESLOPE
if (slope)
{
fixedheight = P_GetZAt(slope, FLOAT_TO_FIXED(pv->x), FLOAT_TO_FIXED(pv->y));
v3d->y = FIXED_TO_FLOAT(fixedheight);
}
#endif
}
// only useful for flat coloured triangles
//Surf.FlatColor = 0xff804020;
// use different light tables
// for horizontal / vertical / diagonal
// note: try to get the same visual feel as the original
Surf.FlatColor.s.red = Surf.FlatColor.s.green =
Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); // Don't take from the frontsector, or the game will crash
#if 0 // no colormap test
// colormap test
if (gr_frontsector)
{
sector_t *psector = gr_frontsector;
#ifdef ESLOPE
if (slope)
fixedheight = P_GetZAt(slope, psector->soundorg.x, psector->soundorg.y);
#endif
if (psector->ffloors)
{
ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster;
psector = caster ? &sectors[caster->secnum] : psector;
if (caster)
{
lightlevel = psector->lightlevel;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = LightLevelToLum(lightlevel);
}
}
if (psector->extra_colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
}
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
#endif // NOPE
if (planecolormap)
{
if (fogplane)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
}
else
{
if (fogplane)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
}
if (PolyFlags & (PF_Translucent|PF_Fog))
{
Surf.FlatColor.s.alpha = (UINT8)alpha;
PolyFlags |= PF_Modulated|PF_Clip;
}
else
PolyFlags |= PF_Masked|PF_Modulated|PF_Clip;
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
#ifdef ALAM_LIGHTING
// add here code for dynamic lighting on planes
HWR_PlaneLighting(planeVerts, nrPlaneVerts);
#endif
}
#ifdef POLYSKY
// this don't draw anything it only update the z-buffer so there isn't problem with
// wall/things upper that sky (map12)
static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight)
{
polyvertex_t *pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) // not even a triangle?
return;
if (nrPlaneVerts > MAXPLANEVERTICES) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, MAXPLANEVERTICES);
return;
}
// transform
v3d = planeVerts;
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
v3d->sow = 0.0f;
v3d->tow = 0.0f;
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
}
HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts,
PF_Clip|PF_Invisible|PF_NoTexture|PF_Occlude);
}
#endif //polysky
#endif //doplanes
/*
wallVerts order is :
3--2
| /|
|/ |
0--1
*/
#ifdef WALLSPLATS
static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
{
FOutVector trVerts[4], *wv;
wallVert3D wallVerts[4];
wallVert3D *pwallVerts;
wallsplat_t *splat;
GLPatch_t *gpatch;
fixed_t i;
FSurfaceInfo pSurf2;
// seg bbox
fixed_t segbbox[4];
M_ClearBox(segbbox);
M_AddToBox(segbbox,
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y));
M_AddToBox(segbbox,
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y));
splat = (wallsplat_t *)gr_curline->linedef->splats;
for (; splat; splat = splat->next)
{
//BP: don't draw splat extern to this seg
// this is quick fix best is explain in logboris.txt at 12-4-2000
if (!M_PointInBox(segbbox,splat->v1.x,splat->v1.y) && !M_PointInBox(segbbox,splat->v2.x,splat->v2.y))
continue;
gpatch = W_CachePatchNum(splat->patch, PU_PATCH);
HWR_GetPatch(gpatch);
wallVerts[0].x = wallVerts[3].x = FIXED_TO_FLOAT(splat->v1.x);
wallVerts[0].z = wallVerts[3].z = FIXED_TO_FLOAT(splat->v1.y);
wallVerts[2].x = wallVerts[1].x = FIXED_TO_FLOAT(splat->v2.x);
wallVerts[2].z = wallVerts[1].z = FIXED_TO_FLOAT(splat->v2.y);
i = splat->top;
if (splat->yoffset)
i += *splat->yoffset;
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(i)+(gpatch->height>>1);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(i)-(gpatch->height>>1);
wallVerts[3].s = wallVerts[3].t = wallVerts[2].s = wallVerts[0].t = 0.0f;
wallVerts[1].s = wallVerts[1].t = wallVerts[2].t = wallVerts[0].s = 1.0f;
// transform
wv = trVerts;
pwallVerts = wallVerts;
for (i = 0; i < 4; i++,wv++,pwallVerts++)
{
wv->x = pwallVerts->x;
wv->z = pwallVerts->z;
wv->y = pwallVerts->y;
// Kalaron: TOW and SOW needed to be switched
wv->sow = pwallVerts->t;
wv->tow = pwallVerts->s;
}
M_Memcpy(&pSurf2,pSurf,sizeof (FSurfaceInfo));
switch (splat->flags & SPLATDRAWMODE_MASK)
{
case SPLATDRAWMODE_OPAQUE :
pSurf2.FlatColor.s.alpha = 0xff;
i = PF_Translucent;
break;
case SPLATDRAWMODE_TRANS :
pSurf2.FlatColor.s.alpha = 128;
i = PF_Translucent;
break;
case SPLATDRAWMODE_SHADE :
pSurf2.FlatColor.s.alpha = 0xff;
i = PF_Substractive;
break;
}
HWD.pfnDrawPolygon(&pSurf2, trVerts, 4, i|PF_Modulated|PF_Clip|PF_Decal);
}
}
#endif
// ==========================================================================
// WALL GENERATION FROM SUBSECTOR SEGS
// ==========================================================================
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
{
switch (transtablenum)
{
case tr_trans10 : pSurf->FlatColor.s.alpha = 0xe6;return PF_Translucent;
case tr_trans20 : pSurf->FlatColor.s.alpha = 0xcc;return PF_Translucent;
case tr_trans30 : pSurf->FlatColor.s.alpha = 0xb3;return PF_Translucent;
case tr_trans40 : pSurf->FlatColor.s.alpha = 0x99;return PF_Translucent;
case tr_trans50 : pSurf->FlatColor.s.alpha = 0x80;return PF_Translucent;
case tr_trans60 : pSurf->FlatColor.s.alpha = 0x66;return PF_Translucent;
case tr_trans70 : pSurf->FlatColor.s.alpha = 0x4c;return PF_Translucent;
case tr_trans80 : pSurf->FlatColor.s.alpha = 0x33;return PF_Translucent;
case tr_trans90 : pSurf->FlatColor.s.alpha = 0x19;return PF_Translucent;
}
return PF_Translucent;
}
// v1,v2 : the start & end vertices along the original wall segment, that may have been
// clipped so that only a visible portion of the wall seg is drawn.
// floorheight, ceilingheight : depend on wall upper/lower/middle, comes from the sectors.
static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
// -----------------+
// HWR_ProjectWall :
// -----------------+
/*
wallVerts order is :
3--2
| /|
|/ |
0--1
*/
static void HWR_ProjectWall(wallVert3D * wallVerts,
FSurfaceInfo * pSurf,
FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
{
FOutVector trVerts[4];
FOutVector *wv;
// transform
wv = trVerts;
// it sounds really stupid to do this conversion with the new T&L code
// we should directly put the right information in the right structure
// wallVerts3D seems ok, doesn't need FOutVector
// also remove the light copy
// More messy to unwrap, but it's also quicker, uses less memory.
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
wv++; wallVerts++;
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
wv++; wallVerts++;
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
wv++; wallVerts++;
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
if (wallcolormap)
{
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
}
else
{
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip);
#ifdef WALLSPLATS
if (gr_curline->linedef->splats && cv_splats.value)
HWR_DrawSegsSplats(pSurf);
#endif
#ifdef ALAM_LIGHTING
//Hurdler: TDOD: do static lighting using gr_curline->lm
HWR_WallLighting(trVerts);
//Hurdler: for better dynamic light in dark area, we should draw the light first
// and then the wall all that with the right blending func
//HWD.pfnDrawPolygon(pSurf, trVerts, 4, PF_Additive|PF_Modulated|PF_Occlude|PF_Clip);
#endif
}
// ==========================================================================
// BSP, CULL, ETC..
// ==========================================================================
// return the frac from the interception of the clipping line
// (in fact a clipping plane that has a constant, so can clip with simple 2d)
// with the wall segment
//
#ifndef NEWCLIP
static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
{
float num, den;
float v1x, v1y, v1dx, v1dy, v2dx, v2dy;
angle_t pclipangle = gr_xtoviewangle[x];
// a segment of a polygon
v1x = v1->x;
v1y = v1->y;
v1dx = (v2->x - v1->x);
v1dy = (v2->y - v1->y);
// the clipping line
pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative)
v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT));
v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT));
den = v2dy*v1dx - v2dx*v1dy;
if (den == 0)
return -1; // parallel
// calc the frac along the polygon segment,
//num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
//num = -v1x * v2dy + v1y * v2dx;
num = (gr_viewx - v1x)*v2dy + (v1y - gr_viewy)*v2dx;
return num / den;
}
#endif
static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
{
INT16 finallight = lightnum;
if (cv_grfakecontrast.value != 0)
{
const UINT8 contrast = 8;
fixed_t extralight = 0;
if (cv_grfakecontrast.value == 2) // Smooth setting
{
extralight = (-(contrast<<FRACBITS) +
FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
abs(v1x - v2x),
abs(v1y - v2y))), 90<<FRACBITS)
* (contrast * 2)) >> FRACBITS;
}
else
{
if (v1y == v2y)
extralight = -contrast;
else if (v1x == v2x)
extralight = contrast;
}
if (extralight != 0)
{
finallight += extralight;
if (finallight < 0)
finallight = 0;
if (finallight > 255)
finallight = 255;
}
}
return (FUINT)finallight;
}
//
// HWR_SplitWall
//
static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor)
{
/* SoM: split up and light walls according to the
lightlist. This may also include leaving out parts
of the wall that can't be seen */
float realtop, realbot, top, bot;
float pegt, pegb, pegmul;
float height = 0.0f, bheight = 0.0f;
#ifdef ESLOPE
float endrealtop, endrealbot, endtop, endbot;
float endpegt, endpegb, endpegmul;
float endheight = 0.0f, endbheight = 0.0f;
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetZAt's return value each time
fixed_t temp;
#endif
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
INT32 solid, i;
lightlist_t * list = sector->lightlist;
const UINT8 alpha = Surf->FlatColor.s.alpha;
FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y);
extracolormap_t *colormap = NULL;
realtop = top = wallVerts[3].y;
realbot = bot = wallVerts[0].y;
pegt = wallVerts[3].t;
pegb = wallVerts[0].t;
pegmul = (pegb - pegt) / (top - bot);
#ifdef ESLOPE
endrealtop = endtop = wallVerts[2].y;
endrealbot = endbot = wallVerts[1].y;
endpegt = wallVerts[2].t;
endpegb = wallVerts[1].t;
endpegmul = (endpegb - endpegt) / (endtop - endbot);
#endif
for (i = 0; i < sector->numlights; i++)
{
#ifdef ESLOPE
if (endtop < endrealbot)
#endif
if (top < realbot)
return;
// There's a compiler warning here if this comment isn't here because of indentation
if (!(list[i].flags & FF_NOSHADE))
{
if (pfloor && (pfloor->flags & FF_FOG))
{
lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
colormap = pfloor->master->frontsector->extra_colormap;
}
else
{
lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
colormap = *list[i].extra_colormap;
}
}
solid = false;
if ((sector->lightlist[i].flags & FF_CUTSOLIDS) && !(cutflag & FF_EXTRA))
solid = true;
else if ((sector->lightlist[i].flags & FF_CUTEXTRA) && (cutflag & FF_EXTRA))
{
if (sector->lightlist[i].flags & FF_EXTRA)
{
if ((sector->lightlist[i].flags & (FF_FOG|FF_SWIMMABLE)) == (cutflag & (FF_FOG|FF_SWIMMABLE))) // Only merge with your own types
solid = true;
}
else
solid = true;
}
else
solid = false;
#ifdef ESLOPE
if (list[i].slope)
{
temp = P_GetZAt(list[i].slope, v1x, v1y);
height = FIXED_TO_FLOAT(temp);
temp = P_GetZAt(list[i].slope, v2x, v2y);
endheight = FIXED_TO_FLOAT(temp);
}
else
height = endheight = FIXED_TO_FLOAT(list[i].height);
if (solid)
{
if (*list[i].caster->b_slope)
{
temp = P_GetZAt(*list[i].caster->b_slope, v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetZAt(*list[i].caster->b_slope, v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
bheight = endbheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight);
}
#else
height = FIXED_TO_FLOAT(list[i].height);
if (solid)
bheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight);
#endif
#ifdef ESLOPE
if (endheight >= endtop)
#endif
if (height >= top)
{
if (solid && top > bheight)
top = bheight;
#ifdef ESLOPE
if (solid && endtop > endbheight)
endtop = endbheight;
#endif
}
#ifdef ESLOPE
if (i + 1 < sector->numlights)
{
if (list[i+1].slope)
{
temp = P_GetZAt(list[i+1].slope, v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetZAt(list[i+1].slope, v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height);
}
else
{
bheight = realbot;
endbheight = endrealbot;
}
#else
if (i + 1 < sector->numlights)
{
bheight = FIXED_TO_FLOAT(list[i+1].height);
}
else
{
bheight = realbot;
}
#endif
#ifdef ESLOPE
if (endbheight >= endtop)
#endif
if (bheight >= top)
continue;
//Found a break;
bot = bheight;
if (bot < realbot)
bot = realbot;
#ifdef ESLOPE
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
#endif
Surf->FlatColor.s.alpha = alpha;
#ifdef ESLOPE
wallVerts[3].t = pegt + ((realtop - top) * pegmul);
wallVerts[2].t = endpegt + ((endrealtop - endtop) * endpegmul);
wallVerts[0].t = pegt + ((realtop - bot) * pegmul);
wallVerts[1].t = endpegt + ((endrealtop - endbot) * endpegmul);
// set top/bottom coords
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
#else
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
#endif
if (cutflag & FF_FOG)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
else if (cutflag & FF_TRANSLUCENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
top = bot;
#ifdef ESLOPE
endtop = endbot;
#endif
}
bot = realbot;
#ifdef ESLOPE
endbot = endrealbot;
if (endtop <= endrealbot)
#endif
if (top <= realbot)
return;
Surf->FlatColor.s.alpha = alpha;
#ifdef ESLOPE
wallVerts[3].t = pegt + ((realtop - top) * pegmul);
wallVerts[2].t = endpegt + ((endrealtop - endtop) * endpegmul);
wallVerts[0].t = pegt + ((realtop - bot) * pegmul);
wallVerts[1].t = endpegt + ((endrealtop - endbot) * endpegmul);
// set top/bottom coords
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
#else
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
#endif
if (cutflag & FF_FOG)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture, true, lightnum, colormap);
else if (cutflag & FF_TRANSLUCENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
}
// HWR_DrawSkyWall
// Draw walls into the depth buffer so that anything behind is culled properly
static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf)
{
HWD.pfnSetTexture(NULL);
// no texture
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
// this no longer sets top/bottom coords, this should be done before caling the function
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_Clip|PF_NoTexture, 255, NULL);
// PF_Invisible so it's not drawn into the colour buffer
// PF_NoTexture for no texture
// PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer
}
//
// HWR_StoreWallRange
// A portion or all of a wall segment will be drawn, from startfrac to endfrac,
// where 0 is the start of the segment, 1 the end of the segment
// Anything between means the wall segment has been clipped with solidsegs,
// reducing wall overdraw to a minimum
//
#ifdef NEWCLIP
static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
#else
static void HWR_StoreWallRange(double startfrac, double endfrac)
#endif
{
wallVert3D wallVerts[4];
v2d_t vs, ve; // start, end vertices of 2d line (view from above)
fixed_t worldtop, worldbottom;
fixed_t worldhigh = 0, worldlow = 0;
#ifdef ESLOPE
fixed_t worldtopslope, worldbottomslope;
fixed_t worldhighslope = 0, worldlowslope = 0;
fixed_t v1x, v1y, v2x, v2y;
#endif
GLTexture_t *grTex = NULL;
float cliplow = 0.0f, cliphigh = 0.0f;
INT32 gr_midtexture;
fixed_t h, l; // 3D sides and 2s middle textures
#ifdef ESLOPE
fixed_t hS, lS;
#endif
FUINT lightnum = 0; // shut up compiler
extracolormap_t *colormap;
FSurfaceInfo Surf;
#ifndef NEWCLIP
if (startfrac > endfrac)
return;
#endif
gr_sidedef = gr_curline->sidedef;
gr_linedef = gr_curline->linedef;
vs.x = ((polyvertex_t *)gr_curline->pv1)->x;
vs.y = ((polyvertex_t *)gr_curline->pv1)->y;
ve.x = ((polyvertex_t *)gr_curline->pv2)->x;
ve.y = ((polyvertex_t *)gr_curline->pv2)->y;
#ifdef ESLOPE
v1x = FLOAT_TO_FIXED(vs.x);
v1y = FLOAT_TO_FIXED(vs.y);
v2x = FLOAT_TO_FIXED(ve.x);
v2y = FLOAT_TO_FIXED(ve.y);
#endif
#ifdef ESLOPE
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, v1x, v1y); \
end2 = P_GetZAt(slope, v2x, v2y); \
} else \
end1 = end2 = normalheight;
SLOPEPARAMS(gr_frontsector->c_slope, worldtop, worldtopslope, gr_frontsector->ceilingheight)
SLOPEPARAMS(gr_frontsector->f_slope, worldbottom, worldbottomslope, gr_frontsector->floorheight)
#else
worldtop = gr_frontsector->ceilingheight;
worldbottom = gr_frontsector->floorheight;
#endif
// remember vertices ordering
// 3--2
// | /|
// |/ |
// 0--1
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].x = wallVerts[3].x = vs.x;
wallVerts[0].z = wallVerts[3].z = vs.y;
wallVerts[2].x = wallVerts[1].x = ve.x;
wallVerts[2].z = wallVerts[1].z = ve.y;
wallVerts[0].w = wallVerts[1].w = wallVerts[2].w = wallVerts[3].w = 1.0f;
{
// x offset the texture
fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset;
#ifndef NEWCLIP
// clip texture s start/end coords with solidsegs
if (startfrac > 0.0f && startfrac < 1.0f)
cliplow = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * startfrac);
else
#endif
cliplow = (float)texturehpeg;
#ifndef NEWCLIP
if (endfrac > 0.0f && endfrac < 1.0f)
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * endfrac);
else
#endif
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
}
lightnum = HWR_CalcWallLight(gr_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = gr_frontsector->extra_colormap;
if (gr_frontsector)
{
Surf.FlatColor.s.alpha = 255;
}
if (gr_backsector)
{
INT32 gr_toptexture = 0, gr_bottomtexture = 0;
// two sided line
boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
boolean bothfloorssky = false; // likewise, but for floors
#ifdef ESLOPE
SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
SLOPEPARAMS(gr_backsector->f_slope, worldlow, worldlowslope, gr_backsector->floorheight)
#undef SLOPEPARAMS
#else
worldhigh = gr_backsector->ceilingheight;
worldlow = gr_backsector->floorheight;
#endif
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
if (gr_frontsector->ceilingpic == skyflatnum
&& gr_backsector->ceilingpic == skyflatnum)
{
bothceilingssky = true;
}
// likewise, but for floors and upper textures
if (gr_frontsector->floorpic == skyflatnum
&& gr_backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
if (!bothceilingssky)
gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
if (!bothfloorssky)
gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
// check TOP TEXTURE
if ((
#ifdef ESLOPE
worldhighslope < worldtopslope ||
#endif
worldhigh < worldtop
) && gr_toptexture)
{
{
fixed_t texturevpegtop; // top
grTex = HWR_GetTexture(gr_toptexture);
// PEGGING
if (gr_linedef->flags & ML_DONTPEGTOP)
texturevpegtop = 0;
#ifdef ESLOPE
else if (gr_linedef->flags & ML_EFFECT1)
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
else
texturevpegtop = gr_backsector->ceilingheight + textureheight[gr_sidedef->toptexture] - gr_frontsector->ceilingheight;
#else
else
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
#endif
texturevpegtop += gr_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegtop %= SHORT(textures[gr_toptexture]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gr_frontsector->ceilingheight - gr_backsector->ceilingheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
#ifdef ESLOPE
// Adjust t value for sloped walls
if (!(gr_linedef->flags & ML_EFFECT1))
{
// Unskewed
wallVerts[3].t -= (worldtop - gr_frontsector->ceilingheight) * grTex->scaleY;
wallVerts[2].t -= (worldtopslope - gr_frontsector->ceilingheight) * grTex->scaleY;
wallVerts[0].t -= (worldhigh - gr_backsector->ceilingheight) * grTex->scaleY;
wallVerts[1].t -= (worldhighslope - gr_backsector->ceilingheight) * grTex->scaleY;
}
else if (gr_linedef->flags & ML_DONTPEGTOP)
{
// Skewed by top
wallVerts[0].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[1].t = (texturevpegtop + worldtopslope - worldhighslope) * grTex->scaleY;
}
else
{
// Skewed by bottom
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * grTex->scaleY;
wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * grTex->scaleY;
}
#endif
}
// set top/bottom coords
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
#endif
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, gr_toptexture, &Surf, FF_CUTLEVEL, NULL);
else if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gr_toptexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
// check BOTTOM TEXTURE
if ((
#ifdef ESLOPE
worldlowslope > worldbottomslope ||
#endif
worldlow > worldbottom) && gr_bottomtexture) //only if VISIBLE!!!
{
{
fixed_t texturevpegbottom = 0; // bottom
grTex = HWR_GetTexture(gr_bottomtexture);
// PEGGING
#ifdef ESLOPE
if (!(gr_linedef->flags & ML_DONTPEGBOTTOM))
texturevpegbottom = 0;
else if (gr_linedef->flags & ML_EFFECT1)
texturevpegbottom = worldbottom - worldlow;
else
texturevpegbottom = gr_frontsector->floorheight - gr_backsector->floorheight;
#else
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
texturevpegbottom = worldbottom - worldlow;
else
texturevpegbottom = 0;
#endif
texturevpegbottom += gr_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegbottom %= SHORT(textures[gr_bottomtexture]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + gr_backsector->floorheight - gr_frontsector->floorheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
#ifdef ESLOPE
// Adjust t value for sloped walls
if (!(gr_linedef->flags & ML_EFFECT1))
{
// Unskewed
wallVerts[0].t -= (worldbottom - gr_frontsector->floorheight) * grTex->scaleY;
wallVerts[1].t -= (worldbottomslope - gr_frontsector->floorheight) * grTex->scaleY;
wallVerts[3].t -= (worldlow - gr_backsector->floorheight) * grTex->scaleY;
wallVerts[2].t -= (worldlowslope - gr_backsector->floorheight) * grTex->scaleY;
}
else if (gr_linedef->flags & ML_DONTPEGBOTTOM)
{
// Skewed by bottom
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
//wallVerts[3].t = wallVerts[0].t - (worldlow - worldbottom) * grTex->scaleY; // no need, [3] is already this
wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY;
}
else
{
// Skewed by top
wallVerts[0].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
wallVerts[1].t = (texturevpegbottom + worldlowslope - worldbottomslope) * grTex->scaleY;
}
#endif
}
// set top/bottom coords
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
#endif
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, gr_bottomtexture, &Surf, FF_CUTLEVEL, NULL);
else if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gr_bottomtexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
if (gr_midtexture)
{
FBITFIELD blendmode;
sector_t *front, *back;
fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut;
fixed_t texturevpeg = 0;
INT32 repeats;
if (gr_linedef->frontsector->heightsec != -1)
front = &sectors[gr_linedef->frontsector->heightsec];
else
front = gr_linedef->frontsector;
if (gr_linedef->backsector->heightsec != -1)
back = &sectors[gr_linedef->backsector->heightsec];
else
back = gr_linedef->backsector;
if (gr_sidedef->repeatcnt)
repeats = 1 + gr_sidedef->repeatcnt;
else if (gr_linedef->flags & ML_EFFECT5)
{
fixed_t high, low;
if (front->ceilingheight > back->ceilingheight)
high = back->ceilingheight;
else
high = front->ceilingheight;
if (front->floorheight > back->floorheight)
low = front->floorheight;
else
low = back->floorheight;
repeats = (high - low)/textureheight[gr_sidedef->midtexture];
if ((high-low)%textureheight[gr_sidedef->midtexture])
repeats++; // tile an extra time to fill the gap -- Monster Iestyn
}
else
repeats = 1;
// SoM: a little note: This code re-arranging will
// fix the bug in Nimrod map02. popentop and popenbottom
// record the limits the texture can be displayed in.
// polytop and polybottom, are the ideal (i.e. unclipped)
// heights of the polygon, and h & l, are the final (clipped)
// poly coords.
#ifdef POLYOBJECTS
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
// you must use the linedef's backsector to be correct
// From CB
if (gr_curline->polyseg)
{
popentop = back->ceilingheight;
popenbottom = back->floorheight;
}
else
#endif
{
#ifdef ESLOPE
popentop = min(worldtop, worldhigh);
popenbottom = max(worldbottom, worldlow);
#else
popentop = min(front->ceilingheight, back->ceilingheight);
popenbottom = max(front->floorheight, back->floorheight);
#endif
}
#ifdef ESLOPE
if (gr_linedef->flags & ML_EFFECT2)
{
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
{
polybottom = max(front->floorheight, back->floorheight) + gr_sidedef->rowoffset;
polytop = polybottom + textureheight[gr_midtexture]*repeats;
}
else
{
polytop = min(front->ceilingheight, back->ceilingheight) + gr_sidedef->rowoffset;
polybottom = polytop - textureheight[gr_midtexture]*repeats;
}
}
else if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
#else
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
#endif
{
polybottom = popenbottom + gr_sidedef->rowoffset;
polytop = polybottom + textureheight[gr_midtexture]*repeats;
}
else
{
polytop = popentop + gr_sidedef->rowoffset;
polybottom = polytop - textureheight[gr_midtexture]*repeats;
}
// CB
#ifdef POLYOBJECTS
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
// you must use the linedef's backsector to be correct
if (gr_curline->polyseg)
{
lowcut = polybottom;
highcut = polytop;
}
#endif
else
{
// The cut-off values of a linedef can always be constant, since every line has an absoulute front and or back sector
lowcut = popenbottom;
highcut = popentop;
}
h = min(highcut, polytop);
l = max(polybottom, lowcut);
{
// PEGGING
#ifdef ESLOPE
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
#else
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
#endif
texturevpeg = textureheight[gr_sidedef->midtexture]*repeats - h + polybottom;
else
texturevpeg = polytop - h;
grTex = HWR_GetTexture(gr_midtexture);
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
// set top/bottom coords
// Take the texture peg into account, rather than changing the offsets past
// where the polygon might not be.
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
#ifdef ESLOPE
// Correct to account for slopes
{
fixed_t midtextureslant;
if (gr_linedef->flags & ML_EFFECT2)
midtextureslant = 0;
else if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
midtextureslant = worldlow < worldbottom
? worldbottomslope-worldbottom
: worldlowslope-worldlow;
else
midtextureslant = worldtop < worldhigh
? worldtopslope-worldtop
: worldhighslope-worldhigh;
polytop += midtextureslant;
polybottom += midtextureslant;
highcut += worldtop < worldhigh
? worldtopslope-worldtop
: worldhighslope-worldhigh;
lowcut += worldlow < worldbottom
? worldbottomslope-worldbottom
: worldlowslope-worldlow;
// Texture stuff
h = min(highcut, polytop);
l = max(polybottom, lowcut);
{
// PEGGING
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
texturevpeg = textureheight[gr_sidedef->midtexture]*repeats - h + polybottom;
else
texturevpeg = polytop - h;
wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
}
wallVerts[2].y = FIXED_TO_FLOAT(h);
wallVerts[1].y = FIXED_TO_FLOAT(l);
}
#endif
// set alpha for transparent walls (new boom and legacy linedef types)
// ooops ! this do not work at all because render order we should render it in backtofront order
switch (gr_linedef->special)
{
case 900:
blendmode = HWR_TranstableToAlpha(tr_trans10, &Surf);
break;
case 901:
blendmode = HWR_TranstableToAlpha(tr_trans20, &Surf);
break;
case 902:
blendmode = HWR_TranstableToAlpha(tr_trans30, &Surf);
break;
case 903:
blendmode = HWR_TranstableToAlpha(tr_trans40, &Surf);
break;
case 904:
blendmode = HWR_TranstableToAlpha(tr_trans50, &Surf);
break;
case 905:
blendmode = HWR_TranstableToAlpha(tr_trans60, &Surf);
break;
case 906:
blendmode = HWR_TranstableToAlpha(tr_trans70, &Surf);
break;
case 907:
blendmode = HWR_TranstableToAlpha(tr_trans80, &Surf);
break;
case 908:
blendmode = HWR_TranstableToAlpha(tr_trans90, &Surf);
break;
// Translucent
case 102:
case 121:
case 123:
case 124:
case 125:
case 141:
case 142:
case 144:
case 145:
case 174:
case 175:
case 192:
case 195:
case 221:
case 253:
case 256:
blendmode = PF_Translucent;
break;
default:
blendmode = PF_Masked;
break;
}
#ifdef POLYOBJECTS
if (gr_curline->polyseg && gr_curline->polyseg->translucency > 0)
{
if (gr_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
{
Surf.FlatColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
blendmode = PF_Masked;
}
else
blendmode = HWR_TranstableToAlpha(gr_curline->polyseg->translucency, &Surf);
}
#endif
if (gr_frontsector->numlights)
{
if (!(blendmode & PF_Masked))
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT, NULL);
else
{
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL);
}
}
else if (!(blendmode & PF_Masked))
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
// If there is a colormap change, remove it.
/* if (!(Surf.FlatColor.s.red + Surf.FlatColor.s.green + Surf.FlatColor.s.blue == Surf.FlatColor.s.red/3)
{
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
Surf.FlatColor.rgba = 0xffffffff;
}*/
}
#if 1
// Sky culling
// No longer so much a mess as before!
if (!gr_curline->polyseg) // Don't do it for polyobjects
{
if (gr_frontsector->ceilingpic == skyflatnum)
{
if (gr_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
if (gr_frontsector->floorpic == skyflatnum)
{
if (gr_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky
{
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
#endif
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
#endif
}
else
{
// Single sided line... Deal only with the middletexture (if one exists)
gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
if (gr_midtexture && gr_linedef->special != HORIZONSPECIAL) // Ignore horizon line for OGL
{
{
fixed_t texturevpeg;
// PEGGING
#ifdef ESLOPE
if ((gr_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2))
texturevpeg = gr_frontsector->floorheight + textureheight[gr_sidedef->midtexture] - gr_frontsector->ceilingheight + gr_sidedef->rowoffset;
else
#endif
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
texturevpeg = worldbottom + textureheight[gr_sidedef->midtexture] - worldtop + gr_sidedef->rowoffset;
else
// top of texture at top
texturevpeg = gr_sidedef->rowoffset;
grTex = HWR_GetTexture(gr_midtexture);
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpeg + gr_frontsector->ceilingheight - gr_frontsector->floorheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
#ifdef ESLOPE
// Texture correction for slopes
if (gr_linedef->flags & ML_EFFECT2) {
wallVerts[3].t += (gr_frontsector->ceilingheight - worldtop) * grTex->scaleY;
wallVerts[2].t += (gr_frontsector->ceilingheight - worldtopslope) * grTex->scaleY;
wallVerts[0].t += (gr_frontsector->floorheight - worldbottom) * grTex->scaleY;
wallVerts[1].t += (gr_frontsector->floorheight - worldbottomslope) * grTex->scaleY;
} else if (gr_linedef->flags & ML_DONTPEGBOTTOM) {
wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * grTex->scaleY;
wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * grTex->scaleY;
} else {
wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * grTex->scaleY;
wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * grTex->scaleY;
}
#endif
}
#ifdef ESLOPE
//Set textures properly on single sided walls that are sloped
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
#else
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
#endif
// I don't think that solid walls can use translucent linedef types...
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTLEVEL, NULL);
else
{
if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
if (!gr_curline->polyseg)
{
if (gr_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
#ifdef ESLOPE
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
#else
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldtop);
#endif
HWR_DrawSkyWall(wallVerts, &Surf);
}
if (gr_frontsector->floorpic == skyflatnum)
{
#ifdef ESLOPE
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
#else
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
#endif
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
//Hurdler: 3d-floors test
#ifdef R_FAKEFLOORS
if (gr_frontsector && gr_backsector && gr_frontsector->tag != gr_backsector->tag && (gr_backsector->ffloors || gr_frontsector->ffloors))
{
ffloor_t * rover;
fixed_t highcut = 0, lowcut = 0;
INT32 texnum;
line_t * newline = NULL; // Multi-Property FOF
///TODO add slope support (fixing cutoffs, proper wall clipping) - maybe just disable highcut/lowcut if either sector or FOF has a slope
/// to allow fun plane intersecting in OGL? But then people would abuse that and make software look bad. :C
highcut = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
lowcut = gr_frontsector->floorheight > gr_backsector->floorheight ? gr_frontsector->floorheight : gr_backsector->floorheight;
if (gr_backsector->ffloors)
{
for (rover = gr_backsector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || (rover->flags & FF_INVERTSIDES))
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
if (rover->master->flags & ML_TFERLINE)
{
size_t linenum = gr_curline->linedef-gr_backsector->lines[0];
newline = rover->master->frontsector->lines[0] + linenum;
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
}
#ifdef ESLOPE
h = *rover->t_slope ? P_GetZAt(*rover->t_slope, v1x, v1y) : *rover->topheight;
hS = *rover->t_slope ? P_GetZAt(*rover->t_slope, v2x, v2y) : *rover->topheight;
l = *rover->b_slope ? P_GetZAt(*rover->b_slope, v1x, v1y) : *rover->bottomheight;
lS = *rover->b_slope ? P_GetZAt(*rover->b_slope, v2x, v2y) : *rover->bottomheight;
if (!(*rover->t_slope) && !gr_frontsector->c_slope && !gr_backsector->c_slope && h > highcut)
h = hS = highcut;
if (!(*rover->b_slope) && !gr_frontsector->f_slope && !gr_backsector->f_slope && l < lowcut)
l = lS = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[2].y = FIXED_TO_FLOAT(hS);
wallVerts[0].y = FIXED_TO_FLOAT(l);
wallVerts[1].y = FIXED_TO_FLOAT(lS);
#else
h = *rover->topheight;
l = *rover->bottomheight;
if (h > highcut)
h = highcut;
if (l < lowcut)
l = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
#endif
if (rover->flags & FF_FOG)
{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
}
else
{
fixed_t texturevpeg;
boolean attachtobottom = false;
#ifdef ESLOPE
boolean slopeskew = false; // skew FOF walls with slopes?
#endif
// Wow, how was this missing from OpenGL for so long?
// ...Oh well, anyway, Lower Unpegged now changes pegging of FOFs like in software
// -- Monster Iestyn 26/06/18
if (newline)
{
texturevpeg = sides[newline->sidenum[0]].rowoffset;
attachtobottom = !!(newline->flags & ML_DONTPEGBOTTOM);
#ifdef ESLOPE
slopeskew = !!(newline->flags & ML_DONTPEGTOP);
#endif
}
else
{
texturevpeg = sides[rover->master->sidenum[0]].rowoffset;
attachtobottom = !!(gr_linedef->flags & ML_DONTPEGBOTTOM);
#ifdef ESLOPE
slopeskew = !!(rover->master->flags & ML_DONTPEGTOP);
#endif
}
grTex = HWR_GetTexture(texnum);
#ifdef ESLOPE
if (!slopeskew) // no skewing
{
if (attachtobottom)
texturevpeg -= *rover->topheight - *rover->bottomheight;
wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY;
wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY;
}
else
{
if (!attachtobottom) // skew by top
{
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY;
wallVerts[1].t = (hS - lS + texturevpeg) * grTex->scaleY;
}
else // skew by bottom
{
wallVerts[0].t = wallVerts[1].t = texturevpeg * grTex->scaleY;
wallVerts[3].t = wallVerts[0].t - (h - l) * grTex->scaleY;
wallVerts[2].t = wallVerts[1].t - (hS - lS) * grTex->scaleY;
}
}
#else
if (attachtobottom)
texturevpeg -= *rover->topheight - *rover->bottomheight;
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
#endif
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
if (rover->flags & FF_FOG)
{
FBITFIELD blendmode;
blendmode = PF_Fog|PF_NoTexture;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = rover->master->frontsector->extra_colormap;
if (rover->master->frontsector->extra_colormap)
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
}
else
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG);
}
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, 0, &Surf, rover->flags, rover);
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
{
blendmode = PF_Translucent;
Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
}
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, texnum, &Surf, rover->flags, rover);
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
if (gr_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think?
{
for (rover = gr_frontsector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || !(rover->flags & FF_ALLSIDES))
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
if (rover->master->flags & ML_TFERLINE)
{
size_t linenum = gr_curline->linedef-gr_backsector->lines[0];
newline = rover->master->frontsector->lines[0] + linenum;
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
}
#ifdef ESLOPE //backsides
h = *rover->t_slope ? P_GetZAt(*rover->t_slope, v1x, v1y) : *rover->topheight;
hS = *rover->t_slope ? P_GetZAt(*rover->t_slope, v2x, v2y) : *rover->topheight;
l = *rover->b_slope ? P_GetZAt(*rover->b_slope, v1x, v1y) : *rover->bottomheight;
lS = *rover->b_slope ? P_GetZAt(*rover->b_slope, v2x, v2y) : *rover->bottomheight;
if (!(*rover->t_slope) && !gr_frontsector->c_slope && !gr_backsector->c_slope && h > highcut)
h = hS = highcut;
if (!(*rover->b_slope) && !gr_frontsector->f_slope && !gr_backsector->f_slope && l < lowcut)
l = lS = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[2].y = FIXED_TO_FLOAT(hS);
wallVerts[0].y = FIXED_TO_FLOAT(l);
wallVerts[1].y = FIXED_TO_FLOAT(lS);
#else
h = *rover->topheight;
l = *rover->bottomheight;
if (h > highcut)
h = highcut;
if (l < lowcut)
l = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
#endif
if (rover->flags & FF_FOG)
{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
}
else
{
grTex = HWR_GetTexture(texnum);
if (newline)
{
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * grTex->scaleY;
}
else
{
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * grTex->scaleY;
}
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
if (rover->flags & FF_FOG)
{
FBITFIELD blendmode;
blendmode = PF_Fog|PF_NoTexture;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = rover->master->frontsector->extra_colormap;
if (rover->master->frontsector->extra_colormap)
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba);
}
else
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG);
}
if (gr_backsector->numlights)
HWR_SplitWall(gr_backsector, wallVerts, 0, &Surf, rover->flags, rover);
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
{
blendmode = PF_Translucent;
Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
}
if (gr_backsector->numlights)
HWR_SplitWall(gr_backsector, wallVerts, texnum, &Surf, rover->flags, rover);
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
}
#endif
//Hurdler: end of 3d-floors test
}
// From PrBoom:
//
// e6y: Check whether the player can look beyond this line
//
#ifdef NEWCLIP
boolean checkforemptylines = true;
// Don't modify anything here, just check
// Kalaron: Modified for sloped linedefs
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
boolean bothceilingssky = false, bothfloorssky = false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
bothfloorssky = true;
// GZDoom method of sloped line clipping
#ifdef ESLOPE
if (afrontsector->f_slope || afrontsector->c_slope || abacksector->f_slope || abacksector->c_slope)
{
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, v1x, v1y); \
end2 = P_GetZAt(slope, v2x, v2y); \
} else \
end1 = end2 = normalheight;
SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector->floorheight)
SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
SLOPEPARAMS( abacksector->f_slope, backf1, backf2, abacksector->floorheight)
SLOPEPARAMS( abacksector->c_slope, backc1, backc2, abacksector->ceilingheight)
#undef SLOPEPARAMS
}
else
#endif
{
frontf1 = frontf2 = afrontsector->floorheight;
frontc1 = frontc2 = afrontsector->ceilingheight;
backf1 = backf2 = abacksector->floorheight;
backc1 = backc2 = abacksector->ceilingheight;
}
// properly render skies (consider door "open" if both ceilings are sky)
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// now check for closed sectors!
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
checkforemptylines = false;
return true;
}
if (backc1 <= backf1 && backc2 <= backf2)
{
// preserve a kind of transparent door/lift special effect:
if (((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 <= frontf2) || seg->sidedef->bottomtexture))
{
checkforemptylines = false;
return true;
}
}
}
if (!bothceilingssky) {
if (backc1 != frontc1 || backc2 != frontc2)
{
checkforemptylines = false;
return false;
}
}
if (!bothfloorssky) {
if (backf1 != frontf1 || backf2 != frontf2)
{
checkforemptylines = false;
return false;
}
}
return false;
}
#else
//Hurdler: just like in r_bsp.c
#if 1
#define MAXSEGS MAXVIDWIDTH/2+1
#else
//Alam_GBC: Or not (may cause overflow)
#define MAXSEGS 128
#endif
// hw_newend is one past the last valid seg
static cliprange_t * hw_newend;
static cliprange_t gr_solidsegs[MAXSEGS];
// needs fix: walls are incorrectly clipped one column less
static consvar_t cv_grclipwalls = {"gr_clipwalls", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static void printsolidsegs(void)
{
cliprange_t * start;
if (!hw_newend)
return;
for (start = gr_solidsegs;start != hw_newend;start++)
{
CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last);
}
CONS_Debug(DBG_RENDER, "\n\n");
}
//
//
//
static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
{
cliprange_t *next, *start;
float lowfrac, highfrac;
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gr_solidsegs;
while (start->last < first-1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start),
// so insert a new clippost.
HWR_StoreWallRange(first, last);
next = hw_newend;
hw_newend++;
while (next != start)
{
*next = *(next-1);
next--;
}
next->first = first;
next->last = last;
printsolidsegs();
return;
}
// There is a fragment above *start.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first, last);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(0, highfrac);
}
// Now adjust the clip size.
start->first = first;
}
// Bottom contained in start?
if (last <= start->last)
{
printsolidsegs();
return;
}
next = start;
while (last >= (next+1)->first-1)
{
// There is a fragment between two posts.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, highfrac);
}
next++;
if (last <= next->last)
{
// Bottom is contained in next.
// Adjust the clip size.
start->last = next->last;
goto crunch;
}
}
if (first == next->first+1) // 1 line texture
{
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, 1);
}
}
// Adjust the clip size.
start->last = last;
// Remove start+1 to next from the clip list,
// because start now covers their area.
crunch:
if (next == start)
{
printsolidsegs();
// Post just extended past the bottom of one post.
return;
}
while (next++ != hw_newend)
{
// Remove a post.
*++start = *next;
}
hw_newend = start;
printsolidsegs();
}
//
// handle LineDefs with upper and lower texture (windows)
//
static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
{
cliprange_t *start;
float lowfrac, highfrac;
//to allow noclipwalls but still solidseg reject of non-visible walls
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gr_solidsegs;
while (start->last < first - 1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start).
HWR_StoreWallRange(0, 1);
return;
}
// There is a fragment above *start.
if (!cv_grclipwalls.value)
{ //20/08/99: Changed by Hurdler (taken from faB's code)
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(min(start->first + 1,
start->last), (polyvertex_t *)gr_curline->pv1,
(polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(0, highfrac);
}
}
// Bottom contained in start?
if (last <= start->last)
return;
while (last >= (start+1)->first-1)
{
// There is a fragment between two posts.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, highfrac);
}
start++;
if (last <= start->last)
return;
}
if (first == start->first+1) // 1 line texture
{
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0,1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last - 1,
start->first), (polyvertex_t *)gr_curline->pv1,
(polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, 1);
}
}
}
// --------------------------------------------------------------------------
// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs)
// --------------------------------------------------------------------------
static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last)
{
cliprange_t * start;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gr_solidsegs;
while (start->last < first-1)
start++;
if (first < start->first)
return true;
// Bottom contained in start?
if (last <= start->last)
return false;
return true;
}
//
// HWR_ClearClipSegs
//
static void HWR_ClearClipSegs(void)
{
gr_solidsegs[0].first = -0x7fffffff;
gr_solidsegs[0].last = -1;
gr_solidsegs[1].first = vid.width; //viewwidth;
gr_solidsegs[1].last = 0x7fffffff;
hw_newend = gr_solidsegs+2;
}
#endif // NEWCLIP
// -----------------+
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
// Notes : gr_cursectorlight is set to the current subsector -> sector -> light value
// : (it may be mixed with the wall's own flat colour in the future ...)
// -----------------+
static void HWR_AddLine(seg_t * line)
{
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 x1, x2;
angle_t span, tspan;
boolean bothceilingssky = false, bothfloorssky = false;
#endif
// SoM: Backsector needs to be run through R_FakeFlat
static sector_t tempsec;
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
#ifdef POLYOBJECTS
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
#endif
gr_curline = line;
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
// OPTIMIZE: quickly reject orthogonal back sides.
angle1 = R_PointToAngle(v1x, v1y);
angle2 = R_PointToAngle(v2x, v2y);
#ifdef NEWCLIP
// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
if (angle2 - angle1 < ANGLE_180)
return;
// PrBoom: use REAL clipping math YAYYYYYYY!!!
if (!gld_clipper_SafeCheckRange(angle2, angle1))
{
return;
}
checkforemptylines = true;
#else
// Clip to view edges.
span = angle1 - angle2;
// backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing
if (span >= ANGLE_180)
return;
// Global angle needed by segcalc.
//rw_angle1 = angle1;
angle1 -= dup_viewangle;
angle2 -= dup_viewangle;
tspan = angle1 + gr_clipangle;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle1 = gr_clipangle;
}
tspan = gr_clipangle - angle2;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle2 = (angle_t)-(signed)gr_clipangle;
}
#if 0
{
float fx1,fx2,fy1,fy2;
//BP: test with a better projection than viewangletox[R_PointToAngle(angle)]
// do not enable this at release 4 mul and 2 div
fx1 = ((polyvertex_t *)(line->pv1))->x-gr_viewx;
fy1 = ((polyvertex_t *)(line->pv1))->y-gr_viewy;
fy2 = (fx1 * gr_viewcos + fy1 * gr_viewsin);
if (fy2 < 0)
// the point is back
fx1 = 0;
else
fx1 = gr_windowcenterx + (fx1 * gr_viewsin - fy1 * gr_viewcos) * gr_centerx / fy2;
fx2 = ((polyvertex_t *)(line->pv2))->x-gr_viewx;
fy2 = ((polyvertex_t *)(line->pv2))->y-gr_viewy;
fy1 = (fx2 * gr_viewcos + fy2 * gr_viewsin);
if (fy1 < 0)
// the point is back
fx2 = vid.width;
else
fx2 = gr_windowcenterx + (fx2 * gr_viewsin - fy2 * gr_viewcos) * gr_centerx / fy1;
x1 = fx1+0.5f;
x2 = fx2+0.5f;
}
#else
// The seg is in the view range,
// but not necessarily visible.
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
x1 = gr_viewangletox[angle1];
x2 = gr_viewangletox[angle2];
#endif
// Does not cross a pixel?
// if (x1 == x2)
/* {
// BP: HERE IS THE MAIN PROBLEM !
//CONS_Debug(DBG_RENDER, "tineline\n");
return;
}
*/
#endif
gr_backsector = line->backsector;
#ifdef NEWCLIP
if (!line->backsector)
{
gld_clipper_SafeAddClipRange(angle2, angle1);
}
else
{
boolean bothceilingssky = false, bothfloorssky = false;
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
if (gr_backsector->ceilingpic == skyflatnum && gr_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (gr_backsector->floorpic == skyflatnum && gr_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
!line->sidedef->midtexture
&& ((!gr_frontsector->ffloors && !gr_backsector->ffloors)
|| (gr_frontsector->tag == gr_backsector->tag)))
return; // line is empty, don't even bother
// treat like wide open window instead
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
}
if (CheckClip(line, gr_frontsector, gr_backsector))
{
gld_clipper_SafeAddClipRange(angle2, angle1);
checkforemptylines = false;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (checkforemptylines && R_IsEmptyLine(line, gr_frontsector, gr_backsector))
return;
}
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
#else
// Single sided line?
if (!gr_backsector)
goto clipsolid;
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
if (gr_backsector->ceilingpic == skyflatnum && gr_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (gr_backsector->floorpic == skyflatnum && gr_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
!line->sidedef->midtexture
&& ((!gr_frontsector->ffloors && !gr_backsector->ffloors)
|| (gr_frontsector->tag == gr_backsector->tag)))
return; // line is empty, don't even bother
goto clippass; // treat like wide open window instead
}
#ifdef ESLOPE
if (gr_frontsector->f_slope || gr_frontsector->c_slope || gr_backsector->f_slope || gr_backsector->c_slope)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, v1x, v1y); \
end2 = P_GetZAt(slope, v2x, v2y); \
} else \
end1 = end2 = normalheight;
SLOPEPARAMS(gr_frontsector->f_slope, frontf1, frontf2, gr_frontsector->floorheight)
SLOPEPARAMS(gr_frontsector->c_slope, frontc1, frontc2, gr_frontsector->ceilingheight)
SLOPEPARAMS( gr_backsector->f_slope, backf1, backf2, gr_backsector->floorheight)
SLOPEPARAMS( gr_backsector->c_slope, backc1, backc2, gr_backsector->ceilingheight)
#undef SLOPEPARAMS
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
// Check for automap fix.
if (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backc1 != frontc1 || backc2 != frontc2)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backf1 != frontf1 || backf2 != frontf2)
goto clippass;
}
else
#endif
{
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
if (gr_backsector->ceilingheight <= gr_frontsector->floorheight ||
gr_backsector->floorheight >= gr_frontsector->ceilingheight)
goto clipsolid;
// Check for automap fix.
if (gr_backsector->ceilingheight <= gr_backsector->floorheight
&& ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture)
&& ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (gr_backsector->floorheight != gr_frontsector->floorheight)
goto clippass;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (R_IsEmptyLine(gr_curline, gr_frontsector, gr_backsector))
return;
clippass:
if (x1 == x2)
{ x2++;x1 -= 2; }
HWR_ClipPassWallSegment(x1, x2-1);
return;
clipsolid:
if (x1 == x2)
goto clippass;
HWR_ClipSolidWallSegment(x1, x2-1);
#endif
}
// HWR_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true
// if some part of the bbox might be visible.
//
// modified to use local variables
static boolean HWR_CheckBBox(fixed_t *bspcoord)
{
INT32 boxpos;
fixed_t px1, py1, px2, py2;
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 sx1, sx2;
angle_t span, tspan;
#endif
// Find the corners of the box
// that define the edges from current viewpoint.
if (dup_viewx <= bspcoord[BOXLEFT])
boxpos = 0;
else if (dup_viewx < bspcoord[BOXRIGHT])
boxpos = 1;
else
boxpos = 2;
if (dup_viewy >= bspcoord[BOXTOP])
boxpos |= 0;
else if (dup_viewy > bspcoord[BOXBOTTOM])
boxpos |= 1<<2;
else
boxpos |= 2<<2;
if (boxpos == 5)
return true;
px1 = bspcoord[checkcoord[boxpos][0]];
py1 = bspcoord[checkcoord[boxpos][1]];
px2 = bspcoord[checkcoord[boxpos][2]];
py2 = bspcoord[checkcoord[boxpos][3]];
#ifdef NEWCLIP
angle1 = R_PointToAngle(px1, py1);
angle2 = R_PointToAngle(px2, py2);
return gld_clipper_SafeCheckRange(angle2, angle1);
#else
// check clip list for an open space
angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle;
angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle;
span = angle1 - angle2;
// Sitting on a line?
if (span >= ANGLE_180)
return true;
tspan = angle1 + gr_clipangle;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle1 = gr_clipangle;
}
tspan = gr_clipangle - angle2;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle2 = (angle_t)-(signed)gr_clipangle;
}
// Find the first clippost
// that touches the source post
// (adjacent pixels are touching).
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
sx1 = gr_viewangletox[angle1];
sx2 = gr_viewangletox[angle2];
// Does not cross a pixel.
if (sx1 == sx2)
return false;
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
#endif
}
#ifdef POLYOBJECTS
//
// HWR_AddPolyObjectSegs
//
// haleyjd 02/19/06
// Adds all segs in all polyobjects in the given subsector.
// Modified for hardware rendering.
//
static inline void HWR_AddPolyObjectSegs(void)
{
size_t i, j;
seg_t *gr_fakeline = Z_Calloc(sizeof(seg_t), PU_STATIC, NULL);
polyvertex_t *pv1 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
polyvertex_t *pv2 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
// Sort through all the polyobjects
for (i = 0; i < numpolys; ++i)
{
// Render the polyobject's lines
for (j = 0; j < po_ptrs[i]->segCount; ++j)
{
// Copy the info of a polyobject's seg, then convert it to OpenGL floating point
M_Memcpy(gr_fakeline, po_ptrs[i]->segs[j], sizeof(seg_t));
// Now convert the line to float and add it to be rendered
pv1->x = FIXED_TO_FLOAT(gr_fakeline->v1->x);
pv1->y = FIXED_TO_FLOAT(gr_fakeline->v1->y);
pv2->x = FIXED_TO_FLOAT(gr_fakeline->v2->x);
pv2->y = FIXED_TO_FLOAT(gr_fakeline->v2->y);
gr_fakeline->pv1 = pv1;
gr_fakeline->pv2 = pv2;
HWR_AddLine(gr_fakeline);
}
}
// Free temporary data no longer needed
Z_Free(pv2);
Z_Free(pv1);
Z_Free(gr_fakeline);
}
#ifdef POLYOBJECTS_PLANES
static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
FBITFIELD blendmode, UINT8 lightlevel, levelflat_t *levelflat, sector_t *FOFsector,
UINT8 alpha, extracolormap_t *planecolormap)
{
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 i;
float flatxref,flatyref;
float fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
boolean texflat = false;
size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
size_t nrPlaneVerts;
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
nrPlaneVerts = polysector->numVertices;
height = FIXED_TO_FLOAT(fixedheight);
if (nrPlaneVerts < 3) //not even a triangle ?
return;
if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
return;
}
// Allocate plane-vertex buffer if we need to
if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
{
numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
Z_Free(planeVerts);
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
}
// set texture for polygon
if (levelflat != NULL)
{
if (levelflat->type == LEVELFLAT_TEXTURE)
{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
texflat = true;
}
else if (levelflat->type == LEVELFLAT_FLAT)
{
len = W_LumpLength(levelflat->u.flat.lumpnum);
switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
flatflag = ((INT32)fflatwidth)-1;
}
}
else // set no texture
HWD.pfnSetTexture(NULL);
// reference point for flat texture coord for each vertex around the polygon
flatxref = (float)((polysector->origVerts[0].x & (~flatflag)) / fflatwidth);
flatyref = (float)((polysector->origVerts[0].y & (~flatflag)) / fflatheight);
// transform
v3d = planeVerts;
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
}
}
else if (gr_frontsector)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatheight;
angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatheight;
angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
// This needs to be done so that it scrolls in a different direction after rotation like software
tempxsow = FLOAT_TO_FIXED(scrollx);
tempytow = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
tempxsow = FLOAT_TO_FIXED(flatxref);
tempytow = FLOAT_TO_FIXED(flatyref);
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++)
{
// Go from the polysector's original vertex locations
// Means the flat is offset based on the original vertex locations
if (texflat)
{
v3d->sow = (float)(FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) + scrollx;
v3d->tow = -(float)(FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly;
}
else
{
v3d->sow = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) - flatxref + scrollx);
v3d->tow = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly);
}
// Need to rotate before translate
if (angle) // Only needs to be done if there's an altered angle
{
tempxsow = FLOAT_TO_FIXED(v3d->sow);
tempytow = FLOAT_TO_FIXED(v3d->tow);
if (texflat)
tempytow = -tempytow;
v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
v3d->tow = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
}
v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x);
v3d->y = height;
v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
}
if (planecolormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
if (blendmode & PF_Translucent)
{
Surf.FlatColor.s.alpha = (UINT8)alpha;
blendmode |= PF_Modulated|PF_Occlude|PF_Clip;
}
else
blendmode |= PF_Masked|PF_Modulated|PF_Clip;
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode);
}
static void HWR_AddPolyObjectPlanes(void)
{
size_t i;
sector_t *polyobjsector;
INT32 light = 0;
// Polyobject Planes need their own function for drawing because they don't have extrasubsectors by themselves
// It should be okay because polyobjects should always be convex anyway
for (i = 0; i < numpolys; i++)
{
polyobjsector = po_ptrs[i]->lines[0]->backsector; // the in-level polyobject sector
if (!(po_ptrs[i]->flags & POF_RENDERPLANES)) // Only render planes when you should
continue;
if (po_ptrs[i]->translucency >= NUMTRANSMAPS)
continue;
if (polyobjsector->floorheight <= gr_frontsector->ceilingheight
&& polyobjsector->floorheight >= gr_frontsector->floorheight
&& (viewz < polyobjsector->floorheight))
{
light = R_GetPlaneLight(gr_frontsector, polyobjsector->floorheight, true);
if (po_ptrs[i]->translucency > 0)
{
FSurfaceInfo Surf;
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->floorpic], po_ptrs[i], false, polyobjsector->floorheight,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.FlatColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
else
{
HWR_GetLevelFlat(&levelflats[polyobjsector->floorpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->floorpic],
polyobjsector, 255, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
}
if (polyobjsector->ceilingheight >= gr_frontsector->floorheight
&& polyobjsector->ceilingheight <= gr_frontsector->ceilingheight
&& (viewz > polyobjsector->ceilingheight))
{
light = R_GetPlaneLight(gr_frontsector, polyobjsector->ceilingheight, true);
if (po_ptrs[i]->translucency > 0)
{
FSurfaceInfo Surf;
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->ceilingpic], po_ptrs[i], true, polyobjsector->ceilingheight,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.FlatColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
else
{
HWR_GetLevelFlat(&levelflats[polyobjsector->ceilingpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->ceilingpic],
polyobjsector, 255, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
}
}
}
#endif
#endif
// -----------------+
// HWR_Subsector : Determine floor/ceiling planes.
// : Add sprites of things in sector.
// : Draw one or more line segments.
// Notes : Sets gr_cursectorlight to the light of the parent sector, to modulate wall textures
// -----------------+
static void HWR_Subsector(size_t num)
{
INT16 count;
seg_t *line;
subsector_t *sub;
static sector_t tempsec; //SoM: 4/7/2000
INT32 floorlightlevel;
INT32 ceilinglightlevel;
INT32 locFloorHeight, locCeilingHeight;
INT32 cullFloorHeight, cullCeilingHeight;
INT32 light = 0;
extracolormap_t *floorcolormap;
extracolormap_t *ceilingcolormap;
#ifdef PARANOIA //no risk while developing, enough debugging nights!
if (num >= addsubsector)
I_Error("HWR_Subsector: ss %s with numss = %s, addss = %s\n",
sizeu1(num), sizeu2(numsubsectors), sizeu3(addsubsector));
/*if (num >= numsubsectors)
I_Error("HWR_Subsector: ss %i with numss = %i",
num,
numsubsectors);*/
#endif
if (num < numsubsectors)
{
// subsector
sub = &subsectors[num];
// sector
gr_frontsector = sub->sector;
// how many linedefs
count = sub->numlines;
// first line seg
line = &segs[sub->firstline];
}
else
{
// there are no segs but only planes
sub = &subsectors[0];
gr_frontsector = sub->sector;
count = 0;
line = NULL;
}
//SoM: 4/7/2000: Test to make Boom water work in Hardware mode.
gr_frontsector = R_FakeFlat(gr_frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false);
//FIXME: Use floorlightlevel and ceilinglightlevel insted of lightlevel.
floorcolormap = ceilingcolormap = gr_frontsector->extra_colormap;
// ------------------------------------------------------------------------
// sector lighting, DISABLED because it's done in HWR_StoreWallRange
// ------------------------------------------------------------------------
/// \todo store a RGBA instead of just intensity, allow coloured sector lighting
//light = (FUBYTE)(sub->sector->lightlevel & 0xFF) / 255.0f;
//gr_cursectorlight.red = light;
//gr_cursectorlight.green = light;
//gr_cursectorlight.blue = light;
//gr_cursectorlight.alpha = light;
// ----- for special tricks with HW renderer -----
if (gr_frontsector->pseudoSector)
{
cullFloorHeight = locFloorHeight = gr_frontsector->virtualFloorheight;
cullCeilingHeight = locCeilingHeight = gr_frontsector->virtualCeilingheight;
}
else if (gr_frontsector->virtualFloor)
{
///@TODO Is this whole virtualFloor mess even useful? I don't think it even triggers ever.
cullFloorHeight = locFloorHeight = gr_frontsector->virtualFloorheight;
if (gr_frontsector->virtualCeiling)
cullCeilingHeight = locCeilingHeight = gr_frontsector->virtualCeilingheight;
else
cullCeilingHeight = locCeilingHeight = gr_frontsector->ceilingheight;
}
else if (gr_frontsector->virtualCeiling)
{
cullCeilingHeight = locCeilingHeight = gr_frontsector->virtualCeilingheight;
cullFloorHeight = locFloorHeight = gr_frontsector->floorheight;
}
else
{
cullFloorHeight = locFloorHeight = gr_frontsector->floorheight;
cullCeilingHeight = locCeilingHeight = gr_frontsector->ceilingheight;
#ifdef ESLOPE
if (gr_frontsector->f_slope)
{
cullFloorHeight = P_GetZAt(gr_frontsector->f_slope, viewx, viewy);
locFloorHeight = P_GetZAt(gr_frontsector->f_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
}
if (gr_frontsector->c_slope)
{
cullCeilingHeight = P_GetZAt(gr_frontsector->c_slope, viewx, viewy);
locCeilingHeight = P_GetZAt(gr_frontsector->c_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
}
#endif
}
// ----- end special tricks -----
if (gr_frontsector->ffloors)
{
if (gr_frontsector->moved)
{
gr_frontsector->numlights = sub->sector->numlights = 0;
R_Prep3DFloors(gr_frontsector);
sub->sector->lightlist = gr_frontsector->lightlist;
sub->sector->numlights = gr_frontsector->numlights;
sub->sector->moved = gr_frontsector->moved = false;
}
light = R_GetPlaneLight(gr_frontsector, locFloorHeight, false);
if (gr_frontsector->floorlightsec == -1)
floorlightlevel = *gr_frontsector->lightlist[light].lightlevel;
floorcolormap = *gr_frontsector->lightlist[light].extra_colormap;
light = R_GetPlaneLight(gr_frontsector, locCeilingHeight, false);
if (gr_frontsector->ceilinglightsec == -1)
ceilinglightlevel = *gr_frontsector->lightlist[light].lightlevel;
ceilingcolormap = *gr_frontsector->lightlist[light].extra_colormap;
}
sub->sector->extra_colormap = gr_frontsector->extra_colormap;
// render floor ?
#ifdef DOPLANES
// yeah, easy backface cull! :)
if (cullFloorHeight < dup_viewz)
{
if (gr_frontsector->floorpic != skyflatnum)
{
if (sub->validcount != validcount)
{
HWR_GetLevelFlat(&levelflats[gr_frontsector->floorpic]);
HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], false,
// Hack to make things continue to work around slopes.
locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight,
// We now return you to your regularly scheduled rendering.
PF_Occlude, floorlightlevel, &levelflats[gr_frontsector->floorpic], NULL, 255, false, floorcolormap);
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight);
#endif
}
}
if (cullCeilingHeight > dup_viewz)
{
if (gr_frontsector->ceilingpic != skyflatnum)
{
if (sub->validcount != validcount)
{
HWR_GetLevelFlat(&levelflats[gr_frontsector->ceilingpic]);
HWR_RenderPlane(NULL, &extrasubsectors[num], true,
// Hack to make things continue to work around slopes.
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight,
// We now return you to your regularly scheduled rendering.
PF_Occlude, ceilinglightlevel, &levelflats[gr_frontsector->ceilingpic], NULL, 255, false, ceilingcolormap);
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight);
#endif
}
}
#ifndef POLYSKY
// Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky
if (gr_frontsector->ceilingpic == skyflatnum || gr_frontsector->floorpic == skyflatnum)
drawsky = true;
#endif
#ifdef R_FAKEFLOORS
if (gr_frontsector->ffloors)
{
/// \todo fix light, xoffs, yoffs, extracolormap ?
ffloor_t * rover;
for (rover = gr_frontsector->ffloors;
rover; rover = rover->next)
{
fixed_t cullHeight, centerHeight;
// bottom plane
#ifdef ESLOPE
if (*rover->b_slope)
{
cullHeight = P_GetZAt(*rover->b_slope, viewx, viewy);
centerHeight = P_GetZAt(*rover->b_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
}
else
#endif
cullHeight = centerHeight = *rover->bottomheight;
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES))
continue;
if (sub->validcount == validcount)
continue;
if (centerHeight <= locCeilingHeight &&
centerHeight >= locFloorHeight &&
((dup_viewz < cullHeight && !(rover->flags & FF_INVERTPLANES)) ||
(dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
if (rover->master->frontsector->extra_colormap)
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG);
HWR_AddTransparentFloor(NULL,
&extrasubsectors[num],
false,
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient
{
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
#ifndef SORTING
HWR_Add3DWater(&levelflats[*rover->bottompic],
&extrasubsectors[num],
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1, rover->master->frontsector);
#else
HWR_AddTransparentFloor(&levelflats[*rover->bottompic],
&extrasubsectors[num],
false,
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent,
false, *gr_frontsector->lightlist[light].extra_colormap);
#endif
}
else
{
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
}
}
// top plane
#ifdef ESLOPE
if (*rover->t_slope)
{
cullHeight = P_GetZAt(*rover->t_slope, viewx, viewy);
centerHeight = P_GetZAt(*rover->t_slope, gr_frontsector->soundorg.x, gr_frontsector->soundorg.y);
}
else
#endif
cullHeight = centerHeight = *rover->topheight;
if (centerHeight >= locFloorHeight &&
centerHeight <= locCeilingHeight &&
((dup_viewz > cullHeight && !(rover->flags & FF_INVERTPLANES)) ||
(dup_viewz < cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
if (rover->master->frontsector->extra_colormap)
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba);
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG);
HWR_AddTransparentFloor(NULL,
&extrasubsectors[num],
true,
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
{
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
#ifndef SORTING
HWR_Add3DWater(&levelflats[*rover->toppic],
&extrasubsectors[num],
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1, rover->master->frontsector);
#else
HWR_AddTransparentFloor(&levelflats[*rover->toppic],
&extrasubsectors[num],
true,
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent,
false, *gr_frontsector->lightlist[light].extra_colormap);
#endif
}
else
{
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
}
}
}
}
#endif
#endif //doplanes
#ifdef POLYOBJECTS
// Draw all the polyobjects in this subsector
if (sub->polyList)
{
polyobj_t *po = sub->polyList;
numpolys = 0;
// Count all the polyobjects, reset the list, and recount them
while (po)
{
++numpolys;
po = (polyobj_t *)(po->link.next);
}
// Sort polyobjects
R_SortPolyObjects(sub);
// Draw polyobject lines.
HWR_AddPolyObjectSegs();
#ifdef POLYOBJECTS_PLANES
if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
{
// Draw polyobject planes
HWR_AddPolyObjectPlanes();
}
#endif
}
#endif
// Hurder ici se passe les choses INT32<33>essantes!
// on vient de tracer le sol et le plafond
// on trace <20>pr<70>ent d'abord les sprites et ensuite les murs
// hurdler: faux: on ajoute seulement les sprites, le murs sont trac<61> d'abord
if (line)
{
// draw sprites first, coz they are clipped to the solidsegs of
// subsectors more 'in front'
HWR_AddSprites(gr_frontsector);
//Hurdler: at this point validcount must be the same, but is not because
// gr_frontsector doesn't point anymore to sub->sector due to
// the call gr_frontsector = R_FakeFlat(...)
// if it's not done, the sprite is drawn more than once,
// what looks really bad with translucency or dynamic light,
// without talking about the overdraw of course.
sub->sector->validcount = validcount;/// \todo fix that in a better way
while (count--)
{
if (!line->glseg
#ifdef POLYOBJECTS
&& !line->polyseg // ignore segs that belong to polyobjects
#endif
)
{
HWR_AddLine(line);
}
line++;
}
}
sub->validcount = validcount;
}
//
// Renders all subsectors below a given node,
// traversing subtree recursively.
// Just call with BSP root.
#ifdef coolhack
//t;b;l;r
static fixed_t hackbbox[4];
//BOXTOP,
//BOXBOTTOM,
//BOXLEFT,
//BOXRIGHT
static boolean HWR_CheckHackBBox(fixed_t *bb)
{
if (bb[BOXTOP] < hackbbox[BOXBOTTOM]) //y up
return false;
if (bb[BOXBOTTOM] > hackbbox[BOXTOP])
return false;
if (bb[BOXLEFT] > hackbbox[BOXRIGHT])
return false;
if (bb[BOXRIGHT] < hackbbox[BOXLEFT])
return false;
return true;
}
#endif
// BP: big hack for a test in lighning ref : 1249753487AB
fixed_t *hwbbox;
static void HWR_RenderBSPNode(INT32 bspnum)
{
/*//GZDoom code
if(bspnum == -1)
{
HWR_Subsector(subsectors);
return;
}
while(!((size_t)bspnum&(~NF_SUBSECTOR))) // Keep going until found a subsector
{
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// Recursively divide front space (toward the viewer)
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space (away from viewer)
side ^= 1;
if (!HWR_CheckBBox(bsp->bbox[side]))
return;
bspnum = bsp->children[side];
}
HWR_Subsector(bspnum-1);
*/
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side;
// Found a subsector?
if (bspnum & NF_SUBSECTOR)
{
if (bspnum == -1)
{
//*(gr_drawsubsector_p++) = 0;
HWR_Subsector(0);
}
else
{
//*(gr_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR);
HWR_Subsector(bspnum&(~NF_SUBSECTOR));
}
return;
}
// Decide which side the view point is on.
side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side];
// Recursively divide front space.
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (HWR_CheckBBox(bsp->bbox[side^1]))
{
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side^1];
HWR_RenderBSPNode(bsp->children[side^1]);
}
}
/*
//
// Clear 'stack' of subsectors to draw
//
static void HWR_ClearDrawSubsectors(void)
{
gr_drawsubsector_p = gr_drawsubsectors;
}
//
// Draw subsectors pushed on the drawsubsectors 'stack', back to front
//
static void HWR_RenderSubsectors(void)
{
while (gr_drawsubsector_p > gr_drawsubsectors)
{
HWR_RenderBSPNode(
lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR);
}
}
*/
// ==========================================================================
// FROM R_MAIN.C
// ==========================================================================
//BP : exactely the same as R_InitTextureMapping
void HWR_InitTextureMapping(void)
{
angle_t i;
INT32 x;
INT32 t;
fixed_t focallength;
fixed_t grcenterx;
fixed_t grcenterxfrac;
INT32 grviewwidth;
#define clipanglefov (FIELDOFVIEW>>ANGLETOFINESHIFT)
grviewwidth = vid.width;
grcenterx = grviewwidth/2;
grcenterxfrac = grcenterx<<FRACBITS;
// Use tangent table to generate viewangletox:
// viewangletox will give the next greatest x
// after the view angle.
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv(grcenterxfrac,
FINETANGENT(FINEANGLES/4+clipanglefov/2));
for (i = 0; i < FINEANGLES/2; i++)
{
if (FINETANGENT(i) > FRACUNIT*2)
t = -1;
else if (FINETANGENT(i) < -FRACUNIT*2)
t = grviewwidth+1;
else
{
t = FixedMul(FINETANGENT(i), focallength);
t = (grcenterxfrac - t+FRACUNIT-1)>>FRACBITS;
if (t < -1)
t = -1;
else if (t > grviewwidth+1)
t = grviewwidth+1;
}
gr_viewangletox[i] = t;
}
// Scan viewangletox[] to generate xtoviewangle[]:
// xtoviewangle will give the smallest view angle
// that maps to x.
for (x = 0; x <= grviewwidth; x++)
{
i = 0;
while (gr_viewangletox[i]>x)
i++;
gr_xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
if (gr_viewangletox[i] == -1)
gr_viewangletox[i] = 0;
else if (gr_viewangletox[i] == grviewwidth+1)
gr_viewangletox[i] = grviewwidth;
}
gr_clipangle = gr_xtoviewangle[0];
}
// ==========================================================================
// gr_things.c
// ==========================================================================
// sprites are drawn after all wall and planes are rendered, so that
// sprite translucency effects apply on the rendered view (instead of the background sky!!)
static UINT32 gr_visspritecount;
static gr_vissprite_t *gr_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
// --------------------------------------------------------------------------
// HWR_ClearSprites
// Called at frame start.
// --------------------------------------------------------------------------
static void HWR_ClearSprites(void)
{
gr_visspritecount = 0;
}
// --------------------------------------------------------------------------
// HWR_NewVisSprite
// --------------------------------------------------------------------------
static gr_vissprite_t gr_overflowsprite;
static gr_vissprite_t *HWR_GetVisSprite(UINT32 num)
{
UINT32 chunk = num >> VISSPRITECHUNKBITS;
// Allocate chunk if necessary
if (!gr_visspritechunks[chunk])
Z_Malloc(sizeof(gr_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gr_visspritechunks[chunk]);
return gr_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
}
static gr_vissprite_t *HWR_NewVisSprite(void)
{
if (gr_visspritecount == MAXVISSPRITES)
return &gr_overflowsprite;
return HWR_GetVisSprite(gr_visspritecount++);
}
#ifdef GLBADSHADOWS
// Finds a floor through which light does not pass.
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
const sector_t *sec = R_PointInSubsector(x, y)->sector;
fixed_t floorz = sec->floorheight;
if (sec->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
const fixed_t thingtop = z + height;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)
|| !(rover->flags & FF_RENDERPLANES)
|| rover->flags & FF_TRANSLUCENT
|| rover->flags & FF_FOG
|| rover->flags & FF_INVERTPLANES)
continue;
delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
if (*rover->topheight > floorz && abs(delta1) < abs(delta2))
floorz = *rover->topheight;
}
}
return floorz;
}
#endif //#ifdef GLBADSHADOWS
//
// HWR_DoCulling
// Hardware version of R_DoCulling
// (see r_main.c)
static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float vz, float bottomh, float toph)
{
float cullplane;
if (!cullheight)
return false;
cullplane = FIXED_TO_FLOAT(cullheight->frontsector->floorheight);
if (cullheight->flags & ML_NOCLIMB) // Group culling
{
if (!viewcullheight)
return false;
// Make sure this is part of the same group
if (viewcullheight->frontsector == cullheight->frontsector)
{
// OK, we can cull
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
}
else // Quick culling
{
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
return false;
}
#ifdef GLBADSHADOWS
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
{
FOutVector swallVerts[4];
FSurfaceInfo sSurf;
fixed_t floorheight, mobjfloor;
float offset = 0;
mobjfloor = HWR_OpaqueFloorAtPos(
spr->mobj->x, spr->mobj->y,
spr->mobj->z, spr->mobj->height);
if (cv_shadowoffs.value)
{
angle_t shadowdir;
// Set direction
if (splitscreen && stplyr == &players[secondarydisplayplayer])
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
else
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
// Find floorheight
floorheight = HWR_OpaqueFloorAtPos(
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
spr->mobj->z, spr->mobj->height);
// The shadow is falling ABOVE it's mobj?
// Don't draw it, then!
if (spr->mobj->z < floorheight)
return;
else
{
fixed_t floorz;
floorz = HWR_OpaqueFloorAtPos(
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
spr->mobj->z, spr->mobj->height);
// The shadow would be falling on a wall? Don't draw it, then.
// Would draw midair otherwise.
if (floorz < floorheight)
return;
}
floorheight = FixedInt(spr->mobj->z - floorheight);
offset = floorheight;
}
else
floorheight = FixedInt(spr->mobj->z - mobjfloor);
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// x1/x2 were already scaled in HWR_ProjectSprite
// First match the normal sprite
swallVerts[0].x = swallVerts[3].x = spr->x1;
swallVerts[2].x = swallVerts[1].x = spr->x2;
swallVerts[0].z = swallVerts[3].z = spr->z1;
swallVerts[2].z = swallVerts[1].z = spr->z2;
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
// Now transform the TOP vertices along the floor in the direction of the camera
swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
}
else
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
// Now transform the TOP vertices along the floor in the direction of the camera
swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos;
swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos;
swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin;
swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin;
}
// We also need to move the bottom ones away when shadowoffs is on
if (cv_shadowoffs.value)
{
swallVerts[0].x = spr->x1 + offset * gr_viewcos;
swallVerts[1].x = spr->x2 + offset * gr_viewcos;
swallVerts[0].z = spr->z1 + offset * gr_viewsin;
swallVerts[1].z = spr->z2 + offset * gr_viewsin;
}
if (spr->flip)
{
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
swallVerts[2].sow = swallVerts[1].sow = 0;
}
else
{
swallVerts[0].sow = swallVerts[3].sow = 0;
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
swallVerts[0].tow = swallVerts[1].tow = 0;
}
else
{
swallVerts[3].tow = swallVerts[2].tow = 0;
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
}
sSurf.FlatColor.s.red = 0x00;
sSurf.FlatColor.s.blue = 0x00;
sSurf.FlatColor.s.green = 0x00;
/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
{
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
}
else
{
lightlevel = sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (colormap)
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
else
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
}*/
// shadow is always half as translucent as the sprite itself
if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
sSurf.FlatColor.s.alpha = 0x80; // default
else if (spr->mobj->flags2 & MF2_SHADOW)
sSurf.FlatColor.s.alpha = 0x20;
else if (spr->mobj->frame & FF_TRANSMASK)
{
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
}
else
sSurf.FlatColor.s.alpha = 0x80; // default
if (sSurf.FlatColor.s.alpha > floorheight/4)
{
sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
}
}
#endif //#ifdef GLBADSHADOWS
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
static void HWR_RotateSpritePolyToAim(gr_vissprite_t *spr, FOutVector *wallVerts)
{
if (cv_grspritebillboarding.value
&& spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)
&& wallVerts)
{
float basey = FIXED_TO_FLOAT(spr->mobj->z);
float lowy = wallVerts[0].y;
if (P_MobjFlip(spr->mobj) == -1)
{
basey = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
}
// Rotate sprites to fully billboard with the camera
// X, Y, AND Z need to be manipulated for the polys to rotate around the
// origin, because of how the origin setting works I believe that should
// be mobj->z or mobj->z + mobj->height
wallVerts[2].y = wallVerts[3].y = (spr->ty - basey) * gr_viewludsin + basey;
wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gr_viewludsin + basey;
// translate back to be around 0 before translating back
wallVerts[3].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos;
wallVerts[2].x += ((spr->ty - basey) * gr_viewludcos) * gr_viewcos;
wallVerts[0].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos;
wallVerts[1].x += ((lowy - basey) * gr_viewludcos) * gr_viewcos;
wallVerts[3].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin;
wallVerts[2].z += ((spr->ty - basey) * gr_viewludcos) * gr_viewsin;
wallVerts[0].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin;
wallVerts[1].z += ((lowy - basey) * gr_viewludcos) * gr_viewsin;
}
}
static void HWR_SplitSprite(gr_vissprite_t *spr)
{
float this_scale = 1.0f;
FOutVector wallVerts[4];
FOutVector baseWallVerts[4]; // This is what the verts should end up as
GLPatch_t *gpatch;
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
extracolormap_t *colormap;
FUINT lightlevel;
FBITFIELD blend = 0;
UINT8 alpha;
INT32 i;
float realtop, realbot, top, bot;
float towtop, towbot, towmult;
float bheight;
float realheight, heightmult;
const sector_t *sector = spr->mobj->subsector->sector;
const lightlist_t *list = sector->lightlist;
#ifdef ESLOPE
float endrealtop, endrealbot, endtop, endbot;
float endbheight;
float endrealheight;
fixed_t temp;
fixed_t v1x, v1y, v2x, v2y;
#endif
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
#ifdef GLBADSHADOWS
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
#endif
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
{
////////////////////
// SHADOW SPRITE! //
////////////////////
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
#endif //#ifdef GLBADSHADOWS
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
baseWallVerts[1].z = baseWallVerts[2].z = spr->z2;
baseWallVerts[2].y = baseWallVerts[3].y = spr->ty;
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
baseWallVerts[0].y = baseWallVerts[1].y = spr->ty - gpatch->height;
v1x = FLOAT_TO_FIXED(spr->x1);
v1y = FLOAT_TO_FIXED(spr->z1);
v2x = FLOAT_TO_FIXED(spr->x2);
v2y = FLOAT_TO_FIXED(spr->z2);
if (spr->flip)
{
baseWallVerts[0].sow = baseWallVerts[3].sow = gpatch->max_s;
baseWallVerts[2].sow = baseWallVerts[1].sow = 0;
}
else
{
baseWallVerts[0].sow = baseWallVerts[3].sow = 0;
baseWallVerts[2].sow = baseWallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
baseWallVerts[3].tow = baseWallVerts[2].tow = gpatch->max_t;
baseWallVerts[0].tow = baseWallVerts[1].tow = 0;
}
else
{
baseWallVerts[3].tow = baseWallVerts[2].tow = 0;
baseWallVerts[0].tow = baseWallVerts[1].tow = gpatch->max_t;
}
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gr_viewcos*(0.05f*spr->dispoffset);
float si = -gr_viewsin*(0.05f*spr->dispoffset);
baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si;
baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si;
baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co;
baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co;
}
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, baseWallVerts);
realtop = top = baseWallVerts[3].y;
realbot = bot = baseWallVerts[0].y;
towtop = baseWallVerts[3].tow;
towbot = baseWallVerts[0].tow;
towmult = (towbot - towtop) / (top - bot);
#ifdef ESLOPE
endrealtop = endtop = baseWallVerts[2].y;
endrealbot = endbot = baseWallVerts[1].y;
#endif
// copy the contents of baseWallVerts into the drawn wallVerts array
// baseWallVerts is used to know the final shape to easily get the vertex
// co-ordinates
memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
if (!cv_translucency.value) // translucency disabled
{
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
}
else if (spr->mobj->frame & FF_TRANSMASK)
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
alpha = Surf.FlatColor.s.alpha;
// Start with the lightlevel and colormap from the top of the sprite
lightlevel = *list[sector->numlights - 1].lightlevel;
colormap = *list[sector->numlights - 1].extra_colormap;
i = 0;
temp = FLOAT_TO_FIXED(realtop);
if (spr->mobj->frame & FF_FULLBRIGHT)
lightlevel = 255;
#ifdef ESLOPE
for (i = 1; i < sector->numlights; i++)
{
fixed_t h = sector->lightlist[i].slope ? P_GetZAt(sector->lightlist[i].slope, spr->mobj->x, spr->mobj->y)
: sector->lightlist[i].height;
if (h <= temp)
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *list[i-1].lightlevel;
colormap = *list[i-1].extra_colormap;
break;
}
}
#else
i = R_GetPlaneLight(sector, temp, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *list[i].lightlevel;
colormap = *list[i].extra_colormap;
#endif
for (i = 0; i < sector->numlights; i++)
{
#ifdef ESLOPE
if (endtop < endrealbot)
#endif
if (top < realbot)
return;
// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *list[i].lightlevel;
colormap = *list[i].extra_colormap;
}
#ifdef ESLOPE
if (i + 1 < sector->numlights)
{
if (list[i+1].slope)
{
temp = P_GetZAt(list[i+1].slope, v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetZAt(list[i+1].slope, v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
bheight = endbheight = FIXED_TO_FLOAT(list[i+1].height);
}
else
{
bheight = realbot;
endbheight = endrealbot;
}
#else
if (i + 1 < sector->numlights)
{
bheight = FIXED_TO_FLOAT(list[i+1].height);
}
else
{
bheight = realbot;
}
#endif
#ifdef ESLOPE
if (endbheight >= endtop)
#endif
if (bheight >= top)
continue;
bot = bheight;
if (bot < realbot)
bot = realbot;
#ifdef ESLOPE
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
#endif
#ifdef ESLOPE
wallVerts[3].tow = towtop + ((realtop - top) * towmult);
wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult);
wallVerts[0].tow = towtop + ((realtop - bot) * towmult);
wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult);
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
// The x and y only need to be adjusted in the case that it's not a papersprite
if (cv_grspritebillboarding.value
&& spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE))
{
// Get the x and z of the vertices so billboarding draws correctly
realheight = realbot - realtop;
endrealheight = endrealbot - endrealtop;
heightmult = (realtop - top) / realheight;
wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
heightmult = (endrealtop - endtop) / endrealheight;
wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
heightmult = (realtop - bot) / realheight;
wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
heightmult = (endrealtop - endbot) / endrealheight;
wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
}
#else
wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult);
wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult);
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
// The x and y only need to be adjusted in the case that it's not a papersprite
if (cv_grspritebillboarding.value
&& spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE))
{
// Get the x and z of the vertices so billboarding draws correctly
realheight = realbot - realtop;
heightmult = (realtop - top) / realheight;
wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
heightmult = (realtop - bot) / realheight;
wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
}
#endif
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
Surf.FlatColor.s.alpha = alpha;
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
top = bot;
#ifdef ESLOPE
endtop = endbot;
#endif
}
bot = realbot;
#ifdef ESLOPE
endbot = endrealbot;
if (endtop <= endrealbot)
#endif
if (top <= realbot)
return;
// If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite
#ifdef ESLOPE
wallVerts[3].tow = towtop + ((realtop - top) * towmult);
wallVerts[2].tow = towtop + ((endrealtop - endtop) * towmult);
wallVerts[0].tow = towtop + ((realtop - bot) * towmult);
wallVerts[1].tow = towtop + ((endrealtop - endbot) * towmult);
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
#else
wallVerts[3].tow = wallVerts[2].tow = towtop + ((realtop - top) * towmult);
wallVerts[0].tow = wallVerts[1].tow = towtop + ((realtop - bot) * towmult);
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
#endif
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
Surf.FlatColor.s.alpha = alpha;
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
static void HWR_DrawSprite(gr_vissprite_t *spr)
{
float this_scale = 1.0f;
FOutVector wallVerts[4];
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
//const boolean papersprite = (spr->mobj && (spr->mobj->frame & FF_PAPERSPRITE));
if (spr->mobj)
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
if (spr->mobj->subsector->sector->numlights)
{
HWR_SplitSprite(spr);
return;
}
// cache sprite graphics
//12/12/99: Hurdler:
// OK, I don't change anything for MD2 support because I want to be
// sure to do it the right way. So actually, we keep normal sprite
// in memory and we add the md2 model if it exists for that sprite
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
#ifdef ALAM_LIGHTING
if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY ||
(spr->mobj->player && spr->mobj->player->powers[pw_super])))
HWR_DL_AddLight(spr, gpatch);
#endif
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// these were already scaled in HWR_ProjectSprite
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[3].z = spr->z1;
wallVerts[1].z = wallVerts[2].z = spr->z2;
if (spr->flip)
{
wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s;
wallVerts[2].sow = wallVerts[1].sow = 0;
}else{
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t;
wallVerts[0].tow = wallVerts[1].tow = 0;
}else{
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
}
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
#ifdef GLBADSHADOWS
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
#endif
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
{
////////////////////
// SHADOW SPRITE! //
////////////////////
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
#endif //#ifdef GLBADSHADOWS
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gr_viewcos*(0.05f*spr->dispoffset);
float si = -gr_viewsin*(0.05f*spr->dispoffset);
wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
}
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, wallVerts);
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
// sprite lighting by modulating the RGB components
/// \todo coloured
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
{
FBITFIELD blend = 0;
if (!cv_translucency.value) // translucency disabled
{
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
}
else if (spr->mobj->frame & FF_TRANSMASK)
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
}
}
#ifdef HWPRECIP
// Sprite drawer for precipitation
static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
{
FBITFIELD blend = 0;
FOutVector wallVerts[4];
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
// cache sprite graphics
gpatch = spr->gpatch; //W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[3].z = spr->z1;
wallVerts[1].z = wallVerts[2].z = spr->z2;
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, wallVerts);
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
{
INT32 light;
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
}
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
}
else if (spr->mobj->frame & FF_TRANSMASK)
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
}
#endif
// --------------------------------------------------------------------------
// Sort vissprites by distance
// --------------------------------------------------------------------------
static gr_vissprite_t gr_vsprsortedhead;
static void HWR_SortVisSprites(void)
{
UINT32 i;
gr_vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
gr_vissprite_t *best = NULL;
gr_vissprite_t unsorted;
float bestdist = 0.0f;
INT32 bestdispoffset = 0;
if (!gr_visspritecount)
return;
dsfirst = HWR_GetVisSprite(0);
for (i = 0, dsnext = dsfirst, ds = NULL; i < gr_visspritecount; i++)
{
dsprev = ds;
ds = dsnext;
if (i < gr_visspritecount - 1) dsnext = HWR_GetVisSprite(i + 1);
ds->next = dsnext;
ds->prev = dsprev;
}
// 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;
unsorted.prev = ds;
// pull the vissprites out by scale
gr_vsprsortedhead.next = gr_vsprsortedhead.prev = &gr_vsprsortedhead;
for (i = 0; i < gr_visspritecount; i++)
{
best = NULL;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (!best || ds->tz > bestdist)
{
bestdist = ds->tz;
bestdispoffset = ds->dispoffset;
best = ds;
}
// order visprites of same scale by dispoffset, smallest first
else if (fabsf(ds->tz - bestdist) < 1.0E-36f && ds->dispoffset < bestdispoffset)
{
bestdispoffset = ds->dispoffset;
best = ds;
}
}
if (best)
{
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = &gr_vsprsortedhead;
best->prev = gr_vsprsortedhead.prev;
}
gr_vsprsortedhead.prev->next = best;
gr_vsprsortedhead.prev = best;
}
// Sryder: Oh boy, while it's nice having ALL the sprites sorted properly, it fails when we bring MD2's into the
// mix and they want to be translucent. So let's place all the translucent sprites and MD2's AFTER
// everything else, but still ordered of course, the depth buffer can handle the opaque ones plenty fine.
// We just need to move all translucent ones to the end in order
// TODO: Fully sort all sprites and MD2s with walls and floors, this part will be unnecessary after that
best = gr_vsprsortedhead.next;
for (i = 0; i < gr_visspritecount; i++)
{
if ((best->mobj->flags2 & MF2_SHADOW) || (best->mobj->frame & FF_TRANSMASK))
{
if (best == gr_vsprsortedhead.next)
{
gr_vsprsortedhead.next = best->next;
}
best->prev->next = best->next;
best->next->prev = best->prev;
best->prev = gr_vsprsortedhead.prev;
gr_vsprsortedhead.prev->next = best;
gr_vsprsortedhead.prev = best;
ds = best;
best = best->next;
ds->next = &gr_vsprsortedhead;
}
else
best = best->next;
}
}
// A drawnode is something that points to a 3D floor, 3D side, or masked
// middle texture. This is used for sorting with sprites.
typedef struct
{
wallVert3D wallVerts[4];
FSurfaceInfo Surf;
INT32 texnum;
FBITFIELD blend;
INT32 drawcount;
#ifndef SORTING
fixed_t fixedheight;
#endif
boolean fogwall;
INT32 lightlevel;
extracolormap_t *wallcolormap; // Doing the lighting in HWR_RenderWall now for correct fog after sorting
} wallinfo_t;
static wallinfo_t *wallinfo = NULL;
static size_t numwalls = 0; // a list of transparent walls to be drawn
static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
#define MAX_TRANSPARENTWALL 256
typedef struct
{
extrasubsector_t *xsub;
boolean isceiling;
fixed_t fixedheight;
INT32 lightlevel;
levelflat_t *levelflat;
INT32 alpha;
sector_t *FOFSector;
FBITFIELD blend;
boolean fogplane;
extracolormap_t *planecolormap;
INT32 drawcount;
} planeinfo_t;
static size_t numplanes = 0; // a list of transparent floors to be drawn
static planeinfo_t *planeinfo = NULL;
typedef struct
{
polyobj_t *polysector;
boolean isceiling;
fixed_t fixedheight;
INT32 lightlevel;
levelflat_t *levelflat;
INT32 alpha;
sector_t *FOFSector;
FBITFIELD blend;
extracolormap_t *planecolormap;
INT32 drawcount;
} polyplaneinfo_t;
static size_t numpolyplanes = 0; // a list of transparent poyobject floors to be drawn
static polyplaneinfo_t *polyplaneinfo = NULL;
#ifndef SORTING
size_t numfloors = 0;
#else
//Hurdler: 3D water sutffs
typedef struct gr_drawnode_s
{
planeinfo_t *plane;
polyplaneinfo_t *polyplane;
wallinfo_t *wall;
gr_vissprite_t *sprite;
// struct gr_drawnode_s *next;
// struct gr_drawnode_s *prev;
} gr_drawnode_t;
static INT32 drawcount = 0;
#define MAX_TRANSPARENTFLOOR 512
// This will likely turn into a copy of HWR_Add3DWater and replace it.
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap)
{
static size_t allocedplanes = 0;
// Force realloc if buffer has been freed
if (!planeinfo)
allocedplanes = 0;
if (allocedplanes < numplanes + 1)
{
allocedplanes += MAX_TRANSPARENTFLOOR;
Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo);
}
planeinfo[numplanes].isceiling = isceiling;
planeinfo[numplanes].fixedheight = fixedheight;
planeinfo[numplanes].lightlevel = lightlevel;
planeinfo[numplanes].levelflat = levelflat;
planeinfo[numplanes].xsub = xsub;
planeinfo[numplanes].alpha = alpha;
planeinfo[numplanes].FOFSector = FOFSector;
planeinfo[numplanes].blend = blend;
planeinfo[numplanes].fogplane = fogplane;
planeinfo[numplanes].planecolormap = planecolormap;
planeinfo[numplanes].drawcount = drawcount++;
numplanes++;
}
// Adding this for now until I can create extrasubsector info for polyobjects
// When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
{
static size_t allocedpolyplanes = 0;
// Force realloc if buffer has been freed
if (!polyplaneinfo)
allocedpolyplanes = 0;
if (allocedpolyplanes < numpolyplanes + 1)
{
allocedpolyplanes += MAX_TRANSPARENTFLOOR;
Z_Realloc(polyplaneinfo, allocedpolyplanes * sizeof (*polyplaneinfo), PU_LEVEL, &polyplaneinfo);
}
polyplaneinfo[numpolyplanes].isceiling = isceiling;
polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
polyplaneinfo[numpolyplanes].lightlevel = lightlevel;
polyplaneinfo[numpolyplanes].levelflat = levelflat;
polyplaneinfo[numpolyplanes].polysector = polysector;
polyplaneinfo[numpolyplanes].alpha = alpha;
polyplaneinfo[numpolyplanes].FOFSector = FOFSector;
polyplaneinfo[numpolyplanes].blend = blend;
polyplaneinfo[numpolyplanes].planecolormap = planecolormap;
polyplaneinfo[numpolyplanes].drawcount = drawcount++;
numpolyplanes++;
}
//
// HWR_CreateDrawNodes
// Creates and sorts a list of drawnodes for the scene being rendered.
static void HWR_CreateDrawNodes(void)
{
UINT32 i = 0, p = 0, prev = 0, loop;
const fixed_t pviewz = dup_viewz;
// Dump EVERYTHING into a huge drawnode list. Then we'll sort it!
// Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
// Hell yes! But sort algorithm must be modified to use a linked list.
gr_drawnode_t *sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
+ (sizeof(polyplaneinfo_t)*numpolyplanes)
+ (sizeof(wallinfo_t)*numwalls)
,PU_STATIC, NULL);
// todo:
// However, in reality we shouldn't be re-copying and shifting all this information
// that is already lying around. This should all be in some sort of linked list or lists.
size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
// If true, swap the draw order.
boolean shift = false;
for (i = 0; i < numplanes; i++, p++)
{
sortnode[p].plane = &planeinfo[i];
sortindex[p] = p;
}
for (i = 0; i < numpolyplanes; i++, p++)
{
sortnode[p].polyplane = &polyplaneinfo[i];
sortindex[p] = p;
}
for (i = 0; i < numwalls; i++, p++)
{
sortnode[p].wall = &wallinfo[i];
sortindex[p] = p;
}
// p is the number of stuff to sort
// Add the 3D floors, thicksides, and masked textures...
// Instead of going through drawsegs, we need to iterate
// through the lists of masked textures and
// translucent ffloors being drawn.
// This is a bubble sort! Wahoo!
// Stuff is sorted:
// sortnode[sortindex[0]] = farthest away
// sortnode[sortindex[p-1]] = closest
// "i" should be closer. "prev" should be further.
// The lower drawcount is, the further it is from the screen.
for (loop = 0; loop < p; loop++)
{
for (i = 1; i < p; i++)
{
prev = i-1;
if (sortnode[sortindex[i]].plane)
{
// What are we comparing it with?
if (sortnode[sortindex[prev]].plane)
{
// Plane (i) is further away than plane (prev)
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
shift = true;
}
if (sortnode[sortindex[prev]].polyplane)
{
// Plane (i) is further away than polyplane (prev)
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Plane (i) is further than wall (prev)
if (sortnode[sortindex[i]].plane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
}
else if (sortnode[sortindex[i]].polyplane)
{
// What are we comparing it with?
if (sortnode[sortindex[prev]].plane)
{
// Plane (i) is further away than plane (prev)
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
shift = true;
}
if (sortnode[sortindex[prev]].polyplane)
{
// Plane (i) is further away than polyplane (prev)
if (ABS(sortnode[sortindex[i]].polyplane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].polyplane->fixedheight - pviewz))
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Plane (i) is further than wall (prev)
if (sortnode[sortindex[i]].polyplane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
}
else if (sortnode[sortindex[i]].wall)
{
// What are we comparing it with?
if (sortnode[sortindex[prev]].plane)
{
// Wall (i) is further than plane(prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].plane->drawcount)
shift = true;
}
if (sortnode[sortindex[prev]].polyplane)
{
// Wall (i) is further than polyplane(prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].polyplane->drawcount)
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Wall (i) is further than wall (prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
}
if (shift)
{
size_t temp;
temp = sortindex[prev];
sortindex[prev] = sortindex[i];
sortindex[i] = temp;
shift = false;
}
} //i++
} // loop++
HWD.pfnSetTransform(&atransform);
// Okay! Let's draw it all! Woo!
for (i = 0; i < p; i++)
{
if (sortnode[sortindex[i]].plane)
{
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
gr_frontsector = NULL;
if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture))
HWR_GetLevelFlat(sortnode[sortindex[i]].plane->levelflat);
HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
sortnode[sortindex[i]].plane->levelflat, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap);
}
else if (sortnode[sortindex[i]].polyplane)
{
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
gr_frontsector = NULL;
if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
HWR_GetLevelFlat(sortnode[sortindex[i]].polyplane->levelflat);
HWR_RenderPolyObjectPlane(sortnode[sortindex[i]].polyplane->polysector, sortnode[sortindex[i]].polyplane->isceiling, sortnode[sortindex[i]].polyplane->fixedheight, sortnode[sortindex[i]].polyplane->blend, sortnode[sortindex[i]].polyplane->lightlevel,
sortnode[sortindex[i]].polyplane->levelflat, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
}
else if (sortnode[sortindex[i]].wall)
{
if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
HWR_GetTexture(sortnode[sortindex[i]].wall->texnum);
HWR_RenderWall(sortnode[sortindex[i]].wall->wallVerts, &sortnode[sortindex[i]].wall->Surf, sortnode[sortindex[i]].wall->blend, sortnode[sortindex[i]].wall->fogwall,
sortnode[sortindex[i]].wall->lightlevel, sortnode[sortindex[i]].wall->wallcolormap);
}
}
numwalls = 0;
numplanes = 0;
numpolyplanes = 0;
// No mem leaks, please.
Z_Free(sortnode);
Z_Free(sortindex);
}
#endif
// --------------------------------------------------------------------------
// Draw all vissprites
// --------------------------------------------------------------------------
#ifdef SORTING
// added the stransform so they can be switched as drawing happenes so MD2s and sprites are sorted correctly with each other
static void HWR_DrawSprites(void)
{
if (gr_visspritecount > 0)
{
gr_vissprite_t *spr;
// draw all vissprites back to front
for (spr = gr_vsprsortedhead.next;
spr != &gr_vsprsortedhead;
spr = spr->next)
{
#ifdef HWPRECIP
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
else
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
HWR_DrawSprite(spr);
else
{
if (!HWR_DrawModel(spr))
HWR_DrawSprite(spr);
}
}
else
{
if (!cv_grmodels.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
else
{
if (!HWR_DrawModel(spr))
HWR_DrawSprite(spr);
}
}
}
}
}
#endif
// --------------------------------------------------------------------------
// HWR_AddSprites
// During BSP traversal, this adds sprites by sector.
// --------------------------------------------------------------------------
static UINT8 sectorlight;
static void HWR_AddSprites(sector_t *sec)
{
mobj_t *thing;
#ifdef HWPRECIP
precipmobj_t *precipthing;
#endif
fixed_t approx_dist, limit_dist, hoop_limit_dist;
// 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;
// sprite lighting
sectorlight = sec->lightlevel & 0xff;
// 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;
if (limit_dist || hoop_limit_dist)
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (thing->sprite == SPR_HOOP)
{
if (hoop_limit_dist && approx_dist > hoop_limit_dist)
continue;
}
else
{
if (limit_dist && approx_dist > limit_dist)
continue;
}
HWR_ProjectSprite(thing);
}
}
else
{
// Draw everything in sector, no checks
for (thing = sec->thinglist; thing; thing = thing->snext)
if (!(thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW))
HWR_ProjectSprite(thing);
}
#ifdef HWPRECIP
// 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 (precipthing->precipflags & PCF_INVISIBLE)
continue;
approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y);
if (approx_dist > limit_dist)
continue;
HWR_ProjectPrecipitationSprite(precipthing);
}
}
#endif
}
// --------------------------------------------------------------------------
// HWR_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
// --------------------------------------------------------------------------
// BP why not use xtoviexangle/viewangletox like in bsp ?....
static void HWR_ProjectSprite(mobj_t *thing)
{
gr_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float x1, x2;
float rightsin, rightcos;
float this_scale;
float gz, gzt;
spritedef_t *sprdef;
spriteframe_t *sprframe;
spriteinfo_t *sprinfo;
size_t lumpoff;
unsigned rot;
UINT8 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
angle_t ang;
INT32 heightsec, phs;
const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle);
float z1, z2;
fixed_t spr_width, spr_height;
fixed_t spr_offset, spr_topoffset;
#ifdef ROTSPRITE
patch_t *rotsprite = NULL;
INT32 rollangle = 0;
#endif
if (!thing)
return;
this_scale = FIXED_TO_FLOAT(thing->scale);
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
// rotation around vertical axis
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmodels.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
return;
// The above can stay as it works for cutting sprites that are too close
tr_x = FIXED_TO_FLOAT(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
if ((unsigned)thing->sprite >= numsprites)
I_Error("HWR_ProjectSprite: invalid sprite number %i ", thing->sprite);
#endif
rot = 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];
sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
}
else
{
sprdef = &sprites[thing->sprite];
sprinfo = NULL;
}
if (rot >= sprdef->numframes)
{
CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
sprdef = &sprites[thing->sprite];
sprinfo = NULL;
rot = thing->frame&FF_FRAMEMASK;
thing->state->sprite = thing->sprite;
thing->state->frame = thing->frame;
}
sprframe = &sprdef->spriteframes[rot];
#ifdef PARANOIA
if (!sprframe)
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
#endif
ang = R_PointToAngle (thing->x, thing->y) - mobjangle;
if (sprframe->rotate == SRF_SINGLE)
{
// use single rotation for all views
rot = 0; //Fab: for vis->patch below
lumpoff = sprframe->lumpid[0]; //Fab: see note above
flip = sprframe->flip; // Will only be 0x00 or 0xFF
if (papersprite && ang < ANGLE_180)
{
if (flip)
flip = 0;
else
flip = 255;
}
}
else
{
// choose a different rotation based on player view
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 // Normal behaviour
rot = (ang+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lumpoff = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
if (papersprite && ang < ANGLE_180)
{
if (flip)
flip = 0;
else
flip = 1<<rot;
}
}
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
spr_width = spritecachedinfo[lumpoff].width;
spr_height = spritecachedinfo[lumpoff].height;
spr_offset = spritecachedinfo[lumpoff].offset;
spr_topoffset = spritecachedinfo[lumpoff].topoffset;
#ifdef ROTSPRITE
if (thing->rollangle)
{
rollangle = R_GetRollAngle(thing->rollangle);
if (!sprframe->rotsprite.cached[rot])
R_CacheRotSprite(thing->sprite, (thing->frame & FF_FRAMEMASK), sprinfo, sprframe, rot, flip);
rotsprite = sprframe->rotsprite.patch[rot][rollangle];
if (rotsprite != NULL)
{
spr_width = rotsprite->width << FRACBITS;
spr_height = rotsprite->height << FRACBITS;
spr_offset = rotsprite->leftoffset << FRACBITS;
spr_topoffset = rotsprite->topoffset << FRACBITS;
// flip -> rotate, not rotate -> flip
flip = 0;
}
}
#endif
if (papersprite)
{
rightsin = FIXED_TO_FLOAT(FINESINE((mobjangle)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((mobjangle)>>ANGLETOFINESHIFT));
}
else
{
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
}
if (flip)
{
x1 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_scale);
x2 = (FIXED_TO_FLOAT(spr_offset) * this_scale);
}
else
{
x1 = (FIXED_TO_FLOAT(spr_offset) * this_scale);
x2 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_scale);
}
// test if too close
/*
if (papersprite)
{
z1 = tz - x1 * angle_scalez;
z2 = tz + x2 * angle_scalez;
if (max(z1, z2) < ZCLIP_PLANE)
return;
}
*/
z1 = tr_y + x1 * rightsin;
z2 = tr_y - x2 * rightsin;
x1 = tr_x + x1 * rightcos;
x2 = tr_x - x2 * rightcos;
if (vflip)
{
gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spr_topoffset) * this_scale;
gzt = gz + FIXED_TO_FLOAT(spr_height) * this_scale;
}
else
{
gzt = FIXED_TO_FLOAT(thing->z) + FIXED_TO_FLOAT(spr_topoffset) * this_scale;
gz = gzt - FIXED_TO_FLOAT(spr_height) * this_scale;
}
if (thing->subsector->sector->cullheight)
{
if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gr_viewz, gz, gzt))
return;
}
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 (gr_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ?
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight))
return;
if (gr_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gr_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) :
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
return;
}
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
{
// bodge support - not nearly as comprehensive as r_things.c, but better than nothing
if (thing->tracer->sprite == SPR_NULL || thing->tracer->flags2 & MF2_DONTDRAW)
return;
}
// store information in a vissprite
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = x2;
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
//vis->patchlumpnum = sprframe->lumppat[rot];
#ifdef ROTSPRITE
if (rotsprite)
vis->gpatch = (GLPatch_t *)rotsprite;
else
#endif
vis->gpatch = (GLPatch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_CACHE);
vis->flip = flip;
vis->mobj = thing;
vis->z1 = z1;
vis->z2 = z2;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE);
}
else if (thing->color)
{
// New colormap stuff for skins Tails 06-07-2002
if (thing->colorized)
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
else if (thing->player && thing->player->dashmode >= DASHMODE_THRESHOLD
&& (thing->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
{
if (thing->player->charflags & SF_MACHINE)
vis->colormap = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
}
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)thing->skin-skins;
vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE);
}
else
vis->colormap = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color ? vis->mobj->color : SKINCOLOR_CYAN, GTC_CACHE);
}
else
vis->colormap = colormaps;
// set top/bottom coords
vis->ty = gzt;
//CONS_Debug(DBG_RENDER, "------------------\nH: sprite : %d\nH: frame : %x\nH: type : %d\nH: sname : %s\n\n",
// thing->sprite, thing->frame, thing->type, sprnames[thing->sprite]);
vis->vflip = vflip;
vis->precip = false;
}
#ifdef HWPRECIP
// Precipitation projector for hardware mode
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
{
gr_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float x1, x2;
float z1, z2;
float rightsin, rightcos;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lumpoff;
unsigned rot = 0;
UINT8 flip;
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
// rotation around vertical axis
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
tr_x = FIXED_TO_FLOAT(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
// decide which patch to use for sprite relative to player
if ((unsigned)thing->sprite >= numsprites)
#ifdef RANGECHECK
I_Error("HWR_ProjectPrecipitationSprite: invalid sprite number %i ",
thing->sprite);
#else
return;
#endif
sprdef = &sprites[thing->sprite];
if ((size_t)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
#ifdef RANGECHECK
I_Error("HWR_ProjectPrecipitationSprite: invalid sprite frame %i : %i for %s",
thing->sprite, thing->frame, sprnames[thing->sprite]);
#else
return;
#endif
sprframe = &sprdef->spriteframes[ thing->frame & FF_FRAMEMASK];
// use single rotation for all views
lumpoff = sprframe->lumpid[0];
flip = sprframe->flip; // Will only be 0x00 or 0xFF
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
if (flip)
{
x1 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset);
x2 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
}
else
{
x1 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
x2 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset);
}
z1 = tr_y + x1 * rightsin;
z2 = tr_y - x2 * rightsin;
x1 = tr_x + x1 * rightcos;
x2 = tr_x - x2 * rightcos;
//
// store information in a vissprite
//
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = x2;
vis->z1 = z1;
vis->z2 = z2;
vis->tz = tz;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
//vis->patchlumpnum = sprframe->lumppat[rot];
vis->gpatch = (GLPatch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_CACHE);
vis->flip = flip;
vis->mobj = (mobj_t *)thing;
vis->colormap = colormaps;
// set top/bottom coords
vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
vis->precip = true;
// 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;
}
}
#endif
// ==========================================================================
//
// ==========================================================================
static void HWR_DrawSkyBackground(player_t *player)
{
if (cv_grskydome.value)
{
FTransform dometransform;
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
memset(&dometransform, 0x00, sizeof(FTransform));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
dometransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (*type == postimg_flip)
dometransform.flip = true;
else
dometransform.flip = false;
dometransform.scalex = 1;
dometransform.scaley = (float)vid.width/vid.height;
dometransform.scalez = 1;
dometransform.fovxangle = fpov; // Tails
dometransform.fovyangle = fpov; // Tails
dometransform.splitscreen = splitscreen;
HWR_GetTexture(texturetranslation[skytexture]);
HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, dometransform);
}
else
{
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
// and thus, the near clipping plane is set to 3.99
// Sryder: Just use the near clipping plane value then
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = -ZCLIP_PLANE-1;
v[1].x = v[2].x = ZCLIP_PLANE+1;
v[0].y = v[1].y = -ZCLIP_PLANE-1;
v[2].y = v[3].y = ZCLIP_PLANE+1;
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
// X
// NOTE: This doesn't work right with texture widths greater than 1024
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
angle = (dup_viewangle + gr_xtoviewangle[0]);
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
// use +angle and -1.0f above instead if you wanted old backwards behavior
// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
if (splitscreen)
{
dimensionmultiply *= 2;
angle *= 2;
}
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
}
else
{
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
}
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
{
angle = InvAngle(angle);
v[3].tow = v[2].tow += ((float) angle / angleturn);
v[0].tow = v[1].tow += ((float) angle / angleturn);
}
else
{
v[3].tow = v[2].tow -= ((float) angle / angleturn);
v[0].tow = v[1].tow -= ((float) angle / angleturn);
}
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
}
// -----------------+
// HWR_ClearView : clear the viewwindow, with maximum z value
// -----------------+
static inline void HWR_ClearView(void)
{
// 3--2
// | /|
// |/ |
// 0--1
/// \bug faB - enable depth mask, disable color mask
HWD.pfnGClipRect((INT32)gr_viewwindowx,
(INT32)gr_viewwindowy,
(INT32)(gr_viewwindowx + gr_viewwidth),
(INT32)(gr_viewwindowy + gr_viewheight),
ZCLIP_PLANE);
HWD.pfnClearBuffer(false, true, 0);
//disable clip window - set to full size
// rem by Hurdler
// HWD.pfnGClipRect(0, 0, vid.width, vid.height);
}
// -----------------+
// HWR_SetViewSize : set projection and scaling values
// -----------------+
void HWR_SetViewSize(void)
{
// setup view size
gr_viewwidth = (float)vid.width;
gr_viewheight = (float)vid.height;
if (splitscreen)
gr_viewheight /= 2;
gr_centerx = gr_viewwidth / 2;
gr_basecentery = gr_viewheight / 2; //note: this is (gr_centerx * gr_viewheight / gr_viewwidth)
gr_viewwindowx = (vid.width - gr_viewwidth) / 2;
gr_windowcenterx = (float)(vid.width / 2);
if (fabsf(gr_viewwidth - vid.width) < 1.0E-36f)
{
gr_baseviewwindowy = 0;
gr_basewindowcentery = gr_viewheight / 2; // window top left corner at 0,0
}
else
{
gr_baseviewwindowy = (vid.height-gr_viewheight) / 2;
gr_basewindowcentery = (float)(vid.height / 2);
}
gr_pspritexscale = gr_viewwidth / BASEVIDWIDTH;
gr_pspriteyscale = ((vid.height*gr_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
HWD.pfnFlushScreenTextures();
}
// ==========================================================================
// Same as rendering the player view, but from the skybox object
// ==========================================================================
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SkyboxFrame(player);
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gr_centery = gr_basecentery;
gr_viewwindowy = gr_baseviewwindowy;
gr_windowcentery = gr_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gr_viewwindowy += (vid.height/2);
gr_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gr_viewx = FIXED_TO_FLOAT(dup_viewx);
gr_viewy = FIXED_TO_FLOAT(dup_viewy);
gr_viewz = FIXED_TO_FLOAT(dup_viewz);
gr_viewsin = FIXED_TO_FLOAT(viewsin);
gr_viewcos = FIXED_TO_FLOAT(viewcos);
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
memset(&atransform, 0x00, sizeof(FTransform));
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (*type == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = (float)vid.width/vid.height;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
atransform.splitscreen = splitscreen;
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView();
if (0)
{ // I don't think this is ever used.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
}
if (drawsky)
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
#ifdef SORTING
drawcount = 0;
#endif
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
angle_t a1 = gld_FrustumAngle();
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
validcount++;
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
#endif
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
#ifdef SORTING
HWR_SortVisSprites();
#endif
#ifdef SORTING
HWR_DrawSprites();
#endif
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
#ifdef SORTING
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
#else
if (numfloors || numwalls)
{
HWD.pfnSetTransform(&atransform);
if (numfloors)
HWR_Render3DWater();
if (numwalls)
HWR_RenderTransparentWalls();
}
#endif
HWD.pfnSetTransform(NULL);
// put it off for menus etc
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
//
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
postimg_t *type;
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
FRGBAFloat ClearColor;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
if (viewnumber == 0) // Only do it if it's the first screen being rendered
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player);
framecount++; // timedemo
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gr_centery = gr_basecentery;
gr_viewwindowy = gr_baseviewwindowy;
gr_windowcentery = gr_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gr_viewwindowy += (vid.height/2);
gr_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gr_viewx = FIXED_TO_FLOAT(dup_viewx);
gr_viewy = FIXED_TO_FLOAT(dup_viewy);
gr_viewz = FIXED_TO_FLOAT(dup_viewz);
gr_viewsin = FIXED_TO_FLOAT(viewsin);
gr_viewcos = FIXED_TO_FLOAT(viewcos);
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
memset(&atransform, 0x00, sizeof(FTransform));
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (*type == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = (float)vid.width/vid.height;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
atransform.splitscreen = splitscreen;
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView(); // Clears the depth buffer and resets the view I believe
if (0)
{ // I don't think this is ever used.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
}
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
#ifdef SORTING
drawcount = 0;
#endif
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
angle_t a1 = gld_FrustumAngle();
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
validcount++;
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
#endif
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
#ifdef SORTING
HWR_SortVisSprites();
#endif
#ifdef SORTING
HWR_DrawSprites();
#endif
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
#ifdef SORTING
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
#else
if (numfloors || numpolyplanes || numwalls)
{
HWD.pfnSetTransform(&atransform);
if (numfloors)
HWR_Render3DWater();
if (numwalls)
HWR_RenderTransparentWalls();
}
#endif
HWD.pfnSetTransform(NULL);
// put it off for menus etc
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
HWR_DoPostProcessor(player);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
// FOG
// ==========================================================================
/// \author faB
static UINT32 atohex(const char *s)
{
INT32 iCol;
const char *sCol;
char cCol;
INT32 i;
if (strlen(s)<6)
return 0;
iCol = 0;
sCol = s;
for (i = 0; i < 6; i++, sCol++)
{
iCol <<= 4;
cCol = *sCol;
if (cCol >= '0' && cCol <= '9')
iCol |= cCol - '0';
else
{
if (cCol >= 'F')
cCol -= 'a' - 'A';
if (cCol >= 'A' && cCol <= 'F')
iCol = iCol | (cCol - 'A' + 10);
}
}
//CONS_Debug(DBG_RENDER, "col %x\n", iCol);
return iCol;
}
static void HWR_FoggingOn(void)
{
HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, atohex(cv_grfogcolor.string));
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
}
// ==========================================================================
// 3D ENGINE COMMANDS
// ==========================================================================
static CV_PossibleValue_t grsoftwarefog_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "LightPlanes"}, {0, NULL}};
static CV_PossibleValue_t grmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}};
static CV_PossibleValue_t grfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}};
static void CV_grmodellighting_OnChange(void);
static void CV_grfiltermode_OnChange(void);
static void CV_granisotropic_OnChange(void);
static void CV_grfogdensity_OnChange(void);
static void CV_grfov_OnChange(void);
static CV_PossibleValue_t grfov_cons_t[] = {{0, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
{HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"},
{HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"},
{HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"},
{0, NULL}};
CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
consvar_t cv_grfovchange = {"gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfog = {"gr_fog", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfogcolor = {"gr_fogcolor", "AAAAAA", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grsoftwarefog = {"gr_softwarefog", "Off", CV_SAVE, grsoftwarefog_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef ALAM_LIGHTING
consvar_t cv_grdynamiclighting = {"gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grstaticlighting = {"gr_staticlighting", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grcoronas = {"gr_coronas", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grcoronasize = {"gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
consvar_t cv_grmodels = {"gr_models", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grmodelinterpolation = {"gr_modelinterpolation", "Sometimes", CV_SAVE, grmodelinterpolation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grmodellighting = {"gr_modellighting", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_grmodellighting_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grspritebillboarding = {"gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grskydome = {"gr_skydome", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfakecontrast = {"gr_fakecontrast", "Smooth", CV_SAVE, grfakecontrast_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grrounddown = {"gr_rounddown", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfov = {"gr_fov", "90", CV_FLOAT|CV_CALL, grfov_cons_t, CV_grfov_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfogdensity = {"gr_fogdensity", "150", CV_CALL|CV_NOINIT, CV_Unsigned,
CV_grfogdensity_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfiltermode = {"gr_filtermode", "Nearest", CV_SAVE|CV_CALL, grfiltermode_cons_t,
CV_grfiltermode_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL, granisotropicmode_cons_t,
CV_granisotropic_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grcorrecttricks = {"gr_correcttricks", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static void CV_grmodellighting_OnChange(void)
{
if (rendermode == render_opengl)
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_grmodellighting.value);
}
static void CV_grfogdensity_OnChange(void)
{
if (rendermode == render_opengl)
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
}
static void CV_grfiltermode_OnChange(void)
{
if (rendermode == render_opengl)
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value);
}
static void CV_granisotropic_OnChange(void)
{
if (rendermode == render_opengl)
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value);
}
static void CV_grfov_OnChange(void)
{
if ((netgame || multiplayer) && !cv_debug && cv_grfov.value != 90*FRACUNIT)
CV_Set(&cv_grfov, cv_grfov.defaultvalue);
}
//added by Hurdler: console varibale that are saved
void HWR_AddCommands(void)
{
CV_RegisterVar(&cv_grfovchange);
CV_RegisterVar(&cv_grfov);
CV_RegisterVar(&cv_grfogdensity);
CV_RegisterVar(&cv_grfogcolor);
CV_RegisterVar(&cv_grfog);
CV_RegisterVar(&cv_grsoftwarefog);
#ifdef ALAM_LIGHTING
CV_RegisterVar(&cv_grstaticlighting);
CV_RegisterVar(&cv_grdynamiclighting);
CV_RegisterVar(&cv_grcoronasize);
CV_RegisterVar(&cv_grcoronas);
#endif
CV_RegisterVar(&cv_grmodellighting);
CV_RegisterVar(&cv_grmodelinterpolation);
CV_RegisterVar(&cv_grmodels);
CV_RegisterVar(&cv_grskydome);
CV_RegisterVar(&cv_grspritebillboarding);
CV_RegisterVar(&cv_grfakecontrast);
CV_RegisterVar(&cv_grfiltermode);
CV_RegisterVar(&cv_grrounddown);
CV_RegisterVar(&cv_grcorrecttricks);
CV_RegisterVar(&cv_grsolvetjoin);
#ifndef NEWCLIP
CV_RegisterVar(&cv_grclipwalls);
#endif
}
void HWR_AddSessionCommands(void)
{
static boolean alreadycalled = false;
if (alreadycalled)
return;
CV_RegisterVar(&cv_granisotropicmode);
alreadycalled = true;
}
// --------------------------------------------------------------------------
// Setup the hardware renderer
// --------------------------------------------------------------------------
void HWR_Startup(void)
{
static boolean startupdone = false;
// setup GLPatch_t scaling
gr_patch_scalex = (float)(1.0f / vid.width);
gr_patch_scaley = (float)(1.0f / vid.height);
// initalze light lut translation
InitLumLut();
// do this once
if (!startupdone)
{
CONS_Printf("HWR_Startup()...\n");
HWR_InitPolyPool();
HWR_AddSessionCommands();
HWR_InitTextureCache();
HWR_InitModels();
#ifdef ALAM_LIGHTING
HWR_InitLight();
#endif
}
if (rendermode == render_opengl)
textureformat = patchformat = GR_RGBA;
startupdone = true;
}
// --------------------------------------------------------------------------
// Called after switching to the hardware renderer
// --------------------------------------------------------------------------
void HWR_Switch(void)
{
// Set special states from CVARs
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_grmodellighting.value);
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value);
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value);
}
// --------------------------------------------------------------------------
// Free resources allocated by the hardware renderer
// --------------------------------------------------------------------------
void HWR_Shutdown(void)
{
CONS_Printf("HWR_Shutdown()\n");
HWR_FreeExtraSubsectors();
HWR_FreePolyPool();
HWR_FreeMipmapCache();
HWR_FreeTextureCache();
HWD.pfnFlushScreenTextures();
}
void transform(float *cx, float *cy, float *cz)
{
float tr_x,tr_y;
// translation
tr_x = *cx - gr_viewx;
tr_y = *cz - gr_viewy;
// *cy = *cy;
// rotation around vertical y axis
*cx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);
tr_x = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_y = *cy - gr_viewz;
*cy = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
*cz = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
//scale y before frustum so that frustum can be scaled to screen height
*cy *= ORIGINAL_ASPECT * gr_fovlud;
*cx *= gr_fovlud;
}
//Hurdler: 3D Water stuff
#ifndef SORTING
#define MAX_3DWATER 512
static void HWR_Add3DWater(levelflat_t *levelflat, extrasubsector_t *xsub,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector)
{
static size_t allocedplanes = 0;
// Force realloc if buffer has been freed
if (!planeinfo)
allocedplanes = 0;
if (allocedplanes < numfloors + 1)
{
allocedplanes += MAX_3DWATER;
Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo);
}
planeinfo[numfloors].fixedheight = fixedheight;
planeinfo[numfloors].lightlevel = lightlevel;
planeinfo[numfloors].levelflat = levelflat;
planeinfo[numfloors].xsub = xsub;
planeinfo[numfloors].alpha = alpha;
planeinfo[numfloors].FOFSector = FOFSector;
numfloors++;
}
#define DIST_PLANE(i) ABS(planeinfo[(i)].fixedheight-dup_viewz)
static void HWR_QuickSortPlane(INT32 start, INT32 finish)
{
INT32 left = start;
INT32 right = finish;
INT32 starterval = (INT32)((right+left)/2); //pick a starter
planeinfo_t temp;
//'sort of sort' the two halves of the data list about starterval
while (right > left);
{
while (DIST_PLANE(left) < DIST_PLANE(starterval)) left++; //attempt to find a bigger value on the left
while (DIST_PLANE(right) > DIST_PLANE(starterval)) right--; //attempt to find a smaller value on the right
if (left < right) //if we haven't gone too far
{
//switch them
M_Memcpy(&temp, &planeinfo[left], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[left], &planeinfo[right], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[right], &temp, sizeof (planeinfo_t));
//move the bounds
left++;
right--;
}
}
if (start < right) HWR_QuickSortPlane(start, right);
if (left < finish) HWR_QuickSortPlane(left, finish);
}
static void HWR_Render3DWater(void)
{
size_t i;
//bubble sort 3D Water for correct alpha blending
{
boolean permut = true;
while (permut)
{
size_t j;
for (j = 0, permut= false; j < numfloors-1; j++)
{
if (ABS(planeinfo[j].fixedheight-dup_viewz) < ABS(planeinfo[j+1].fixedheight-dup_viewz))
{
planeinfo_t temp;
M_Memcpy(&temp, &planeinfo[j+1], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[j+1], &planeinfo[j], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[j], &temp, sizeof (planeinfo_t));
permut = true;
}
}
}
}
#if 0 //thanks epat, but it's goes looping forever on CTF map Silver Cascade Zone
HWR_QuickSortPlane(0, numplanes-1);
#endif
gr_frontsector = NULL; //Hurdler: gr_fronsector is no longer valid
for (i = 0; i < numfloors; i++)
{
HWR_GetLevelFlat(planeinfo[i].levelflat);
HWR_RenderPlane(NULL, planeinfo[i].xsub, planeinfo[i].isceiling, planeinfo[i].fixedheight, PF_Translucent, planeinfo[i].lightlevel, planeinfo[i].levelflat,
planeinfo[i].FOFSector, planeinfo[i].alpha, planeinfo[i].fogplane, planeinfo[i].planecolormap);
}
numfloors = 0;
}
#endif
static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
static size_t allocedwalls = 0;
// Force realloc if buffer has been freed
if (!wallinfo)
allocedwalls = 0;
if (allocedwalls < numwalls + 1)
{
allocedwalls += MAX_TRANSPARENTWALL;
Z_Realloc(wallinfo, allocedwalls * sizeof (*wallinfo), PU_LEVEL, &wallinfo);
}
M_Memcpy(wallinfo[numwalls].wallVerts, wallVerts, sizeof (wallinfo[numwalls].wallVerts));
M_Memcpy(&wallinfo[numwalls].Surf, pSurf, sizeof (FSurfaceInfo));
wallinfo[numwalls].texnum = texnum;
wallinfo[numwalls].blend = blend;
#ifdef SORTING
wallinfo[numwalls].drawcount = drawcount++;
#endif
wallinfo[numwalls].fogwall = fogwall;
wallinfo[numwalls].lightlevel = lightlevel;
wallinfo[numwalls].wallcolormap = wallcolormap;
numwalls++;
}
#ifndef SORTING
static void HWR_RenderTransparentWalls(void)
{
size_t i;
/*{ // sorting is disbale for now, do it!
INT32 permut = 1;
while (permut)
{
INT32 j;
for (j = 0, permut = 0; j < numwalls-1; j++)
{
if (ABS(wallinfo[j].fixedheight-dup_viewz) < ABS(wallinfo[j+1].fixedheight-dup_viewz))
{
wallinfo_t temp;
M_Memcpy(&temp, &wallinfo[j+1], sizeof (wallinfo_t));
M_Memcpy(&wallinfo[j+1], &wallinfo[j], sizeof (wallinfo_t));
M_Memcpy(&wallinfo[j], &temp, sizeof (wallinfo_t));
permut = 1;
}
}
}
}*/
for (i = 0; i < numwalls; i++)
{
HWR_GetTexture(wallinfo[i].texnum);
HWR_RenderWall(wallinfo[i].wallVerts, &wallinfo[i].Surf, wallinfo[i].blend, wallinfo[i].wall->fogwall, wallinfo[i].wall->lightlevel, wallinfo[i].wall->wallcolormap);
}
numwalls = 0;
}
#endif
static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
FOutVector trVerts[4];
UINT8 i;
FOutVector *wv;
UINT8 alpha;
// transform
wv = trVerts;
// it sounds really stupid to do this conversion with the new T&L code
// we should directly put the right information in the right structure
// wallVerts3D seems ok, doesn't need FOutVector
// also remove the light copy
for (i = 0; i < 4; i++, wv++, wallVerts++)
{
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
}
alpha = pSurf->FlatColor.s.alpha; // retain the alpha
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
if (wallcolormap)
{
if (fogwall)
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false);
else
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
}
else
{
if (fogwall)
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
else
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting
if (blend & PF_Environment)
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip|PF_Occlude); // PF_Occlude must be used for solid objects
else
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip); // No PF_Occlude means overlapping (incorrect) transparency
#ifdef WALLSPLATS
if (gr_curline->linedef->splats && cv_splats.value)
HWR_DrawSegsSplats(pSurf);
#ifdef ALAM_LIGHTING
//Hurdler: TODO: do static lighting using gr_curline->lm
HWR_WallLighting(trVerts);
#endif
#endif
}
INT32 HWR_GetTextureUsed(void)
{
return HWD.pfnGetTextureUsed();
}
void HWR_DoPostProcessor(player_t *player)
{
postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
// Armageddon Blast Flash!
// Could this even be considered postprocessor?
if (player->flashcount)
{
FOutVector v[4];
FSurfaceInfo Surf;
v[0].x = v[2].y = v[3].x = v[3].y = -4.0f;
v[0].y = v[1].x = v[1].y = v[2].x = 4.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; // 4.0 because of the same reason as with the sky, just after the screen is cleared so near clipping plane is 3.99
// This won't change if the flash palettes are changed unfortunately, but it works for its purpose
if (player->flashpal == PAL_NUKE)
{
Surf.FlatColor.s.red = 0xff;
Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish
}
else
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
Surf.FlatColor.s.alpha = 0xc0; // match software mode
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip);
}
// Capture the screen for intermission and screen waving
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
if (splitscreen) // Not supported in splitscreen - someone want to add support?
return;
// Drunken vision! WooOOooo~
if (*type == postimg_water || *type == postimg_heat)
{
// 10 by 10 grid. 2 coordinates (xy)
float v[SCREENVERTS][SCREENVERTS][2];
static double disStart = 0;
UINT8 x, y;
INT32 WAVELENGTH;
INT32 AMPLITUDE;
INT32 FREQUENCY;
// Modifies the wave.
if (*type == postimg_water)
{
WAVELENGTH = 20; // Lower is longer
AMPLITUDE = 20; // Lower is bigger
FREQUENCY = 16; // Lower is faster
}
else
{
WAVELENGTH = 10; // Lower is longer
AMPLITUDE = 30; // Lower is bigger
FREQUENCY = 4; // Lower is faster
}
for (x = 0; x < SCREENVERTS; x++)
{
for (y = 0; y < SCREENVERTS; y++)
{
// Change X position based on its Y position.
v[x][y][0] = (x/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f + (float)sin((disStart+(y*WAVELENGTH))/FREQUENCY)/AMPLITUDE;
v[x][y][1] = (y/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f;
}
}
HWD.pfnPostImgRedraw(v);
disStart += 1;
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
}
// Flipping of the screen isn't done here anymore
}
void HWR_StartScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n");
HWD.pfnStartScreenWipe();
}
void HWR_EndScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
HWD.pfnEndScreenWipe();
}
void HWR_DrawIntermissionBG(void)
{
HWD.pfnDrawIntermissionBG();
}
//
// hwr mode wipes
//
static lumpnum_t wipelumpnum;
// puts wipe lumpname in wipename[9]
static boolean HWR_WipeCheck(UINT8 wipenum, UINT8 scrnnum)
{
static char lumpname[9] = "FADEmmss";
size_t lsize;
// not a valid wipe number
if (wipenum > 99 || scrnnum > 99)
return false; // shouldn't end up here really, the loop should've stopped running beforehand
// puts the numbers into the wipename
lumpname[4] = '0'+(wipenum/10);
lumpname[5] = '0'+(wipenum%10);
lumpname[6] = '0'+(scrnnum/10);
lumpname[7] = '0'+(scrnnum%10);
wipelumpnum = W_CheckNumForName(lumpname);
// again, shouldn't be here really
if (wipelumpnum == LUMPERROR)
return false;
lsize = W_LumpLength(wipelumpnum);
if (!(lsize == 256000 || lsize == 64000 || lsize == 16000 || lsize == 4000))
{
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
return false; // again, shouldn't get here if it is a bad size
}
return true;
}
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
{
if (!HWR_WipeCheck(wipenum, scrnnum))
return;
HWR_GetFadeMask(wipelumpnum);
HWD.pfnDoScreenWipe();
}
void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum)
{
// It does the same thing
HWR_DoWipe(wipenum, scrnnum);
}
void HWR_MakeScreenFinalTexture(void)
{
HWD.pfnMakeScreenFinalTexture();
}
void HWR_DrawScreenFinalTexture(int width, int height)
{
HWD.pfnDrawScreenFinalTexture(width, height);
}
#endif // HWRENDER