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cab089c5b1
Fix animated skincolors in OpenGL (resolves #187, #247, #301, #370) Closes #187, #247, #301, and #370 See merge request STJr/SRB2!1301
6829 lines
205 KiB
C
6829 lines
205 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 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 hw_main.c
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/// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2
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#include <math.h>
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#include "../doomstat.h"
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#ifdef HWRENDER
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#include "hw_glob.h"
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#include "hw_light.h"
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#include "hw_drv.h"
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#include "hw_batching.h"
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#include "../i_video.h" // for rendermode == render_glide
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#include "../v_video.h"
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#include "../p_local.h"
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#include "../p_setup.h"
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#include "../r_local.h"
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#include "../r_patch.h"
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#include "../r_picformats.h"
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#include "../r_bsp.h"
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#include "../d_clisrv.h"
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#include "../w_wad.h"
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#include "../z_zone.h"
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#include "../r_splats.h"
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#include "../g_game.h"
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#include "../st_stuff.h"
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#include "../i_system.h"
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#include "../m_cheat.h"
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#include "../f_finale.h"
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#include "../r_things.h" // R_GetShadowZ
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#include "../p_slopes.h"
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#include "hw_md2.h"
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#ifdef NEWCLIP
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#include "hw_clip.h"
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#endif
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#define R_FAKEFLOORS
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#define HWPRECIP
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//#define POLYSKY
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// ==========================================================================
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// the hardware driver object
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// ==========================================================================
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struct hwdriver_s hwdriver;
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// ==========================================================================
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// PROTOS
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// ==========================================================================
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static void HWR_AddSprites(sector_t *sec);
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static void HWR_ProjectSprite(mobj_t *thing);
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#ifdef HWPRECIP
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static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
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#endif
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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);
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void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
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INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
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boolean drawsky = true;
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// ==========================================================================
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// VIEW GLOBALS
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// ==========================================================================
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// Fineangles in the SCREENWIDTH wide window.
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#define FIELDOFVIEW ANGLE_90
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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static angle_t gl_clipangle;
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// The viewangletox[viewangle + FINEANGLES/4] lookup
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// maps the visible view angles to screen X coordinates,
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// flattening the arc to a flat projection plane.
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// There will be many angles mapped to the same X.
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static INT32 gl_viewangletox[FINEANGLES/2];
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// The xtoviewangleangle[] table maps a screen pixel
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// to the lowest viewangle that maps back to x ranges
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// from clipangle to -clipangle.
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static angle_t gl_xtoviewangle[MAXVIDWIDTH+1];
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// ==========================================================================
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// GLOBALS
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// ==========================================================================
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// uncomment to remove the plane rendering
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#define DOPLANES
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//#define DOWALLS
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// test of drawing sky by polygons like in software with visplane, unfortunately
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// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow)
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//#define POLYSKY
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// test change fov when looking up/down but bsp projection messup :(
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//#define NOCRAPPYMLOOK
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// base values set at SetViewSize
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static float gl_basecentery;
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float gl_baseviewwindowy, gl_basewindowcentery;
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float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords)
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float gl_viewwindowx;
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static float gl_centerx, gl_centery;
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static float gl_viewwindowy; // top left corner of view window
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static float gl_windowcenterx; // center of view window, for projection
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static float gl_windowcentery;
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static float gl_pspritexscale, gl_pspriteyscale;
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static seg_t *gl_curline;
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static side_t *gl_sidedef;
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static line_t *gl_linedef;
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static sector_t *gl_frontsector;
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static sector_t *gl_backsector;
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// --------------------------------------------------------------------------
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// STUFF FOR THE PROJECTION CODE
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// --------------------------------------------------------------------------
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FTransform atransform;
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// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct,
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// copied here for local use
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static fixed_t dup_viewx, dup_viewy, dup_viewz;
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static angle_t dup_viewangle;
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static float gl_viewx, gl_viewy, gl_viewz;
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static float gl_viewsin, gl_viewcos;
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// Maybe not necessary with the new T&L code (needs to be checked!)
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static float gl_viewludsin, gl_viewludcos; // look up down kik test
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static float gl_fovlud;
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static angle_t gl_aimingangle;
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static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox);
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// Render stats
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precise_t ps_hw_skyboxtime = 0;
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precise_t ps_hw_nodesorttime = 0;
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precise_t ps_hw_nodedrawtime = 0;
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precise_t ps_hw_spritesorttime = 0;
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precise_t ps_hw_spritedrawtime = 0;
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// Render stats for batching
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int ps_hw_numpolys = 0;
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int ps_hw_numverts = 0;
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int ps_hw_numcalls = 0;
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int ps_hw_numshaders = 0;
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int ps_hw_numtextures = 0;
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int ps_hw_numpolyflags = 0;
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int ps_hw_numcolors = 0;
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precise_t ps_hw_batchsorttime = 0;
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precise_t ps_hw_batchdrawtime = 0;
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boolean gl_init = false;
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boolean gl_maploaded = false;
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boolean gl_sessioncommandsadded = false;
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boolean gl_shadersavailable = true;
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// ==========================================================================
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// Lighting
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// ==========================================================================
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void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
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{
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RGBA_t poly_color, tint_color, fade_color;
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poly_color.rgba = 0xFFFFFFFF;
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tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX;
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fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
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// Crappy backup coloring if you can't do shaders
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if (!cv_glshaders.value || !gl_shadersavailable)
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{
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// be careful, this may get negative for high lightlevel values.
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float tint_alpha, fade_alpha;
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float red, green, blue;
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red = (float)poly_color.s.red;
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green = (float)poly_color.s.green;
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blue = (float)poly_color.s.blue;
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// 48 is just an arbritrary value that looked relatively okay.
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tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f;
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// 8 is roughly the brightness of the "close" color in Software, and 16 the brightness of the "far" color.
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// 8 is too bright for dark levels, and 16 is too dark for bright levels.
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// 12 is the compromise value. It doesn't look especially good anywhere, but it's the most balanced.
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// (Also, as far as I can tell, fade_color's alpha is actually not used in Software, so we only use light level.)
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fade_alpha = (float)(sqrt(255-light_level) * 12) / 255.0f;
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// Clamp the alpha values
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tint_alpha = min(max(tint_alpha, 0.0f), 1.0f);
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fade_alpha = min(max(fade_alpha, 0.0f), 1.0f);
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red = (tint_color.s.red * tint_alpha) + (red * (1.0f - tint_alpha));
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green = (tint_color.s.green * tint_alpha) + (green * (1.0f - tint_alpha));
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blue = (tint_color.s.blue * tint_alpha) + (blue * (1.0f - tint_alpha));
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red = (fade_color.s.red * fade_alpha) + (red * (1.0f - fade_alpha));
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green = (fade_color.s.green * fade_alpha) + (green * (1.0f - fade_alpha));
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blue = (fade_color.s.blue * fade_alpha) + (blue * (1.0f - fade_alpha));
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poly_color.s.red = (UINT8)red;
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poly_color.s.green = (UINT8)green;
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poly_color.s.blue = (UINT8)blue;
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}
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// Clamp the light level, since it can sometimes go out of the 0-255 range from animations
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light_level = min(max(light_level, 0), 255);
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Surface->PolyColor.rgba = poly_color.rgba;
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Surface->TintColor.rgba = tint_color.rgba;
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Surface->FadeColor.rgba = fade_color.rgba;
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Surface->LightInfo.light_level = light_level;
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Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0;
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Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31;
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}
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UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work
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{
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RGBA_t realcolor, surfcolor;
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INT32 alpha;
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realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX;
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if (cv_glshaders.value && gl_shadersavailable)
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{
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surfcolor.s.alpha = (255 - light);
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}
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else
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{
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light = light - (255 - light);
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// Don't go out of bounds
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if (light < 0)
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light = 0;
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else if (light > 255)
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light = 255;
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alpha = (realcolor.s.alpha*255)/25;
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// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
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surfcolor.s.alpha = (alpha*light) / (2*256) + 255-light;
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}
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return surfcolor.s.alpha;
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}
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static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
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{
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INT16 finallight = lightnum;
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if (cv_glfakecontrast.value != 0)
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{
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const UINT8 contrast = 8;
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fixed_t extralight = 0;
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if (cv_glfakecontrast.value == 2) // Smooth setting
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{
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extralight = (-(contrast<<FRACBITS) +
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FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
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abs(v1x - v2x),
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abs(v1y - v2y))), 90<<FRACBITS)
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* (contrast * 2)) >> FRACBITS;
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}
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else
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{
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if (v1y == v2y)
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extralight = -contrast;
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else if (v1x == v2x)
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extralight = contrast;
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}
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if (extralight != 0)
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{
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finallight += extralight;
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if (finallight < 0)
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finallight = 0;
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if (finallight > 255)
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finallight = 255;
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}
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}
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return (FUINT)finallight;
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}
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static FUINT HWR_CalcSlopeLight(FUINT lightnum, angle_t dir, fixed_t delta)
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{
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INT16 finallight = lightnum;
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if (cv_glfakecontrast.value != 0 && cv_glslopecontrast.value != 0)
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{
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const UINT8 contrast = 8;
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fixed_t extralight = 0;
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if (cv_glfakecontrast.value == 2) // Smooth setting
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{
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fixed_t dirmul = abs(FixedDiv(AngleFixed(dir) - (180<<FRACBITS), 180<<FRACBITS));
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extralight = -(contrast<<FRACBITS) + (dirmul * (contrast * 2));
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extralight = FixedMul(extralight, delta*4) >> FRACBITS;
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}
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else
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{
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dir = ((dir + ANGLE_45) / ANGLE_90) * ANGLE_90;
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if (dir == ANGLE_180)
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extralight = -contrast;
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else if (dir == 0)
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extralight = contrast;
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if (delta >= FRACUNIT/2)
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extralight *= 2;
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}
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if (extralight != 0)
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{
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finallight += extralight;
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if (finallight < 0)
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finallight = 0;
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if (finallight > 255)
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finallight = 255;
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}
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}
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return (FUINT)finallight;
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}
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// ==========================================================================
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// FLOOR/CEILING GENERATION FROM SUBSECTORS
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// ==========================================================================
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#ifdef DOPLANES
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// -----------------+
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// HWR_RenderPlane : Render a floor or ceiling convex polygon
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// -----------------+
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static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap)
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{
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polyvertex_t * pv;
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float height; //constant y for all points on the convex flat polygon
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FOutVector *v3d;
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INT32 nrPlaneVerts; //verts original define of convex flat polygon
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INT32 i;
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float flatxref,flatyref;
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float fflatwidth = 64.0f, fflatheight = 64.0f;
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INT32 flatflag = 63;
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boolean texflat = false;
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float scrollx = 0.0f, scrolly = 0.0f;
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angle_t angle = 0;
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FSurfaceInfo Surf;
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fixed_t tempxsow, tempytow;
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pslope_t *slope = NULL;
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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int shader;
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// no convex poly were generated for this subsector
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if (!xsub->planepoly)
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return;
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// Get the slope pointer to simplify future code
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if (FOFsector)
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{
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if (FOFsector->f_slope && !isceiling)
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slope = FOFsector->f_slope;
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else if (FOFsector->c_slope && isceiling)
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slope = FOFsector->c_slope;
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}
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else
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{
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if (gl_frontsector->f_slope && !isceiling)
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slope = gl_frontsector->f_slope;
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else if (gl_frontsector->c_slope && isceiling)
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slope = gl_frontsector->c_slope;
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}
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// Set fixedheight to the slope's height from our viewpoint, if we have a slope
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if (slope)
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fixedheight = P_GetSlopeZAt(slope, viewx, viewy);
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height = FIXED_TO_FLOAT(fixedheight);
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pv = xsub->planepoly->pts;
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nrPlaneVerts = xsub->planepoly->numpts;
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if (nrPlaneVerts < 3) //not even a triangle ?
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return;
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// Allocate plane-vertex buffer if we need to
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if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
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{
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numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
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Z_Free(planeVerts);
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Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
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}
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// set texture for polygon
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if (levelflat != NULL)
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{
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if (levelflat->type == LEVELFLAT_FLAT)
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{
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size_t len = W_LumpLength(levelflat->u.flat.lumpnum);
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switch (len)
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{
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case 4194304: // 2048x2048 lump
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fflatwidth = fflatheight = 2048.0f;
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break;
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case 1048576: // 1024x1024 lump
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fflatwidth = fflatheight = 1024.0f;
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break;
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case 262144:// 512x512 lump
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fflatwidth = fflatheight = 512.0f;
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break;
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case 65536: // 256x256 lump
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fflatwidth = fflatheight = 256.0f;
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break;
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case 16384: // 128x128 lump
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fflatwidth = fflatheight = 128.0f;
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break;
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case 1024: // 32x32 lump
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fflatwidth = fflatheight = 32.0f;
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break;
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default: // 64x64 lump
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fflatwidth = fflatheight = 64.0f;
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break;
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}
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flatflag = ((INT32)fflatwidth)-1;
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}
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else
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{
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if (levelflat->type == LEVELFLAT_TEXTURE)
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{
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fflatwidth = textures[levelflat->u.texture.num]->width;
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fflatheight = textures[levelflat->u.texture.num]->height;
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}
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else if (levelflat->type == LEVELFLAT_PATCH || levelflat->type == LEVELFLAT_PNG)
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{
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fflatwidth = levelflat->width;
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fflatheight = levelflat->height;
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}
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texflat = true;
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}
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}
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else // set no texture
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HWR_SetCurrentTexture(NULL);
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// reference point for flat texture coord for each vertex around the polygon
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flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatwidth);
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flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatheight);
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// transform
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if (FOFsector != NULL)
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{
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if (!isceiling) // it's a floor
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{
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scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
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scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
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angle = FOFsector->floorpic_angle;
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}
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else // it's a ceiling
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{
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scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
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scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
|
||
angle = FOFsector->ceilingpic_angle;
|
||
}
|
||
}
|
||
else if (gl_frontsector)
|
||
{
|
||
if (!isceiling) // it's a floor
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
|
||
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
|
||
angle = gl_frontsector->floorpic_angle;
|
||
}
|
||
else // it's a ceiling
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
|
||
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
|
||
angle = gl_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 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))));
|
||
}
|
||
|
||
#define SETUP3DVERT(vert, vx, vy) {\
|
||
/* Hurdler: add scrolling texture on floor/ceiling */\
|
||
if (texflat)\
|
||
{\
|
||
vert->s = (float)((vx) / fflatwidth) + scrollx;\
|
||
vert->t = -(float)((vy) / fflatheight) + scrolly;\
|
||
}\
|
||
else\
|
||
{\
|
||
vert->s = (float)(((vx) / fflatwidth) - flatxref + scrollx);\
|
||
vert->t = (float)(flatyref - ((vy) / fflatheight) + scrolly);\
|
||
}\
|
||
\
|
||
/* Need to rotate before translate */\
|
||
if (angle) /* Only needs to be done if there's an altered angle */\
|
||
{\
|
||
tempxsow = FLOAT_TO_FIXED(vert->s);\
|
||
tempytow = FLOAT_TO_FIXED(vert->t);\
|
||
vert->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));\
|
||
vert->t = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));\
|
||
}\
|
||
\
|
||
vert->x = (vx);\
|
||
vert->y = height;\
|
||
vert->z = (vy);\
|
||
\
|
||
if (slope)\
|
||
{\
|
||
fixedheight = P_GetSlopeZAt(slope, FLOAT_TO_FIXED((vx)), FLOAT_TO_FIXED((vy)));\
|
||
vert->y = FIXED_TO_FLOAT(fixedheight);\
|
||
}\
|
||
}
|
||
|
||
for (i = 0, v3d = planeVerts; i < nrPlaneVerts; i++,v3d++,pv++)
|
||
SETUP3DVERT(v3d, pv->x, pv->y);
|
||
|
||
if (slope)
|
||
lightlevel = HWR_CalcSlopeLight(lightlevel, R_PointToAngle2(0, 0, slope->normal.x, slope->normal.y), abs(slope->zdelta));
|
||
|
||
HWR_Lighting(&Surf, lightlevel, planecolormap);
|
||
|
||
if (PolyFlags & (PF_Translucent|PF_Fog))
|
||
{
|
||
Surf.PolyColor.s.alpha = (UINT8)alpha;
|
||
PolyFlags |= PF_Modulated;
|
||
}
|
||
else
|
||
PolyFlags |= PF_Masked|PF_Modulated;
|
||
|
||
if (PolyFlags & PF_Fog)
|
||
shader = SHADER_FOG; // fog shader
|
||
else if (PolyFlags & PF_Ripple)
|
||
shader = SHADER_WATER; // water shader
|
||
else
|
||
shader = SHADER_FLOOR; // floor shader
|
||
|
||
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
|
||
|
||
if (subsector)
|
||
{
|
||
// Horizon lines
|
||
FOutVector horizonpts[6];
|
||
float dist, vx, vy;
|
||
float x1, y1, xd, yd;
|
||
UINT8 numplanes, j;
|
||
vertex_t v; // For determining the closest distance from the line to the camera, to split render planes for minimum distortion;
|
||
|
||
const float renderdist = 27000.0f; // How far out to properly render the plane
|
||
const float farrenderdist = 32768.0f; // From here, raise plane to horizon level to fill in the line with some texture distortion
|
||
|
||
seg_t *line = &segs[subsector->firstline];
|
||
|
||
for (i = 0; i < subsector->numlines; i++, line++)
|
||
{
|
||
if (!line->glseg && line->linedef->special == HORIZONSPECIAL && R_PointOnSegSide(dup_viewx, dup_viewy, line) == 0)
|
||
{
|
||
P_ClosestPointOnLine(viewx, viewy, line->linedef, &v);
|
||
dist = FIXED_TO_FLOAT(R_PointToDist(v.x, v.y));
|
||
|
||
x1 = ((polyvertex_t *)line->pv1)->x;
|
||
y1 = ((polyvertex_t *)line->pv1)->y;
|
||
xd = ((polyvertex_t *)line->pv2)->x - x1;
|
||
yd = ((polyvertex_t *)line->pv2)->y - y1;
|
||
|
||
// Based on the seg length and the distance from the line, split horizon into multiple poly sets to reduce distortion
|
||
dist = sqrtf((xd*xd) + (yd*yd)) / dist / 16.0f;
|
||
if (dist > 100.0f)
|
||
numplanes = 100;
|
||
else
|
||
numplanes = (UINT8)dist + 1;
|
||
|
||
for (j = 0; j < numplanes; j++)
|
||
{
|
||
// Left side
|
||
vx = x1 + xd * j / numplanes;
|
||
vy = y1 + yd * j / numplanes;
|
||
SETUP3DVERT((&horizonpts[1]), vx, vy);
|
||
|
||
dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2));
|
||
vx = (vx - gl_viewx) * renderdist / dist + gl_viewx;
|
||
vy = (vy - gl_viewy) * renderdist / dist + gl_viewy;
|
||
SETUP3DVERT((&horizonpts[0]), vx, vy);
|
||
|
||
// Right side
|
||
vx = x1 + xd * (j+1) / numplanes;
|
||
vy = y1 + yd * (j+1) / numplanes;
|
||
SETUP3DVERT((&horizonpts[2]), vx, vy);
|
||
|
||
dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2));
|
||
vx = (vx - gl_viewx) * renderdist / dist + gl_viewx;
|
||
vy = (vy - gl_viewy) * renderdist / dist + gl_viewy;
|
||
SETUP3DVERT((&horizonpts[3]), vx, vy);
|
||
|
||
// Horizon fills
|
||
vx = (horizonpts[0].x - gl_viewx) * farrenderdist / renderdist + gl_viewx;
|
||
vy = (horizonpts[0].z - gl_viewy) * farrenderdist / renderdist + gl_viewy;
|
||
SETUP3DVERT((&horizonpts[5]), vx, vy);
|
||
horizonpts[5].y = gl_viewz;
|
||
|
||
vx = (horizonpts[3].x - gl_viewx) * farrenderdist / renderdist + gl_viewx;
|
||
vy = (horizonpts[3].z - gl_viewy) * farrenderdist / renderdist + gl_viewy;
|
||
SETUP3DVERT((&horizonpts[4]), vx, vy);
|
||
horizonpts[4].y = gl_viewz;
|
||
|
||
// Draw
|
||
HWR_ProcessPolygon(&Surf, horizonpts, 6, PolyFlags, shader, true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#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->s = 0.0f;
|
||
v3d->t = 0.0f;
|
||
v3d->x = pv->x;
|
||
v3d->y = height;
|
||
v3d->z = pv->y;
|
||
}
|
||
|
||
HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts, PF_Invisible|PF_NoTexture|PF_Occlude);
|
||
}
|
||
#endif //polysky
|
||
|
||
#endif //doplanes
|
||
|
||
FBITFIELD HWR_GetBlendModeFlag(INT32 ast)
|
||
{
|
||
switch (ast)
|
||
{
|
||
case AST_ADD:
|
||
return PF_Additive;
|
||
case AST_SUBTRACT:
|
||
return PF_Subtractive;
|
||
case AST_REVERSESUBTRACT:
|
||
return PF_ReverseSubtract;
|
||
case AST_MODULATE:
|
||
return PF_Multiplicative;
|
||
default:
|
||
return PF_Translucent;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
UINT8 HWR_GetTranstableAlpha(INT32 transtablenum)
|
||
{
|
||
transtablenum = max(min(transtablenum, tr_trans90), 0);
|
||
|
||
switch (transtablenum)
|
||
{
|
||
case 0 : return 0xff;
|
||
case tr_trans10 : return 0xe6;
|
||
case tr_trans20 : return 0xcc;
|
||
case tr_trans30 : return 0xb3;
|
||
case tr_trans40 : return 0x99;
|
||
case tr_trans50 : return 0x80;
|
||
case tr_trans60 : return 0x66;
|
||
case tr_trans70 : return 0x4c;
|
||
case tr_trans80 : return 0x33;
|
||
case tr_trans90 : return 0x19;
|
||
}
|
||
|
||
return 0xff;
|
||
}
|
||
|
||
FBITFIELD HWR_SurfaceBlend(INT32 style, INT32 transtablenum, FSurfaceInfo *pSurf)
|
||
{
|
||
if (!transtablenum)
|
||
{
|
||
pSurf->PolyColor.s.alpha = 0xff;
|
||
return PF_Masked;
|
||
}
|
||
|
||
pSurf->PolyColor.s.alpha = HWR_GetTranstableAlpha(transtablenum);
|
||
return HWR_GetBlendModeFlag(style);
|
||
}
|
||
|
||
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
|
||
{
|
||
if (!transtablenum)
|
||
{
|
||
pSurf->PolyColor.s.alpha = 0x00;
|
||
return PF_Masked;
|
||
}
|
||
|
||
pSurf->PolyColor.s.alpha = HWR_GetTranstableAlpha(transtablenum);
|
||
return PF_Translucent;
|
||
}
|
||
|
||
static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
|
||
|
||
// ==========================================================================
|
||
// Wall generation from subsector segs
|
||
// ==========================================================================
|
||
|
||
/*
|
||
wallVerts order is :
|
||
3--2
|
||
| /|
|
||
|/ |
|
||
0--1
|
||
*/
|
||
|
||
//
|
||
// HWR_ProjectWall
|
||
//
|
||
static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
|
||
{
|
||
HWR_Lighting(pSurf, lightlevel, wallcolormap);
|
||
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, SHADER_WALL, false); // wall shader
|
||
}
|
||
|
||
// ==========================================================================
|
||
// 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 = gl_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 = (gl_viewx - v1x)*v2dy + (v1y - gl_viewy)*v2dx;
|
||
|
||
return num / den;
|
||
}
|
||
#endif
|
||
|
||
//
|
||
// HWR_SplitWall
|
||
//
|
||
static void HWR_SplitWall(sector_t *sector, FOutVector *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;
|
||
|
||
float endrealtop, endrealbot, endtop, endbot;
|
||
float endpegt, endpegb, endpegmul;
|
||
float endheight = 0.0f, endbheight = 0.0f;
|
||
|
||
// compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly
|
||
// use this as a temp var to store P_GetSlopeZAt's return value each time
|
||
fixed_t temp;
|
||
|
||
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->PolyColor.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);
|
||
|
||
endrealtop = endtop = wallVerts[2].y;
|
||
endrealbot = endbot = wallVerts[1].y;
|
||
endpegt = wallVerts[2].t;
|
||
endpegb = wallVerts[1].t;
|
||
endpegmul = (endpegb - endpegt) / (endtop - endbot);
|
||
|
||
for (i = 0; i < sector->numlights; i++)
|
||
{
|
||
if (endtop < endrealbot && top < realbot)
|
||
return;
|
||
|
||
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;
|
||
|
||
temp = P_GetLightZAt(&list[i], v1x, v1y);
|
||
height = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetLightZAt(&list[i], v2x, v2y);
|
||
endheight = FIXED_TO_FLOAT(temp);
|
||
if (solid)
|
||
{
|
||
temp = P_GetFFloorBottomZAt(list[i].caster, v1x, v1y);
|
||
bheight = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetFFloorBottomZAt(list[i].caster, v2x, v2y);
|
||
endbheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
|
||
if (endheight >= endtop && height >= top)
|
||
{
|
||
if (solid && top > bheight)
|
||
top = bheight;
|
||
if (solid && endtop > endbheight)
|
||
endtop = endbheight;
|
||
}
|
||
|
||
if (i + 1 < sector->numlights)
|
||
{
|
||
temp = P_GetLightZAt(&list[i+1], v1x, v1y);
|
||
bheight = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetLightZAt(&list[i+1], v2x, v2y);
|
||
endbheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
else
|
||
{
|
||
bheight = realbot;
|
||
endbheight = endrealbot;
|
||
}
|
||
|
||
if (endbheight >= endtop && bheight >= top)
|
||
continue;
|
||
|
||
//Found a break;
|
||
bot = bheight;
|
||
|
||
if (bot < realbot)
|
||
bot = realbot;
|
||
|
||
endbot = endbheight;
|
||
|
||
if (endbot < endrealbot)
|
||
endbot = endrealbot;
|
||
|
||
Surf->PolyColor.s.alpha = alpha;
|
||
|
||
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;
|
||
|
||
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;
|
||
endtop = endbot;
|
||
}
|
||
|
||
bot = realbot;
|
||
endbot = endrealbot;
|
||
if (endtop <= endrealbot && top <= realbot)
|
||
return;
|
||
|
||
Surf->PolyColor.s.alpha = alpha;
|
||
|
||
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;
|
||
|
||
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(FOutVector *wallVerts, FSurfaceInfo *Surf)
|
||
{
|
||
HWR_SetCurrentTexture(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_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_ProcessSeg
|
||
// 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
|
||
//
|
||
static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
|
||
{
|
||
FOutVector 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;
|
||
fixed_t worldtopslope, worldbottomslope;
|
||
fixed_t worldhighslope = 0, worldlowslope = 0;
|
||
fixed_t v1x, v1y, v2x, v2y;
|
||
|
||
GLMapTexture_t *grTex = NULL;
|
||
float cliplow = 0.0f, cliphigh = 0.0f;
|
||
INT32 gl_midtexture;
|
||
fixed_t h, l; // 3D sides and 2s middle textures
|
||
fixed_t hS, lS;
|
||
|
||
FUINT lightnum = 0; // shut up compiler
|
||
extracolormap_t *colormap;
|
||
FSurfaceInfo Surf;
|
||
|
||
gl_sidedef = gl_curline->sidedef;
|
||
gl_linedef = gl_curline->linedef;
|
||
|
||
vs.x = ((polyvertex_t *)gl_curline->pv1)->x;
|
||
vs.y = ((polyvertex_t *)gl_curline->pv1)->y;
|
||
ve.x = ((polyvertex_t *)gl_curline->pv2)->x;
|
||
ve.y = ((polyvertex_t *)gl_curline->pv2)->y;
|
||
|
||
v1x = FLOAT_TO_FIXED(vs.x);
|
||
v1y = FLOAT_TO_FIXED(vs.y);
|
||
v2x = FLOAT_TO_FIXED(ve.x);
|
||
v2y = FLOAT_TO_FIXED(ve.y);
|
||
|
||
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
|
||
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
|
||
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
|
||
|
||
SLOPEPARAMS(gl_frontsector->c_slope, worldtop, worldtopslope, gl_frontsector->ceilingheight)
|
||
SLOPEPARAMS(gl_frontsector->f_slope, worldbottom, worldbottomslope, gl_frontsector->floorheight)
|
||
|
||
// 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;
|
||
|
||
// x offset the texture
|
||
{
|
||
fixed_t texturehpeg = gl_sidedef->textureoffset + gl_curline->offset;
|
||
cliplow = (float)texturehpeg;
|
||
cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT));
|
||
}
|
||
|
||
lightnum = HWR_CalcWallLight(gl_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
|
||
colormap = gl_frontsector->extra_colormap;
|
||
|
||
if (gl_frontsector)
|
||
Surf.PolyColor.s.alpha = 255;
|
||
|
||
if (gl_backsector)
|
||
{
|
||
INT32 gl_toptexture = 0, gl_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
|
||
|
||
SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight)
|
||
SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight)
|
||
#undef SLOPEPARAMS
|
||
|
||
// hack to allow height changes in outdoor areas
|
||
// This is what gets rid of the upper textures if there should be sky
|
||
if (gl_frontsector->ceilingpic == skyflatnum
|
||
&& gl_backsector->ceilingpic == skyflatnum)
|
||
{
|
||
bothceilingssky = true;
|
||
}
|
||
|
||
// likewise, but for floors and upper textures
|
||
if (gl_frontsector->floorpic == skyflatnum
|
||
&& gl_backsector->floorpic == skyflatnum)
|
||
{
|
||
bothfloorssky = true;
|
||
}
|
||
|
||
if (!bothceilingssky)
|
||
gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
|
||
if (!bothfloorssky)
|
||
gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
|
||
|
||
// check TOP TEXTURE
|
||
if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture)
|
||
{
|
||
{
|
||
fixed_t texturevpegtop; // top
|
||
|
||
grTex = HWR_GetTexture(gl_toptexture);
|
||
|
||
// PEGGING
|
||
if (gl_linedef->flags & ML_DONTPEGTOP)
|
||
texturevpegtop = 0;
|
||
else if (gl_linedef->flags & ML_EFFECT1)
|
||
texturevpegtop = worldhigh + textureheight[gl_sidedef->toptexture] - worldtop;
|
||
else
|
||
texturevpegtop = gl_backsector->ceilingheight + textureheight[gl_sidedef->toptexture] - gl_frontsector->ceilingheight;
|
||
|
||
texturevpegtop += gl_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 %= (textures[gl_toptexture]->height)<<FRACBITS;
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gl_frontsector->ceilingheight - gl_backsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
|
||
// Adjust t value for sloped walls
|
||
if (!(gl_linedef->flags & ML_EFFECT1))
|
||
{
|
||
// Unskewed
|
||
wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[2].t -= (worldtopslope - gl_frontsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[0].t -= (worldhigh - gl_backsector->ceilingheight) * grTex->scaleY;
|
||
wallVerts[1].t -= (worldhighslope - gl_backsector->ceilingheight) * grTex->scaleY;
|
||
}
|
||
else if (gl_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;
|
||
}
|
||
}
|
||
|
||
// set top/bottom coords
|
||
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);
|
||
|
||
if (gl_frontsector->numlights)
|
||
HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL);
|
||
else if (grTex->mipmap.flags & TF_TRANSPARENT)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, PF_Environment, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
|
||
// check BOTTOM TEXTURE
|
||
if ((
|
||
worldlowslope > worldbottomslope ||
|
||
worldlow > worldbottom) && gl_bottomtexture) //only if VISIBLE!!!
|
||
{
|
||
{
|
||
fixed_t texturevpegbottom = 0; // bottom
|
||
|
||
grTex = HWR_GetTexture(gl_bottomtexture);
|
||
|
||
// PEGGING
|
||
if (!(gl_linedef->flags & ML_DONTPEGBOTTOM))
|
||
texturevpegbottom = 0;
|
||
else if (gl_linedef->flags & ML_EFFECT1)
|
||
texturevpegbottom = worldbottom - worldlow;
|
||
else
|
||
texturevpegbottom = gl_frontsector->floorheight - gl_backsector->floorheight;
|
||
|
||
texturevpegbottom += gl_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 %= (textures[gl_bottomtexture]->height)<<FRACBITS;
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + gl_backsector->floorheight - gl_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
|
||
// Adjust t value for sloped walls
|
||
if (!(gl_linedef->flags & ML_EFFECT1))
|
||
{
|
||
// Unskewed
|
||
wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[1].t -= (worldbottomslope - gl_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[3].t -= (worldlow - gl_backsector->floorheight) * grTex->scaleY;
|
||
wallVerts[2].t -= (worldlowslope - gl_backsector->floorheight) * grTex->scaleY;
|
||
}
|
||
else if (gl_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;
|
||
}
|
||
}
|
||
|
||
// set top/bottom coords
|
||
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);
|
||
|
||
if (gl_frontsector->numlights)
|
||
HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL);
|
||
else if (grTex->mipmap.flags & TF_TRANSPARENT)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, PF_Environment, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
|
||
if (gl_midtexture)
|
||
{
|
||
FBITFIELD blendmode;
|
||
sector_t *front, *back;
|
||
fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut;
|
||
fixed_t texturevpeg = 0;
|
||
INT32 repeats;
|
||
|
||
if (gl_linedef->frontsector->heightsec != -1)
|
||
front = §ors[gl_linedef->frontsector->heightsec];
|
||
else
|
||
front = gl_linedef->frontsector;
|
||
|
||
if (gl_linedef->backsector->heightsec != -1)
|
||
back = §ors[gl_linedef->backsector->heightsec];
|
||
else
|
||
back = gl_linedef->backsector;
|
||
|
||
if (gl_sidedef->repeatcnt)
|
||
repeats = 1 + gl_sidedef->repeatcnt;
|
||
else if (gl_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[gl_sidedef->midtexture];
|
||
if ((high-low)%textureheight[gl_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.
|
||
|
||
// 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 (gl_curline->polyseg)
|
||
{
|
||
popentop = back->ceilingheight;
|
||
popenbottom = back->floorheight;
|
||
}
|
||
else
|
||
{
|
||
popentop = min(worldtop, worldhigh);
|
||
popenbottom = max(worldbottom, worldlow);
|
||
}
|
||
|
||
if (gl_linedef->flags & ML_EFFECT2)
|
||
{
|
||
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
|
||
{
|
||
polybottom = max(front->floorheight, back->floorheight) + gl_sidedef->rowoffset;
|
||
polytop = polybottom + textureheight[gl_midtexture]*repeats;
|
||
}
|
||
else
|
||
{
|
||
polytop = min(front->ceilingheight, back->ceilingheight) + gl_sidedef->rowoffset;
|
||
polybottom = polytop - textureheight[gl_midtexture]*repeats;
|
||
}
|
||
}
|
||
else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
|
||
{
|
||
polybottom = popenbottom + gl_sidedef->rowoffset;
|
||
polytop = polybottom + textureheight[gl_midtexture]*repeats;
|
||
}
|
||
else
|
||
{
|
||
polytop = popentop + gl_sidedef->rowoffset;
|
||
polybottom = polytop - textureheight[gl_midtexture]*repeats;
|
||
}
|
||
// CB
|
||
// 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 (gl_curline->polyseg)
|
||
{
|
||
lowcut = polybottom;
|
||
highcut = polytop;
|
||
}
|
||
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
|
||
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
|
||
texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom;
|
||
else
|
||
texturevpeg = polytop - h;
|
||
|
||
grTex = HWR_GetTexture(gl_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);
|
||
|
||
// Correct to account for slopes
|
||
{
|
||
fixed_t midtextureslant;
|
||
|
||
if (gl_linedef->flags & ML_EFFECT2)
|
||
midtextureslant = 0;
|
||
else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_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 (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
|
||
texturevpeg = textureheight[gl_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);
|
||
}
|
||
|
||
// set alpha for transparent walls
|
||
// ooops ! this do not work at all because render order we should render it in backtofront order
|
||
switch (gl_linedef->special)
|
||
{
|
||
// 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:
|
||
if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT)
|
||
blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), &Surf);
|
||
else
|
||
blendmode = PF_Masked;
|
||
break;
|
||
}
|
||
|
||
if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0)
|
||
{
|
||
if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
|
||
blendmode = PF_Masked;
|
||
}
|
||
else
|
||
blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf);
|
||
}
|
||
|
||
if (gl_frontsector->numlights)
|
||
{
|
||
if (!(blendmode & PF_Masked))
|
||
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL);
|
||
else
|
||
{
|
||
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL);
|
||
}
|
||
}
|
||
else if (!(blendmode & PF_Masked))
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, blendmode, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
|
||
}
|
||
|
||
// Sky culling
|
||
// No longer so much a mess as before!
|
||
if (!gl_curline->polyseg) // Don't do it for polyobjects
|
||
{
|
||
if (gl_frontsector->ceilingpic == skyflatnum)
|
||
{
|
||
if (gl_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
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
|
||
if (gl_frontsector->floorpic == skyflatnum)
|
||
{
|
||
if (gl_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky
|
||
{
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Single sided line... Deal only with the middletexture (if one exists)
|
||
gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
|
||
if (gl_midtexture && gl_linedef->special != 41) // (Ignore horizon line for OGL)
|
||
{
|
||
{
|
||
fixed_t texturevpeg;
|
||
// PEGGING
|
||
if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2))
|
||
texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset;
|
||
else if (gl_linedef->flags & ML_DONTPEGBOTTOM)
|
||
texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset;
|
||
else
|
||
// top of texture at top
|
||
texturevpeg = gl_sidedef->rowoffset;
|
||
|
||
grTex = HWR_GetTexture(gl_midtexture);
|
||
|
||
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
|
||
wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_frontsector->floorheight) * grTex->scaleY;
|
||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
|
||
|
||
// Texture correction for slopes
|
||
if (gl_linedef->flags & ML_EFFECT2) {
|
||
wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * grTex->scaleY;
|
||
wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * grTex->scaleY;
|
||
wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * grTex->scaleY;
|
||
wallVerts[1].t += (gl_frontsector->floorheight - worldbottomslope) * grTex->scaleY;
|
||
} else if (gl_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;
|
||
}
|
||
}
|
||
|
||
//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);
|
||
|
||
// I don't think that solid walls can use translucent linedef types...
|
||
if (gl_frontsector->numlights)
|
||
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL);
|
||
else
|
||
{
|
||
if (grTex->mipmap.flags & TF_TRANSPARENT)
|
||
HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, PF_Environment, false, lightnum, colormap);
|
||
else
|
||
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
|
||
}
|
||
}
|
||
|
||
if (!gl_curline->polyseg)
|
||
{
|
||
if (gl_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
|
||
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
|
||
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
|
||
HWR_DrawSkyWall(wallVerts, &Surf);
|
||
}
|
||
if (gl_frontsector->floorpic == skyflatnum)
|
||
{
|
||
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
|
||
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
|
||
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
|
||
if (gl_frontsector && gl_backsector && !Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags) && (gl_backsector->ffloors || gl_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 = gl_frontsector->ceilingheight < gl_backsector->ceilingheight ? gl_frontsector->ceilingheight : gl_backsector->ceilingheight;
|
||
lowcut = gl_frontsector->floorheight > gl_backsector->floorheight ? gl_frontsector->floorheight : gl_backsector->floorheight;
|
||
|
||
if (gl_backsector->ffloors)
|
||
{
|
||
for (rover = gl_backsector->ffloors; rover; rover = rover->next)
|
||
{
|
||
boolean bothsides = false;
|
||
// Skip if it exists on both sectors.
|
||
ffloor_t * r2;
|
||
for (r2 = gl_frontsector->ffloors; r2; r2 = r2->next)
|
||
if (rover->master == r2->master)
|
||
{
|
||
bothsides = true;
|
||
break;
|
||
}
|
||
|
||
if (bothsides) continue;
|
||
|
||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES))
|
||
continue;
|
||
if (!(rover->flags & FF_ALLSIDES) && 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 = gl_curline->linedef-gl_backsector->lines[0];
|
||
newline = rover->master->frontsector->lines[0] + linenum;
|
||
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
|
||
}
|
||
|
||
h = P_GetFFloorTopZAt (rover, v1x, v1y);
|
||
hS = P_GetFFloorTopZAt (rover, v2x, v2y);
|
||
l = P_GetFFloorBottomZAt(rover, v1x, v1y);
|
||
lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
|
||
if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
|
||
h = hS = highcut;
|
||
if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_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);
|
||
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;
|
||
boolean slopeskew = false; // skew FOF walls with slopes?
|
||
|
||
// 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);
|
||
slopeskew = !!(newline->flags & ML_DONTPEGTOP);
|
||
}
|
||
else
|
||
{
|
||
texturevpeg = sides[rover->master->sidenum[0]].rowoffset;
|
||
attachtobottom = !!(gl_linedef->flags & ML_DONTPEGBOTTOM);
|
||
slopeskew = !!(rover->master->flags & ML_DONTPEGTOP);
|
||
}
|
||
|
||
grTex = HWR_GetTexture(texnum);
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
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;
|
||
|
||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
|
||
|
||
if (gl_frontsector->numlights)
|
||
HWR_SplitWall(gl_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.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
|
||
}
|
||
|
||
if (gl_frontsector->numlights)
|
||
HWR_SplitWall(gl_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 (gl_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think?
|
||
{
|
||
for (rover = gl_frontsector->ffloors; rover; rover = rover->next)
|
||
{
|
||
boolean bothsides = false;
|
||
// Skip if it exists on both sectors.
|
||
ffloor_t * r2;
|
||
for (r2 = gl_backsector->ffloors; r2; r2 = r2->next)
|
||
if (rover->master == r2->master)
|
||
{
|
||
bothsides = true;
|
||
break;
|
||
}
|
||
|
||
if (bothsides) continue;
|
||
|
||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES))
|
||
continue;
|
||
if (!(rover->flags & FF_ALLSIDES || 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 = gl_curline->linedef-gl_backsector->lines[0];
|
||
newline = rover->master->frontsector->lines[0] + linenum;
|
||
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
|
||
}
|
||
h = P_GetFFloorTopZAt (rover, v1x, v1y);
|
||
hS = P_GetFFloorTopZAt (rover, v2x, v2y);
|
||
l = P_GetFFloorBottomZAt(rover, v1x, v1y);
|
||
lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
|
||
if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
|
||
h = hS = highcut;
|
||
if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_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);
|
||
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;
|
||
|
||
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
|
||
|
||
if (gl_backsector->numlights)
|
||
HWR_SplitWall(gl_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.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
|
||
}
|
||
|
||
if (gl_backsector->numlights)
|
||
HWR_SplitWall(gl_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);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
//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
|
||
|
||
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 *)gl_curline->pv1)->x);
|
||
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y);
|
||
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x);
|
||
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y);
|
||
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
|
||
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
|
||
end2 = P_GetZAt(slope, v2x, v2y, 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
|
||
{
|
||
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 gl_solidsegs[MAXSEGS];
|
||
|
||
// needs fix: walls are incorrectly clipped one column less
|
||
static consvar_t cv_glclipwalls = CVAR_INIT ("gr_clipwalls", "Off", 0, CV_OnOff, NULL);
|
||
|
||
static void printsolidsegs(void)
|
||
{
|
||
cliprange_t * start;
|
||
if (!hw_newend)
|
||
return;
|
||
for (start = gl_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 = gl_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_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(first, last);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
{
|
||
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_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_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(first,last);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
{
|
||
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
|
||
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_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_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(first,last);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
HWR_StoreWallRange(0, 1);
|
||
}
|
||
else
|
||
{
|
||
// There is a fragment after *next.
|
||
if (!cv_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(first,last);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
{
|
||
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_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 = gl_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_glclipwalls.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 *)gl_curline->pv1,
|
||
(polyvertex_t *)gl_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_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(0, 1);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
{
|
||
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
|
||
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
|
||
HWR_StoreWallRange(lowfrac, highfrac);
|
||
}
|
||
start++;
|
||
|
||
if (last <= start->last)
|
||
return;
|
||
}
|
||
|
||
if (first == start->first+1) // 1 line texture
|
||
{
|
||
if (!cv_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(0, 1);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
HWR_StoreWallRange(0, 1);
|
||
}
|
||
else
|
||
{
|
||
// There is a fragment after *next.
|
||
if (!cv_glclipwalls.value)
|
||
{
|
||
if (!poorhack) HWR_StoreWallRange(0,1);
|
||
poorhack = true;
|
||
}
|
||
else
|
||
{
|
||
lowfrac = HWR_ClipViewSegment(max(start->last - 1,
|
||
start->first), (polyvertex_t *)gl_curline->pv1,
|
||
(polyvertex_t *)gl_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 = gl_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)
|
||
{
|
||
gl_solidsegs[0].first = -0x7fffffff;
|
||
gl_solidsegs[0].last = -1;
|
||
gl_solidsegs[1].first = vid.width; //viewwidth;
|
||
gl_solidsegs[1].last = 0x7fffffff;
|
||
hw_newend = gl_solidsegs+2;
|
||
}
|
||
#endif // NEWCLIP
|
||
|
||
// -----------------+
|
||
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
|
||
// Notes : gl_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
|
||
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
|
||
return;
|
||
|
||
gl_curline = line;
|
||
|
||
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x);
|
||
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y);
|
||
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x);
|
||
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y);
|
||
|
||
// OPTIMIZE: quickly reject orthogonal back sides.
|
||
angle1 = R_PointToAngle64(v1x, v1y);
|
||
angle2 = R_PointToAngle64(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 + gl_clipangle;
|
||
if (tspan > 2*gl_clipangle)
|
||
{
|
||
tspan -= 2*gl_clipangle;
|
||
|
||
// Totally off the left edge?
|
||
if (tspan >= span)
|
||
return;
|
||
|
||
angle1 = gl_clipangle;
|
||
}
|
||
tspan = gl_clipangle - angle2;
|
||
if (tspan > 2*gl_clipangle)
|
||
{
|
||
tspan -= 2*gl_clipangle;
|
||
|
||
// Totally off the left edge?
|
||
if (tspan >= span)
|
||
return;
|
||
|
||
angle2 = (angle_t)-(signed)gl_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-gl_viewx;
|
||
fy1 = ((polyvertex_t *)(line->pv1))->y-gl_viewy;
|
||
fy2 = (fx1 * gl_viewcos + fy1 * gl_viewsin);
|
||
if (fy2 < 0)
|
||
// the point is back
|
||
fx1 = 0;
|
||
else
|
||
fx1 = gl_windowcenterx + (fx1 * gl_viewsin - fy1 * gl_viewcos) * gl_centerx / fy2;
|
||
|
||
fx2 = ((polyvertex_t *)(line->pv2))->x-gl_viewx;
|
||
fy2 = ((polyvertex_t *)(line->pv2))->y-gl_viewy;
|
||
fy1 = (fx2 * gl_viewcos + fy2 * gl_viewsin);
|
||
if (fy1 < 0)
|
||
// the point is back
|
||
fx2 = vid.width;
|
||
else
|
||
fx2 = gl_windowcenterx + (fx2 * gl_viewsin - fy2 * gl_viewcos) * gl_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 = gl_viewangletox[angle1];
|
||
x2 = gl_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
|
||
|
||
gl_backsector = line->backsector;
|
||
|
||
#ifdef NEWCLIP
|
||
if (!line->backsector)
|
||
{
|
||
gld_clipper_SafeAddClipRange(angle2, angle1);
|
||
}
|
||
else
|
||
{
|
||
boolean bothceilingssky = false, bothfloorssky = false;
|
||
|
||
gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true);
|
||
|
||
if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum)
|
||
bothceilingssky = true;
|
||
if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum)
|
||
bothfloorssky = true;
|
||
|
||
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
|
||
{
|
||
if (!line->polyseg &&
|
||
!line->sidedef->midtexture
|
||
&& ((!gl_frontsector->ffloors && !gl_backsector->ffloors)
|
||
|| Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags)))
|
||
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, gl_frontsector, gl_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, gl_frontsector, gl_backsector))
|
||
return;
|
||
}
|
||
|
||
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
|
||
return;
|
||
#else
|
||
// Single sided line?
|
||
if (!gl_backsector)
|
||
goto clipsolid;
|
||
|
||
gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true);
|
||
|
||
if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum)
|
||
bothceilingssky = true;
|
||
if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum)
|
||
bothfloorssky = true;
|
||
|
||
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
|
||
{
|
||
if (!line->polyseg &&
|
||
!line->sidedef->midtexture
|
||
&& ((!gl_frontsector->ffloors && !gl_backsector->ffloors)
|
||
|| Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags)))
|
||
return; // line is empty, don't even bother
|
||
|
||
goto clippass; // treat like wide open window instead
|
||
}
|
||
|
||
if (gl_frontsector->f_slope || gl_frontsector->c_slope || gl_backsector->f_slope || gl_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) \
|
||
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
|
||
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
|
||
|
||
SLOPEPARAMS(gl_frontsector->f_slope, frontf1, frontf2, gl_frontsector-> floorheight)
|
||
SLOPEPARAMS(gl_frontsector->c_slope, frontc1, frontc2, gl_frontsector->ceilingheight)
|
||
SLOPEPARAMS( gl_backsector->f_slope, backf1, backf2, gl_backsector-> floorheight)
|
||
SLOPEPARAMS( gl_backsector->c_slope, backc1, backc2, gl_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) || gl_curline->sidedef->toptexture)
|
||
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gl_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
|
||
{
|
||
// if both ceilings are skies, consider it always "open"
|
||
// same for floors
|
||
if (!bothceilingssky && !bothfloorssky)
|
||
{
|
||
// Closed door.
|
||
if (gl_backsector->ceilingheight <= gl_frontsector->floorheight ||
|
||
gl_backsector->floorheight >= gl_frontsector->ceilingheight)
|
||
goto clipsolid;
|
||
|
||
// Check for automap fix.
|
||
if (gl_backsector->ceilingheight <= gl_backsector->floorheight
|
||
&& ((gl_backsector->ceilingheight >= gl_frontsector->ceilingheight) || gl_curline->sidedef->toptexture)
|
||
&& ((gl_backsector->floorheight <= gl_backsector->floorheight) || gl_curline->sidedef->bottomtexture))
|
||
goto clipsolid;
|
||
}
|
||
|
||
// Window.
|
||
if (!bothceilingssky) // ceilings are always the "same" when sky
|
||
if (gl_backsector->ceilingheight != gl_frontsector->ceilingheight)
|
||
goto clippass;
|
||
if (!bothfloorssky) // floors are always the "same" when sky
|
||
if (gl_backsector->floorheight != gl_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(gl_curline, gl_frontsector, gl_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_PointToAngle64(px1, py1);
|
||
angle2 = R_PointToAngle64(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 + gl_clipangle;
|
||
|
||
if (tspan > 2*gl_clipangle)
|
||
{
|
||
tspan -= 2*gl_clipangle;
|
||
|
||
// Totally off the left edge?
|
||
if (tspan >= span)
|
||
return false;
|
||
|
||
angle1 = gl_clipangle;
|
||
}
|
||
tspan = gl_clipangle - angle2;
|
||
if (tspan > 2*gl_clipangle)
|
||
{
|
||
tspan -= 2*gl_clipangle;
|
||
|
||
// Totally off the left edge?
|
||
if (tspan >= span)
|
||
return false;
|
||
|
||
angle2 = (angle_t)-(signed)gl_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 = gl_viewangletox[angle1];
|
||
sx2 = gl_viewangletox[angle2];
|
||
|
||
// Does not cross a pixel.
|
||
if (sx1 == sx2)
|
||
return false;
|
||
|
||
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
|
||
#endif
|
||
}
|
||
|
||
//
|
||
// 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 *gl_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(gl_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(gl_fakeline->v1->x);
|
||
pv1->y = FIXED_TO_FLOAT(gl_fakeline->v1->y);
|
||
pv2->x = FIXED_TO_FLOAT(gl_fakeline->v2->x);
|
||
pv2->y = FIXED_TO_FLOAT(gl_fakeline->v2->y);
|
||
|
||
gl_fakeline->pv1 = pv1;
|
||
gl_fakeline->pv2 = pv2;
|
||
|
||
HWR_AddLine(gl_fakeline);
|
||
}
|
||
}
|
||
|
||
// Free temporary data no longer needed
|
||
Z_Free(pv2);
|
||
Z_Free(pv1);
|
||
Z_Free(gl_fakeline);
|
||
}
|
||
|
||
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;
|
||
float scrollx = 0.0f, scrolly = 0.0f;
|
||
angle_t angle = 0;
|
||
FSurfaceInfo Surf;
|
||
fixed_t tempxs, tempyt;
|
||
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_FLAT)
|
||
{
|
||
size_t 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
|
||
{
|
||
if (levelflat->type == LEVELFLAT_TEXTURE)
|
||
{
|
||
fflatwidth = textures[levelflat->u.texture.num]->width;
|
||
fflatheight = textures[levelflat->u.texture.num]->height;
|
||
}
|
||
else if (levelflat->type == LEVELFLAT_PATCH || levelflat->type == LEVELFLAT_PNG)
|
||
{
|
||
fflatwidth = levelflat->width;
|
||
fflatheight = levelflat->height;
|
||
}
|
||
texflat = true;
|
||
}
|
||
}
|
||
else // set no texture
|
||
HWR_SetCurrentTexture(NULL);
|
||
|
||
// reference point for flat texture coord for each vertex around the polygon
|
||
flatxref = FIXED_TO_FLOAT(polysector->origVerts[0].x);
|
||
flatyref = FIXED_TO_FLOAT(polysector->origVerts[0].y);
|
||
|
||
flatxref = (float)(((fixed_t)flatxref & (~flatflag)) / fflatwidth);
|
||
flatyref = (float)(((fixed_t)flatyref & (~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 (gl_frontsector)
|
||
{
|
||
if (!isceiling) // it's a floor
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
|
||
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
|
||
angle = gl_frontsector->floorpic_angle;
|
||
}
|
||
else // it's a ceiling
|
||
{
|
||
scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
|
||
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
|
||
angle = gl_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 that it scrolls in a different direction after rotation like software
|
||
/*tempxs = FLOAT_TO_FIXED(scrollx);
|
||
tempyt = FLOAT_TO_FIXED(scrolly);
|
||
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
|
||
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, 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
|
||
tempxs = FLOAT_TO_FIXED(flatxref);
|
||
tempyt = FLOAT_TO_FIXED(flatyref);
|
||
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
|
||
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, 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->s = (float)(FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) + scrollx;
|
||
v3d->t = -(float)(FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly;
|
||
}
|
||
else
|
||
{
|
||
v3d->s = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) - flatxref + scrollx);
|
||
v3d->t = (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
|
||
{
|
||
tempxs = FLOAT_TO_FIXED(v3d->s);
|
||
tempyt = FLOAT_TO_FIXED(v3d->t);
|
||
v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
|
||
v3d->t = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
|
||
}
|
||
|
||
v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x);
|
||
v3d->y = height;
|
||
v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
|
||
}
|
||
|
||
|
||
HWR_Lighting(&Surf, lightlevel, planecolormap);
|
||
|
||
if (blendmode & PF_Translucent)
|
||
{
|
||
Surf.PolyColor.s.alpha = (UINT8)alpha;
|
||
blendmode |= PF_Modulated|PF_Occlude;
|
||
}
|
||
else
|
||
blendmode |= PF_Masked|PF_Modulated;
|
||
|
||
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, SHADER_FLOOR, false); // floor shader
|
||
}
|
||
|
||
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 <= gl_frontsector->ceilingheight
|
||
&& polyobjsector->floorheight >= gl_frontsector->floorheight
|
||
&& (viewz < polyobjsector->floorheight))
|
||
{
|
||
light = R_GetPlaneLight(gl_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 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
|
||
}
|
||
else
|
||
{
|
||
HWR_GetLevelFlat(&levelflats[polyobjsector->floorpic]);
|
||
HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude,
|
||
(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->floorpic],
|
||
polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
|
||
}
|
||
}
|
||
|
||
if (polyobjsector->ceilingheight >= gl_frontsector->floorheight
|
||
&& polyobjsector->ceilingheight <= gl_frontsector->ceilingheight
|
||
&& (viewz > polyobjsector->ceilingheight))
|
||
{
|
||
light = R_GetPlaneLight(gl_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 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
|
||
}
|
||
else
|
||
{
|
||
HWR_GetLevelFlat(&levelflats[polyobjsector->ceilingpic]);
|
||
HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude,
|
||
(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->ceilingpic],
|
||
polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// -----------------+
|
||
// HWR_Subsector : Determine floor/ceiling planes.
|
||
// : Add sprites of things in sector.
|
||
// : Draw one or more line segments.
|
||
// Notes : Sets gl_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
|
||
gl_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];
|
||
gl_frontsector = sub->sector;
|
||
count = 0;
|
||
line = NULL;
|
||
}
|
||
|
||
//SoM: 4/7/2000: Test to make Boom water work in Hardware mode.
|
||
gl_frontsector = R_FakeFlat(gl_frontsector, &tempsec, &floorlightlevel,
|
||
&ceilinglightlevel, false);
|
||
//FIXME: Use floorlightlevel and ceilinglightlevel insted of lightlevel.
|
||
|
||
floorcolormap = ceilingcolormap = gl_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;
|
||
//gl_cursectorlight.red = light;
|
||
//gl_cursectorlight.green = light;
|
||
//gl_cursectorlight.blue = light;
|
||
//gl_cursectorlight.alpha = light;
|
||
|
||
// ----- end special tricks -----
|
||
cullFloorHeight = P_GetSectorFloorZAt (gl_frontsector, viewx, viewy);
|
||
cullCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, viewx, viewy);
|
||
locFloorHeight = P_GetSectorFloorZAt (gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
|
||
locCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
|
||
|
||
if (gl_frontsector->ffloors)
|
||
{
|
||
if (gl_frontsector->moved)
|
||
{
|
||
gl_frontsector->numlights = sub->sector->numlights = 0;
|
||
R_Prep3DFloors(gl_frontsector);
|
||
sub->sector->lightlist = gl_frontsector->lightlist;
|
||
sub->sector->numlights = gl_frontsector->numlights;
|
||
sub->sector->moved = gl_frontsector->moved = false;
|
||
}
|
||
|
||
light = R_GetPlaneLight(gl_frontsector, locFloorHeight, false);
|
||
if (gl_frontsector->floorlightsec == -1)
|
||
floorlightlevel = *gl_frontsector->lightlist[light].lightlevel;
|
||
floorcolormap = *gl_frontsector->lightlist[light].extra_colormap;
|
||
|
||
light = R_GetPlaneLight(gl_frontsector, locCeilingHeight, false);
|
||
if (gl_frontsector->ceilinglightsec == -1)
|
||
ceilinglightlevel = *gl_frontsector->lightlist[light].lightlevel;
|
||
ceilingcolormap = *gl_frontsector->lightlist[light].extra_colormap;
|
||
}
|
||
|
||
sub->sector->extra_colormap = gl_frontsector->extra_colormap;
|
||
|
||
// render floor ?
|
||
#ifdef DOPLANES
|
||
// yeah, easy backface cull! :)
|
||
if (cullFloorHeight < dup_viewz)
|
||
{
|
||
if (gl_frontsector->floorpic != skyflatnum)
|
||
{
|
||
if (sub->validcount != validcount)
|
||
{
|
||
HWR_GetLevelFlat(&levelflats[gl_frontsector->floorpic]);
|
||
HWR_RenderPlane(sub, &extrasubsectors[num], false,
|
||
// Hack to make things continue to work around slopes.
|
||
locFloorHeight == cullFloorHeight ? locFloorHeight : gl_frontsector->floorheight,
|
||
// We now return you to your regularly scheduled rendering.
|
||
PF_Occlude, floorlightlevel, &levelflats[gl_frontsector->floorpic], NULL, 255, floorcolormap);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
#ifdef POLYSKY
|
||
HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight);
|
||
#endif
|
||
}
|
||
}
|
||
|
||
if (cullCeilingHeight > dup_viewz)
|
||
{
|
||
if (gl_frontsector->ceilingpic != skyflatnum)
|
||
{
|
||
if (sub->validcount != validcount)
|
||
{
|
||
HWR_GetLevelFlat(&levelflats[gl_frontsector->ceilingpic]);
|
||
HWR_RenderPlane(sub, &extrasubsectors[num], true,
|
||
// Hack to make things continue to work around slopes.
|
||
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gl_frontsector->ceilingheight,
|
||
// We now return you to your regularly scheduled rendering.
|
||
PF_Occlude, ceilinglightlevel, &levelflats[gl_frontsector->ceilingpic], NULL, 255, ceilingcolormap);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
#ifdef POLYSKY
|
||
HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight);
|
||
#endif
|
||
}
|
||
}
|
||
|
||
#ifndef POLYSKY
|
||
// Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky
|
||
if (gl_frontsector->ceilingpic == skyflatnum || gl_frontsector->floorpic == skyflatnum)
|
||
drawsky = true;
|
||
#endif
|
||
|
||
#ifdef R_FAKEFLOORS
|
||
if (gl_frontsector->ffloors)
|
||
{
|
||
/// \todo fix light, xoffs, yoffs, extracolormap ?
|
||
ffloor_t * rover;
|
||
for (rover = gl_frontsector->ffloors;
|
||
rover; rover = rover->next)
|
||
{
|
||
fixed_t cullHeight, centerHeight;
|
||
|
||
// bottom plane
|
||
cullHeight = P_GetFFloorBottomZAt(rover, viewx, viewy);
|
||
centerHeight = P_GetFFloorBottomZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
|
||
|
||
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_BOTHPLANES || !(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(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
|
||
|
||
HWR_AddTransparentFloor(0,
|
||
&extrasubsectors[num],
|
||
false,
|
||
*rover->bottomheight,
|
||
*gl_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(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||
|
||
HWR_AddTransparentFloor(&levelflats[*rover->bottompic],
|
||
&extrasubsectors[num],
|
||
false,
|
||
*rover->bottomheight,
|
||
*gl_frontsector->lightlist[light].lightlevel,
|
||
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
|
||
false, *gl_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
else
|
||
{
|
||
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
|
||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||
HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
|
||
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
}
|
||
|
||
// top plane
|
||
cullHeight = P_GetFFloorTopZAt(rover, viewx, viewy);
|
||
centerHeight = P_GetFFloorTopZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
|
||
|
||
if (centerHeight >= locFloorHeight &&
|
||
centerHeight <= locCeilingHeight &&
|
||
((dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || !(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(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
|
||
|
||
HWR_AddTransparentFloor(0,
|
||
&extrasubsectors[num],
|
||
true,
|
||
*rover->topheight,
|
||
*gl_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(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||
|
||
HWR_AddTransparentFloor(&levelflats[*rover->toppic],
|
||
&extrasubsectors[num],
|
||
true,
|
||
*rover->topheight,
|
||
*gl_frontsector->lightlist[light].lightlevel,
|
||
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
|
||
false, *gl_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
else
|
||
{
|
||
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
|
||
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
|
||
HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
|
||
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
#endif //doplanes
|
||
|
||
// 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);
|
||
}
|
||
|
||
// for render stats
|
||
ps_numpolyobjects += numpolys;
|
||
|
||
// Sort polyobjects
|
||
R_SortPolyObjects(sub);
|
||
|
||
// Draw polyobject lines.
|
||
HWR_AddPolyObjectSegs();
|
||
|
||
if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
|
||
{
|
||
// Draw polyobject planes
|
||
HWR_AddPolyObjectPlanes();
|
||
}
|
||
}
|
||
|
||
// 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(gl_frontsector);
|
||
|
||
//Hurdler: at this point validcount must be the same, but is not because
|
||
// gl_frontsector doesn't point anymore to sub->sector due to
|
||
// the call gl_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 && !line->polyseg) // ignore segs that belong to polyobjects
|
||
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;
|
||
|
||
ps_numbspcalls++;
|
||
|
||
// Found a subsector?
|
||
if (bspnum & NF_SUBSECTOR)
|
||
{
|
||
if (bspnum == -1)
|
||
{
|
||
//*(gl_drawsubsector_p++) = 0;
|
||
HWR_Subsector(0);
|
||
}
|
||
else
|
||
{
|
||
//*(gl_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)
|
||
{
|
||
gl_drawsubsector_p = gl_drawsubsectors;
|
||
}
|
||
|
||
//
|
||
// Draw subsectors pushed on the drawsubsectors 'stack', back to front
|
||
//
|
||
static void HWR_RenderSubsectors(void)
|
||
{
|
||
while (gl_drawsubsector_p > gl_drawsubsectors)
|
||
{
|
||
HWR_RenderBSPNode(
|
||
lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR);
|
||
}
|
||
}
|
||
*/
|
||
|
||
// ==========================================================================
|
||
// FROM R_MAIN.C
|
||
// ==========================================================================
|
||
|
||
//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;
|
||
}
|
||
gl_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 (gl_viewangletox[i]>x)
|
||
i++;
|
||
gl_xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
|
||
}
|
||
|
||
// Take out the fencepost cases from viewangletox.
|
||
for (i = 0; i < FINEANGLES/2; i++)
|
||
{
|
||
if (gl_viewangletox[i] == -1)
|
||
gl_viewangletox[i] = 0;
|
||
else if (gl_viewangletox[i] == grviewwidth+1)
|
||
gl_viewangletox[i] = grviewwidth;
|
||
}
|
||
|
||
gl_clipangle = gl_xtoviewangle[0];
|
||
}
|
||
|
||
// ==========================================================================
|
||
// gl_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 gl_visspritecount;
|
||
static gl_vissprite_t *gl_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
|
||
|
||
// --------------------------------------------------------------------------
|
||
// HWR_ClearSprites
|
||
// Called at frame start.
|
||
// --------------------------------------------------------------------------
|
||
static void HWR_ClearSprites(void)
|
||
{
|
||
gl_visspritecount = 0;
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// HWR_NewVisSprite
|
||
// --------------------------------------------------------------------------
|
||
static gl_vissprite_t gl_overflowsprite;
|
||
|
||
static gl_vissprite_t *HWR_GetVisSprite(UINT32 num)
|
||
{
|
||
UINT32 chunk = num >> VISSPRITECHUNKBITS;
|
||
|
||
// Allocate chunk if necessary
|
||
if (!gl_visspritechunks[chunk])
|
||
Z_Malloc(sizeof(gl_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gl_visspritechunks[chunk]);
|
||
|
||
return gl_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
|
||
}
|
||
|
||
static gl_vissprite_t *HWR_NewVisSprite(void)
|
||
{
|
||
if (gl_visspritecount == MAXVISSPRITES)
|
||
return &gl_overflowsprite;
|
||
|
||
return HWR_GetVisSprite(gl_visspritecount++);
|
||
}
|
||
|
||
// A hack solution for transparent surfaces appearing on top of linkdraw sprites.
|
||
// Keep a list of linkdraw sprites and draw their shapes to the z-buffer after all other
|
||
// sprite drawing is done. (effectively the z-buffer drawing of linkdraw sprites is delayed)
|
||
// NOTE: This will no longer be necessary once full translucent sorting is implemented, where
|
||
// translucent sprites and surfaces are sorted together.
|
||
|
||
typedef struct
|
||
{
|
||
FOutVector verts[4];
|
||
gl_vissprite_t *spr;
|
||
} zbuffersprite_t;
|
||
|
||
// this list is used to store data about linkdraw sprites
|
||
zbuffersprite_t linkdrawlist[MAXVISSPRITES];
|
||
UINT32 linkdrawcount = 0;
|
||
|
||
// add the necessary data to the list for delayed z-buffer drawing
|
||
static void HWR_LinkDrawHackAdd(FOutVector *verts, gl_vissprite_t *spr)
|
||
{
|
||
if (linkdrawcount < MAXVISSPRITES)
|
||
{
|
||
memcpy(linkdrawlist[linkdrawcount].verts, verts, sizeof(FOutVector) * 4);
|
||
linkdrawlist[linkdrawcount].spr = spr;
|
||
linkdrawcount++;
|
||
}
|
||
}
|
||
|
||
// process and clear the list of sprites for delayed z-buffer drawing
|
||
static void HWR_LinkDrawHackFinish(void)
|
||
{
|
||
UINT32 i;
|
||
FSurfaceInfo surf;
|
||
surf.PolyColor.rgba = 0xFFFFFFFF;
|
||
surf.TintColor.rgba = 0xFFFFFFFF;
|
||
surf.FadeColor.rgba = 0xFFFFFFFF;
|
||
surf.LightInfo.light_level = 0;
|
||
surf.LightInfo.fade_start = 0;
|
||
surf.LightInfo.fade_end = 31;
|
||
for (i = 0; i < linkdrawcount; i++)
|
||
{
|
||
// draw sprite shape, only to z-buffer
|
||
HWR_GetPatch(linkdrawlist[i].spr->gpatch);
|
||
HWR_ProcessPolygon(&surf, linkdrawlist[i].verts, 4, PF_Translucent|PF_Occlude|PF_Invisible, 0, false);
|
||
}
|
||
// reset list
|
||
linkdrawcount = 0;
|
||
}
|
||
|
||
//
|
||
// 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;
|
||
}
|
||
|
||
static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
|
||
{
|
||
patch_t *gpatch;
|
||
FOutVector shadowVerts[4];
|
||
FSurfaceInfo sSurf;
|
||
float fscale; float fx; float fy; float offset;
|
||
extracolormap_t *colormap = NULL;
|
||
UINT8 i;
|
||
SINT8 flip = P_MobjFlip(thing);
|
||
|
||
INT32 light;
|
||
fixed_t scalemul;
|
||
UINT16 alpha;
|
||
fixed_t floordiff;
|
||
fixed_t groundz;
|
||
fixed_t slopez;
|
||
pslope_t *groundslope;
|
||
|
||
groundz = R_GetShadowZ(thing, &groundslope);
|
||
|
||
//if (abs(groundz - gl_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||
|
||
floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
|
||
|
||
alpha = floordiff / (4*FRACUNIT) + 75;
|
||
if (alpha >= 255) return;
|
||
alpha = 255 - alpha;
|
||
|
||
gpatch = (patch_t *)W_CachePatchName("DSHADOW", PU_SPRITE);
|
||
if (!(gpatch && ((GLPatch_t *)gpatch->hardware)->mipmap->format)) return;
|
||
HWR_GetPatch(gpatch);
|
||
|
||
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
|
||
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
|
||
|
||
fscale = FIXED_TO_FLOAT(scalemul);
|
||
fx = FIXED_TO_FLOAT(thing->x);
|
||
fy = FIXED_TO_FLOAT(thing->y);
|
||
|
||
// 3--2
|
||
// | /|
|
||
// |/ |
|
||
// 0--1
|
||
|
||
if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
|
||
offset = ((gpatch->height)/2) * fscale;
|
||
else
|
||
offset = (float)((gpatch->height)/2);
|
||
|
||
shadowVerts[2].x = shadowVerts[3].x = fx + offset;
|
||
shadowVerts[1].x = shadowVerts[0].x = fx - offset;
|
||
shadowVerts[1].z = shadowVerts[2].z = fy - offset;
|
||
shadowVerts[0].z = shadowVerts[3].z = fy + offset;
|
||
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
float oldx = shadowVerts[i].x;
|
||
float oldy = shadowVerts[i].z;
|
||
shadowVerts[i].x = fx + ((oldx - fx) * gl_viewcos) - ((oldy - fy) * gl_viewsin);
|
||
shadowVerts[i].z = fy + ((oldx - fx) * gl_viewsin) + ((oldy - fy) * gl_viewcos);
|
||
}
|
||
|
||
if (groundslope)
|
||
{
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
slopez = P_GetSlopeZAt(groundslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
|
||
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + flip * 0.05f;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < 4; i++)
|
||
shadowVerts[i].y = FIXED_TO_FLOAT(groundz) + flip * 0.05f;
|
||
}
|
||
|
||
shadowVerts[0].s = shadowVerts[3].s = 0;
|
||
shadowVerts[2].s = shadowVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
|
||
|
||
shadowVerts[3].t = shadowVerts[2].t = 0;
|
||
shadowVerts[0].t = shadowVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
|
||
|
||
if (!(thing->renderflags & RF_NOCOLORMAPS))
|
||
{
|
||
if (thing->subsector->sector->numlights)
|
||
{
|
||
// Always use the light at the top instead of whatever I was doing before
|
||
light = R_GetPlaneLight(thing->subsector->sector, groundz, false);
|
||
|
||
if (*thing->subsector->sector->lightlist[light].extra_colormap)
|
||
colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
|
||
}
|
||
else if (thing->subsector->sector->extra_colormap)
|
||
colormap = thing->subsector->sector->extra_colormap;
|
||
}
|
||
|
||
HWR_Lighting(&sSurf, 0, colormap);
|
||
sSurf.PolyColor.s.alpha = alpha;
|
||
|
||
HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated, SHADER_SPRITE, false); // sprite shader
|
||
}
|
||
|
||
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
|
||
static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts, const boolean precip)
|
||
{
|
||
if (cv_glspritebillboarding.value
|
||
&& spr && spr->mobj && !(spr->mobj->frame & FF_PAPERSPRITE)
|
||
&& wallVerts)
|
||
{
|
||
float basey = FIXED_TO_FLOAT(spr->mobj->z);
|
||
float lowy = wallVerts[0].y;
|
||
if (!precip && P_MobjFlip(spr->mobj) == -1) // precip doesn't have eflags so they can't flip
|
||
{
|
||
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->gzt - basey) * gl_viewludsin + basey;
|
||
wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gl_viewludsin + basey;
|
||
// translate back to be around 0 before translating back
|
||
wallVerts[3].x += ((spr->gzt - basey) * gl_viewludcos) * gl_viewcos;
|
||
wallVerts[2].x += ((spr->gzt - basey) * gl_viewludcos) * gl_viewcos;
|
||
|
||
wallVerts[0].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos;
|
||
wallVerts[1].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos;
|
||
|
||
wallVerts[3].z += ((spr->gzt - basey) * gl_viewludcos) * gl_viewsin;
|
||
wallVerts[2].z += ((spr->gzt - basey) * gl_viewludcos) * gl_viewsin;
|
||
|
||
wallVerts[0].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin;
|
||
wallVerts[1].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin;
|
||
}
|
||
}
|
||
|
||
static void HWR_SplitSprite(gl_vissprite_t *spr)
|
||
{
|
||
FOutVector wallVerts[4];
|
||
FOutVector baseWallVerts[4]; // This is what the verts should end up as
|
||
patch_t *gpatch;
|
||
FSurfaceInfo Surf;
|
||
extracolormap_t *colormap = NULL;
|
||
FUINT lightlevel;
|
||
boolean lightset = true;
|
||
FBITFIELD blend = 0;
|
||
FBITFIELD occlusion;
|
||
boolean use_linkdraw_hack = false;
|
||
boolean splat = R_ThingIsFloorSprite(spr->mobj);
|
||
UINT8 alpha;
|
||
|
||
INT32 i;
|
||
float realtop, realbot, top, bot;
|
||
float ttop, tbot, tmult;
|
||
float bheight;
|
||
float realheight, heightmult;
|
||
const sector_t *sector = spr->mobj->subsector->sector;
|
||
const lightlist_t *list = sector->lightlist;
|
||
float endrealtop, endrealbot, endtop, endbot;
|
||
float endbheight;
|
||
float endrealheight;
|
||
fixed_t temp;
|
||
fixed_t v1x, v1y, v2x, v2y;
|
||
|
||
gpatch = spr->gpatch;
|
||
|
||
// 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);
|
||
|
||
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->gzt;
|
||
baseWallVerts[0].y = baseWallVerts[1].y = spr->gz;
|
||
|
||
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].s = baseWallVerts[3].s = ((GLPatch_t *)gpatch->hardware)->max_s;
|
||
baseWallVerts[2].s = baseWallVerts[1].s = 0;
|
||
}
|
||
else
|
||
{
|
||
baseWallVerts[0].s = baseWallVerts[3].s = 0;
|
||
baseWallVerts[2].s = baseWallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
|
||
}
|
||
|
||
// flip the texture coords (look familiar?)
|
||
if (spr->vflip)
|
||
{
|
||
baseWallVerts[3].t = baseWallVerts[2].t = ((GLPatch_t *)gpatch->hardware)->max_t;
|
||
baseWallVerts[0].t = baseWallVerts[1].t = 0;
|
||
}
|
||
else
|
||
{
|
||
baseWallVerts[3].t = baseWallVerts[2].t = 0;
|
||
baseWallVerts[0].t = baseWallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
|
||
}
|
||
|
||
if (!splat)
|
||
{
|
||
// if it has a dispoffset, push it a little towards the camera
|
||
if (spr->dispoffset) {
|
||
float co = -gl_viewcos*(0.05f*spr->dispoffset);
|
||
float si = -gl_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, false);
|
||
}
|
||
|
||
realtop = top = baseWallVerts[3].y;
|
||
realbot = bot = baseWallVerts[0].y;
|
||
ttop = baseWallVerts[3].t;
|
||
tbot = baseWallVerts[0].t;
|
||
tmult = (tbot - ttop) / (top - bot);
|
||
|
||
endrealtop = endtop = baseWallVerts[2].y;
|
||
endrealbot = endbot = baseWallVerts[1].y;
|
||
|
||
// 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 sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
|
||
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
|
||
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
|
||
occlusion = 0;
|
||
else
|
||
occlusion = PF_Occlude;
|
||
|
||
if (!cv_translucency.value) // translucency disabled
|
||
{
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|occlusion;
|
||
if (!occlusion) use_linkdraw_hack = true;
|
||
}
|
||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x40;
|
||
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode);
|
||
}
|
||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||
{
|
||
INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT;
|
||
if (spr->mobj->blendmode == AST_TRANSLUCENT && trans >= NUMTRANSMAPS)
|
||
return;
|
||
blend = HWR_SurfaceBlend(spr->mobj->blendmode, trans, &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.PolyColor.s.alpha = 0xFF;
|
||
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|occlusion;
|
||
if (!occlusion) use_linkdraw_hack = true;
|
||
}
|
||
|
||
alpha = Surf.PolyColor.s.alpha;
|
||
|
||
// Start with the lightlevel and colormap from the top of the sprite
|
||
lightlevel = *list[sector->numlights - 1].lightlevel;
|
||
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
|
||
colormap = *list[sector->numlights - 1].extra_colormap;
|
||
|
||
i = 0;
|
||
temp = FLOAT_TO_FIXED(realtop);
|
||
|
||
if (R_ThingIsFullBright(spr->mobj))
|
||
lightlevel = 255;
|
||
else if (R_ThingIsFullDark(spr->mobj))
|
||
lightlevel = 0;
|
||
else
|
||
lightset = false;
|
||
|
||
for (i = 1; i < sector->numlights; i++)
|
||
{
|
||
fixed_t h = P_GetLightZAt(§or->lightlist[i], spr->mobj->x, spr->mobj->y);
|
||
if (h <= temp)
|
||
{
|
||
if (!lightset)
|
||
lightlevel = *list[i-1].lightlevel > 255 ? 255 : *list[i-1].lightlevel;
|
||
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
|
||
colormap = *list[i-1].extra_colormap;
|
||
break;
|
||
}
|
||
}
|
||
|
||
for (i = 0; i < sector->numlights; i++)
|
||
{
|
||
if (endtop < endrealbot && 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 (!lightset)
|
||
lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
|
||
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
|
||
colormap = *list[i].extra_colormap;
|
||
}
|
||
|
||
if (i + 1 < sector->numlights)
|
||
{
|
||
temp = P_GetLightZAt(&list[i+1], v1x, v1y);
|
||
bheight = FIXED_TO_FLOAT(temp);
|
||
temp = P_GetLightZAt(&list[i+1], v2x, v2y);
|
||
endbheight = FIXED_TO_FLOAT(temp);
|
||
}
|
||
else
|
||
{
|
||
bheight = realbot;
|
||
endbheight = endrealbot;
|
||
}
|
||
|
||
if (endbheight >= endtop && bheight >= top)
|
||
continue;
|
||
|
||
bot = bheight;
|
||
|
||
if (bot < realbot)
|
||
bot = realbot;
|
||
|
||
endbot = endbheight;
|
||
|
||
if (endbot < endrealbot)
|
||
endbot = endrealbot;
|
||
|
||
wallVerts[3].t = ttop + ((realtop - top) * tmult);
|
||
wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult);
|
||
wallVerts[0].t = ttop + ((realtop - bot) * tmult);
|
||
wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult);
|
||
|
||
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_glspritebillboarding.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;
|
||
}
|
||
|
||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||
|
||
Surf.PolyColor.s.alpha = alpha;
|
||
|
||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
|
||
|
||
if (use_linkdraw_hack)
|
||
HWR_LinkDrawHackAdd(wallVerts, spr);
|
||
|
||
top = bot;
|
||
endtop = endbot;
|
||
}
|
||
|
||
bot = realbot;
|
||
endbot = endrealbot;
|
||
if (endtop <= endrealbot && top <= realbot)
|
||
return;
|
||
|
||
// If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite
|
||
wallVerts[3].t = ttop + ((realtop - top) * tmult);
|
||
wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult);
|
||
wallVerts[0].t = ttop + ((realtop - bot) * tmult);
|
||
wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult);
|
||
|
||
wallVerts[3].y = top;
|
||
wallVerts[2].y = endtop;
|
||
wallVerts[0].y = bot;
|
||
wallVerts[1].y = endbot;
|
||
|
||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||
|
||
Surf.PolyColor.s.alpha = alpha;
|
||
|
||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
|
||
|
||
if (use_linkdraw_hack)
|
||
HWR_LinkDrawHackAdd(wallVerts, spr);
|
||
}
|
||
|
||
// -----------------+
|
||
// HWR_DrawSprite : Draw flat sprites
|
||
// : (monsters, bonuses, weapons, lights, ...)
|
||
// Returns :
|
||
// -----------------+
|
||
static void HWR_DrawSprite(gl_vissprite_t *spr)
|
||
{
|
||
FOutVector wallVerts[4];
|
||
patch_t *gpatch; // sprite patch converted to hardware
|
||
FSurfaceInfo Surf;
|
||
const boolean splat = R_ThingIsFloorSprite(spr->mobj);
|
||
|
||
if (!spr->mobj)
|
||
return;
|
||
|
||
if (!spr->mobj->subsector)
|
||
return;
|
||
|
||
if (spr->mobj->subsector->sector->numlights && !splat)
|
||
{
|
||
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;
|
||
|
||
#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
|
||
|
||
if (splat)
|
||
{
|
||
F2DCoord verts[4];
|
||
F2DCoord rotated[4];
|
||
|
||
angle_t angle;
|
||
float ca, sa;
|
||
float w, h;
|
||
float xscale, yscale;
|
||
float xoffset, yoffset;
|
||
float leftoffset, topoffset;
|
||
float scale = spr->scale;
|
||
float zoffset = (P_MobjFlip(spr->mobj) * 0.05f);
|
||
pslope_t *splatslope = NULL;
|
||
INT32 i;
|
||
|
||
renderflags_t renderflags = spr->renderflags;
|
||
if (renderflags & RF_SHADOWEFFECTS)
|
||
scale *= spr->shadowscale;
|
||
|
||
if (spr->rotateflags & SRF_3D || renderflags & RF_NOSPLATBILLBOARD)
|
||
angle = spr->mobj->angle;
|
||
else
|
||
angle = viewangle;
|
||
|
||
if (!spr->rotated)
|
||
angle += spr->mobj->rollangle;
|
||
|
||
angle = -angle;
|
||
angle += ANGLE_90;
|
||
|
||
topoffset = spr->spriteyoffset;
|
||
leftoffset = spr->spritexoffset;
|
||
if (spr->flip)
|
||
leftoffset = ((float)gpatch->width - leftoffset);
|
||
|
||
xscale = spr->scale * spr->spritexscale;
|
||
yscale = spr->scale * spr->spriteyscale;
|
||
|
||
xoffset = leftoffset * xscale;
|
||
yoffset = topoffset * yscale;
|
||
|
||
w = (float)gpatch->width * xscale;
|
||
h = (float)gpatch->height * yscale;
|
||
|
||
// Set positions
|
||
|
||
// 3--2
|
||
// | |
|
||
// 0--1
|
||
|
||
verts[3].x = -xoffset;
|
||
verts[3].y = yoffset;
|
||
|
||
verts[2].x = w - xoffset;
|
||
verts[2].y = yoffset;
|
||
|
||
verts[1].x = w - xoffset;
|
||
verts[1].y = -h + yoffset;
|
||
|
||
verts[0].x = -xoffset;
|
||
verts[0].y = -h + yoffset;
|
||
|
||
ca = FIXED_TO_FLOAT(FINECOSINE((-angle)>>ANGLETOFINESHIFT));
|
||
sa = FIXED_TO_FLOAT(FINESINE((-angle)>>ANGLETOFINESHIFT));
|
||
|
||
// Rotate
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
rotated[i].x = (verts[i].x * ca) - (verts[i].y * sa);
|
||
rotated[i].y = (verts[i].x * sa) + (verts[i].y * ca);
|
||
}
|
||
|
||
// Translate
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
wallVerts[i].x = rotated[i].x + FIXED_TO_FLOAT(spr->mobj->x);
|
||
wallVerts[i].z = rotated[i].y + FIXED_TO_FLOAT(spr->mobj->y);
|
||
}
|
||
|
||
if (renderflags & (RF_SLOPESPLAT | RF_OBJECTSLOPESPLAT))
|
||
{
|
||
pslope_t *standingslope = spr->mobj->standingslope; // The slope that the object is standing on.
|
||
|
||
// The slope that was defined for the sprite.
|
||
if (renderflags & RF_SLOPESPLAT)
|
||
splatslope = spr->mobj->floorspriteslope;
|
||
|
||
if (standingslope && (renderflags & RF_OBJECTSLOPESPLAT))
|
||
splatslope = standingslope;
|
||
}
|
||
|
||
// Set vertical position
|
||
if (splatslope)
|
||
{
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
fixed_t slopez = P_GetSlopeZAt(splatslope, FLOAT_TO_FIXED(wallVerts[i].x), FLOAT_TO_FIXED(wallVerts[i].z));
|
||
wallVerts[i].y = FIXED_TO_FLOAT(slopez) + zoffset;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
for (i = 0; i < 4; i++)
|
||
wallVerts[i].y = FIXED_TO_FLOAT(spr->mobj->z) + zoffset;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 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->gzt;
|
||
wallVerts[0].y = wallVerts[1].y = spr->gz;
|
||
|
||
// 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].s = wallVerts[3].s = ((GLPatch_t *)gpatch->hardware)->max_s;
|
||
wallVerts[2].s = wallVerts[1].s = 0;
|
||
}else{
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
|
||
}
|
||
|
||
// flip the texture coords (look familiar?)
|
||
if (spr->vflip)
|
||
{
|
||
wallVerts[3].t = wallVerts[2].t = ((GLPatch_t *)gpatch->hardware)->max_t;
|
||
wallVerts[0].t = wallVerts[1].t = 0;
|
||
}else{
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->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);
|
||
|
||
if (!splat)
|
||
{
|
||
// if it has a dispoffset, push it a little towards the camera
|
||
if (spr->dispoffset) {
|
||
float co = -gl_viewcos*(0.05f*spr->dispoffset);
|
||
float si = -gl_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, false);
|
||
}
|
||
|
||
// 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 = 0;
|
||
boolean lightset = true;
|
||
extracolormap_t *colormap = NULL;
|
||
|
||
if (R_ThingIsFullBright(spr->mobj))
|
||
lightlevel = 255;
|
||
else if (R_ThingIsFullDark(spr->mobj))
|
||
lightlevel = 0;
|
||
else
|
||
lightset = false;
|
||
|
||
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
|
||
colormap = sector->extra_colormap;
|
||
|
||
if (splat && sector->numlights)
|
||
{
|
||
INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false);
|
||
|
||
if (!lightset)
|
||
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
|
||
|
||
if (*sector->lightlist[light].extra_colormap && !(spr->mobj->renderflags & RF_NOCOLORMAPS))
|
||
colormap = *sector->lightlist[light].extra_colormap;
|
||
}
|
||
else if (!lightset)
|
||
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
|
||
|
||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||
}
|
||
|
||
{
|
||
FBITFIELD blend = 0;
|
||
FBITFIELD occlusion;
|
||
boolean use_linkdraw_hack = false;
|
||
|
||
// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
|
||
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
|
||
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
|
||
occlusion = 0;
|
||
else
|
||
occlusion = PF_Occlude;
|
||
|
||
if (!cv_translucency.value) // translucency disabled
|
||
{
|
||
Surf.PolyColor.s.alpha = 0xFF;
|
||
blend = PF_Translucent|occlusion;
|
||
if (!occlusion) use_linkdraw_hack = true;
|
||
}
|
||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||
{
|
||
Surf.PolyColor.s.alpha = 0x40;
|
||
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode);
|
||
}
|
||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||
{
|
||
INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT;
|
||
if (spr->mobj->blendmode == AST_TRANSLUCENT && trans >= NUMTRANSMAPS)
|
||
return;
|
||
blend = HWR_SurfaceBlend(spr->mobj->blendmode, trans, &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.PolyColor.s.alpha = 0xFF;
|
||
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|occlusion;
|
||
if (!occlusion) use_linkdraw_hack = true;
|
||
}
|
||
|
||
if (spr->renderflags & RF_SHADOWEFFECTS)
|
||
{
|
||
INT32 alpha = Surf.PolyColor.s.alpha;
|
||
alpha -= ((INT32)(spr->shadowheight / 4.0f)) + 75;
|
||
if (alpha < 1)
|
||
return;
|
||
|
||
Surf.PolyColor.s.alpha = (UINT8)(alpha);
|
||
blend = PF_Translucent|occlusion;
|
||
if (!occlusion) use_linkdraw_hack = true;
|
||
}
|
||
|
||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
|
||
|
||
if (use_linkdraw_hack)
|
||
HWR_LinkDrawHackAdd(wallVerts, spr);
|
||
}
|
||
}
|
||
|
||
#ifdef HWPRECIP
|
||
// Sprite drawer for precipitation
|
||
static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
|
||
{
|
||
FBITFIELD blend = 0;
|
||
FOutVector wallVerts[4];
|
||
patch_t *gpatch; // sprite patch converted to hardware
|
||
FSurfaceInfo Surf;
|
||
|
||
if (!spr->mobj)
|
||
return;
|
||
|
||
if (!spr->mobj->subsector)
|
||
return;
|
||
|
||
// cache sprite graphics
|
||
gpatch = spr->gpatch;
|
||
|
||
// 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->gzt;
|
||
wallVerts[0].y = wallVerts[1].y = spr->gz;
|
||
|
||
// 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, true);
|
||
|
||
wallVerts[0].s = wallVerts[3].s = 0;
|
||
wallVerts[2].s = wallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
|
||
|
||
wallVerts[3].t = wallVerts[2].t = 0;
|
||
wallVerts[0].t = wallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->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)
|
||
{
|
||
// Always use the light at the top instead of whatever I was doing before
|
||
INT32 light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false);
|
||
|
||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *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 > 255 ? 255 : sector->lightlevel;
|
||
|
||
if (sector->extra_colormap)
|
||
colormap = sector->extra_colormap;
|
||
}
|
||
|
||
HWR_Lighting(&Surf, lightlevel, colormap);
|
||
}
|
||
|
||
if (spr->mobj->frame & FF_TRANSMASK)
|
||
{
|
||
INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT;
|
||
if (spr->mobj->blendmode == AST_TRANSLUCENT && trans >= NUMTRANSMAPS)
|
||
return;
|
||
blend = HWR_SurfaceBlend(spr->mobj->blendmode, trans, &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.PolyColor.s.alpha = 0xFF;
|
||
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|PF_Occlude;
|
||
}
|
||
|
||
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, SHADER_SPRITE, false); // sprite shader
|
||
}
|
||
#endif
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Sort vissprites by distance
|
||
// --------------------------------------------------------------------------
|
||
gl_vissprite_t* gl_vsprorder[MAXVISSPRITES];
|
||
|
||
// Note: For more correct transparency the transparent sprites would need to be
|
||
// sorted and drawn together with transparent surfaces.
|
||
static int CompareVisSprites(const void *p1, const void *p2)
|
||
{
|
||
gl_vissprite_t* spr1 = *(gl_vissprite_t*const*)p1;
|
||
gl_vissprite_t* spr2 = *(gl_vissprite_t*const*)p2;
|
||
int idiff;
|
||
float fdiff;
|
||
float tz1, tz2;
|
||
|
||
// Make transparent sprites last. Comment from the previous sort implementation:
|
||
// 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
|
||
int transparency1;
|
||
int transparency2;
|
||
|
||
// check for precip first, because then sprX->mobj is actually a precipmobj_t and does not have flags2 or tracer
|
||
int linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
|
||
int linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
|
||
|
||
// ^ is the XOR operation
|
||
// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
|
||
// the tracer's properties instead of the main sprite's.
|
||
if ((linkdraw1 && linkdraw2 && spr1->mobj->tracer != spr2->mobj->tracer) || (linkdraw1 ^ linkdraw2))
|
||
{
|
||
if (linkdraw1)
|
||
{
|
||
tz1 = spr1->tracertz;
|
||
transparency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANSMASK);
|
||
}
|
||
else
|
||
{
|
||
tz1 = spr1->tz;
|
||
transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TRANSMASK);
|
||
}
|
||
if (linkdraw2)
|
||
{
|
||
tz2 = spr2->tracertz;
|
||
transparency2 = (spr2->mobj->tracer->flags2 & MF2_SHADOW) || (spr2->mobj->tracer->frame & FF_TRANSMASK);
|
||
}
|
||
else
|
||
{
|
||
tz2 = spr2->tz;
|
||
transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TRANSMASK);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
tz1 = spr1->tz;
|
||
transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TRANSMASK);
|
||
tz2 = spr2->tz;
|
||
transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TRANSMASK);
|
||
}
|
||
|
||
// first compare transparency flags, then compare tz, then compare dispoffset
|
||
|
||
idiff = transparency1 - transparency2;
|
||
if (idiff != 0) return idiff;
|
||
|
||
fdiff = tz2 - tz1; // this order seems correct when checking with apitrace. Back to front.
|
||
if (fabsf(fdiff) < 1.0E-36f)
|
||
return spr1->dispoffset - spr2->dispoffset; // smallest dispoffset first if sprites are at (almost) same location.
|
||
else if (fdiff > 0)
|
||
return 1;
|
||
else
|
||
return -1;
|
||
}
|
||
|
||
static void HWR_SortVisSprites(void)
|
||
{
|
||
UINT32 i;
|
||
for (i = 0; i < gl_visspritecount; i++)
|
||
{
|
||
gl_vsprorder[i] = HWR_GetVisSprite(i);
|
||
}
|
||
qsort(gl_vsprorder, gl_visspritecount, sizeof(gl_vissprite_t*), CompareVisSprites);
|
||
}
|
||
|
||
// 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
|
||
{
|
||
FOutVector wallVerts[4];
|
||
FSurfaceInfo Surf;
|
||
INT32 texnum;
|
||
FBITFIELD blend;
|
||
INT32 drawcount;
|
||
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
|
||
|
||
void HWR_RenderWall(FOutVector *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;
|
||
|
||
//Hurdler: 3D water sutffs
|
||
typedef struct gl_drawnode_s
|
||
{
|
||
planeinfo_t *plane;
|
||
polyplaneinfo_t *polyplane;
|
||
wallinfo_t *wall;
|
||
gl_vissprite_t *sprite;
|
||
|
||
// struct gl_drawnode_s *next;
|
||
// struct gl_drawnode_s *prev;
|
||
} gl_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 = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255;
|
||
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 = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255;
|
||
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++;
|
||
}
|
||
|
||
// putting sortindex and sortnode here so the comparator function can see them
|
||
gl_drawnode_t *sortnode;
|
||
size_t *sortindex;
|
||
|
||
static int CompareDrawNodes(const void *p1, const void *p2)
|
||
{
|
||
size_t n1 = *(const size_t*)p1;
|
||
size_t n2 = *(const size_t*)p2;
|
||
INT32 v1 = 0;
|
||
INT32 v2 = 0;
|
||
INT32 diff;
|
||
if (sortnode[n1].plane)
|
||
v1 = sortnode[n1].plane->drawcount;
|
||
else if (sortnode[n1].polyplane)
|
||
v1 = sortnode[n1].polyplane->drawcount;
|
||
else if (sortnode[n1].wall)
|
||
v1 = sortnode[n1].wall->drawcount;
|
||
else I_Error("CompareDrawNodes: n1 unknown");
|
||
|
||
if (sortnode[n2].plane)
|
||
v2 = sortnode[n2].plane->drawcount;
|
||
else if (sortnode[n2].polyplane)
|
||
v2 = sortnode[n2].polyplane->drawcount;
|
||
else if (sortnode[n2].wall)
|
||
v2 = sortnode[n2].wall->drawcount;
|
||
else I_Error("CompareDrawNodes: n2 unknown");
|
||
|
||
diff = v2 - v1;
|
||
if (diff == 0) I_Error("CompareDrawNodes: diff is zero");
|
||
return diff;
|
||
}
|
||
|
||
static int CompareDrawNodePlanes(const void *p1, const void *p2)
|
||
{
|
||
size_t n1 = *(const size_t*)p1;
|
||
size_t n2 = *(const size_t*)p2;
|
||
if (!sortnode[n1].plane) I_Error("CompareDrawNodePlanes: Uh.. This isn't a plane! (n1)");
|
||
if (!sortnode[n2].plane) I_Error("CompareDrawNodePlanes: Uh.. This isn't a plane! (n2)");
|
||
return ABS(sortnode[n2].plane->fixedheight - viewz) - ABS(sortnode[n1].plane->fixedheight - viewz);
|
||
}
|
||
|
||
//
|
||
// HWR_CreateDrawNodes
|
||
// Creates and sorts a list of drawnodes for the scene being rendered.
|
||
static void HWR_CreateDrawNodes(void)
|
||
{
|
||
UINT32 i = 0, p = 0;
|
||
size_t run_start = 0;
|
||
|
||
// 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.
|
||
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.
|
||
sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
|
||
|
||
ps_hw_nodesorttime = I_GetPreciseTime();
|
||
|
||
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;
|
||
}
|
||
|
||
ps_numdrawnodes = p;
|
||
|
||
// p is the number of stuff to sort
|
||
|
||
// sort the list based on the value of the 'drawcount' member of the drawnodes.
|
||
qsort(sortindex, p, sizeof(size_t), CompareDrawNodes);
|
||
|
||
// an additional pass is needed to correct the order of consecutive planes in the list.
|
||
// for each consecutive run of planes in the list, sort that run based on plane height and view height.
|
||
while (run_start < p-1)// p-1 because a 1 plane run at the end of the list does not count
|
||
{
|
||
// locate run start
|
||
if (sortnode[sortindex[run_start]].plane)
|
||
{
|
||
// found it, now look for run end
|
||
size_t run_end;// (inclusive)
|
||
for (i = run_start+1; i < p; i++)// size_t and UINT32 being used mixed here... shouldnt break anything though..
|
||
{
|
||
if (!sortnode[sortindex[i]].plane) break;
|
||
}
|
||
run_end = i-1;
|
||
if (run_end > run_start)// if there are multiple consecutive planes, not just one
|
||
{
|
||
// consecutive run of planes found, now sort it
|
||
qsort(sortindex + run_start, run_end - run_start + 1, sizeof(size_t), CompareDrawNodePlanes);
|
||
}
|
||
run_start = run_end + 1;// continue looking for runs coming right after this one
|
||
}
|
||
else
|
||
{
|
||
// this wasnt the run start, try next one
|
||
run_start++;
|
||
}
|
||
}
|
||
|
||
ps_hw_nodesorttime = I_GetPreciseTime() - ps_hw_nodesorttime;
|
||
|
||
ps_hw_nodedrawtime = I_GetPreciseTime();
|
||
|
||
// Okay! Let's draw it all! Woo!
|
||
HWD.pfnSetTransform(&atransform);
|
||
HWD.pfnSetShader(SHADER_DEFAULT);
|
||
|
||
for (i = 0; i < p; i++)
|
||
{
|
||
if (sortnode[sortindex[i]].plane)
|
||
{
|
||
// We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes.
|
||
gl_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->planecolormap);
|
||
}
|
||
else if (sortnode[sortindex[i]].polyplane)
|
||
{
|
||
// We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes.
|
||
gl_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);
|
||
}
|
||
}
|
||
|
||
ps_hw_nodedrawtime = I_GetPreciseTime() - ps_hw_nodedrawtime;
|
||
|
||
numwalls = 0;
|
||
numplanes = 0;
|
||
numpolyplanes = 0;
|
||
|
||
// No mem leaks, please.
|
||
Z_Free(sortnode);
|
||
Z_Free(sortindex);
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Draw all vissprites
|
||
// --------------------------------------------------------------------------
|
||
|
||
// 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)
|
||
{
|
||
UINT32 i;
|
||
boolean skipshadow = false; // skip shadow if it was drawn already for a linkdraw sprite encountered earlier in the list
|
||
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_glmodellighting.value);
|
||
for (i = 0; i < gl_visspritecount; i++)
|
||
{
|
||
gl_vissprite_t *spr = gl_vsprorder[i];
|
||
#ifdef HWPRECIP
|
||
if (spr->precip)
|
||
HWR_DrawPrecipitationSprite(spr);
|
||
else
|
||
#endif
|
||
{
|
||
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value && !skipshadow)
|
||
{
|
||
HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
|
||
}
|
||
|
||
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
|
||
{
|
||
// If this linkdraw sprite is behind a sprite that has a shadow,
|
||
// then that shadow has to be drawn first, otherwise the shadow ends up on top of
|
||
// the linkdraw sprite because the linkdraw sprite does not modify the z-buffer.
|
||
// The !skipshadow check is there in case there are multiple linkdraw sprites connected
|
||
// to the same tracer, so the tracer's shadow only gets drawn once.
|
||
if (cv_shadow.value && !skipshadow && spr->dispoffset < 0 && spr->mobj->tracer->shadowscale)
|
||
{
|
||
HWR_DrawDropShadow(spr->mobj->tracer, spr->mobj->tracer->shadowscale);
|
||
skipshadow = true;
|
||
// The next sprite in this loop should be either another linkdraw sprite or the tracer.
|
||
// When the tracer is inevitably encountered, skipshadow will cause it's shadow
|
||
// to get skipped and skipshadow will get set to false by the 'else' clause below.
|
||
}
|
||
}
|
||
else
|
||
{
|
||
skipshadow = false;
|
||
}
|
||
|
||
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||
{
|
||
if (!cv_glmodels.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_glmodels.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);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, 0);
|
||
|
||
// At the end of sprite drawing, draw shapes of linkdraw sprites to z-buffer, so they
|
||
// don't get drawn over by transparent surfaces.
|
||
HWR_LinkDrawHackFinish();
|
||
// Work around a r_opengl.c bug with PF_Invisible by making this SetBlend call
|
||
// where PF_Invisible is off and PF_Masked is on.
|
||
// (Other states probably don't matter. Here I left them same as in LinkDrawHackFinish)
|
||
// Without this workaround the rest of the draw calls in this frame (including UI, screen texture)
|
||
// can get drawn using an incorrect glBlendFunc, resulting in a occasional black screen.
|
||
HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Masked);
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// 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 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;
|
||
for (thing = sec->thinglist; thing; thing = thing->snext)
|
||
{
|
||
if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
|
||
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 (R_PrecipThingVisible(precipthing, limit_dist))
|
||
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)
|
||
{
|
||
gl_vissprite_t *vis;
|
||
float tr_x, tr_y;
|
||
float tz;
|
||
float tracertz = 0.0f;
|
||
float x1, x2;
|
||
float rightsin, rightcos;
|
||
float this_scale, this_xscale, this_yscale;
|
||
float spritexscale, spriteyscale;
|
||
float shadowheight = 1.0f, shadowscale = 1.0f;
|
||
float gz, gzt;
|
||
spritedef_t *sprdef;
|
||
spriteframe_t *sprframe;
|
||
#ifdef ROTSPRITE
|
||
spriteinfo_t *sprinfo;
|
||
#endif
|
||
md2_t *md2;
|
||
size_t lumpoff;
|
||
unsigned rot;
|
||
UINT16 flip;
|
||
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !R_ThingVerticallyFlipped(thing));
|
||
boolean mirrored = thing->mirrored;
|
||
boolean hflip = (!R_ThingHorizontallyFlipped(thing) != !mirrored);
|
||
INT32 dispoffset;
|
||
|
||
angle_t ang;
|
||
INT32 heightsec, phs;
|
||
const boolean papersprite = R_ThingIsPaperSprite(thing);
|
||
const boolean splat = R_ThingIsFloorSprite(thing);
|
||
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;
|
||
|
||
if (thing->spritexscale < 1 || thing->spriteyscale < 1)
|
||
return;
|
||
|
||
dispoffset = thing->info->dispoffset;
|
||
|
||
this_scale = FIXED_TO_FLOAT(thing->scale);
|
||
spritexscale = FIXED_TO_FLOAT(thing->spritexscale);
|
||
spriteyscale = FIXED_TO_FLOAT(thing->spriteyscale);
|
||
|
||
// transform the origin point
|
||
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
|
||
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
|
||
|
||
// rotation around vertical axis
|
||
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
|
||
|
||
// thing is behind view plane?
|
||
if (tz < ZCLIP_PLANE && !(papersprite || splat))
|
||
{
|
||
if (cv_glmodels.value) //Yellow: Only MD2's dont disappear
|
||
{
|
||
if (thing->skin && thing->sprite == SPR_PLAY)
|
||
md2 = &md2_playermodels[( (skin_t *)thing->skin - skins )];
|
||
else
|
||
md2 = &md2_models[thing->sprite];
|
||
|
||
if (md2->notfound || md2->scale < 0.0f)
|
||
return;
|
||
}
|
||
else
|
||
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];
|
||
#ifdef ROTSPRITE
|
||
sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
|
||
#endif
|
||
}
|
||
else
|
||
{
|
||
sprdef = &sprites[thing->sprite];
|
||
#ifdef ROTSPRITE
|
||
sprinfo = &spriteinfo[thing->sprite];
|
||
#endif
|
||
}
|
||
|
||
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];
|
||
#ifdef ROTSPRITE
|
||
sprinfo = &spriteinfo[thing->sprite];
|
||
#endif
|
||
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 (mirrored)
|
||
ang = InvAngle(ang);
|
||
|
||
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)
|
||
flip ^= 0xFFFF;
|
||
}
|
||
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 if (sprframe->rotate & SRF_3DGE) // 16-angle mode
|
||
{
|
||
rot = (ang+ANGLE_180+ANGLE_11hh)>>28;
|
||
rot = ((rot & 1)<<3)|(rot>>1);
|
||
}
|
||
else // Normal behaviour
|
||
rot = (ang+ANGLE_202h)>>29;
|
||
|
||
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
|
||
lumpoff = sprframe->lumpid[rot];
|
||
flip = sprframe->flip & (1<<rot);
|
||
|
||
if (papersprite && ang < ANGLE_180)
|
||
flip ^= (1<<rot);
|
||
}
|
||
|
||
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
||
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
|
||
&& !(splat && !(thing->renderflags & RF_NOSPLATROLLANGLE)))
|
||
{
|
||
rollangle = R_GetRollAngle(thing->rollangle);
|
||
rotsprite = Patch_GetRotatedSprite(sprframe, (thing->frame & FF_FRAMEMASK), rot, flip, false, sprinfo, rollangle);
|
||
|
||
if (rotsprite != NULL)
|
||
{
|
||
spr_width = rotsprite->width << FRACBITS;
|
||
spr_height = rotsprite->height << FRACBITS;
|
||
spr_offset = rotsprite->leftoffset << FRACBITS;
|
||
spr_topoffset = rotsprite->topoffset << FRACBITS;
|
||
spr_topoffset += FEETADJUST;
|
||
|
||
// flip -> rotate, not rotate -> flip
|
||
flip = 0;
|
||
}
|
||
}
|
||
#endif
|
||
|
||
if (thing->renderflags & RF_ABSOLUTEOFFSETS)
|
||
{
|
||
spr_offset = thing->spritexoffset;
|
||
spr_topoffset = thing->spriteyoffset;
|
||
}
|
||
else
|
||
{
|
||
SINT8 flipoffset = 1;
|
||
|
||
if ((thing->renderflags & RF_FLIPOFFSETS) && flip)
|
||
flipoffset = -1;
|
||
|
||
spr_offset += thing->spritexoffset * flipoffset;
|
||
spr_topoffset += thing->spriteyoffset * flipoffset;
|
||
}
|
||
|
||
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));
|
||
}
|
||
|
||
flip = !flip != !hflip;
|
||
|
||
if (thing->renderflags & RF_SHADOWEFFECTS)
|
||
{
|
||
mobj_t *caster = thing->target;
|
||
|
||
if (caster && !P_MobjWasRemoved(caster))
|
||
{
|
||
fixed_t groundz = R_GetShadowZ(thing, NULL);
|
||
fixed_t floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + caster->z - groundz);
|
||
|
||
shadowheight = FIXED_TO_FLOAT(floordiff);
|
||
shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, caster->scale));
|
||
|
||
if (splat)
|
||
spritexscale *= shadowscale;
|
||
spriteyscale *= shadowscale;
|
||
}
|
||
}
|
||
|
||
this_xscale = spritexscale * this_scale;
|
||
this_yscale = spriteyscale * this_scale;
|
||
|
||
if (flip)
|
||
{
|
||
x1 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale);
|
||
x2 = (FIXED_TO_FLOAT(spr_offset) * this_xscale);
|
||
}
|
||
else
|
||
{
|
||
x1 = (FIXED_TO_FLOAT(spr_offset) * this_xscale);
|
||
x2 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale);
|
||
}
|
||
|
||
// 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_yscale);
|
||
gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
|
||
}
|
||
else
|
||
{
|
||
gzt = FIXED_TO_FLOAT(thing->z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
|
||
gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale);
|
||
}
|
||
|
||
if (thing->subsector->sector->cullheight)
|
||
{
|
||
if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gl_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 (gl_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 (gl_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
|
||
gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gl_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)
|
||
{
|
||
if (! R_ThingVisible(thing->tracer))
|
||
return;
|
||
|
||
// calculate tz for tracer, same way it is calculated for this sprite
|
||
// transform the origin point
|
||
tr_x = FIXED_TO_FLOAT(thing->tracer->x) - gl_viewx;
|
||
tr_y = FIXED_TO_FLOAT(thing->tracer->y) - gl_viewy;
|
||
|
||
// rotation around vertical axis
|
||
tracertz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
|
||
|
||
// Software does not render the linkdraw sprite if the tracer is behind the view plane,
|
||
// so do the same check here.
|
||
// NOTE: This check has the same flaw as the view plane check at the beginning of HWR_ProjectSprite:
|
||
// the view aiming angle is not taken into account, leading to sprites disappearing too early when they
|
||
// can still be seen when looking down/up at steep angles.
|
||
if (tracertz < ZCLIP_PLANE)
|
||
return;
|
||
|
||
// if the sprite is behind the tracer, invert dispoffset, putting the sprite behind the tracer
|
||
if (tz > tracertz)
|
||
dispoffset *= -1;
|
||
}
|
||
|
||
// store information in a vissprite
|
||
vis = HWR_NewVisSprite();
|
||
vis->x1 = x1;
|
||
vis->x2 = x2;
|
||
vis->z1 = z1;
|
||
vis->z2 = z2;
|
||
|
||
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
|
||
vis->tracertz = tracertz;
|
||
|
||
vis->renderflags = thing->renderflags;
|
||
vis->rotateflags = sprframe->rotate;
|
||
|
||
vis->shadowheight = shadowheight;
|
||
vis->shadowscale = shadowscale;
|
||
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
|
||
vis->flip = flip;
|
||
|
||
vis->scale = this_scale;
|
||
vis->spritexscale = spritexscale;
|
||
vis->spriteyscale = spriteyscale;
|
||
vis->spritexoffset = FIXED_TO_FLOAT(spr_offset);
|
||
vis->spriteyoffset = FIXED_TO_FLOAT(spr_topoffset);
|
||
|
||
vis->rotated = false;
|
||
|
||
#ifdef ROTSPRITE
|
||
if (rotsprite)
|
||
{
|
||
vis->gpatch = (patch_t *)rotsprite;
|
||
vis->rotated = true;
|
||
}
|
||
else
|
||
#endif
|
||
vis->gpatch = (patch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
|
||
|
||
vis->mobj = thing;
|
||
|
||
//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 = NULL;
|
||
|
||
// set top/bottom coords
|
||
vis->gzt = gzt;
|
||
vis->gz = gz;
|
||
|
||
//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)
|
||
{
|
||
gl_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) - gl_viewx;
|
||
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
|
||
|
||
// rotation around vertical axis
|
||
tz = (tr_x * gl_viewcos) + (tr_y * gl_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->gpatch = (patch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
|
||
vis->flip = flip;
|
||
vis->mobj = (mobj_t *)thing;
|
||
|
||
vis->colormap = NULL;
|
||
|
||
// set top/bottom coords
|
||
vis->gzt = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
|
||
vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
|
||
|
||
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
|
||
|
||
// ==========================================================================
|
||
// Sky dome rendering, ported from PrBoom+
|
||
// ==========================================================================
|
||
|
||
static gl_sky_t gl_sky;
|
||
|
||
static void HWR_SkyDomeVertex(gl_sky_t *sky, gl_skyvertex_t *vbo, int r, int c, signed char yflip, float delta, boolean foglayer)
|
||
{
|
||
const float radians = (float)(M_PIl / 180.0f);
|
||
const float scale = 10000.0f;
|
||
const float maxSideAngle = 60.0f;
|
||
|
||
float topAngle = (c / (float)sky->columns * 360.0f);
|
||
float sideAngle = (maxSideAngle * (sky->rows - r) / sky->rows);
|
||
float height = (float)(sin(sideAngle * radians));
|
||
float realRadius = (float)(scale * cos(sideAngle * radians));
|
||
float x = (float)(realRadius * cos(topAngle * radians));
|
||
float y = (!yflip) ? scale * height : -scale * height;
|
||
float z = (float)(realRadius * sin(topAngle * radians));
|
||
float timesRepeat = (4 * (256.0f / sky->width));
|
||
if (fpclassify(timesRepeat) == FP_ZERO)
|
||
timesRepeat = 1.0f;
|
||
|
||
if (!foglayer)
|
||
{
|
||
vbo->r = 255;
|
||
vbo->g = 255;
|
||
vbo->b = 255;
|
||
vbo->a = (r == 0 ? 0 : 255);
|
||
|
||
// And the texture coordinates.
|
||
vbo->u = (-timesRepeat * c / (float)sky->columns);
|
||
if (!yflip) // Flipped Y is for the lower hemisphere.
|
||
vbo->v = (r / (float)sky->rows) + 0.5f;
|
||
else
|
||
vbo->v = 1.0f + ((sky->rows - r) / (float)sky->rows) + 0.5f;
|
||
}
|
||
|
||
if (r != 4)
|
||
y += 300.0f;
|
||
|
||
// And finally the vertex.
|
||
vbo->x = x;
|
||
vbo->y = y + delta;
|
||
vbo->z = z;
|
||
}
|
||
|
||
// Clears the sky dome.
|
||
void HWR_ClearSkyDome(void)
|
||
{
|
||
gl_sky_t *sky = &gl_sky;
|
||
|
||
if (sky->loops)
|
||
free(sky->loops);
|
||
if (sky->data)
|
||
free(sky->data);
|
||
|
||
sky->loops = NULL;
|
||
sky->data = NULL;
|
||
|
||
sky->vbo = 0;
|
||
sky->rows = sky->columns = 0;
|
||
sky->loopcount = 0;
|
||
|
||
sky->detail = 0;
|
||
sky->texture = -1;
|
||
sky->width = sky->height = 0;
|
||
|
||
sky->rebuild = true;
|
||
}
|
||
|
||
void HWR_BuildSkyDome(void)
|
||
{
|
||
int c, r;
|
||
signed char yflip;
|
||
int row_count = 4;
|
||
int col_count = 4;
|
||
float delta;
|
||
|
||
gl_sky_t *sky = &gl_sky;
|
||
gl_skyvertex_t *vertex_p;
|
||
texture_t *texture = textures[texturetranslation[skytexture]];
|
||
|
||
sky->detail = 16;
|
||
col_count *= sky->detail;
|
||
|
||
if ((sky->columns != col_count) || (sky->rows != row_count))
|
||
HWR_ClearSkyDome();
|
||
|
||
sky->columns = col_count;
|
||
sky->rows = row_count;
|
||
sky->vertex_count = 2 * sky->rows * (sky->columns * 2 + 2) + sky->columns * 2;
|
||
|
||
if (!sky->loops)
|
||
sky->loops = malloc((sky->rows * 2 + 2) * sizeof(sky->loops[0]));
|
||
|
||
// create vertex array
|
||
if (!sky->data)
|
||
sky->data = malloc(sky->vertex_count * sizeof(sky->data[0]));
|
||
|
||
sky->texture = texturetranslation[skytexture];
|
||
sky->width = texture->width;
|
||
sky->height = texture->height;
|
||
|
||
vertex_p = &sky->data[0];
|
||
sky->loopcount = 0;
|
||
|
||
for (yflip = 0; yflip < 2; yflip++)
|
||
{
|
||
sky->loops[sky->loopcount].mode = HWD_SKYLOOP_FAN;
|
||
sky->loops[sky->loopcount].vertexindex = vertex_p - &sky->data[0];
|
||
sky->loops[sky->loopcount].vertexcount = col_count;
|
||
sky->loops[sky->loopcount].use_texture = false;
|
||
sky->loopcount++;
|
||
|
||
delta = 0.0f;
|
||
|
||
for (c = 0; c < col_count; c++)
|
||
{
|
||
HWR_SkyDomeVertex(sky, vertex_p, 1, c, yflip, 0.0f, true);
|
||
vertex_p->r = 255;
|
||
vertex_p->g = 255;
|
||
vertex_p->b = 255;
|
||
vertex_p->a = 255;
|
||
vertex_p++;
|
||
}
|
||
|
||
delta = (yflip ? 5.0f : -5.0f) / 128.0f;
|
||
|
||
for (r = 0; r < row_count; r++)
|
||
{
|
||
sky->loops[sky->loopcount].mode = HWD_SKYLOOP_STRIP;
|
||
sky->loops[sky->loopcount].vertexindex = vertex_p - &sky->data[0];
|
||
sky->loops[sky->loopcount].vertexcount = 2 * col_count + 2;
|
||
sky->loops[sky->loopcount].use_texture = true;
|
||
sky->loopcount++;
|
||
|
||
for (c = 0; c <= col_count; c++)
|
||
{
|
||
HWR_SkyDomeVertex(sky, vertex_p++, r + (yflip ? 1 : 0), (c ? c : 0), yflip, delta, false);
|
||
HWR_SkyDomeVertex(sky, vertex_p++, r + (yflip ? 0 : 1), (c ? c : 0), yflip, delta, false);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
static void HWR_DrawSkyBackground(player_t *player)
|
||
{
|
||
HWD.pfnSetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
|
||
|
||
if (cv_glskydome.value)
|
||
{
|
||
FTransform dometransform;
|
||
const float fpov = FIXED_TO_FLOAT(cv_fov.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 gl_viewxxx when finished
|
||
HWR_SetTransformAiming(&dometransform, player, false);
|
||
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
|
||
if (player->viewrollangle != 0)
|
||
{
|
||
fixed_t rol = AngleFixed(player->viewrollangle);
|
||
dometransform.rollangle = FIXED_TO_FLOAT(rol);
|
||
dometransform.roll = true;
|
||
}
|
||
dometransform.splitscreen = splitscreen;
|
||
|
||
HWR_GetTexture(texturetranslation[skytexture]);
|
||
|
||
if (gl_sky.texture != texturetranslation[skytexture])
|
||
{
|
||
HWR_ClearSkyDome();
|
||
HWR_BuildSkyDome();
|
||
}
|
||
|
||
HWD.pfnSetShader(SHADER_SKY); // sky shader
|
||
HWD.pfnSetTransform(&dometransform);
|
||
HWD.pfnRenderSkyDome(&gl_sky);
|
||
}
|
||
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 + gl_xtoviewangle[0]);
|
||
|
||
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
|
||
|
||
v[0].s = v[3].s = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
|
||
v[2].s = v[1].s = v[0].s + (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].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply)); // top
|
||
v[0].t = v[1].t = v[3].t - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
|
||
}
|
||
else
|
||
{
|
||
v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply)); // bottom
|
||
v[3].t = v[2].t = v[0].t - (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].t = v[2].t += ((float) angle / angleturn);
|
||
v[0].t = v[1].t += ((float) angle / angleturn);
|
||
}
|
||
else
|
||
{
|
||
v[3].t = v[2].t -= ((float) angle / angleturn);
|
||
v[0].t = v[1].t -= ((float) angle / angleturn);
|
||
}
|
||
|
||
HWD.pfnUnSetShader();
|
||
HWD.pfnDrawPolygon(NULL, v, 4, 0);
|
||
}
|
||
|
||
HWD.pfnSetShader(SHADER_DEFAULT);
|
||
}
|
||
|
||
|
||
// -----------------+
|
||
// 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)gl_viewwindowx,
|
||
(INT32)gl_viewwindowy,
|
||
(INT32)(gl_viewwindowx + gl_viewwidth),
|
||
(INT32)(gl_viewwindowy + gl_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
|
||
gl_viewwidth = (float)vid.width;
|
||
gl_viewheight = (float)vid.height;
|
||
|
||
if (splitscreen)
|
||
gl_viewheight /= 2;
|
||
|
||
gl_centerx = gl_viewwidth / 2;
|
||
gl_basecentery = gl_viewheight / 2; //note: this is (gl_centerx * gl_viewheight / gl_viewwidth)
|
||
|
||
gl_viewwindowx = (vid.width - gl_viewwidth) / 2;
|
||
gl_windowcenterx = (float)(vid.width / 2);
|
||
if (fabsf(gl_viewwidth - vid.width) < 1.0E-36f)
|
||
{
|
||
gl_baseviewwindowy = 0;
|
||
gl_basewindowcentery = gl_viewheight / 2; // window top left corner at 0,0
|
||
}
|
||
else
|
||
{
|
||
gl_baseviewwindowy = (vid.height-gl_viewheight) / 2;
|
||
gl_basewindowcentery = (float)(vid.height / 2);
|
||
}
|
||
|
||
gl_pspritexscale = gl_viewwidth / BASEVIDWIDTH;
|
||
gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
|
||
|
||
HWD.pfnFlushScreenTextures();
|
||
}
|
||
|
||
// Set view aiming, for the sky dome, the skybox,
|
||
// and the normal view, all with a single function.
|
||
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox)
|
||
{
|
||
// 1 = always on
|
||
// 2 = chasecam only
|
||
if (cv_glshearing.value == 1 || (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox)))
|
||
{
|
||
fixed_t fixedaiming = AIMINGTODY(aimingangle);
|
||
trans->viewaiming = FIXED_TO_FLOAT(fixedaiming);
|
||
trans->shearing = true;
|
||
gl_aimingangle = 0;
|
||
}
|
||
else
|
||
{
|
||
trans->shearing = false;
|
||
gl_aimingangle = aimingangle;
|
||
}
|
||
|
||
trans->anglex = (float)(gl_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
}
|
||
|
||
//
|
||
// Sets the shader state.
|
||
//
|
||
static void HWR_SetShaderState(void)
|
||
{
|
||
hwdshaderoption_t state = cv_glshaders.value;
|
||
|
||
if (!cv_glallowshaders.value)
|
||
state = (cv_glshaders.value == HWD_SHADEROPTION_ON ? HWD_SHADEROPTION_NOCUSTOM : cv_glshaders.value);
|
||
|
||
HWD.pfnSetSpecialState(HWD_SET_SHADERS, (INT32)state);
|
||
HWD.pfnSetShader(SHADER_DEFAULT);
|
||
}
|
||
|
||
// ==========================================================================
|
||
// 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_fov.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
|
||
gl_centery = gl_basecentery;
|
||
gl_viewwindowy = gl_baseviewwindowy;
|
||
gl_windowcentery = gl_basewindowcentery;
|
||
if (splitscreen && viewnumber == 1)
|
||
{
|
||
gl_viewwindowy += (vid.height/2);
|
||
gl_windowcentery += (vid.height/2);
|
||
}
|
||
|
||
// check for new console commands.
|
||
NetUpdate();
|
||
|
||
gl_viewx = FIXED_TO_FLOAT(dup_viewx);
|
||
gl_viewy = FIXED_TO_FLOAT(dup_viewy);
|
||
gl_viewz = FIXED_TO_FLOAT(dup_viewz);
|
||
gl_viewsin = FIXED_TO_FLOAT(viewsin);
|
||
gl_viewcos = FIXED_TO_FLOAT(viewcos);
|
||
|
||
//04/01/2000: Hurdler: added for T&L
|
||
// It should replace all other gl_viewxxx when finished
|
||
memset(&atransform, 0x00, sizeof(FTransform));
|
||
|
||
HWR_SetTransformAiming(&atransform, player, true);
|
||
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
|
||
gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
|
||
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
|
||
|
||
if (*type == postimg_flip)
|
||
atransform.flip = true;
|
||
else
|
||
atransform.flip = false;
|
||
|
||
atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
|
||
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
|
||
atransform.z = gl_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
|
||
if (player->viewrollangle != 0)
|
||
{
|
||
fixed_t rol = AngleFixed(player->viewrollangle);
|
||
atransform.rollangle = FIXED_TO_FLOAT(rol);
|
||
atransform.roll = true;
|
||
}
|
||
atransform.splitscreen = splitscreen;
|
||
|
||
gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
|
||
|
||
//------------------------------------------------------------------------
|
||
HWR_ClearView();
|
||
|
||
if (drawsky)
|
||
HWR_DrawSkyBackground(player);
|
||
|
||
//Hurdler: it doesn't work in splitscreen mode
|
||
drawsky = splitscreen;
|
||
|
||
HWR_ClearSprites();
|
||
|
||
drawcount = 0;
|
||
|
||
#ifdef NEWCLIP
|
||
if (rendermode == render_opengl)
|
||
{
|
||
angle_t a1 = gld_FrustumAngle(gl_aimingangle);
|
||
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);
|
||
|
||
// Reset the shader state.
|
||
HWR_SetShaderState();
|
||
|
||
validcount++;
|
||
|
||
if (cv_glbatching.value)
|
||
HWR_StartBatching();
|
||
|
||
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 ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
|
||
{
|
||
dup_viewangle += ANGLE_90;
|
||
HWR_ClearClipSegs();
|
||
HWR_RenderBSPNode((INT32)numnodes-1); //left
|
||
|
||
dup_viewangle += ANGLE_90;
|
||
if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_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
|
||
|
||
if (cv_glbatching.value)
|
||
HWR_RenderBatches();
|
||
|
||
// 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
|
||
HWR_SortVisSprites();
|
||
HWR_DrawSprites();
|
||
|
||
#ifdef NEWCORONAS
|
||
//Hurdler: they must be drawn before translucent planes, what about gl fog?
|
||
HWR_DrawCoronas();
|
||
#endif
|
||
|
||
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||
{
|
||
HWR_CreateDrawNodes();
|
||
}
|
||
|
||
HWD.pfnSetTransform(NULL);
|
||
HWD.pfnUnSetShader();
|
||
|
||
// 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_fov.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 (cv_glshaders.value)
|
||
HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
|
||
|
||
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.
|
||
|
||
ps_hw_skyboxtime = I_GetPreciseTime();
|
||
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
|
||
ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
|
||
|
||
{
|
||
// 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
|
||
gl_centery = gl_basecentery;
|
||
gl_viewwindowy = gl_baseviewwindowy;
|
||
gl_windowcentery = gl_basewindowcentery;
|
||
if (splitscreen && viewnumber == 1)
|
||
{
|
||
gl_viewwindowy += (vid.height/2);
|
||
gl_windowcentery += (vid.height/2);
|
||
}
|
||
|
||
// check for new console commands.
|
||
NetUpdate();
|
||
|
||
gl_viewx = FIXED_TO_FLOAT(dup_viewx);
|
||
gl_viewy = FIXED_TO_FLOAT(dup_viewy);
|
||
gl_viewz = FIXED_TO_FLOAT(dup_viewz);
|
||
gl_viewsin = FIXED_TO_FLOAT(viewsin);
|
||
gl_viewcos = FIXED_TO_FLOAT(viewcos);
|
||
|
||
//04/01/2000: Hurdler: added for T&L
|
||
// It should replace all other gl_viewxxx when finished
|
||
memset(&atransform, 0x00, sizeof(FTransform));
|
||
|
||
HWR_SetTransformAiming(&atransform, player, false);
|
||
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
|
||
|
||
gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
|
||
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
|
||
|
||
if (*type == postimg_flip)
|
||
atransform.flip = true;
|
||
else
|
||
atransform.flip = false;
|
||
|
||
atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
|
||
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
|
||
atransform.z = gl_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
|
||
if (player->viewrollangle != 0)
|
||
{
|
||
fixed_t rol = AngleFixed(player->viewrollangle);
|
||
atransform.rollangle = FIXED_TO_FLOAT(rol);
|
||
atransform.roll = true;
|
||
}
|
||
atransform.splitscreen = splitscreen;
|
||
|
||
gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
|
||
|
||
//------------------------------------------------------------------------
|
||
HWR_ClearView(); // Clears the depth buffer and resets the view I believe
|
||
|
||
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();
|
||
|
||
drawcount = 0;
|
||
|
||
#ifdef NEWCLIP
|
||
if (rendermode == render_opengl)
|
||
{
|
||
angle_t a1 = gld_FrustumAngle(gl_aimingangle);
|
||
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);
|
||
|
||
// Reset the shader state.
|
||
HWR_SetShaderState();
|
||
|
||
ps_numbspcalls = 0;
|
||
ps_numpolyobjects = 0;
|
||
ps_bsptime = I_GetPreciseTime();
|
||
|
||
validcount++;
|
||
|
||
if (cv_glbatching.value)
|
||
HWR_StartBatching();
|
||
|
||
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 ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
|
||
{
|
||
dup_viewangle += ANGLE_90;
|
||
HWR_ClearClipSegs();
|
||
HWR_RenderBSPNode((INT32)numnodes-1); //left
|
||
|
||
dup_viewangle += ANGLE_90;
|
||
if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_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
|
||
|
||
ps_bsptime = I_GetPreciseTime() - ps_bsptime;
|
||
|
||
if (cv_glbatching.value)
|
||
HWR_RenderBatches();
|
||
|
||
// 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
|
||
ps_numsprites = gl_visspritecount;
|
||
ps_hw_spritesorttime = I_GetPreciseTime();
|
||
HWR_SortVisSprites();
|
||
ps_hw_spritesorttime = I_GetPreciseTime() - ps_hw_spritesorttime;
|
||
ps_hw_spritedrawtime = I_GetPreciseTime();
|
||
HWR_DrawSprites();
|
||
ps_hw_spritedrawtime = I_GetPreciseTime() - ps_hw_spritedrawtime;
|
||
|
||
#ifdef NEWCORONAS
|
||
//Hurdler: they must be drawn before translucent planes, what about gl fog?
|
||
HWR_DrawCoronas();
|
||
#endif
|
||
|
||
ps_numdrawnodes = 0;
|
||
ps_hw_nodesorttime = 0;
|
||
ps_hw_nodedrawtime = 0;
|
||
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
|
||
{
|
||
HWR_CreateDrawNodes();
|
||
}
|
||
|
||
HWD.pfnSetTransform(NULL);
|
||
HWD.pfnUnSetShader();
|
||
|
||
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);
|
||
}
|
||
|
||
void HWR_LoadLevel(void)
|
||
{
|
||
#ifdef ALAM_LIGHTING
|
||
// BP: reset light between levels (we draw preview frame lights on current frame)
|
||
HWR_ResetLights();
|
||
#endif
|
||
|
||
HWR_CreatePlanePolygons((INT32)numnodes - 1);
|
||
|
||
// Build the sky dome
|
||
HWR_ClearSkyDome();
|
||
HWR_BuildSkyDome();
|
||
|
||
gl_maploaded = true;
|
||
}
|
||
|
||
// ==========================================================================
|
||
// 3D ENGINE COMMANDS
|
||
// ==========================================================================
|
||
|
||
static CV_PossibleValue_t glshaders_cons_t[] = {{HWD_SHADEROPTION_OFF, "Off"}, {HWD_SHADEROPTION_ON, "On"}, {HWD_SHADEROPTION_NOCUSTOM, "Ignore custom shaders"}, {0, NULL}};
|
||
static CV_PossibleValue_t glmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}};
|
||
static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}};
|
||
static CV_PossibleValue_t glshearing_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Third-person"}, {0, NULL}};
|
||
|
||
static void CV_glfiltermode_OnChange(void);
|
||
static void CV_glanisotropic_OnChange(void);
|
||
|
||
static CV_PossibleValue_t glfiltermode_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 glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
|
||
|
||
consvar_t cv_glshaders = CVAR_INIT ("gr_shaders", "On", CV_SAVE, glshaders_cons_t, NULL);
|
||
consvar_t cv_glallowshaders = CVAR_INIT ("gr_allowclientshaders", "On", CV_NETVAR, CV_OnOff, NULL);
|
||
consvar_t cv_fovchange = CVAR_INIT ("gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL);
|
||
|
||
#ifdef ALAM_LIGHTING
|
||
consvar_t cv_gldynamiclighting = CVAR_INIT ("gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL);
|
||
consvar_t cv_glstaticlighting = CVAR_INIT ("gr_staticlighting", "On", CV_SAVE, CV_OnOff, NULL);
|
||
consvar_t cv_glcoronas = CVAR_INIT ("gr_coronas", "On", CV_SAVE, CV_OnOff, NULL);
|
||
consvar_t cv_glcoronasize = CVAR_INIT ("gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0, NULL);
|
||
#endif
|
||
|
||
consvar_t cv_glmodels = CVAR_INIT ("gr_models", "Off", CV_SAVE, CV_OnOff, NULL);
|
||
consvar_t cv_glmodelinterpolation = CVAR_INIT ("gr_modelinterpolation", "Sometimes", CV_SAVE, glmodelinterpolation_cons_t, NULL);
|
||
consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE, CV_OnOff, NULL);
|
||
|
||
consvar_t cv_glshearing = CVAR_INIT ("gr_shearing", "Off", CV_SAVE, glshearing_cons_t, NULL);
|
||
consvar_t cv_glspritebillboarding = CVAR_INIT ("gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL);
|
||
consvar_t cv_glskydome = CVAR_INIT ("gr_skydome", "On", CV_SAVE, CV_OnOff, NULL);
|
||
consvar_t cv_glfakecontrast = CVAR_INIT ("gr_fakecontrast", "Smooth", CV_SAVE, glfakecontrast_cons_t, NULL);
|
||
consvar_t cv_glslopecontrast = CVAR_INIT ("gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL);
|
||
|
||
consvar_t cv_glfiltermode = CVAR_INIT ("gr_filtermode", "Nearest", CV_SAVE|CV_CALL, glfiltermode_cons_t, CV_glfiltermode_OnChange);
|
||
consvar_t cv_glanisotropicmode = CVAR_INIT ("gr_anisotropicmode", "1", CV_CALL, glanisotropicmode_cons_t, CV_glanisotropic_OnChange);
|
||
|
||
consvar_t cv_glsolvetjoin = CVAR_INIT ("gr_solvetjoin", "On", 0, CV_OnOff, NULL);
|
||
|
||
consvar_t cv_glbatching = CVAR_INIT ("gr_batching", "On", 0, CV_OnOff, NULL);
|
||
|
||
static void CV_glfiltermode_OnChange(void)
|
||
{
|
||
if (rendermode == render_opengl)
|
||
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
|
||
}
|
||
|
||
static void CV_glanisotropic_OnChange(void)
|
||
{
|
||
if (rendermode == render_opengl)
|
||
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
|
||
}
|
||
|
||
//added by Hurdler: console varibale that are saved
|
||
void HWR_AddCommands(void)
|
||
{
|
||
CV_RegisterVar(&cv_fovchange);
|
||
|
||
#ifdef ALAM_LIGHTING
|
||
CV_RegisterVar(&cv_glstaticlighting);
|
||
CV_RegisterVar(&cv_gldynamiclighting);
|
||
CV_RegisterVar(&cv_glcoronasize);
|
||
CV_RegisterVar(&cv_glcoronas);
|
||
#endif
|
||
|
||
CV_RegisterVar(&cv_glmodellighting);
|
||
CV_RegisterVar(&cv_glmodelinterpolation);
|
||
CV_RegisterVar(&cv_glmodels);
|
||
|
||
CV_RegisterVar(&cv_glskydome);
|
||
CV_RegisterVar(&cv_glspritebillboarding);
|
||
CV_RegisterVar(&cv_glfakecontrast);
|
||
CV_RegisterVar(&cv_glshearing);
|
||
CV_RegisterVar(&cv_glshaders);
|
||
CV_RegisterVar(&cv_glallowshaders);
|
||
|
||
CV_RegisterVar(&cv_glfiltermode);
|
||
CV_RegisterVar(&cv_glsolvetjoin);
|
||
|
||
CV_RegisterVar(&cv_glbatching);
|
||
|
||
#ifndef NEWCLIP
|
||
CV_RegisterVar(&cv_glclipwalls);
|
||
#endif
|
||
}
|
||
|
||
void HWR_AddSessionCommands(void)
|
||
{
|
||
if (gl_sessioncommandsadded)
|
||
return;
|
||
CV_RegisterVar(&cv_glanisotropicmode);
|
||
gl_sessioncommandsadded = true;
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Setup the hardware renderer
|
||
// --------------------------------------------------------------------------
|
||
void HWR_Startup(void)
|
||
{
|
||
if (!gl_init)
|
||
{
|
||
CONS_Printf("HWR_Startup()...\n");
|
||
|
||
HWR_InitPolyPool();
|
||
HWR_AddSessionCommands();
|
||
HWR_InitMapTextures();
|
||
HWR_InitModels();
|
||
#ifdef ALAM_LIGHTING
|
||
HWR_InitLight();
|
||
#endif
|
||
|
||
HWR_LoadAllCustomShaders();
|
||
if (!HWR_CompileShaders())
|
||
gl_shadersavailable = false;
|
||
}
|
||
|
||
if (rendermode == render_opengl)
|
||
textureformat = patchformat = GL_TEXFMT_RGBA;
|
||
|
||
gl_init = true;
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Called after switching to the hardware renderer
|
||
// --------------------------------------------------------------------------
|
||
void HWR_Switch(void)
|
||
{
|
||
// Add session commands
|
||
if (!gl_sessioncommandsadded)
|
||
HWR_AddSessionCommands();
|
||
|
||
// Set special states from CVARs
|
||
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
|
||
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
|
||
|
||
// Load textures
|
||
if (!gl_maptexturesloaded)
|
||
HWR_LoadMapTextures(numtextures);
|
||
|
||
// Create plane polygons
|
||
if (!gl_maploaded && (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
|
||
{
|
||
HWR_ClearAllTextures();
|
||
HWR_LoadLevel();
|
||
}
|
||
}
|
||
|
||
// --------------------------------------------------------------------------
|
||
// Free resources allocated by the hardware renderer
|
||
// --------------------------------------------------------------------------
|
||
void HWR_Shutdown(void)
|
||
{
|
||
CONS_Printf("HWR_Shutdown()\n");
|
||
HWR_FreeExtraSubsectors();
|
||
HWR_FreePolyPool();
|
||
HWR_FreeMapTextures();
|
||
HWD.pfnFlushScreenTextures();
|
||
}
|
||
|
||
void transform(float *cx, float *cy, float *cz)
|
||
{
|
||
float tr_x,tr_y;
|
||
// translation
|
||
tr_x = *cx - gl_viewx;
|
||
tr_y = *cz - gl_viewy;
|
||
// *cy = *cy;
|
||
|
||
// rotation around vertical y axis
|
||
*cx = (tr_x * gl_viewsin) - (tr_y * gl_viewcos);
|
||
tr_x = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
|
||
|
||
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
|
||
tr_y = *cy - gl_viewz;
|
||
|
||
*cy = (tr_x * gl_viewludcos) + (tr_y * gl_viewludsin);
|
||
*cz = (tr_x * gl_viewludsin) - (tr_y * gl_viewludcos);
|
||
|
||
//scale y before frustum so that frustum can be scaled to screen height
|
||
*cy *= ORIGINAL_ASPECT * gl_fovlud;
|
||
*cx *= gl_fovlud;
|
||
}
|
||
|
||
void HWR_AddTransparentWall(FOutVector *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;
|
||
wallinfo[numwalls].drawcount = drawcount++;
|
||
wallinfo[numwalls].fogwall = fogwall;
|
||
wallinfo[numwalls].lightlevel = lightlevel;
|
||
wallinfo[numwalls].wallcolormap = wallcolormap;
|
||
numwalls++;
|
||
}
|
||
|
||
void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
|
||
{
|
||
FBITFIELD blendmode = blend;
|
||
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
|
||
|
||
int shader;
|
||
|
||
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
|
||
HWR_Lighting(pSurf, lightlevel, wallcolormap);
|
||
|
||
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
|
||
|
||
shader = SHADER_WALL; // wall shader
|
||
|
||
if (blend & PF_Environment)
|
||
blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
|
||
|
||
if (fogwall)
|
||
{
|
||
blendmode |= PF_Fog;
|
||
shader = SHADER_FOG; // fog shader
|
||
}
|
||
|
||
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
|
||
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
|
||
}
|
||
|
||
INT32 HWR_GetTextureUsed(void)
|
||
{
|
||
return HWD.pfnGetTextureUsed();
|
||
}
|
||
|
||
void HWR_DoPostProcessor(player_t *player)
|
||
{
|
||
postimg_t *type;
|
||
|
||
HWD.pfnUnSetShader();
|
||
|
||
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.PolyColor.s.red = 0xff;
|
||
Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish
|
||
}
|
||
else
|
||
Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
|
||
|
||
Surf.PolyColor.s.alpha = 0xc0; // match software mode
|
||
|
||
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_AdditiveSource|PF_NoTexture|PF_NoDepthTest);
|
||
}
|
||
|
||
// 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);
|
||
if (!(paused || P_AutoPause()))
|
||
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);
|
||
}
|
||
|
||
// jimita 18032019
|
||
static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
|
||
{
|
||
UINT16 i;
|
||
lumpinfo_t *lump_p;
|
||
|
||
lump_p = wadfiles[wadnum]->lumpinfo;
|
||
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++)
|
||
if (memcmp(lump_p->name, "SHADERS", 7) == 0)
|
||
return i;
|
||
|
||
return INT16_MAX;
|
||
}
|
||
|
||
boolean HWR_CompileShaders(void)
|
||
{
|
||
return HWD.pfnCompileShaders();
|
||
}
|
||
|
||
customshaderxlat_t shaderxlat[] =
|
||
{
|
||
{"Flat", SHADER_FLOOR},
|
||
{"WallTexture", SHADER_WALL},
|
||
{"Sprite", SHADER_SPRITE},
|
||
{"Model", SHADER_MODEL},
|
||
{"ModelLighting", SHADER_MODEL_LIGHTING},
|
||
{"WaterRipple", SHADER_WATER},
|
||
{"Fog", SHADER_FOG},
|
||
{"Sky", SHADER_SKY},
|
||
{NULL, 0},
|
||
};
|
||
|
||
void HWR_LoadAllCustomShaders(void)
|
||
{
|
||
INT32 i;
|
||
|
||
// read every custom shader
|
||
for (i = 0; i < numwadfiles; i++)
|
||
HWR_LoadCustomShadersFromFile(i, (wadfiles[i]->type == RET_PK3));
|
||
}
|
||
|
||
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3)
|
||
{
|
||
UINT16 lump;
|
||
char *shaderdef, *line;
|
||
char *stoken;
|
||
char *value;
|
||
size_t size;
|
||
int linenum = 1;
|
||
int shadertype = 0;
|
||
int i;
|
||
|
||
lump = HWR_FindShaderDefs(wadnum);
|
||
if (lump == INT16_MAX)
|
||
return;
|
||
|
||
shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
|
||
size = W_LumpLengthPwad(wadnum, lump);
|
||
|
||
line = Z_Malloc(size+1, PU_STATIC, NULL);
|
||
M_Memcpy(line, shaderdef, size);
|
||
line[size] = '\0';
|
||
|
||
stoken = strtok(line, "\r\n ");
|
||
while (stoken)
|
||
{
|
||
if ((stoken[0] == '/' && stoken[1] == '/')
|
||
|| (stoken[0] == '#'))// skip comments
|
||
{
|
||
stoken = strtok(NULL, "\r\n");
|
||
goto skip_field;
|
||
}
|
||
|
||
if (!stricmp(stoken, "GLSL"))
|
||
{
|
||
value = strtok(NULL, "\r\n ");
|
||
if (!value)
|
||
{
|
||
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
|
||
stoken = strtok(NULL, "\r\n"); // skip end of line
|
||
goto skip_lump;
|
||
}
|
||
|
||
if (!stricmp(value, "VERTEX"))
|
||
shadertype = 1;
|
||
else if (!stricmp(value, "FRAGMENT"))
|
||
shadertype = 2;
|
||
|
||
skip_lump:
|
||
stoken = strtok(NULL, "\r\n ");
|
||
linenum++;
|
||
}
|
||
else
|
||
{
|
||
value = strtok(NULL, "\r\n= ");
|
||
if (!value)
|
||
{
|
||
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
|
||
stoken = strtok(NULL, "\r\n"); // skip end of line
|
||
goto skip_field;
|
||
}
|
||
|
||
if (!shadertype)
|
||
{
|
||
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
|
||
Z_Free(line);
|
||
return;
|
||
}
|
||
|
||
for (i = 0; shaderxlat[i].type; i++)
|
||
{
|
||
if (!stricmp(shaderxlat[i].type, stoken))
|
||
{
|
||
size_t shader_size;
|
||
char *shader_source;
|
||
char *shader_lumpname;
|
||
UINT16 shader_lumpnum;
|
||
|
||
if (PK3)
|
||
{
|
||
shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL);
|
||
strcpy(shader_lumpname, "Shaders/sh_");
|
||
strcat(shader_lumpname, value);
|
||
shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0);
|
||
}
|
||
else
|
||
{
|
||
shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL);
|
||
strcpy(shader_lumpname, "SH_");
|
||
strcat(shader_lumpname, value);
|
||
shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0);
|
||
}
|
||
|
||
if (shader_lumpnum == INT16_MAX)
|
||
{
|
||
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
|
||
Z_Free(shader_lumpname);
|
||
continue;
|
||
}
|
||
|
||
shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum);
|
||
shader_source = Z_Malloc(shader_size, PU_STATIC, NULL);
|
||
W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source);
|
||
|
||
HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2));
|
||
|
||
Z_Free(shader_source);
|
||
Z_Free(shader_lumpname);
|
||
}
|
||
}
|
||
|
||
skip_field:
|
||
stoken = strtok(NULL, "\r\n= ");
|
||
linenum++;
|
||
}
|
||
}
|
||
|
||
Z_Free(line);
|
||
return;
|
||
}
|
||
|
||
const char *HWR_GetShaderName(INT32 shader)
|
||
{
|
||
INT32 i;
|
||
|
||
if (shader)
|
||
{
|
||
for (i = 0; shaderxlat[i].type; i++)
|
||
{
|
||
if (shaderxlat[i].id == shader)
|
||
return shaderxlat[i].type;
|
||
}
|
||
|
||
return "Unknown";
|
||
}
|
||
|
||
return "Default";
|
||
}
|
||
|
||
#endif // HWRENDER
|