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334 lines
8.3 KiB
C
334 lines
8.3 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2021 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file r_portal.c
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/// \brief Software renderer portals.
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#include "r_portal.h"
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#include "r_plane.h"
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#include "r_main.h"
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#include "doomstat.h"
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#include "p_spec.h" // Skybox viewpoints
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#include "z_zone.h"
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#include "r_things.h"
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#include "r_sky.h"
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UINT8 portalrender; /**< When rendering a portal, it establishes the depth of the current BSP traversal. */
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// Linked list for portals.
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portal_t *portal_base, *portal_cap;
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line_t *portalclipline;
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sector_t *portalcullsector;
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INT32 portalclipstart, portalclipend;
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boolean portalline; // is curline a portal seg?
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void Portal_InitList (void)
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{
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portalrender = 0;
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portal_base = portal_cap = NULL;
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}
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/** Store the clipping window for a portal in its given range.
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*
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* The window is copied from the current window at the time
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* the function is called, so it is useful for converting one-sided
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* lines into portals.
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*/
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void Portal_ClipRange (portal_t* portal)
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{
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INT32 start = portal->start;
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INT32 end = portal->end;
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INT16 *ceil = portal->ceilingclip;
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INT16 *floor = portal->floorclip;
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fixed_t *scale = portal->frontscale;
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INT32 i;
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for (i = 0; i < end-start; i++)
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{
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*ceil = ceilingclip[start+i];
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ceil++;
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*floor = floorclip[start+i];
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floor++;
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*scale = frontscale[start+i];
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scale++;
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}
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}
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/** Apply the clipping window from a portal.
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*/
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void Portal_ClipApply (const portal_t* portal)
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{
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INT32 i;
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INT32 start = portal->start;
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INT32 end = portal->end;
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INT16 *ceil = portal->ceilingclip;
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INT16 *floor = portal->floorclip;
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fixed_t *scale = portal->frontscale;
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for (i = 0; i < end-start; i++)
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{
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ceilingclip[start+i] = *ceil;
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ceil++;
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floorclip[start+i] = *floor;
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floor++;
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frontscale[start+i] = *scale;
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scale++;
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}
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// HACKS FOLLOW
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for (i = 0; i < start; i++)
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{
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floorclip[i] = -1;
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ceilingclip[i] = (INT16)viewheight;
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}
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for (i = end; i < vid.width; i++)
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{
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floorclip[i] = -1;
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ceilingclip[i] = (INT16)viewheight;
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}
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}
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static portal_t* Portal_Add (const INT16 x1, const INT16 x2)
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{
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portal_t *portal = Z_Malloc(sizeof(portal_t), PU_LEVEL, NULL);
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INT16 *ceilingclipsave = Z_Malloc(sizeof(INT16)*(x2-x1 + 1), PU_LEVEL, NULL);
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INT16 *floorclipsave = Z_Malloc(sizeof(INT16)*(x2-x1 + 1), PU_LEVEL, NULL);
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fixed_t *frontscalesave = Z_Malloc(sizeof(fixed_t)*(x2-x1 + 1), PU_LEVEL, NULL);
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// Linked list.
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if (!portal_base)
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{
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portal_base = portal;
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portal_cap = portal;
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}
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else
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{
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portal_cap->next = portal;
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portal_cap = portal;
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}
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portal->next = NULL;
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// Store clipping values so they can be restored once the portal is rendered.
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portal->ceilingclip = ceilingclipsave;
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portal->floorclip = floorclipsave;
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portal->frontscale = frontscalesave;
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portal->start = x1;
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portal->end = x2;
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// Increase recursion level.
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portal->pass = portalrender+1;
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return portal;
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}
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void Portal_Remove (portal_t* portal)
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{
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portal_base = portal->next;
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Z_Free(portal->ceilingclip);
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Z_Free(portal->floorclip);
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Z_Free(portal->frontscale);
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Z_Free(portal);
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}
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/** Creates a portal out of two lines and a determined screen range.
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*
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* line1 determines the entrance, and line2 the exit.
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* x1 and x2 determine the screen's column bounds.
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* The view's offset from the entry line center is obtained,
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* and then rotated&translated to the exit line's center.
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* When the portal renders, it will create the illusion of
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* the two lines being seamed together.
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*/
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void Portal_Add2Lines (const INT32 line1, const INT32 line2, const INT32 x1, const INT32 x2)
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{
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portal_t* portal = Portal_Add(x1, x2);
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// Offset the portal view by the linedef centers
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line_t* start = &lines[line1];
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line_t* dest = &lines[line2];
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angle_t dangle = R_PointToAngle2(0,0,dest->dx,dest->dy) - R_PointToAngle2(start->dx,start->dy,0,0);
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fixed_t disttopoint;
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angle_t angtopoint;
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vertex_t dest_c, start_c;
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// looking glass center
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start_c.x = (start->v1->x + start->v2->x) / 2;
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start_c.y = (start->v1->y + start->v2->y) / 2;
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// other side center
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dest_c.x = (dest->v1->x + dest->v2->x) / 2;
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dest_c.y = (dest->v1->y + dest->v2->y) / 2;
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disttopoint = R_PointToDist2(start_c.x, start_c.y, viewx, viewy);
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angtopoint = R_PointToAngle2(start_c.x, start_c.y, viewx, viewy);
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angtopoint += dangle;
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portal->viewx = dest_c.x + FixedMul(FINECOSINE(angtopoint>>ANGLETOFINESHIFT), disttopoint);
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portal->viewy = dest_c.y + FixedMul(FINESINE(angtopoint>>ANGLETOFINESHIFT), disttopoint);
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portal->viewz = viewz + dest->frontsector->floorheight - start->frontsector->floorheight;
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portal->viewangle = viewangle + dangle;
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portal->clipline = line2;
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Portal_ClipRange(portal);
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portalline = true; // this tells R_StoreWallRange that curline is a portal seg
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}
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/** Store the clipping window for a portal using a visplane.
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*
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* Since visplanes top/bottom windows work in an identical way,
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* it can just be copied almost directly.
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*/
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static void Portal_ClipVisplane (const visplane_t* plane, portal_t* portal)
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{
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INT16 start = portal->start;
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INT16 end = portal->end;
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INT32 i;
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for (i = 0; i < end - start; i++)
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{
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// Invalid column.
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if (plane->top[i + start] == 65535)
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{
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portal->ceilingclip[i] = -1;
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portal->floorclip[i] = -1;
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continue;
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}
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portal->ceilingclip[i] = plane->top[i + start] - 1;
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portal->floorclip[i] = plane->bottom[i + start] + 1;
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portal->frontscale[i] = INT32_MAX;
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}
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}
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extern INT32 viewwidth;
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static boolean TrimVisplaneBounds (const visplane_t* plane, INT16* start, INT16* end)
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{
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*start = plane->minx;
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*end = plane->maxx + 1;
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// Visplanes have 1-px pads on their sides (extra columns).
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// Trim them, else it may render out of bounds.
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if (*end > viewwidth)
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*end = viewwidth;
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if (!(*start < *end))
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return true;
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/** Trims a visplane's horizontal gap to match its render area.
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*
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* Visplanes' minx/maxx may sometimes exceed the area they're
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* covering. This merely adjusts the boundaries to the next
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* valid area.
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*/
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while (plane->bottom[*start] == 0 && plane->top[*start] == 65535 && *start < *end)
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{
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(*start)++;
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}
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while (plane->bottom[*end - 1] == 0 && plane->top[*start] == 65535 && *end > *start)
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{
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(*end)--;
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}
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return false;
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}
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/** Creates a skybox portal out of a visplane.
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*
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* Applies the necessary offsets and rotation to give
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* a depth illusion to the skybox.
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*/
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void Portal_AddSkybox (const visplane_t* plane)
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{
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INT16 start, end;
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mapheader_t *mh;
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portal_t* portal;
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if (TrimVisplaneBounds(plane, &start, &end))
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return;
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portal = Portal_Add(start, end);
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Portal_ClipVisplane(plane, portal);
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portal->viewx = skyboxmo[0]->x;
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portal->viewy = skyboxmo[0]->y;
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portal->viewz = skyboxmo[0]->z;
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portal->viewangle = viewangle + skyboxmo[0]->angle;
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mh = mapheaderinfo[gamemap-1];
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// If a relative viewpoint exists, offset the viewpoint.
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if (skyboxmo[1])
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{
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fixed_t x = 0, y = 0;
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angle_t ang = skyboxmo[0]->angle>>ANGLETOFINESHIFT;
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if (mh->skybox_scalex > 0)
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x = (viewx - skyboxmo[1]->x) / mh->skybox_scalex;
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else if (mh->skybox_scalex < 0)
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x = (viewx - skyboxmo[1]->x) * -mh->skybox_scalex;
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if (mh->skybox_scaley > 0)
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y = (viewy - skyboxmo[1]->y) / mh->skybox_scaley;
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else if (mh->skybox_scaley < 0)
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y = (viewy - skyboxmo[1]->y) * -mh->skybox_scaley;
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// Apply transform to account for the skybox viewport angle.
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portal->viewx += FixedMul(x,FINECOSINE(ang)) - FixedMul(y, FINESINE(ang));
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portal->viewy += FixedMul(x, FINESINE(ang)) + FixedMul(y,FINECOSINE(ang));
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}
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if (mh->skybox_scalez > 0)
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portal->viewz += viewz / mh->skybox_scalez;
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else if (mh->skybox_scalez < 0)
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portal->viewz += viewz * -mh->skybox_scalez;
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portal->clipline = -1;
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}
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/** Creates portals for the currently existing sky visplanes.
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* The visplanes are also removed and cleared from the list.
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*/
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void Portal_AddSkyboxPortals (void)
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{
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visplane_t *pl;
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INT32 i;
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UINT16 count = 0;
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for (i = 0; i < MAXVISPLANES; i++, pl++)
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{
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for (pl = visplanes[i]; pl; pl = pl->next)
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{
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if (pl->picnum == skyflatnum)
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{
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Portal_AddSkybox(pl);
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pl->minx = 0;
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pl->maxx = -1;
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count++;
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}
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}
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}
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CONS_Debug(DBG_RENDER, "Skybox portals: %d\n", count);
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}
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