SRB2/src/hardware/hw_main.c
Sryder13 b63e99efd8 OpenGL Screen Flip
Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00

5379 lines
165 KiB
C
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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1998-2000 by DooM Legacy Team.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//-----------------------------------------------------------------------------
/// \file
/// \brief hardware renderer, using the standard HardWareRender driver DLL for SRB2
#include <math.h>
#include "../doomstat.h"
#ifdef HWRENDER
#include "hw_glob.h"
#include "hw_light.h"
#include "hw_drv.h"
#include "../i_video.h" // for rendermode == render_glide
#include "../v_video.h"
#include "../p_local.h"
#include "../p_setup.h"
#include "../r_local.h"
#include "../r_bsp.h"
#include "../d_clisrv.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_splats.h"
#include "../g_game.h"
#include "../st_stuff.h"
#include "../i_system.h"
#include "../m_cheat.h"
#include "hw_md2.h"
#define R_FAKEFLOORS
//#define HWPRECIP
#define SORTING
//#define POLYSKY
// ==========================================================================
// the hardware driver object
// ==========================================================================
struct hwdriver_s hwdriver;
// ==========================================================================
// PROTOS
// ==========================================================================
static void HWR_AddSprites(sector_t *sec);
static void HWR_ProjectSprite(mobj_t *thing);
#ifdef HWPRECIP
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
#endif
#ifdef SORTING
void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
#else
static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector);
static void HWR_Render3DWater(void);
static void HWR_RenderTransparentWalls(void);
#endif
static void HWR_FoggingOn(void);
static UINT32 atohex(const char *s);
static void CV_filtermode_ONChange(void);
static void CV_anisotropic_ONChange(void);
static void CV_FogDensity_ONChange(void);
static void CV_grFov_OnChange(void);
// ==========================================================================
// 3D ENGINE COMMANDS & CONSOLE VARS
// ==========================================================================
static CV_PossibleValue_t grfov_cons_t[] = {{0, "MIN"}, {179*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t grfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
{HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"},
{HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"},
{HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"},
{0, NULL}};
CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
boolean drawsky = true;
// needs fix: walls are incorrectly clipped one column less
static consvar_t cv_grclipwalls = {"gr_clipwalls", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
//development variables for diverse uses
static consvar_t cv_gralpha = {"gr_alpha", "160", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_grbeta = {"gr_beta", "0", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
static float HWRWipeCounter = 1.0f;
consvar_t cv_grrounddown = {"gr_rounddown", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfov = {"gr_fov", "90", CV_FLOAT|CV_CALL, grfov_cons_t, CV_grFov_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grfogdensity = {"gr_fogdensity", "150", CV_CALL|CV_NOINIT, CV_Unsigned,
CV_FogDensity_ONChange, 0, NULL, NULL, 0, 0, NULL};
// Unfortunately, this can no longer be saved..
consvar_t cv_grfiltermode = {"gr_filtermode", "Nearest", CV_CALL, grfiltermode_cons_t,
CV_filtermode_ONChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_granisotropicmode = {"gr_anisotropicmode", "1", CV_CALL, granisotropicmode_cons_t,
CV_anisotropic_ONChange, 0, NULL, NULL, 0, 0, NULL};
//static consvar_t cv_grzbuffer = {"gr_zbuffer", "On", 0, CV_OnOff};
consvar_t cv_grcorrecttricks = {"gr_correcttricks", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_grsolvetjoin = {"gr_solvetjoin", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t CV_MD2[] = {{0, "Off"}, {1, "On"}, {2, "Old"}, {0, NULL}};
// console variables in development
consvar_t cv_grmd2 = {"gr_md2", "Off", 0, CV_MD2, NULL, 0, NULL, NULL, 0, 0, NULL};
static void CV_FogDensity_ONChange(void)
{
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
}
static void CV_filtermode_ONChange(void)
{
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_grfiltermode.value);
}
static void CV_anisotropic_ONChange(void)
{
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_granisotropicmode.value);
}
/*
* lookuptable for lightvalues
* calculated as follow:
* floatlight = (1.0-exp((light^3)*gamma)) / (1.0-exp(1.0*gamma));
* gamma=-0,2;-2,0;-4,0;-6,0;-8,0
* light = 0,0 .. 1,0
*/
static const float lighttable[5][256] =
{
{
0.00000f,0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00001f,0.00002f,0.00003f,0.00004f,
0.00006f,0.00008f,0.00010f,0.00013f,0.00017f,0.00020f,0.00025f,0.00030f,0.00035f,0.00041f,
0.00048f,0.00056f,0.00064f,0.00073f,0.00083f,0.00094f,0.00106f,0.00119f,0.00132f,0.00147f,
0.00163f,0.00180f,0.00198f,0.00217f,0.00237f,0.00259f,0.00281f,0.00305f,0.00331f,0.00358f,
0.00386f,0.00416f,0.00447f,0.00479f,0.00514f,0.00550f,0.00587f,0.00626f,0.00667f,0.00710f,
0.00754f,0.00800f,0.00848f,0.00898f,0.00950f,0.01003f,0.01059f,0.01117f,0.01177f,0.01239f,
0.01303f,0.01369f,0.01437f,0.01508f,0.01581f,0.01656f,0.01734f,0.01814f,0.01896f,0.01981f,
0.02069f,0.02159f,0.02251f,0.02346f,0.02444f,0.02544f,0.02647f,0.02753f,0.02862f,0.02973f,
0.03088f,0.03205f,0.03325f,0.03448f,0.03575f,0.03704f,0.03836f,0.03971f,0.04110f,0.04252f,
0.04396f,0.04545f,0.04696f,0.04851f,0.05009f,0.05171f,0.05336f,0.05504f,0.05676f,0.05852f,
0.06031f,0.06214f,0.06400f,0.06590f,0.06784f,0.06981f,0.07183f,0.07388f,0.07597f,0.07810f,
0.08027f,0.08248f,0.08473f,0.08702f,0.08935f,0.09172f,0.09414f,0.09659f,0.09909f,0.10163f,
0.10421f,0.10684f,0.10951f,0.11223f,0.11499f,0.11779f,0.12064f,0.12354f,0.12648f,0.12946f,
0.13250f,0.13558f,0.13871f,0.14188f,0.14511f,0.14838f,0.15170f,0.15507f,0.15850f,0.16197f,
0.16549f,0.16906f,0.17268f,0.17635f,0.18008f,0.18386f,0.18769f,0.19157f,0.19551f,0.19950f,
0.20354f,0.20764f,0.21179f,0.21600f,0.22026f,0.22458f,0.22896f,0.23339f,0.23788f,0.24242f,
0.24702f,0.25168f,0.25640f,0.26118f,0.26602f,0.27091f,0.27587f,0.28089f,0.28596f,0.29110f,
0.29630f,0.30156f,0.30688f,0.31226f,0.31771f,0.32322f,0.32879f,0.33443f,0.34013f,0.34589f,
0.35172f,0.35761f,0.36357f,0.36960f,0.37569f,0.38185f,0.38808f,0.39437f,0.40073f,0.40716f,
0.41366f,0.42022f,0.42686f,0.43356f,0.44034f,0.44718f,0.45410f,0.46108f,0.46814f,0.47527f,
0.48247f,0.48974f,0.49709f,0.50451f,0.51200f,0.51957f,0.52721f,0.53492f,0.54271f,0.55058f,
0.55852f,0.56654f,0.57463f,0.58280f,0.59105f,0.59937f,0.60777f,0.61625f,0.62481f,0.63345f,
0.64217f,0.65096f,0.65984f,0.66880f,0.67783f,0.68695f,0.69615f,0.70544f,0.71480f,0.72425f,
0.73378f,0.74339f,0.75308f,0.76286f,0.77273f,0.78268f,0.79271f,0.80283f,0.81304f,0.82333f,
0.83371f,0.84417f,0.85472f,0.86536f,0.87609f,0.88691f,0.89781f,0.90880f,0.91989f,0.93106f,
0.94232f,0.95368f,0.96512f,0.97665f,0.98828f,1.00000f
},
{
0.00000f,0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00007f,0.00010f,
0.00014f,0.00019f,0.00024f,0.00031f,0.00038f,0.00047f,0.00057f,0.00069f,0.00081f,0.00096f,
0.00112f,0.00129f,0.00148f,0.00170f,0.00193f,0.00218f,0.00245f,0.00274f,0.00306f,0.00340f,
0.00376f,0.00415f,0.00456f,0.00500f,0.00547f,0.00597f,0.00649f,0.00704f,0.00763f,0.00825f,
0.00889f,0.00957f,0.01029f,0.01104f,0.01182f,0.01264f,0.01350f,0.01439f,0.01532f,0.01630f,
0.01731f,0.01836f,0.01945f,0.02058f,0.02176f,0.02298f,0.02424f,0.02555f,0.02690f,0.02830f,
0.02974f,0.03123f,0.03277f,0.03436f,0.03600f,0.03768f,0.03942f,0.04120f,0.04304f,0.04493f,
0.04687f,0.04886f,0.05091f,0.05301f,0.05517f,0.05738f,0.05964f,0.06196f,0.06434f,0.06677f,
0.06926f,0.07181f,0.07441f,0.07707f,0.07979f,0.08257f,0.08541f,0.08831f,0.09126f,0.09428f,
0.09735f,0.10048f,0.10368f,0.10693f,0.11025f,0.11362f,0.11706f,0.12056f,0.12411f,0.12773f,
0.13141f,0.13515f,0.13895f,0.14281f,0.14673f,0.15072f,0.15476f,0.15886f,0.16303f,0.16725f,
0.17153f,0.17587f,0.18028f,0.18474f,0.18926f,0.19383f,0.19847f,0.20316f,0.20791f,0.21272f,
0.21759f,0.22251f,0.22748f,0.23251f,0.23760f,0.24274f,0.24793f,0.25318f,0.25848f,0.26383f,
0.26923f,0.27468f,0.28018f,0.28573f,0.29133f,0.29697f,0.30266f,0.30840f,0.31418f,0.32001f,
0.32588f,0.33179f,0.33774f,0.34374f,0.34977f,0.35585f,0.36196f,0.36810f,0.37428f,0.38050f,
0.38675f,0.39304f,0.39935f,0.40570f,0.41207f,0.41847f,0.42490f,0.43136f,0.43784f,0.44434f,
0.45087f,0.45741f,0.46398f,0.47057f,0.47717f,0.48379f,0.49042f,0.49707f,0.50373f,0.51041f,
0.51709f,0.52378f,0.53048f,0.53718f,0.54389f,0.55061f,0.55732f,0.56404f,0.57075f,0.57747f,
0.58418f,0.59089f,0.59759f,0.60429f,0.61097f,0.61765f,0.62432f,0.63098f,0.63762f,0.64425f,
0.65086f,0.65746f,0.66404f,0.67060f,0.67714f,0.68365f,0.69015f,0.69662f,0.70307f,0.70948f,
0.71588f,0.72224f,0.72857f,0.73488f,0.74115f,0.74739f,0.75359f,0.75976f,0.76589f,0.77199f,
0.77805f,0.78407f,0.79005f,0.79599f,0.80189f,0.80774f,0.81355f,0.81932f,0.82504f,0.83072f,
0.83635f,0.84194f,0.84747f,0.85296f,0.85840f,0.86378f,0.86912f,0.87441f,0.87964f,0.88482f,
0.88995f,0.89503f,0.90005f,0.90502f,0.90993f,0.91479f,0.91959f,0.92434f,0.92903f,0.93366f,
0.93824f,0.94276f,0.94723f,0.95163f,0.95598f,0.96027f,0.96451f,0.96868f,0.97280f,0.97686f,
0.98086f,0.98481f,0.98869f,0.99252f,0.99629f,1.00000f
},
{
0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00003f,0.00005f,0.00008f,0.00013f,0.00018f,
0.00025f,0.00033f,0.00042f,0.00054f,0.00067f,0.00083f,0.00101f,0.00121f,0.00143f,0.00168f,
0.00196f,0.00227f,0.00261f,0.00299f,0.00339f,0.00383f,0.00431f,0.00483f,0.00538f,0.00598f,
0.00661f,0.00729f,0.00802f,0.00879f,0.00961f,0.01048f,0.01140f,0.01237f,0.01340f,0.01447f,
0.01561f,0.01680f,0.01804f,0.01935f,0.02072f,0.02215f,0.02364f,0.02520f,0.02682f,0.02850f,
0.03026f,0.03208f,0.03397f,0.03594f,0.03797f,0.04007f,0.04225f,0.04451f,0.04684f,0.04924f,
0.05172f,0.05428f,0.05691f,0.05963f,0.06242f,0.06530f,0.06825f,0.07129f,0.07441f,0.07761f,
0.08089f,0.08426f,0.08771f,0.09125f,0.09487f,0.09857f,0.10236f,0.10623f,0.11019f,0.11423f,
0.11836f,0.12257f,0.12687f,0.13125f,0.13571f,0.14027f,0.14490f,0.14962f,0.15442f,0.15931f,
0.16427f,0.16932f,0.17445f,0.17966f,0.18496f,0.19033f,0.19578f,0.20130f,0.20691f,0.21259f,
0.21834f,0.22417f,0.23007f,0.23605f,0.24209f,0.24820f,0.25438f,0.26063f,0.26694f,0.27332f,
0.27976f,0.28626f,0.29282f,0.29944f,0.30611f,0.31284f,0.31962f,0.32646f,0.33334f,0.34027f,
0.34724f,0.35426f,0.36132f,0.36842f,0.37556f,0.38273f,0.38994f,0.39718f,0.40445f,0.41174f,
0.41907f,0.42641f,0.43378f,0.44116f,0.44856f,0.45598f,0.46340f,0.47084f,0.47828f,0.48573f,
0.49319f,0.50064f,0.50809f,0.51554f,0.52298f,0.53042f,0.53784f,0.54525f,0.55265f,0.56002f,
0.56738f,0.57472f,0.58203f,0.58932f,0.59658f,0.60381f,0.61101f,0.61817f,0.62529f,0.63238f,
0.63943f,0.64643f,0.65339f,0.66031f,0.66717f,0.67399f,0.68075f,0.68746f,0.69412f,0.70072f,
0.70726f,0.71375f,0.72017f,0.72653f,0.73282f,0.73905f,0.74522f,0.75131f,0.75734f,0.76330f,
0.76918f,0.77500f,0.78074f,0.78640f,0.79199f,0.79751f,0.80295f,0.80831f,0.81359f,0.81880f,
0.82393f,0.82898f,0.83394f,0.83883f,0.84364f,0.84836f,0.85301f,0.85758f,0.86206f,0.86646f,
0.87078f,0.87502f,0.87918f,0.88326f,0.88726f,0.89118f,0.89501f,0.89877f,0.90245f,0.90605f,
0.90957f,0.91301f,0.91638f,0.91966f,0.92288f,0.92601f,0.92908f,0.93206f,0.93498f,0.93782f,
0.94059f,0.94329f,0.94592f,0.94848f,0.95097f,0.95339f,0.95575f,0.95804f,0.96027f,0.96244f,
0.96454f,0.96658f,0.96856f,0.97049f,0.97235f,0.97416f,0.97591f,0.97760f,0.97924f,0.98083f,
0.98237f,0.98386f,0.98530f,0.98669f,0.98803f,0.98933f,0.99058f,0.99179f,0.99295f,0.99408f,
0.99516f,0.99620f,0.99721f,0.99817f,0.99910f,1.00000f
},
{
0.00000f,0.00000f,0.00000f,0.00001f,0.00002f,0.00005f,0.00008f,0.00012f,0.00019f,0.00026f,
0.00036f,0.00048f,0.00063f,0.00080f,0.00099f,0.00122f,0.00148f,0.00178f,0.00211f,0.00249f,
0.00290f,0.00335f,0.00386f,0.00440f,0.00500f,0.00565f,0.00636f,0.00711f,0.00793f,0.00881f,
0.00975f,0.01075f,0.01182f,0.01295f,0.01416f,0.01543f,0.01678f,0.01821f,0.01971f,0.02129f,
0.02295f,0.02469f,0.02652f,0.02843f,0.03043f,0.03252f,0.03469f,0.03696f,0.03933f,0.04178f,
0.04433f,0.04698f,0.04973f,0.05258f,0.05552f,0.05857f,0.06172f,0.06498f,0.06834f,0.07180f,
0.07537f,0.07905f,0.08283f,0.08672f,0.09072f,0.09483f,0.09905f,0.10337f,0.10781f,0.11236f,
0.11701f,0.12178f,0.12665f,0.13163f,0.13673f,0.14193f,0.14724f,0.15265f,0.15817f,0.16380f,
0.16954f,0.17538f,0.18132f,0.18737f,0.19351f,0.19976f,0.20610f,0.21255f,0.21908f,0.22572f,
0.23244f,0.23926f,0.24616f,0.25316f,0.26023f,0.26739f,0.27464f,0.28196f,0.28935f,0.29683f,
0.30437f,0.31198f,0.31966f,0.32740f,0.33521f,0.34307f,0.35099f,0.35896f,0.36699f,0.37506f,
0.38317f,0.39133f,0.39952f,0.40775f,0.41601f,0.42429f,0.43261f,0.44094f,0.44929f,0.45766f,
0.46604f,0.47443f,0.48283f,0.49122f,0.49962f,0.50801f,0.51639f,0.52476f,0.53312f,0.54146f,
0.54978f,0.55807f,0.56633f,0.57457f,0.58277f,0.59093f,0.59905f,0.60713f,0.61516f,0.62314f,
0.63107f,0.63895f,0.64676f,0.65452f,0.66221f,0.66984f,0.67739f,0.68488f,0.69229f,0.69963f,
0.70689f,0.71407f,0.72117f,0.72818f,0.73511f,0.74195f,0.74870f,0.75536f,0.76192f,0.76839f,
0.77477f,0.78105f,0.78723f,0.79331f,0.79930f,0.80518f,0.81096f,0.81664f,0.82221f,0.82768f,
0.83305f,0.83832f,0.84347f,0.84853f,0.85348f,0.85832f,0.86306f,0.86770f,0.87223f,0.87666f,
0.88098f,0.88521f,0.88933f,0.89334f,0.89726f,0.90108f,0.90480f,0.90842f,0.91194f,0.91537f,
0.91870f,0.92193f,0.92508f,0.92813f,0.93109f,0.93396f,0.93675f,0.93945f,0.94206f,0.94459f,
0.94704f,0.94941f,0.95169f,0.95391f,0.95604f,0.95810f,0.96009f,0.96201f,0.96386f,0.96564f,
0.96735f,0.96900f,0.97059f,0.97212f,0.97358f,0.97499f,0.97634f,0.97764f,0.97888f,0.98007f,
0.98122f,0.98231f,0.98336f,0.98436f,0.98531f,0.98623f,0.98710f,0.98793f,0.98873f,0.98949f,
0.99021f,0.99090f,0.99155f,0.99218f,0.99277f,0.99333f,0.99387f,0.99437f,0.99486f,0.99531f,
0.99575f,0.99616f,0.99654f,0.99691f,0.99726f,0.99759f,0.99790f,0.99819f,0.99847f,0.99873f,
0.99897f,0.99920f,0.99942f,0.99963f,0.99982f,1.00000f
},
{
0.00000f,0.00000f,0.00000f,0.00001f,0.00003f,0.00006f,0.00010f,0.00017f,0.00025f,0.00035f,
0.00048f,0.00064f,0.00083f,0.00106f,0.00132f,0.00163f,0.00197f,0.00237f,0.00281f,0.00330f,
0.00385f,0.00446f,0.00513f,0.00585f,0.00665f,0.00751f,0.00845f,0.00945f,0.01054f,0.01170f,
0.01295f,0.01428f,0.01569f,0.01719f,0.01879f,0.02048f,0.02227f,0.02415f,0.02614f,0.02822f,
0.03042f,0.03272f,0.03513f,0.03765f,0.04028f,0.04303f,0.04589f,0.04887f,0.05198f,0.05520f,
0.05855f,0.06202f,0.06561f,0.06933f,0.07318f,0.07716f,0.08127f,0.08550f,0.08987f,0.09437f,
0.09900f,0.10376f,0.10866f,0.11369f,0.11884f,0.12414f,0.12956f,0.13512f,0.14080f,0.14662f,
0.15257f,0.15865f,0.16485f,0.17118f,0.17764f,0.18423f,0.19093f,0.19776f,0.20471f,0.21177f,
0.21895f,0.22625f,0.23365f,0.24117f,0.24879f,0.25652f,0.26435f,0.27228f,0.28030f,0.28842f,
0.29662f,0.30492f,0.31329f,0.32175f,0.33028f,0.33889f,0.34756f,0.35630f,0.36510f,0.37396f,
0.38287f,0.39183f,0.40084f,0.40989f,0.41897f,0.42809f,0.43723f,0.44640f,0.45559f,0.46479f,
0.47401f,0.48323f,0.49245f,0.50167f,0.51088f,0.52008f,0.52927f,0.53843f,0.54757f,0.55668f,
0.56575f,0.57479f,0.58379f,0.59274f,0.60164f,0.61048f,0.61927f,0.62799f,0.63665f,0.64524f,
0.65376f,0.66220f,0.67056f,0.67883f,0.68702f,0.69511f,0.70312f,0.71103f,0.71884f,0.72655f,
0.73415f,0.74165f,0.74904f,0.75632f,0.76348f,0.77053f,0.77747f,0.78428f,0.79098f,0.79756f,
0.80401f,0.81035f,0.81655f,0.82264f,0.82859f,0.83443f,0.84013f,0.84571f,0.85117f,0.85649f,
0.86169f,0.86677f,0.87172f,0.87654f,0.88124f,0.88581f,0.89026f,0.89459f,0.89880f,0.90289f,
0.90686f,0.91071f,0.91445f,0.91807f,0.92157f,0.92497f,0.92826f,0.93143f,0.93450f,0.93747f,
0.94034f,0.94310f,0.94577f,0.94833f,0.95081f,0.95319f,0.95548f,0.95768f,0.95980f,0.96183f,
0.96378f,0.96565f,0.96744f,0.96916f,0.97081f,0.97238f,0.97388f,0.97532f,0.97669f,0.97801f,
0.97926f,0.98045f,0.98158f,0.98266f,0.98369f,0.98467f,0.98560f,0.98648f,0.98732f,0.98811f,
0.98886f,0.98958f,0.99025f,0.99089f,0.99149f,0.99206f,0.99260f,0.99311f,0.99359f,0.99404f,
0.99446f,0.99486f,0.99523f,0.99559f,0.99592f,0.99623f,0.99652f,0.99679f,0.99705f,0.99729f,
0.99751f,0.99772f,0.99792f,0.99810f,0.99827f,0.99843f,0.99857f,0.99871f,0.99884f,0.99896f,
0.99907f,0.99917f,0.99926f,0.99935f,0.99943f,0.99951f,0.99958f,0.99964f,0.99970f,0.99975f,
0.99980f,0.99985f,0.99989f,0.99993f,0.99997f,1.00000f
}
};
#define gld_CalcLightLevel(lightlevel) (lighttable[1][max(min((lightlevel),255),0)])
// ==========================================================================
// VIEW GLOBALS
// ==========================================================================
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW ANGLE_90
#define ABS(x) ((x) < 0 ? -(x) : (x))
static angle_t gr_clipangle;
// The viewangletox[viewangle + FINEANGLES/4] lookup
// maps the visible view angles to screen X coordinates,
// flattening the arc to a flat projection plane.
// There will be many angles mapped to the same X.
static INT32 gr_viewangletox[FINEANGLES/2];
// The xtoviewangleangle[] table maps a screen pixel
// to the lowest viewangle that maps back to x ranges
// from clipangle to -clipangle.
static angle_t gr_xtoviewangle[MAXVIDWIDTH+1];
// ==========================================================================
// GLOBALS
// ==========================================================================
// uncomment to remove the plane rendering
#define DOPLANES
//#define DOWALLS
// test of drawing sky by polygons like in software with visplane, unfortunately
// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow)
//#define POLYSKY
// test change fov when looking up/down but bsp projection messup :(
//#define NOCRAPPYMLOOK
/// \note crappy
#define drawtextured true
// base values set at SetViewSize
static float gr_basecentery;
float gr_baseviewwindowy, gr_basewindowcentery;
float gr_viewwidth, gr_viewheight; // viewport clipping boundaries (screen coords)
float gr_viewwindowx;
static float gr_centerx, gr_centery;
static float gr_viewwindowy; // top left corner of view window
static float gr_windowcenterx; // center of view window, for projection
static float gr_windowcentery;
static float gr_pspritexscale, gr_pspriteyscale;
static seg_t *gr_curline;
static side_t *gr_sidedef;
static line_t *gr_linedef;
static sector_t *gr_frontsector;
static sector_t *gr_backsector;
// --------------------------------------------------------------------------
// STUFF FOR THE PROJECTION CODE
// --------------------------------------------------------------------------
FTransform atransform;
// duplicates of the main code, set after R_SetupFrame() passed them into sharedstruct,
// copied here for local use
static fixed_t dup_viewx, dup_viewy, dup_viewz;
static angle_t dup_viewangle;
static float gr_viewx, gr_viewy, gr_viewz;
static float gr_viewsin, gr_viewcos;
// Maybe not necessary with the new T&L code (needs to be checked!)
static float gr_viewludsin, gr_viewludcos; // look up down kik test
static float gr_fovlud;
// ==========================================================================
// LIGHT stuffs
// ==========================================================================
static UINT8 lightleveltonumlut[256];
// added to SRB2's sector lightlevel to make things a bit brighter (sprites/walls/planes)
FUNCMATH UINT8 LightLevelToLum(INT32 l)
{
return (UINT8)(255*gld_CalcLightLevel(l));
}
static inline void InitLumLut(void)
{
INT32 i, k = 0;
for (i = 0; i < 256; i++)
{
if (i > 128)
k += 2;
else
k = 1;
lightleveltonumlut[i] = (UINT8)(k);
}
}
//#define FOGFACTOR 300 //was 600 >> Covered by cv_grfogdensity
#define NORMALFOG 0x00000000
#define FADEFOG 0x19000000
#define CALCFOGDENSITY(x) ((float)((5220.0f*(1.0f/((x)/41.0f+1.0f)))-(5220.0f*(1.0f/(255.0f/41.0f+1.0f))))) // Approximate fog calculation based off of software walls
#define CALCFOGDENSITYFLOOR(x) ((float)((40227.0f*(1.0f/((x)/11.0f+1.0f)))-(40227.0f*(1.0f/(255.0f/11.0f+1.0f))))) // Approximate fog calculation based off of software floors
#define CALCLIGHT(x,y) ((float)(x)*((y)/255.0f))
UINT32 HWR_Lighting(INT32 light, UINT32 color, UINT32 fadecolor, boolean fogblockpoly, boolean plane)
{
RGBA_t realcolor, fogcolor, surfcolor;
INT32 alpha, fogalpha;
(void)fogblockpoly;
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
realcolor.rgba = color;
fogcolor.rgba = fadecolor;
alpha = (realcolor.s.alpha*255)/25;
fogalpha = (fogcolor.s.alpha*255)/25;
if (cv_grfog.value && cv_grsoftwarefog.value) // Only do this when fog is on, software fog mode is on, and the poly is not from a fog block
{
// Modulate the colors by alpha.
realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red));
realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green));
realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue));
// Set the surface colors and further modulate the colors by light.
surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.red,255));
surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.green,255));
surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),255)+CALCLIGHT(realcolor.s.blue,255));
surfcolor.s.alpha = 0xFF;
// Modulate the colors by alpha.
fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red));
fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green));
fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue));
}
else
{
// Modulate the colors by alpha.
realcolor.s.red = (UINT8)(CALCLIGHT(alpha,realcolor.s.red));
realcolor.s.green = (UINT8)(CALCLIGHT(alpha,realcolor.s.green));
realcolor.s.blue = (UINT8)(CALCLIGHT(alpha,realcolor.s.blue));
// Set the surface colors and further modulate the colors by light.
surfcolor.s.red = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.red,light));
surfcolor.s.green = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.green,light));
surfcolor.s.blue = (UINT8)(CALCLIGHT((0xFF-alpha),light)+CALCLIGHT(realcolor.s.blue,light));
// Modulate the colors by alpha.
fogcolor.s.red = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.red));
fogcolor.s.green = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.green));
fogcolor.s.blue = (UINT8)(CALCLIGHT(fogalpha,fogcolor.s.blue));
// Set the surface colors and further modulate the colors by light.
surfcolor.s.red = surfcolor.s.red+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.red,(255-light))));
surfcolor.s.green = surfcolor.s.green+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.green,(255-light))));
surfcolor.s.blue = surfcolor.s.blue+((UINT8)(CALCLIGHT((0xFF-fogalpha),(255-light))+CALCLIGHT(fogcolor.s.blue,(255-light))));
surfcolor.s.alpha = 0xFF;
}
if(cv_grfog.value)
{
if (cv_grsoftwarefog.value)
{
fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light)));
fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light)));
fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light)));
// Set the fog options.
if (cv_grsoftwarefog.value == 1 && plane) // With floors, software draws them way darker for their distance
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITYFLOOR(light)));
else // everything else is drawn like walls
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(CALCFOGDENSITY(light)));
}
else
{
fogcolor.s.red = (UINT8)((CALCLIGHT(fogcolor.s.red,(255-light)))+(CALCLIGHT(realcolor.s.red,light)));
fogcolor.s.green = (UINT8)((CALCLIGHT(fogcolor.s.green,(255-light)))+(CALCLIGHT(realcolor.s.green,light)));
fogcolor.s.blue = (UINT8)((CALCLIGHT(fogcolor.s.blue,(255-light)))+(CALCLIGHT(realcolor.s.blue,light)));
fogalpha = (UINT8)((CALCLIGHT(fogalpha,(255-light)))+(CALCLIGHT(alpha,light)));
// Set the fog options.
light = (UINT8)(CALCLIGHT(light,(255-fogalpha)));
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, (INT32)(cv_grfogdensity.value-(cv_grfogdensity.value*(float)light/255.0f)));
}
HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, (fogcolor.s.red*0x10000)+(fogcolor.s.green*0x100)+fogcolor.s.blue);
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
}
return surfcolor.rgba;
}
static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color, UINT32 fadecolor) // Let's see if this can work
{
RGBA_t realcolor, fogcolor, surfcolor;
INT32 alpha, fogalpha;
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
realcolor.rgba = color;
fogcolor.rgba = fadecolor;
alpha = (realcolor.s.alpha*255)/25;
fogalpha = (fogcolor.s.alpha*255)/25;
// Fog blocks seem to get slightly more opaque with more opaque colourmap opacity, and much more opaque with darker brightness
surfcolor.s.alpha = (UINT8)(CALCLIGHT(light, ((0xFF-light)+alpha)/2)+CALCLIGHT(0xFF-light, ((light)+fogalpha)/2));
return surfcolor.s.alpha;
}
// ==========================================================================
// FLOOR/CEILING GENERATION FROM SUBSECTORS
// ==========================================================================
#ifdef DOPLANES
// -----------------+
// HWR_RenderPlane : Render a floor or ceiling convex polygon
// -----------------+
static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fixedheight,
FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap)
{
polyvertex_t * pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
float flatxref,flatyref;
float fflatsize;
INT32 flatflag;
size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
// 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 > UINT16_MAX) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", 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);
}
len = W_LumpLength(lumpnum);
switch (len)
{
case 4194304: // 2048x2048 lump
fflatsize = 2048.0f;
flatflag = 2047;
break;
case 1048576: // 1024x1024 lump
fflatsize = 1024.0f;
flatflag = 1023;
break;
case 262144:// 512x512 lump
fflatsize = 512.0f;
flatflag = 511;
break;
case 65536: // 256x256 lump
fflatsize = 256.0f;
flatflag = 255;
break;
case 16384: // 128x128 lump
fflatsize = 128.0f;
flatflag = 127;
break;
case 1024: // 32x32 lump
fflatsize = 32.0f;
flatflag = 31;
break;
default: // 64x64 lump
fflatsize = 64.0f;
flatflag = 63;
break;
}
// reference point for flat texture coord for each vertex around the polygon
flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatsize);
flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatsize);
// transform
v3d = planeVerts;
if (FOFsector != NULL)
{
if (fixedheight == FOFsector->floorheight) // it's a floor
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
}
}
else if (gr_frontsector)
{
if (fixedheight < dup_viewz) // it's a floor
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
// This needs to be done so that it scrolls in a different direction after rotation like software
tempxsow = FLOAT_TO_FIXED(scrollx);
tempytow = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
tempxsow = FLOAT_TO_FIXED(flatxref);
tempytow = FLOAT_TO_FIXED(flatyref);
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
// Hurdler: add scrolling texture on floor/ceiling
v3d->sow = (float)((pv->x / fflatsize) - flatxref + scrollx);
v3d->tow = (float)(flatyref - (pv->y / fflatsize) + scrolly);
//v3d->sow = (float)(pv->x / fflatsize);
//v3d->tow = (float)(pv->y / fflatsize);
// Need to rotate before translate
if (angle) // Only needs to be done if there's an altered angle
{
tempxsow = FLOAT_TO_FIXED(v3d->sow);
tempytow = FLOAT_TO_FIXED(v3d->tow);
v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
v3d->tow = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
}
//v3d->sow = (float)(v3d->sow - flatxref + scrollx);
//v3d->tow = (float)(flatyref - v3d->tow + scrolly);
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
#ifdef SLOPENESS
if (sector && sector->special == 65535)
{
size_t q;
for (q = 0; q < sector->linecount; q++)
{
if (v3d->x == sector->lines[q]->v1->x>>FRACBITS)
{
if (v3d->z == sector->lines[q]->v1->y>>FRACBITS)
{
v3d->y += sector->lines[q]->v1->z>>FRACBITS;
break;
}
}
}
}
#else
(void)sector;
#endif
}
// only useful for flat coloured triangles
//Surf.FlatColor = 0xff804020;
// use different light tables
// for horizontal / vertical / diagonal
// note: try to get the same visual feel as the original
Surf.FlatColor.s.red = Surf.FlatColor.s.green =
Surf.FlatColor.s.blue = LightLevelToLum(lightlevel); // Don't take from the frontsector, or the game will crash
#if 0 // no colormap test
// colormap test
if (gr_frontsector)
{
sector_t *psector = gr_frontsector;
if (psector->ffloors)
{
ffloor_t *caster = psector->lightlist[R_GetPlaneLight(psector, fixedheight, false)].caster;
psector = caster ? &sectors[caster->secnum] : psector;
if (caster)
{
lightlevel = psector->lightlevel;
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = LightLevelToLum(lightlevel);
}
}
if (psector->extra_colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,psector->extra_colormap->rgba,psector->extra_colormap->fadergba, false, true);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
}
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel,NORMALFOG,FADEFOG, false, true);
#endif // NOPE
if (planecolormap)
{
if (fogplane)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, true, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, planecolormap->rgba, planecolormap->fadergba, false, true);
}
else
{
if (fogplane)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, true);
}
if (PolyFlags & PF_Translucent)
{
Surf.FlatColor.s.alpha = (UINT8)alpha;
PolyFlags |= PF_Modulated|PF_Occlude|PF_Clip;
}
else
PolyFlags |= PF_Masked|PF_Modulated|PF_Clip;
HWD.pfnDrawPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags);
#ifdef ALAM_LIGHTING
// add here code for dynamic lighting on planes
HWR_PlaneLighting(planeVerts, nrPlaneVerts);
#endif
}
#ifdef POLYSKY
// this don't draw anything it only update the z-buffer so there isn't problem with
// wall/things upper that sky (map12)
static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight)
{
polyvertex_t *pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) // not even a triangle?
return;
if (nrPlaneVerts > MAXPLANEVERTICES) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, MAXPLANEVERTICES);
return;
}
// transform
v3d = planeVerts;
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
v3d->sow = 0.0f;
v3d->tow = 0.0f;
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
}
HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts,
PF_Clip|PF_Invisible|PF_NoTexture|PF_Occlude);
}
#endif //polysky
#endif //doplanes
/*
wallVerts order is :
3--2
| /|
|/ |
0--1
*/
#ifdef WALLSPLATS
static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
{
FOutVector trVerts[4], *wv;
wallVert3D wallVerts[4];
wallVert3D *pwallVerts;
wallsplat_t *splat;
GLPatch_t *gpatch;
fixed_t i;
FSurfaceInfo pSurf2;
// seg bbox
fixed_t segbbox[4];
M_ClearBox(segbbox);
M_AddToBox(segbbox,
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->y));
M_AddToBox(segbbox,
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->y));
splat = (wallsplat_t *)gr_curline->linedef->splats;
for (; splat; splat = splat->next)
{
//BP: don't draw splat extern to this seg
// this is quick fix best is explain in logboris.txt at 12-4-2000
if (!M_PointInBox(segbbox,splat->v1.x,splat->v1.y) && !M_PointInBox(segbbox,splat->v2.x,splat->v2.y))
continue;
gpatch = W_CachePatchNum(splat->patch, PU_CACHE);
HWR_GetPatch(gpatch);
wallVerts[0].x = wallVerts[3].x = FIXED_TO_FLOAT(splat->v1.x);
wallVerts[0].z = wallVerts[3].z = FIXED_TO_FLOAT(splat->v1.y);
wallVerts[2].x = wallVerts[1].x = FIXED_TO_FLOAT(splat->v2.x);
wallVerts[2].z = wallVerts[1].z = FIXED_TO_FLOAT(splat->v2.y);
i = splat->top;
if (splat->yoffset)
i += *splat->yoffset;
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(i)+(gpatch->height>>1);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(i)-(gpatch->height>>1);
wallVerts[3].s = wallVerts[3].t = wallVerts[2].s = wallVerts[0].t = 0.0f;
wallVerts[1].s = wallVerts[1].t = wallVerts[2].t = wallVerts[0].s = 1.0f;
// transform
wv = trVerts;
pwallVerts = wallVerts;
for (i = 0; i < 4; i++,wv++,pwallVerts++)
{
wv->x = pwallVerts->x;
wv->z = pwallVerts->z;
wv->y = pwallVerts->y;
// Kalaron: TOW and SOW needed to be switched
wv->sow = pwallVerts->t;
wv->tow = pwallVerts->s;
}
M_Memcpy(&pSurf2,pSurf,sizeof (FSurfaceInfo));
switch (splat->flags & SPLATDRAWMODE_MASK)
{
case SPLATDRAWMODE_OPAQUE :
pSurf2.FlatColor.s.alpha = 0xff;
i = PF_Translucent;
break;
case SPLATDRAWMODE_TRANS :
pSurf2.FlatColor.s.alpha = 128;
i = PF_Translucent;
break;
case SPLATDRAWMODE_SHADE :
pSurf2.FlatColor.s.alpha = 0xff;
i = PF_Substractive;
break;
}
HWD.pfnDrawPolygon(&pSurf2, trVerts, 4, i|PF_Modulated|PF_Clip|PF_Decal);
}
}
#endif
// ==========================================================================
// WALL GENERATION FROM SUBSECTOR SEGS
// ==========================================================================
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
{
switch (transtablenum)
{
case tr_trans10 : pSurf->FlatColor.s.alpha = 0xe6;return PF_Translucent;
case tr_trans20 : pSurf->FlatColor.s.alpha = 0xcc;return PF_Translucent;
case tr_trans30 : pSurf->FlatColor.s.alpha = 0xb3;return PF_Translucent;
case tr_trans40 : pSurf->FlatColor.s.alpha = 0x99;return PF_Translucent;
case tr_trans50 : pSurf->FlatColor.s.alpha = 0x80;return PF_Translucent;
case tr_trans60 : pSurf->FlatColor.s.alpha = 0x66;return PF_Translucent;
case tr_trans70 : pSurf->FlatColor.s.alpha = 0x4c;return PF_Translucent;
case tr_trans80 : pSurf->FlatColor.s.alpha = 0x33;return PF_Translucent;
case tr_trans90 : pSurf->FlatColor.s.alpha = 0x19;return PF_Translucent;
}
return PF_Translucent;
}
// v1,v2 : the start & end vertices along the original wall segment, that may have been
// clipped so that only a visible portion of the wall seg is drawn.
// floorheight, ceilingheight : depend on wall upper/lower/middle, comes from the sectors.
static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo * pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
// -----------------+
// HWR_ProjectWall :
// -----------------+
/*
wallVerts order is :
3--2
| /|
|/ |
0--1
*/
static void HWR_ProjectWall(wallVert3D * wallVerts,
FSurfaceInfo * pSurf,
FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
{
FOutVector trVerts[4];
FOutVector *wv;
// transform
wv = trVerts;
// it sounds really stupid to do this conversion with the new T&L code
// we should directly put the right information in the right structure
// wallVerts3D seems ok, doesn't need FOutVector
// also remove the light copy
// More messy to unwrap, but it's also quicker, uses less memory.
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
wv++; wallVerts++;
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
wv++; wallVerts++;
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
wv++; wallVerts++;
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
if (wallcolormap)
{
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
}
else
{
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blendmode|PF_Modulated|PF_Occlude|PF_Clip);
#ifdef WALLSPLATS
if (gr_curline->linedef->splats && cv_splats.value)
HWR_DrawSegsSplats(pSurf);
#endif
#ifdef ALAM_LIGHTING
//Hurdler: TDOD: do static lighting using gr_curline->lm
HWR_WallLighting(trVerts);
//Hurdler: for better dynamic light in dark area, we should draw the light first
// and then the wall all that with the right blending func
//HWD.pfnDrawPolygon(pSurf, trVerts, 4, PF_Additive|PF_Modulated|PF_Occlude|PF_Clip);
#endif
}
// ==========================================================================
// BSP, CULL, ETC..
// ==========================================================================
// return the frac from the interception of the clipping line
// (in fact a clipping plane that has a constant, so can clip with simple 2d)
// with the wall segment
//
static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
{
float num, den;
float v1x, v1y, v1dx, v1dy, v2dx, v2dy;
angle_t pclipangle = gr_xtoviewangle[x];
// a segment of a polygon
v1x = v1->x;
v1y = v1->y;
v1dx = (v2->x - v1->x);
v1dy = (v2->y - v1->y);
// the clipping line
pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative)
v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT));
v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT));
den = v2dy*v1dx - v2dx*v1dy;
if (den == 0)
return -1; // parallel
// calc the frac along the polygon segment,
//num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
//num = -v1x * v2dy + v1y * v2dx;
num = (gr_viewx - v1x)*v2dy + (v1y - gr_viewy)*v2dx;
return num / den;
}
//
// HWR_SplitWall
//
static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum, FSurfaceInfo* Surf, UINT32 cutflag)
{
/* 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 */
GLTexture_t * glTex;
float realtop, realbot, top, bot;
float pegt, pegb, pegmul;
float height = 0.0f, bheight = 0.0f;
INT32 solid, i;
lightlist_t * list = sector->lightlist;
const UINT8 alpha = Surf->FlatColor.s.alpha;
FUINT lightnum;
extracolormap_t *colormap;
realtop = top = wallVerts[2].y;
realbot = bot = wallVerts[0].y;
pegt = wallVerts[2].t;
pegb = wallVerts[0].t;
pegmul = (pegb - pegt) / (top - bot);
for (i = 1; i < sector->numlights; i++)
{
if (top < realbot)
return;
//Hurdler: fix a crashing bug, but is it correct?
// if (!list[i].caster)
// continue;
solid = false;
if (list[i].caster)
{
if (sector->lightlist[i].caster->flags & FF_SOLID && !(cutflag & FF_EXTRA))
solid = true;
else if (sector->lightlist[i].caster->flags & FF_CUTEXTRA && cutflag & FF_EXTRA)
{
if (sector->lightlist[i].caster->flags & FF_EXTRA)
{
if (sector->lightlist[i].caster->flags == cutflag) // Only merge with your own types
solid = true;
}
else
solid = true;
}
else
solid = false;
}
else
solid = false;
if (cutflag == FF_CUTSOLIDS) // These are regular walls sent in from StoreWallRange, they shouldn't be cut from this
solid = false;
if (cutflag & FF_SOLID) // these weren't being cut before anyway, although they probably should be in the right conditions
solid = false;
height = FIXED_TO_FLOAT(list[i].height);
if (solid)
bheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight);
if (height >= top)
{
if (solid && top > bheight)
top = bheight;
continue;
}
//Found a break;
bot = height;
if (bot < realbot)
bot = realbot;
// colormap test
if (list[i-1].caster)
{
lightnum = *list[i-1].lightlevel;
colormap = list[i-1].extra_colormap;
}
else
{
lightnum = sector->lightlevel;
colormap = sector->extra_colormap;
}
Surf->FlatColor.s.alpha = alpha;
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
glTex = HWR_GetTexture(texnum);
if (cutflag & FF_TRANSLUCENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
else if (glTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
if (solid)
top = bheight;
else
top = height;
}
bot = realbot;
if (top <= realbot)
return;
if (list[i-1].caster)
{
lightnum = *list[i-1].lightlevel;
colormap = list[i-1].extra_colormap;
}
else
{
lightnum = sector->lightlevel;
colormap = sector->extra_colormap;
}
Surf->FlatColor.s.alpha = alpha;
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
glTex = HWR_GetTexture(texnum);
if (cutflag & FF_TRANSLUCENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent, false, lightnum, colormap);
else if (glTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked, lightnum, colormap);
}
//
// HWR_SplitFog
// Exclusively for fog
//
static void HWR_SplitFog(sector_t *sector, wallVert3D *wallVerts, FSurfaceInfo* Surf, UINT32 cutflag, FUINT lightnum, extracolormap_t *colormap)
{
/* 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;
INT32 solid, i;
lightlist_t * list = sector->lightlist;
const UINT8 alpha = Surf->FlatColor.s.alpha;
realtop = top = wallVerts[2].y;
realbot = bot = wallVerts[0].y;
pegt = wallVerts[2].t;
pegb = wallVerts[0].t;
pegmul = (pegb - pegt) / (top - bot);
for (i = 1; i < sector->numlights; i++)
{
if (top < realbot)
return;
//Hurdler: fix a crashing bug, but is it correct?
// if (!list[i].caster)
// continue;
solid = false;
if (list[i].caster)
{
if (sector->lightlist[i].caster->flags & FF_FOG && cutflag & FF_FOG) // Only fog cuts fog
{
if (sector->lightlist[i].caster->flags & FF_EXTRA)
{
if (sector->lightlist[i].caster->flags == cutflag) // only cut by the same
solid = true;
}
else
solid = true;
}
}
height = FIXED_TO_FLOAT(list[i].height);
if (solid)
bheight = FIXED_TO_FLOAT(*list[i].caster->bottomheight);
if (height >= top)
{
if (solid && top > bheight)
top = bheight;
continue;
}
//Found a break;
bot = height;
if (bot < realbot)
bot = realbot;
{
Surf->FlatColor.s.alpha = alpha;
}
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
if (!solid) // Don't draw it if there's more fog behind it
HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap);
top = height;
}
bot = realbot;
if (top <= realbot)
return;
{
Surf->FlatColor.s.alpha = alpha;
}
wallVerts[3].t = wallVerts[2].t = pegt + ((realtop - top) * pegmul);
wallVerts[0].t = wallVerts[1].t = pegt + ((realtop - bot) * pegmul);
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = top;
wallVerts[0].y = wallVerts[1].y = bot;
HWR_AddTransparentWall(wallVerts, Surf, 0, PF_Translucent|PF_NoTexture, true, lightnum, colormap);
}
//
// HWR_StoreWallRange
// A portion or all of a wall segment will be drawn, from startfrac to endfrac,
// where 0 is the start of the segment, 1 the end of the segment
// Anything between means the wall segment has been clipped with solidsegs,
// reducing wall overdraw to a minimum
//
static void HWR_StoreWallRange(double startfrac, double endfrac)
{
wallVert3D wallVerts[4];
v2d_t vs, ve; // start, end vertices of 2d line (view from above)
fixed_t worldtop, worldbottom;
fixed_t worldhigh = 0, worldlow = 0;
GLTexture_t *grTex = NULL;
float cliplow = 0.0f, cliphigh = 0.0f;
INT32 gr_midtexture;
fixed_t h, l; // 3D sides and 2s middle textures
FUINT lightnum = 0; // shut up compiler
extracolormap_t *colormap;
FSurfaceInfo Surf;
if (startfrac > endfrac)
return;
gr_sidedef = gr_curline->sidedef;
gr_linedef = gr_curline->linedef;
if (gr_frontsector->heightsec != -1)
{
worldtop = sectors[gr_frontsector->heightsec].ceilingheight;
worldbottom = sectors[gr_frontsector->heightsec].floorheight;
}
else
{
worldtop = gr_frontsector->ceilingheight;
worldbottom = gr_frontsector->floorheight;
}
vs.x = ((polyvertex_t *)gr_curline->v1)->x;
vs.y = ((polyvertex_t *)gr_curline->v1)->y;
ve.x = ((polyvertex_t *)gr_curline->v2)->x;
ve.y = ((polyvertex_t *)gr_curline->v2)->y;
// remember vertices ordering
// 3--2
// | /|
// |/ |
// 0--1
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].x = wallVerts[3].x = vs.x;
wallVerts[0].z = wallVerts[3].z = vs.y;
wallVerts[2].x = wallVerts[1].x = ve.x;
wallVerts[2].z = wallVerts[1].z = ve.y;
wallVerts[0].w = wallVerts[1].w = wallVerts[2].w = wallVerts[3].w = 1.0f;
if (drawtextured)
{
// x offset the texture
fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset;
// clip texture s start/end coords with solidsegs
if (startfrac > 0.0f && startfrac < 1.0f)
cliplow = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * startfrac);
else
cliplow = (float)texturehpeg;
if (endfrac > 0.0f && endfrac < 1.0f)
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * endfrac);
else
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
}
lightnum = gr_frontsector->lightlevel;
colormap = gr_frontsector->extra_colormap;
if (gr_frontsector)
{
Surf.FlatColor.s.alpha = 255;
}
if (gr_backsector)
{
// two sided line
if (gr_backsector->heightsec != -1)
{
worldhigh = sectors[gr_backsector->heightsec].ceilingheight;
worldlow = sectors[gr_backsector->heightsec].floorheight;
}
else
{
worldhigh = gr_backsector->ceilingheight;
worldlow = gr_backsector->floorheight;
}
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
if (gr_frontsector->ceilingpic == skyflatnum &&
gr_backsector->ceilingpic == skyflatnum)
{
worldtop = worldhigh;
}
// check TOP TEXTURE
if (worldhigh < worldtop && texturetranslation[gr_sidedef->toptexture]
#ifdef POLYOBJECTS // polyobjects don't have top textures, silly.
&& !gr_curline->polyseg
#endif
)
{
if (drawtextured)
{
fixed_t texturevpegtop; // top
grTex = HWR_GetTexture(texturetranslation[gr_sidedef->toptexture]);
// PEGGING
if (gr_linedef->flags & ML_DONTPEGTOP)
texturevpegtop = 0;
else
texturevpegtop = worldhigh + textureheight[gr_sidedef->toptexture] - worldtop;
texturevpegtop += gr_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegtop %= SHORT(textures[texturetranslation[gr_sidedef->toptexture]]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldhigh);
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, texturetranslation[gr_sidedef->toptexture], &Surf, FF_CUTSOLIDS);
else if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, texturetranslation[gr_sidedef->toptexture], PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
// check BOTTOM TEXTURE
if (worldlow > worldbottom && texturetranslation[gr_sidedef->bottomtexture]
#ifdef POLYOBJECTS // polyobjects don't have bottom textures, silly.
&& !gr_curline->polyseg
#endif
) //only if VISIBLE!!!
{
if (drawtextured)
{
fixed_t texturevpegbottom = 0; // bottom
grTex = HWR_GetTexture(texturetranslation[gr_sidedef->bottomtexture]);
// PEGGING
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
texturevpegbottom = worldtop - worldlow;
else
texturevpegbottom = 0;
texturevpegbottom += gr_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegbottom %= SHORT(textures[texturetranslation[gr_sidedef->bottomtexture]]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, texturetranslation[gr_sidedef->bottomtexture], &Surf, FF_CUTSOLIDS);
else if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, texturetranslation[gr_sidedef->bottomtexture], PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
gr_midtexture = texturetranslation[gr_sidedef->midtexture];
if (gr_midtexture)
{
FBITFIELD blendmode;
sector_t *front, *back;
fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut;
fixed_t texturevpeg = 0;
INT32 repeats;
if (gr_linedef->frontsector->heightsec != -1)
front = &sectors[gr_linedef->frontsector->heightsec];
else
front = gr_linedef->frontsector;
if (gr_linedef->backsector->heightsec != -1)
back = &sectors[gr_linedef->backsector->heightsec];
else
back = gr_linedef->backsector;
if (gr_sidedef->repeatcnt)
repeats = 1 + gr_sidedef->repeatcnt;
else if (gr_linedef->flags & ML_EFFECT5)
{
fixed_t high, low;
if (front->ceilingheight > back->ceilingheight)
high = back->ceilingheight;
else
high = front->ceilingheight;
if (front->floorheight > back->floorheight)
low = front->floorheight;
else
low = back->floorheight;
repeats = (high - low)/textureheight[gr_sidedef->midtexture];
if ((high-low)%textureheight[gr_sidedef->midtexture])
repeats++; // tile an extra time to fill the gap -- Monster Iestyn
}
else
repeats = 1;
// SoM: a little note: This code re-arranging will
// fix the bug in Nimrod map02. popentop and popenbottom
// record the limits the texture can be displayed in.
// polytop and polybottom, are the ideal (i.e. unclipped)
// heights of the polygon, and h & l, are the final (clipped)
// poly coords.
#ifdef POLYOBJECTS
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
// you must use the linedef's backsector to be correct
// From CB
if (gr_curline->polyseg)
{
popentop = back->ceilingheight;
popenbottom = back->floorheight;
}
#endif
else
{
popentop = front->ceilingheight < back->ceilingheight ? front->ceilingheight : back->ceilingheight;
popenbottom = front->floorheight > back->floorheight ? front->floorheight : back->floorheight;
}
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
{
polybottom = popenbottom + gr_sidedef->rowoffset;
polytop = polybottom + textureheight[gr_midtexture]*repeats;
}
else
{
polytop = popentop + gr_sidedef->rowoffset;
polybottom = polytop - textureheight[gr_midtexture]*repeats;
}
// CB
#ifdef POLYOBJECTS
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
// you must use the linedef's backsector to be correct
if (gr_curline->polyseg)
{
lowcut = polybottom;
highcut = polytop;
}
#endif
else
{
// The cut-off values of a linedef can always be constant, since every line has an absoulute front and or back sector
lowcut = front->floorheight > back->floorheight ? front->floorheight : back->floorheight;
highcut = front->ceilingheight < back->ceilingheight ? front->ceilingheight : back->ceilingheight;
}
h = polytop > highcut ? highcut : polytop;
l = polybottom < lowcut ? lowcut : polybottom;
if (drawtextured)
{
// PEGGING
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
texturevpeg = textureheight[gr_sidedef->midtexture]*repeats - h + polybottom;
else
texturevpeg = polytop - h;
grTex = HWR_GetTexture(gr_midtexture);
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
// set top/bottom coords
// Take the texture peg into account, rather than changing the offsets past
// where the polygon might not be.
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
// set alpha for transparent walls (new boom and legacy linedef types)
// ooops ! this do not work at all because render order we should render it in backtofront order
switch (gr_linedef->special)
{
case 900:
blendmode = HWR_TranstableToAlpha(tr_trans10, &Surf);
break;
case 901:
blendmode = HWR_TranstableToAlpha(tr_trans20, &Surf);
break;
case 902:
blendmode = HWR_TranstableToAlpha(tr_trans30, &Surf);
break;
case 903:
blendmode = HWR_TranstableToAlpha(tr_trans40, &Surf);
break;
case 904:
blendmode = HWR_TranstableToAlpha(tr_trans50, &Surf);
break;
case 905:
blendmode = HWR_TranstableToAlpha(tr_trans60, &Surf);
break;
case 906:
blendmode = HWR_TranstableToAlpha(tr_trans70, &Surf);
break;
case 907:
blendmode = HWR_TranstableToAlpha(tr_trans80, &Surf);
break;
case 908:
blendmode = HWR_TranstableToAlpha(tr_trans90, &Surf);
break;
// Translucent
case 102:
case 121:
case 123:
case 124:
case 125:
case 141:
case 142:
case 144:
case 145:
case 174:
case 175:
case 192:
case 195:
case 221:
case 253:
case 256:
blendmode = PF_Translucent;
break;
default:
blendmode = PF_Masked;
break;
}
if (grTex->mipmap.flags & TF_TRANSPARENT)
blendmode = PF_Translucent;
if (gr_frontsector->numlights)
{
if (!(blendmode & PF_Masked))
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT);
else
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
}
else if (!(blendmode & PF_Masked))
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
// If there is a colormap change, remove it.
/* if (!(Surf.FlatColor.s.red + Surf.FlatColor.s.green + Surf.FlatColor.s.blue == Surf.FlatColor.s.red/3)
{
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
Surf.FlatColor.rgba = 0xffffffff;
}*/
}
}
else
{
// Single sided line... Deal only with the middletexture (if one exists)
gr_midtexture = texturetranslation[gr_sidedef->midtexture];
if (gr_midtexture)
{
if (drawtextured)
{
fixed_t texturevpeg;
// PEGGING
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
texturevpeg = worldbottom + textureheight[gr_sidedef->midtexture] - worldtop + gr_sidedef->rowoffset;
else
// top of texture at top
texturevpeg = gr_sidedef->rowoffset;
grTex = HWR_GetTexture(gr_midtexture);
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpeg + worldtop - worldbottom) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(worldbottom);
// I don't think that solid walls can use translucent linedef types...
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
else
{
if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
//Hurdler: 3d-floors test
#ifdef R_FAKEFLOORS
if (gr_frontsector && gr_backsector && gr_frontsector->tag != gr_backsector->tag && (gr_backsector->ffloors || gr_frontsector->ffloors))
{
ffloor_t * rover;
fixed_t highcut = 0, lowcut = 0;
highcut = gr_frontsector->ceilingheight < gr_backsector->ceilingheight ? gr_frontsector->ceilingheight : gr_backsector->ceilingheight;
lowcut = gr_frontsector->floorheight > gr_backsector->floorheight ? gr_frontsector->floorheight : gr_backsector->floorheight;
if (gr_backsector->ffloors)
{
for (rover = gr_backsector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || (rover->flags & FF_INVERTSIDES))
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
h = *rover->topheight;
l = *rover->bottomheight;
if (h > highcut)
h = highcut;
if (l < lowcut)
l = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
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 if (drawtextured)
{
grTex = HWR_GetTexture(texturetranslation[sides[rover->master->sidenum[0]].midtexture]);
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_Translucent|PF_NoTexture;
lightnum = rover->master->frontsector->lightlevel;
colormap = rover->master->frontsector->extra_colormap;
if (rover->master->frontsector->extra_colormap)
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba,rover->master->frontsector->extra_colormap->fadergba);
}
else
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG,FADEFOG);
}
if (gr_frontsector->numlights)
HWR_SplitFog(gr_frontsector, wallVerts, &Surf, rover->flags, lightnum, colormap);
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT)
{
blendmode = PF_Translucent;
Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
}
else if (grTex->mipmap.flags & TF_TRANSPARENT)
{
blendmode = PF_Environment;
}
if (gr_frontsector->numlights)
HWR_SplitWall(gr_frontsector, wallVerts, texturetranslation[sides[rover->master->sidenum[0]].midtexture], &Surf, rover->flags);
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texturetranslation[sides[rover->master->sidenum[0]].midtexture], blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
if (gr_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think?
{
for (rover = gr_frontsector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES) || !(rover->flags & FF_ALLSIDES))
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
h = *rover->topheight;
l = *rover->bottomheight;
if (h > highcut)
h = highcut;
if (l < lowcut)
l = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
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 if (drawtextured)
{
grTex = HWR_GetTexture(texturetranslation[sides[rover->master->sidenum[0]].midtexture]);
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_Translucent|PF_NoTexture;
lightnum = rover->master->frontsector->lightlevel;
colormap = rover->master->frontsector->extra_colormap;
if (rover->master->frontsector->extra_colormap)
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,rover->master->frontsector->extra_colormap->rgba,rover->master->frontsector->extra_colormap->fadergba);
}
else
{
Surf.FlatColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel,NORMALFOG,FADEFOG);
}
if (gr_backsector->numlights)
HWR_SplitFog(gr_backsector, wallVerts, &Surf, rover->flags, lightnum, colormap);
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT)
{
blendmode = PF_Translucent;
Surf.FlatColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
}
else if (grTex->mipmap.flags & TF_TRANSPARENT)
{
blendmode = PF_Environment;
}
if (gr_backsector->numlights)
HWR_SplitWall(gr_backsector, wallVerts, texturetranslation[sides[rover->master->sidenum[0]].midtexture], &Surf, rover->flags);
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texturetranslation[sides[rover->master->sidenum[0]].midtexture], blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
}
#endif
//Hurdler: end of 3d-floors test
}
//Hurdler: just like in r_bsp.c
#if 1
#define MAXSEGS MAXVIDWIDTH/2+1
#else
//Alam_GBC: Or not (may cause overflow)
#define MAXSEGS 128
#endif
// hw_newend is one past the last valid seg
static cliprange_t * hw_newend;
static cliprange_t gr_solidsegs[MAXSEGS];
static void printsolidsegs(void)
{
cliprange_t * start;
if (!hw_newend || cv_grbeta.value != 2)
return;
for (start = gr_solidsegs;start != hw_newend;start++)
{
CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last);
}
CONS_Debug(DBG_RENDER, "\n\n");
}
//
//
//
static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
{
cliprange_t *next, *start;
float lowfrac, highfrac;
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gr_solidsegs;
while (start->last < first-1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start),
// so insert a new clippost.
HWR_StoreWallRange(first, last);
next = hw_newend;
hw_newend++;
while (next != start)
{
*next = *(next-1);
next--;
}
next->first = first;
next->last = last;
printsolidsegs();
return;
}
// There is a fragment above *start.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first, last);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
HWR_StoreWallRange(0, highfrac);
}
// Now adjust the clip size.
start->first = first;
}
// Bottom contained in start?
if (last <= start->last)
{
printsolidsegs();
return;
}
next = start;
while (last >= (next+1)->first-1)
{
// There is a fragment between two posts.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
HWR_StoreWallRange(lowfrac, highfrac);
}
next++;
if (last <= next->last)
{
// Bottom is contained in next.
// Adjust the clip size.
start->last = next->last;
goto crunch;
}
}
if (first == next->first+1) // 1 line texture
{
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
HWR_StoreWallRange(lowfrac, 1);
}
}
// Adjust the clip size.
start->last = last;
// Remove start+1 to next from the clip list,
// because start now covers their area.
crunch:
if (next == start)
{
printsolidsegs();
// Post just extended past the bottom of one post.
return;
}
while (next++ != hw_newend)
{
// Remove a post.
*++start = *next;
}
hw_newend = start;
printsolidsegs();
}
//
// handle LineDefs with upper and lower texture (windows)
//
static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
{
cliprange_t *start;
float lowfrac, highfrac;
//to allow noclipwalls but still solidseg reject of non-visible walls
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gr_solidsegs;
while (start->last < first - 1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start).
HWR_StoreWallRange(0, 1);
return;
}
// There is a fragment above *start.
if (!cv_grclipwalls.value)
{ //20/08/99: Changed by Hurdler (taken from faB's code)
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(min(start->first + 1,
start->last), (polyvertex_t *)gr_curline->v1,
(polyvertex_t *)gr_curline->v2);
HWR_StoreWallRange(0, highfrac);
}
}
// Bottom contained in start?
if (last <= start->last)
return;
while (last >= (start+1)->first-1)
{
// There is a fragment between two posts.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
HWR_StoreWallRange(lowfrac, highfrac);
}
start++;
if (last <= start->last)
return;
}
if (first == start->first+1) // 1 line texture
{
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
if (!cv_grclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0,1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last - 1,
start->first), (polyvertex_t *)gr_curline->v1,
(polyvertex_t *)gr_curline->v2);
HWR_StoreWallRange(lowfrac, 1);
}
}
}
// --------------------------------------------------------------------------
// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs)
// --------------------------------------------------------------------------
static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last)
{
cliprange_t * start;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gr_solidsegs;
while (start->last < first-1)
start++;
if (first < start->first)
return true;
// Bottom contained in start?
if (last <= start->last)
return false;
return true;
}
//
// HWR_ClearClipSegs
//
static void HWR_ClearClipSegs(void)
{
gr_solidsegs[0].first = -0x7fffffff;
gr_solidsegs[0].last = -1;
gr_solidsegs[1].first = vid.width; //viewwidth;
gr_solidsegs[1].last = 0x7fffffff;
hw_newend = gr_solidsegs+2;
}
// -----------------+
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
// Notes : gr_cursectorlight is set to the current subsector -> sector -> light value
// : (it may be mixed with the wall's own flat colour in the future ...)
// -----------------+
static void HWR_AddLine(seg_t * line)
{
INT32 x1, x2;
angle_t angle1, angle2;
angle_t span, tspan;
// SoM: Backsector needs to be run through R_FakeFlat
sector_t tempsec;
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
gr_curline = line;
// OPTIMIZE: quickly reject orthogonal back sides.
angle1 = R_PointToAngle(FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->y));
angle2 = R_PointToAngle(FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->y));
// Clip to view edges.
span = angle1 - angle2;
// backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing
if (span >= ANGLE_180)
return;
// Global angle needed by segcalc.
//rw_angle1 = angle1;
angle1 -= dup_viewangle;
angle2 -= dup_viewangle;
tspan = angle1 + gr_clipangle;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle1 = gr_clipangle;
}
tspan = gr_clipangle - angle2;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle2 = (angle_t)-(signed)gr_clipangle;
}
#if 0
{
float fx1,fx2,fy1,fy2;
//BP: test with a better projection than viewangletox[R_PointToAngle(angle)]
// do not enable this at release 4 mul and 2 div
fx1 = ((polyvertex_t *)(line->v1))->x-gr_viewx;
fy1 = ((polyvertex_t *)(line->v1))->y-gr_viewy;
fy2 = (fx1 * gr_viewcos + fy1 * gr_viewsin);
if (fy2 < 0)
// the point is back
fx1 = 0;
else
fx1 = gr_windowcenterx + (fx1 * gr_viewsin - fy1 * gr_viewcos) * gr_centerx / fy2;
fx2 = ((polyvertex_t *)(line->v2))->x-gr_viewx;
fy2 = ((polyvertex_t *)(line->v2))->y-gr_viewy;
fy1 = (fx2 * gr_viewcos + fy2 * gr_viewsin);
if (fy1 < 0)
// the point is back
fx2 = vid.width;
else
fx2 = gr_windowcenterx + (fx2 * gr_viewsin - fy2 * gr_viewcos) * gr_centerx / fy1;
x1 = fx1+0.5f;
x2 = fx2+0.5f;
}
#else
// The seg is in the view range,
// but not necessarily visible.
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
x1 = gr_viewangletox[angle1];
x2 = gr_viewangletox[angle2];
#endif
// Does not cross a pixel?
// if (x1 == x2)
/* {
// BP: HERE IS THE MAIN PROBLEM !
//CONS_Debug(DBG_RENDER, "tineline\n");
return;
}
*/
gr_backsector = line->backsector;
// Single sided line?
if (!gr_backsector)
goto clipsolid;
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
// Closed door.
if (gr_backsector->ceilingheight <= gr_frontsector->floorheight ||
gr_backsector->floorheight >= gr_frontsector->ceilingheight)
goto clipsolid;
// Window.
if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight ||
gr_backsector->floorheight != gr_frontsector->floorheight)
goto clippass;
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (
#ifdef POLYOBJECTS
!line->polyseg
#endif
&& gr_backsector->ceilingpic == gr_frontsector->ceilingpic
&& gr_backsector->floorpic == gr_frontsector->floorpic
&& gr_backsector->lightlevel == gr_frontsector->lightlevel
&& gr_curline->sidedef->midtexture == 0
&& !gr_backsector->ffloors && !gr_frontsector->ffloors)
// SoM: For 3D sides... Boris, would you like to take a
// crack at rendering 3D sides? You would need to add the
// above check and add code to HWR_StoreWallRange...
{
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);
}
// 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, sx1, sx2;
fixed_t px1, py1, px2, py2;
angle_t angle1, angle2, span, tspan;
// 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]];
// check clip list for an open space
angle1 = R_PointToAngle(px1, py1) - dup_viewangle;
angle2 = R_PointToAngle(px2, py2) - dup_viewangle;
span = angle1 - angle2;
// Sitting on a line?
if (span >= ANGLE_180)
return true;
tspan = angle1 + gr_clipangle;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle1 = gr_clipangle;
}
tspan = gr_clipangle - angle2;
if (tspan > 2*gr_clipangle)
{
tspan -= 2*gr_clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle2 = (angle_t)-(signed)gr_clipangle;
}
// Find the first clippost
// that touches the source post
// (adjacent pixels are touching).
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
sx1 = gr_viewangletox[angle1];
sx2 = gr_viewangletox[angle2];
// Does not cross a pixel.
if (sx1 == sx2)
return false;
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
}
#ifdef POLYOBJECTS
//
// HWR_AddPolyObjectSegs
//
// haleyjd 02/19/06
// Adds all segs in all polyobjects in the given subsector.
// Modified for hardware rendering.
//
static inline void HWR_AddPolyObjectSegs(void)
{
size_t i, j;
seg_t *gr_fakeline = Z_Calloc(sizeof(seg_t), PU_STATIC, NULL);
polyvertex_t *pv1 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
polyvertex_t *pv2 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
// Sort through all the polyobjects
for (i = 0; i < numpolys; ++i)
{
// Render the polyobject's lines
for (j = 0; j < po_ptrs[i]->segCount; ++j)
{
// Copy the info of a polyobject's seg, then convert it to OpenGL floating point
M_Memcpy(gr_fakeline, po_ptrs[i]->segs[j], sizeof(seg_t));
// Now convert the line to float and add it to be rendered
pv1->x = FIXED_TO_FLOAT(gr_fakeline->v1->x);
pv1->y = FIXED_TO_FLOAT(gr_fakeline->v1->y);
pv2->x = FIXED_TO_FLOAT(gr_fakeline->v2->x);
pv2->y = FIXED_TO_FLOAT(gr_fakeline->v2->y);
gr_fakeline->v1 = (vertex_t *)pv1;
gr_fakeline->v2 = (vertex_t *)pv2;
HWR_AddLine(gr_fakeline);
}
}
// Free temporary data no longer needed
Z_Free(pv2);
Z_Free(pv1);
Z_Free(gr_fakeline);
}
#endif
// -----------------+
// HWR_Subsector : Determine floor/ceiling planes.
// : Add sprites of things in sector.
// : Draw one or more line segments.
// Notes : Sets gr_cursectorlight to the light of the parent sector, to modulate wall textures
// -----------------+
static lumpnum_t doomwaterflat; //set by R_InitFlats hack
static void HWR_Subsector(size_t num)
{
INT16 count;
seg_t *line;
subsector_t *sub;
sector_t tempsec; //SoM: 4/7/2000
INT32 floorlightlevel;
INT32 ceilinglightlevel;
INT32 locFloorHeight, locCeilingHeight;
INT32 light = 0;
fixed_t wh;
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)
{
sscount++;
// subsector
sub = &subsectors[num];
// sector
gr_frontsector = sub->sector;
// how many linedefs
count = sub->numlines;
// first line seg
line = &segs[sub->firstline];
}
else
{
// there are no segs but only planes
sub = &subsectors[0];
gr_frontsector = sub->sector;
count = 0;
line = NULL;
}
//SoM: 4/7/2000: Test to make Boom water work in Hardware mode.
gr_frontsector = R_FakeFlat(gr_frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false);
//FIXME: Use floorlightlevel and ceilinglightlevel insted of lightlevel.
floorcolormap = ceilingcolormap = gr_frontsector->extra_colormap;
// ------------------------------------------------------------------------
// sector lighting, DISABLED because it's done in HWR_StoreWallRange
// ------------------------------------------------------------------------
/// \todo store a RGBA instead of just intensity, allow coloured sector lighting
//light = (FUBYTE)(sub->sector->lightlevel & 0xFF) / 255.0f;
//gr_cursectorlight.red = light;
//gr_cursectorlight.green = light;
//gr_cursectorlight.blue = light;
//gr_cursectorlight.alpha = light;
// ----- for special tricks with HW renderer -----
if (gr_frontsector->pseudoSector)
{
locFloorHeight = gr_frontsector->virtualFloorheight;
locCeilingHeight = gr_frontsector->virtualCeilingheight;
}
else if (gr_frontsector->virtualFloor)
{
locFloorHeight = gr_frontsector->virtualFloorheight;
if (gr_frontsector->virtualCeiling)
locCeilingHeight = gr_frontsector->virtualCeilingheight;
else
locCeilingHeight = gr_frontsector->ceilingheight;
}
else if (gr_frontsector->virtualCeiling)
{
locCeilingHeight = gr_frontsector->virtualCeilingheight;
locFloorHeight = gr_frontsector->floorheight;
}
else
{
locFloorHeight = gr_frontsector->floorheight;
locCeilingHeight = gr_frontsector->ceilingheight;
}
// ----- end special tricks -----
if (gr_frontsector->ffloors)
{
if (gr_frontsector->moved)
{
gr_frontsector->numlights = sub->sector->numlights = 0;
R_Prep3DFloors(gr_frontsector);
sub->sector->lightlist = gr_frontsector->lightlist;
sub->sector->numlights = gr_frontsector->numlights;
sub->sector->moved = gr_frontsector->moved = false;
}
light = R_GetPlaneLight(gr_frontsector, locFloorHeight, false);
if (gr_frontsector->floorlightsec == -1)
floorlightlevel = *gr_frontsector->lightlist[light].lightlevel;
floorcolormap = gr_frontsector->lightlist[light].extra_colormap;
light = R_GetPlaneLight(gr_frontsector, locCeilingHeight, false);
if (gr_frontsector->ceilinglightsec == -1)
ceilinglightlevel = *gr_frontsector->lightlist[light].lightlevel;
ceilingcolormap = gr_frontsector->lightlist[light].extra_colormap;
}
sub->sector->extra_colormap = gr_frontsector->extra_colormap;
// render floor ?
#ifdef DOPLANES
// yeah, easy backface cull! :)
if (locFloorHeight < dup_viewz)
{
if (gr_frontsector->floorpic != skyflatnum)
{
if (sub->validcount != validcount)
{
HWR_GetFlat(levelflats[gr_frontsector->floorpic].lumpnum);
HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], locFloorHeight, PF_Occlude, floorlightlevel, levelflats[gr_frontsector->floorpic].lumpnum, NULL, 255, false, floorcolormap);
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight);
#endif
}
}
if (locCeilingHeight > dup_viewz)
{
if (gr_frontsector->ceilingpic != skyflatnum)
{
if (sub->validcount != validcount)
{
HWR_GetFlat(levelflats[gr_frontsector->ceilingpic].lumpnum);
HWR_RenderPlane(NULL, &extrasubsectors[num], locCeilingHeight, PF_Occlude, ceilinglightlevel, levelflats[gr_frontsector->ceilingpic].lumpnum,NULL, 255, false, ceilingcolormap);
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight);
#endif
}
}
#ifndef POLYSKY
// Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky
if (gr_frontsector->ceilingpic == skyflatnum || gr_frontsector->floorpic == skyflatnum)
{
drawsky = true;
}
#endif
#ifdef R_FAKEFLOORS
if (gr_frontsector->ffloors)
{
/// \todo fix light, xoffs, yoffs, extracolormap ?
ffloor_t * rover;
R_Prep3DFloors(gr_frontsector);
for (rover = gr_frontsector->ffloors;
rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES))
continue;
if (sub->validcount == validcount)
continue;
if (*rover->bottomheight <= gr_frontsector->ceilingheight &&
*rover->bottomheight >= gr_frontsector->floorheight &&
((dup_viewz < *rover->bottomheight && !(rover->flags & FF_INVERTPLANES)) ||
(dup_viewz > *rover->bottomheight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
light = R_GetPlaneLight(gr_frontsector, *rover->bottomheight, dup_viewz < *rover->bottomheight ? true : false);
if (rover->master->frontsector->extra_colormap)
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba, rover->master->frontsector->extra_colormap->fadergba);
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG, FADEFOG);
HWR_AddTransparentFloor(0,
&extrasubsectors[num],
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Translucent|PF_NoTexture,
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT) // SoM: Flags are more efficient
{
light = R_GetPlaneLight(gr_frontsector, *rover->bottomheight, dup_viewz < *rover->bottomheight ? true : false);
#ifndef SORTING
HWR_Add3DWater(levelflats[*rover->bottompic].lumpnum,
&extrasubsectors[num],
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1, rover->master->frontsector);
#else
HWR_AddTransparentFloor(levelflats[*rover->bottompic].lumpnum,
&extrasubsectors[num],
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent,
false, gr_frontsector->lightlist[light].extra_colormap);
#endif
}
else
{
HWR_GetFlat(levelflats[*rover->bottompic].lumpnum);
light = R_GetPlaneLight(gr_frontsector, *rover->bottomheight, dup_viewz < *rover->bottomheight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum,
rover->master->frontsector, 255, false, gr_frontsector->lightlist[light].extra_colormap);
}
}
if (*rover->topheight >= gr_frontsector->floorheight &&
*rover->topheight <= gr_frontsector->ceilingheight &&
((dup_viewz > *rover->topheight && !(rover->flags & FF_INVERTPLANES)) ||
(dup_viewz < *rover->topheight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
light = R_GetPlaneLight(gr_frontsector, *rover->topheight, dup_viewz < *rover->topheight ? true : false);
if (rover->master->frontsector->extra_colormap)
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap->rgba, rover->master->frontsector->extra_colormap->fadergba);
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG, FADEFOG);
HWR_AddTransparentFloor(0,
&extrasubsectors[num],
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Translucent|PF_NoTexture,
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT)
{
light = R_GetPlaneLight(gr_frontsector, *rover->topheight, dup_viewz < *rover->topheight ? true : false);
#ifndef SORTING
HWR_Add3DWater(levelflats[*rover->toppic].lumpnum,
&extrasubsectors[num],
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1, rover->master->frontsector);
#else
HWR_AddTransparentFloor(levelflats[*rover->toppic].lumpnum,
&extrasubsectors[num],
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, PF_Translucent,
false, gr_frontsector->lightlist[light].extra_colormap);
#endif
}
else
{
HWR_GetFlat(levelflats[*rover->toppic].lumpnum);
light = R_GetPlaneLight(gr_frontsector, *rover->topheight, dup_viewz < *rover->topheight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum,
rover->master->frontsector, 255, false, gr_frontsector->lightlist[light].extra_colormap);
}
}
}
}
#endif
#endif //doplanes
#ifdef POLYOBJECTS
// Draw all the polyobjects in this subsector
if (sub->polyList)
{
polyobj_t *po = sub->polyList;
numpolys = 0;
// Count all the polyobjects, reset the list, and recount them
while (po)
{
++numpolys;
po = (polyobj_t *)(po->link.next);
}
// Sort polyobjects
R_SortPolyObjects(sub);
// Draw polyobject lines.
HWR_AddPolyObjectSegs();
// Draw polyobject planes
//HWR_AddPolyObjectPlanes();
}
#endif
// Hurder ici se passe les choses INT32<33>essantes!
// on vient de tracer le sol et le plafond
// on trace <20>pr<70>ent d'abord les sprites et ensuite les murs
// hurdler: faux: on ajoute seulement les sprites, le murs sont trac<61> d'abord
if (line)
{
// draw sprites first, coz they are clipped to the solidsegs of
// subsectors more 'in front'
HWR_AddSprites(gr_frontsector);
//Hurdler: at this point validcount must be the same, but is not because
// gr_frontsector doesn't point anymore to sub->sector due to
// the call gr_frontsector = R_FakeFlat(...)
// if it's not done, the sprite is drawn more than once,
// what looks really bad with translucency or dynamic light,
// without talking about the overdraw of course.
sub->sector->validcount = validcount;/// \todo fix that in a better way
while (count--)
{
HWR_AddLine(line);
line++;
}
}
//20/08/99: Changed by Hurdler (taken from faB's code)
#ifdef DOPLANES
// -------------------- WATER IN DEV. TEST ------------------------
//dck hack : use abs(tag) for waterheight
if (gr_frontsector->tag < 0)
{
wh = ((-gr_frontsector->tag) <<FRACBITS) + (FRACUNIT/2);
if (wh > gr_frontsector->floorheight &&
wh < gr_frontsector->ceilingheight)
{
HWR_GetFlat(doomwaterflat);
HWR_RenderPlane(gr_frontsector,
&extrasubsectors[num], wh, PF_Translucent,
gr_frontsector->lightlevel, doomwaterflat,
NULL, 255, false, gr_frontsector->lightlist[light].extra_colormap);
}
}
// -------------------- WATER IN DEV. TEST ------------------------
#endif
sub->validcount = validcount;
}
//
// Renders all subsectors below a given node,
// traversing subtree recursively.
// Just call with BSP root.
#ifdef coolhack
//t;b;l;r
static fixed_t hackbbox[4];
//BOXTOP,
//BOXBOTTOM,
//BOXLEFT,
//BOXRIGHT
static boolean HWR_CheckHackBBox(fixed_t *bb)
{
if (bb[BOXTOP] < hackbbox[BOXBOTTOM]) //y up
return false;
if (bb[BOXBOTTOM] > hackbbox[BOXTOP])
return false;
if (bb[BOXLEFT] > hackbbox[BOXRIGHT])
return false;
if (bb[BOXRIGHT] < hackbbox[BOXLEFT])
return false;
return true;
}
#endif
// BP: big hack for a test in lighning ref : 1249753487AB
fixed_t *hwbbox;
static void HWR_RenderBSPNode(INT32 bspnum)
{
/*//GZDoom code
if(bspnum == -1)
{
HWR_Subsector(subsectors);
return;
}
while(!((size_t)bspnum&(~NF_SUBSECTOR))) // Keep going until found a subsector
{
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// Recursively divide front space (toward the viewer)
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space (away from viewer)
side ^= 1;
if (!HWR_CheckBBox(bsp->bbox[side]))
return;
bspnum = bsp->children[side];
}
HWR_Subsector(bspnum-1);
*/
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side;
// Found a subsector?
if (bspnum & NF_SUBSECTOR)
{
if (bspnum == -1)
{
//*(gr_drawsubsector_p++) = 0;
HWR_Subsector(0);
}
else
{
//*(gr_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR);
HWR_Subsector(bspnum&(~NF_SUBSECTOR));
}
return;
}
// Decide which side the view point is on.
side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side];
// Recursively divide front space.
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (HWR_CheckBBox(bsp->bbox[side^1]))
{
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side^1];
HWR_RenderBSPNode(bsp->children[side^1]);
}
}
/*
//
// Clear 'stack' of subsectors to draw
//
static void HWR_ClearDrawSubsectors(void)
{
gr_drawsubsector_p = gr_drawsubsectors;
}
//
// Draw subsectors pushed on the drawsubsectors 'stack', back to front
//
static void HWR_RenderSubsectors(void)
{
while (gr_drawsubsector_p > gr_drawsubsectors)
{
HWR_RenderBSPNode(
lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR);
}
}
*/
// ==========================================================================
// FROM R_MAIN.C
// ==========================================================================
//BP : exactely the same as R_InitTextureMapping
void HWR_InitTextureMapping(void)
{
angle_t i;
INT32 x;
INT32 t;
fixed_t focallength;
fixed_t grcenterx;
fixed_t grcenterxfrac;
INT32 grviewwidth;
#define clipanglefov (FIELDOFVIEW>>ANGLETOFINESHIFT)
grviewwidth = vid.width;
grcenterx = grviewwidth/2;
grcenterxfrac = grcenterx<<FRACBITS;
// Use tangent table to generate viewangletox:
// viewangletox will give the next greatest x
// after the view angle.
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv(grcenterxfrac,
FINETANGENT(FINEANGLES/4+clipanglefov/2));
for (i = 0; i < FINEANGLES/2; i++)
{
if (FINETANGENT(i) > FRACUNIT*2)
t = -1;
else if (FINETANGENT(i) < -FRACUNIT*2)
t = grviewwidth+1;
else
{
t = FixedMul(FINETANGENT(i), focallength);
t = (grcenterxfrac - t+FRACUNIT-1)>>FRACBITS;
if (t < -1)
t = -1;
else if (t > grviewwidth+1)
t = grviewwidth+1;
}
gr_viewangletox[i] = t;
}
// Scan viewangletox[] to generate xtoviewangle[]:
// xtoviewangle will give the smallest view angle
// that maps to x.
for (x = 0; x <= grviewwidth; x++)
{
i = 0;
while (gr_viewangletox[i]>x)
i++;
gr_xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
if (gr_viewangletox[i] == -1)
gr_viewangletox[i] = 0;
else if (gr_viewangletox[i] == grviewwidth+1)
gr_viewangletox[i] = grviewwidth;
}
gr_clipangle = gr_xtoviewangle[0];
}
// ==========================================================================
// gr_things.c
// ==========================================================================
// sprites are drawn after all wall and planes are rendered, so that
// sprite translucency effects apply on the rendered view (instead of the background sky!!)
static UINT32 gr_visspritecount;
static gr_vissprite_t *gr_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
// --------------------------------------------------------------------------
// HWR_ClearSprites
// Called at frame start.
// --------------------------------------------------------------------------
static void HWR_ClearSprites(void)
{
gr_visspritecount = 0;
}
static inline void HWR_ResetVisSpriteChunks(void)
{
memset(gr_visspritechunks, 0, sizeof(gr_visspritechunks));
}
// --------------------------------------------------------------------------
// HWR_NewVisSprite
// --------------------------------------------------------------------------
static gr_vissprite_t gr_overflowsprite;
static gr_vissprite_t *HWR_GetVisSprite(UINT32 num)
{
UINT32 chunk = num >> VISSPRITECHUNKBITS;
// Allocate chunk if necessary
if (!gr_visspritechunks[chunk])
Z_Malloc(sizeof(gr_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gr_visspritechunks[chunk]);
return gr_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
}
static gr_vissprite_t *HWR_NewVisSprite(void)
{
if (gr_visspritecount == MAXVISSPRITES)
return &gr_overflowsprite;
return HWR_GetVisSprite(gr_visspritecount++);
}
// Finds a floor through which light does not pass.
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
const sector_t *sec = R_PointInSubsector(x, y)->sector;
fixed_t floorz = sec->floorheight;
if (sec->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
const fixed_t thingtop = z + height;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)
|| !(rover->flags & FF_RENDERPLANES)
|| rover->flags & FF_TRANSLUCENT
|| rover->flags & FF_FOG
|| rover->flags & FF_INVERTPLANES)
continue;
delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
if (*rover->topheight > floorz && abs(delta1) < abs(delta2))
floorz = *rover->topheight;
}
}
return floorz;
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
static void HWR_DrawSprite(gr_vissprite_t *spr)
{
UINT8 i;
float tr_x, tr_y, this_scale = 1.0f;
FOutVector wallVerts[4];
FOutVector *wv;
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
if (spr->mobj)
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)spr->mobj->skin)->highresscale);
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
// 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 = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
#ifdef ALAM_LIGHTING
if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY ||
(spr->mobj->player && spr->mobj->player->powers[pw_super])))
HWR_DL_AddLight(spr, gpatch);
#endif
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// these were already scaled in HWR_ProjectSprite
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
if (spr->mobj && this_scale != 1.0f)
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height * this_scale;
else
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz;
// transform
wv = wallVerts;
for (i = 0; i < 4; i++,wv++)
{
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_x = wv->z;
tr_y = wv->y;
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
// ---------------------- mega lame test ----------------------------------
//scale y before frustum so that frustum can be scaled to screen height
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
wv->x *= gr_fovlud;
}
if (spr->flip)
{
wallVerts[0].sow = wallVerts[3].sow = gpatch->max_s;
wallVerts[2].sow = wallVerts[1].sow = 0;
}else{
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].tow = wallVerts[2].tow = gpatch->max_t;
wallVerts[0].tow = wallVerts[1].tow = 0;
}else{
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
}
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& !(spr->mobj->flags & MF_SCENERY && spr->mobj->flags & MF_SPAWNCEILING && spr->mobj->flags & MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
#endif
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
{
////////////////////
// SHADOW SPRITE! //
////////////////////
FOutVector swallVerts[4];
FSurfaceInfo sSurf;
fixed_t floorheight, mobjfloor;
mobjfloor = HWR_OpaqueFloorAtPos(
spr->mobj->x, spr->mobj->y,
spr->mobj->z, spr->mobj->height);
if (cv_shadowoffs.value)
{
angle_t shadowdir;
// Set direction
if (splitscreen && stplyr != &players[displayplayer])
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
else
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
// Find floorheight
floorheight = HWR_OpaqueFloorAtPos(
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
spr->mobj->z, spr->mobj->height);
// The shadow is falling ABOVE it's mobj?
// Don't draw it, then!
if (spr->mobj->z < floorheight)
goto noshadow;
else
{
fixed_t floorz;
floorz = HWR_OpaqueFloorAtPos(
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
spr->mobj->z, spr->mobj->height);
// The shadow would be falling on a wall? Don't draw it, then.
// Would draw midair otherwise.
if (floorz < floorheight)
goto noshadow;
}
floorheight = FixedInt(spr->mobj->z - floorheight);
}
else
floorheight = FixedInt(spr->mobj->z - mobjfloor);
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// x1/x2 were already scaled in HWR_ProjectSprite
swallVerts[0].x = swallVerts[3].x = spr->x1;
swallVerts[2].x = swallVerts[1].x = spr->x2;
if (spr->mobj && this_scale != 1.0f)
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale;
swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale;
}
else
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
// Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.)
swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset);
swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset;
}
// transform
wv = swallVerts;
for (i = 0; i < 4; i++,wv++)
{
// Offset away from the camera based on height from floor.
if (cv_shadowoffs.value)
wv->z += floorheight;
wv->z += 3;
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_x = wv->z;
tr_y = wv->y;
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
// ---------------------- mega lame test ----------------------------------
//scale y before frustum so that frustum can be scaled to screen height
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
wv->x *= gr_fovlud;
}
if (spr->flip)
{
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
swallVerts[2].sow = swallVerts[1].sow = 0;
}
else
{
swallVerts[0].sow = swallVerts[3].sow = 0;
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
swallVerts[0].tow = swallVerts[1].tow = 0;
}
else
{
swallVerts[3].tow = swallVerts[2].tow = 0;
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
}
sSurf.FlatColor.s.red = 0x00;
sSurf.FlatColor.s.blue = 0x00;
sSurf.FlatColor.s.green = 0x00;
if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = sector->lightlevel;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
{
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
else
lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else
{
lightlevel = sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (colormap)
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
else
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
}
Surf.FlatColor.rgba = NORMALFOG;
/// \todo do the test earlier
if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f) || (md2_models[spr->mobj->sprite].notfound = true) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound = true))
{
if (0x80 > floorheight/4)
{
sSurf.FlatColor.s.alpha = (UINT8)(0x80 - floorheight/4);
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
}
}
}
noshadow:
// 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 = sector->lightlevel;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
{
INT32 light;
light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = *sector->lightlist[light].lightlevel;
else
lightlevel = 255;
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
}
else
{
if (!(spr->mobj->frame & FF_FULLBRIGHT))
lightlevel = sector->lightlevel;
else
lightlevel = 255;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (spr->mobj->frame & FF_FULLBRIGHT)
lightlevel = 255;
if (colormap)
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
/// \todo do the test earlier
if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f))
{
FBITFIELD blend = 0;
if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
}
else if (spr->mobj->frame & FF_TRANSMASK)
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
}
}
#ifdef HWPRECIP
// Sprite drawer for precipitation
static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr)
{
UINT8 i;
FBITFIELD blend = 0;
float tr_x, tr_y;
FOutVector wallVerts[4];
FOutVector *wv;
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
sector_t *sector;
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
// cache sprite graphics
gpatch = W_CachePatchNum(spr->patchlumpnum, PU_CACHE);
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->ty;
wallVerts[0].y = wallVerts[1].y = spr->ty - gpatch->height;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz;
// transform
wv = wallVerts;
for (i = 0; i < 4; i++, wv++)
{
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_x = wv->z;
tr_y = wv->y;
wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
// ---------------------- mega lame test ----------------------------------
//scale y before frustum so that frustum can be scaled to screen height
wv->y *= ORIGINAL_ASPECT * gr_fovlud;
wv->x *= gr_fovlud;
}
wallVerts[0].sow = wallVerts[3].sow = 0;
wallVerts[2].sow = wallVerts[1].sow = gpatch->max_s;
wallVerts[3].tow = wallVerts[2].tow = 0;
wallVerts[0].tow = wallVerts[1].tow = gpatch->max_t;
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
sector = spr->mobj->subsector->sector;
if (sector->ffloors)
{
ffloor_t *caster = sector->lightlist[R_GetPlaneLight(sector, spr->mobj->z, false)].caster;
sector = caster ? &sectors[caster->secnum] : sector;
}
// sprite lighting by modulating the RGB components
if (sector->extra_colormap)
Surf.FlatColor.rgba = HWR_Lighting(spr->sectorlight,sector->extra_colormap->rgba,sector->extra_colormap->fadergba, false, false);
else
Surf.FlatColor.rgba = HWR_Lighting(spr->sectorlight,NORMALFOG,FADEFOG, false, false);
if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.FlatColor.s.alpha = 0x40;
blend = PF_Translucent;
}
else if (spr->mobj->frame & FF_TRANSMASK)
blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf);
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.FlatColor.s.alpha = 0xFF;
blend = PF_Translucent|PF_Occlude;
}
HWD.pfnDrawPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip);
}
#endif
// --------------------------------------------------------------------------
// Sort vissprites by distance
// --------------------------------------------------------------------------
static gr_vissprite_t gr_vsprsortedhead;
static void HWR_SortVisSprites(void)
{
UINT32 i;
gr_vissprite_t *ds, *dsprev, *dsnext, *dsfirst;
gr_vissprite_t *best = NULL;
gr_vissprite_t unsorted;
float bestdist;
if (!gr_visspritecount)
return;
dsfirst = HWR_GetVisSprite(0);
for (i = 0, dsnext = dsfirst, ds = NULL; i < gr_visspritecount; i++)
{
dsprev = ds;
ds = dsnext;
if (i < gr_visspritecount - 1) dsnext = HWR_GetVisSprite(i + 1);
ds->next = dsnext;
ds->prev = dsprev;
}
// Fix first and last. ds still points to the last one after the loop
dsfirst->prev = &unsorted;
unsorted.next = dsfirst;
ds->next = &unsorted;
unsorted.prev = ds;
// pull the vissprites out by scale
gr_vsprsortedhead.next = gr_vsprsortedhead.prev = &gr_vsprsortedhead;
for (i = 0; i < gr_visspritecount; i++)
{
bestdist = ZCLIP_PLANE-1;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (ds->tz > bestdist)
{
bestdist = ds->tz;
best = ds;
}
}
best->next->prev = best->prev;
best->prev->next = best->next;
best->next = &gr_vsprsortedhead;
best->prev = gr_vsprsortedhead.prev;
gr_vsprsortedhead.prev->next = best;
gr_vsprsortedhead.prev = best;
}
}
// A drawnode is something that points to a 3D floor, 3D side, or masked
// middle texture. This is used for sorting with sprites.
typedef struct
{
wallVert3D wallVerts[4];
FSurfaceInfo Surf;
INT32 texnum;
FBITFIELD blend;
INT32 drawcount;
#ifndef SORTING
fixed_t fixedheight;
#endif
boolean fogwall;
INT32 lightlevel;
extracolormap_t *wallcolormap; // Doing the lighting in HWR_RenderWall now for correct fog after sorting
} wallinfo_t;
static wallinfo_t *wallinfo = NULL;
static size_t numwalls = 0; // a list of transparent walls to be drawn
static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
#define MAX_TRANSPARENTWALL 256
typedef struct
{
extrasubsector_t *xsub;
fixed_t fixedheight;
INT32 lightlevel;
lumpnum_t lumpnum;
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;
#ifndef SORTING
size_t numfloors = 0;
#else
//static floorinfo_t *floorinfo = NULL;
//static size_t numfloors = 0;
//Hurdler: 3D water sutffs
typedef struct gr_drawnode_s
{
planeinfo_t *plane;
wallinfo_t *wall;
gr_vissprite_t *sprite;
// struct gr_drawnode_s *next;
// struct gr_drawnode_s *prev;
} gr_drawnode_t;
static INT32 drawcount = 0;
#define MAX_TRANSPARENTFLOOR 512
// This will likely turn into a copy of HWR_Add3DWater and replace it.
void HWR_AddTransparentFloor(lumpnum_t lumpnum, extrasubsector_t *xsub,
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].fixedheight = fixedheight;
planeinfo[numplanes].lightlevel = lightlevel;
planeinfo[numplanes].lumpnum = lumpnum;
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++;
}
//
// HWR_CreateDrawNodes
// Creates and sorts a list of drawnodes for the scene being rendered.
static void HWR_CreateDrawNodes(void)
{
UINT32 i = 0, p = 0, prev = 0, loop;
const fixed_t pviewz = dup_viewz;
// Dump EVERYTHING into a huge drawnode list. Then we'll sort it!
// Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
// Hell yes! But sort algorithm must be modified to use a linked list.
gr_drawnode_t *sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
+ (sizeof(wallinfo_t)*numwalls)
,PU_STATIC, NULL);
// todo:
// However, in reality we shouldn't be re-copying and shifting all this information
// that is already lying around. This should all be in some sort of linked list or lists.
size_t *sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numwalls), PU_STATIC, NULL);
// If true, swap the draw order.
boolean shift = false;
for (i = 0; i < numplanes; i++, p++)
{
sortnode[p].plane = &planeinfo[i];
sortindex[p] = p;
}
for (i = 0; i < numwalls; i++, p++)
{
sortnode[p].wall = &wallinfo[i];
sortindex[p] = p;
}
// p is the number of stuff to sort
// Add the 3D floors, thicksides, and masked textures...
// Instead of going through drawsegs, we need to iterate
// through the lists of masked textures and
// translucent ffloors being drawn.
// This is a bubble sort! Wahoo!
// Stuff is sorted:
// sortnode[sortindex[0]] = farthest away
// sortnode[sortindex[p-1]] = closest
// "i" should be closer. "prev" should be further.
// The lower drawcount is, the further it is from the screen.
for (loop = 0; loop < p; loop++)
{
for (i = 1; i < p; i++)
{
prev = i-1;
if (sortnode[sortindex[i]].plane)
{
// What are we comparing it with?
if (sortnode[sortindex[prev]].plane)
{
// Plane (i) is further away than plane (prev)
if (ABS(sortnode[sortindex[i]].plane->fixedheight - pviewz) > ABS(sortnode[sortindex[prev]].plane->fixedheight - pviewz))
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Plane (i) is further than wall (prev)
if (sortnode[sortindex[i]].plane->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
}
else if (sortnode[sortindex[i]].wall)
{
// What are we comparing it with?
if (sortnode[sortindex[prev]].plane)
{
// Wall (i) is further than plane(prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].plane->drawcount)
shift = true;
}
else if (sortnode[sortindex[prev]].wall)
{
// Wall (i) is further than wall (prev)
if (sortnode[sortindex[i]].wall->drawcount > sortnode[sortindex[prev]].wall->drawcount)
shift = true;
}
}
if (shift)
{
size_t temp;
temp = sortindex[prev];
sortindex[prev] = sortindex[i];
sortindex[i] = temp;
shift = false;
}
} //i++
} // loop++
HWD.pfnSetTransform(&atransform);
// Okay! Let's draw it all! Woo!
for (i = 0; i < p; i++)
{
if (sortnode[sortindex[i]].plane)
{
// We aren't traversing the BSP tree, so make gr_frontsector null to avoid crashes.
gr_frontsector = NULL;
if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture))
HWR_GetFlat(sortnode[sortindex[i]].plane->lumpnum);
HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
sortnode[sortindex[i]].plane->lumpnum, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap);
}
else if (sortnode[sortindex[i]].wall)
{
if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
HWR_GetTexture(sortnode[sortindex[i]].wall->texnum);
HWR_RenderWall(sortnode[sortindex[i]].wall->wallVerts, &sortnode[sortindex[i]].wall->Surf, sortnode[sortindex[i]].wall->blend, sortnode[sortindex[i]].wall->fogwall,
sortnode[sortindex[i]].wall->lightlevel, sortnode[sortindex[i]].wall->wallcolormap);
}
}
numwalls = 0;
numplanes = 0;
// No mem leaks, please.
Z_Free(sortnode);
Z_Free(sortindex);
}
#endif
// --------------------------------------------------------------------------
// Draw all vissprites
// --------------------------------------------------------------------------
#ifdef SORTING
static void HWR_DrawSprites(void)
{
if (gr_visspritecount > 0)
{
gr_vissprite_t *spr;
// draw all vissprites back to front
for (spr = gr_vsprsortedhead.next;
spr != &gr_vsprsortedhead;
spr = spr->next)
{
#ifdef HWPRECIP
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
else
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_grmd2.value || (cv_grmd2.value && md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == true))
HWR_DrawSprite(spr);
}
else if (!cv_grmd2.value || (cv_grmd2.value && md2_models[spr->mobj->sprite].notfound == true))
HWR_DrawSprite(spr);
}
}
}
#endif
// --------------------------------------------------------------------------
// Draw all MD2
// --------------------------------------------------------------------------
static void HWR_DrawMD2S(void)
{
if (gr_visspritecount > 0)
{
gr_vissprite_t *spr;
// draw all MD2 back to front
for (spr = gr_vsprsortedhead.next;
spr != &gr_vsprsortedhead;
spr = spr->next)
{
#ifdef HWPRECIP
if (!spr->precip)
{
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false) && (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f))
HWR_DrawMD2(spr);
}
else if (md2_models[spr->mobj->sprite].notfound == false && md2_models[spr->mobj->sprite].scale > 0.0f)
HWR_DrawMD2(spr);
#ifdef HWPRECIP
}
#endif
}
}
}
// --------------------------------------------------------------------------
// HWR_AddSprites
// During BSP traversal, this adds sprites by sector.
// --------------------------------------------------------------------------
static UINT8 sectorlight;
static void HWR_AddSprites(sector_t *sec)
{
mobj_t *thing;
#ifdef HWPRECIP
precipmobj_t *precipthing;
#endif
fixed_t approx_dist, limit_dist;
// 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.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
{
if (!players[displayplayer].mo)
return; // Draw nothing if no player.
// todo: is this really the best option for this situation?
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW)
continue;
approx_dist = P_AproxDistance(
players[displayplayer].mo->x - thing->x,
players[displayplayer].mo->y - thing->y);
if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
approx_dist = P_AproxDistance(
players[secondarydisplayplayer].mo->x - thing->x,
players[secondarydisplayplayer].mo->y - thing->y);
if (approx_dist <= limit_dist)
HWR_ProjectSprite(thing);
}
}
else
{
// Draw everything in sector, no checks
for (thing = sec->thinglist; thing; thing = thing->snext)
if (!(thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW))
HWR_ProjectSprite(thing);
}
#ifdef HWPRECIP
// Someone seriously wants infinite draw distance for precipitation?
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
if (!players[displayplayer].mo)
return; // Draw nothing if no player.
// todo: is this really the best option for this situation?
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
if (precipthing->invisible)
continue;
approx_dist = P_AproxDistance(
players[displayplayer].mo->x - precipthing->x,
players[displayplayer].mo->y - precipthing->y);
if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo)
approx_dist = P_AproxDistance(
players[secondarydisplayplayer].mo->x - precipthing->x,
players[secondarydisplayplayer].mo->y - precipthing->y);
if (approx_dist <= limit_dist)
HWR_ProjectPrecipitationSprite(precipthing);
}
}
else
{
// Draw everything in sector, no checks
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
if (!precipthing->invisible)
HWR_ProjectPrecipitationSprite(precipthing);
}
#endif
}
// --------------------------------------------------------------------------
// HWR_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
// --------------------------------------------------------------------------
// BP why not use xtoviexangle/viewangletox like in bsp ?....
static void HWR_ProjectSprite(mobj_t *thing)
{
gr_vissprite_t *vis;
float tr_x, tr_y;
float tx, tz;
float x1, x2;
float this_scale;
float gz, gzt;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lumpoff;
unsigned rot;
UINT8 flip;
angle_t ang;
INT32 heightsec, phs;
if (!thing)
return;
else
this_scale = FIXED_TO_FLOAT(thing->scale);
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
// rotation around vertical axis
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
tx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);
// 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)->spritedef;
else
sprdef = &sprites[thing->sprite];
if (rot >= sprdef->numframes)
{
CONS_Alert(CONS_ERROR, M_GetText("R_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;
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
if (sprframe->rotate)
{
// choose a different rotation based on player view
ang = R_PointToAngle(thing->x, thing->y); // uses viewx,viewy
rot = (ang-thing->angle+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lumpoff = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
}
else
{
// 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 (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
// calculate edges of the shape
if (flip)
tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale;
else
tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale;
// project x
x1 = gr_windowcenterx + (tx * gr_centerx / tz);
//faB : tr_x doesnt matter
// hurdler: it's used in cliptosolidsegs
tr_x = x1;
x1 = tx;
tx += FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
x2 = gr_windowcenterx + (tx * gr_centerx / tz);
if (thing->eflags & MFE_VERTICALFLIP)
{
gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
gzt = gz + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
}
else
{
gzt = FIXED_TO_FLOAT(thing->z) + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
gz = gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
}
if (thing->subsector->sector->cullheight)
{
float cullplane = FIXED_TO_FLOAT(thing->subsector->sector->cullheight->frontsector->floorheight);
if (thing->subsector->sector->cullheight->flags & ML_NOCLIMB) // Group culling
{
// Make sure this is part of the same group
if (viewsector->cullheight && viewsector->cullheight->frontsector
== thing->subsector->sector->cullheight->frontsector)
{
// OK, we can cull
if (gr_viewz > cullplane && gzt < cullplane) // Cull if below plane
return;
if (gz > cullplane && gr_viewz <= cullplane) // Cull if above plane
return;
}
}
else // Quick culling
{
if (gr_viewz > cullplane && gzt < cullplane) // Cull if below plane
return;
if (gz > cullplane && gr_viewz <= cullplane) // Cull if above plane
return;
}
}
heightsec = thing->subsector->sector->heightsec;
phs = players[displayplayer].mo->subsector->sector->heightsec;
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{
if (gr_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ?
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight))
return;
if (gr_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gr_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) :
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
return;
}
// store information in a vissprite
vis = HWR_NewVisSprite();
vis->x1 = x1;
#if 0
vis->x2 = x2;
#else
(void)x2;
#endif
vis->x2 = tx;
vis->tz = tz;
vis->patchlumpnum = sprframe->lumppat[rot];
vis->flip = flip;
vis->mobj = thing;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
{
if (vis->mobj->type == MT_CYBRAKDEMON)
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->skin && thing->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)thing->skin-skins;
vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE);
}
else
vis->colormap = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color ? vis->mobj->color : SKINCOLOR_CYAN, GTC_CACHE);
}
else
vis->colormap = colormaps;
// set top/bottom coords
vis->ty = gzt - gr_viewz;
//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]);
if (thing->eflags & MFE_VERTICALFLIP)
vis->vflip = true;
else
vis->vflip = false;
vis->precip = false;
}
#ifdef HWPRECIP
// Precipitation projector for hardware mode
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
{
gr_vissprite_t *vis;
float tr_x, tr_y;
float tx, tz;
float x1, x2;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lumpoff;
unsigned rot = 0;
UINT8 flip;
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gr_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gr_viewy;
// rotation around vertical axis
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
tx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);
// 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
// calculate edges of the shape
tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
// project x
x1 = gr_windowcenterx + (tx * gr_centerx / tz);
//faB : tr_x doesnt matter
// hurdler: it's used in cliptosolidsegs
tr_x = x1;
x1 = tx;
tx += FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width);
x2 = gr_windowcenterx + (tx * gr_centerx / tz);
//
// store information in a vissprite
//
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = tx;
vis->tz = tz;
vis->patchlumpnum = sprframe->lumppat[rot];
vis->flip = flip;
vis->mobj = (mobj_t *)thing;
vis->colormap = colormaps;
// set top/bottom coords
vis->ty = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset) - gr_viewz;
vis->sectorlight = 0xff;
vis->precip = true;
}
#endif
// ==========================================================================
//
// ==========================================================================
static void HWR_DrawSkyBackground(player_t *player)
{
FOutVector v[4];
angle_t angle;
float f;
// 3--2
// | /|
// |/ |
// 0--1
(void)player;
HWR_GetTexture(skytexture);
//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
v[0].x = v[3].x = -4.0f;
v[1].x = v[2].x = 4.0f;
v[0].y = v[1].y = -4.0f;
v[2].y = v[3].y = 4.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f;
// X
if (textures[skytexture]->width > 256)
angle = (angle_t)((float)(dup_viewangle + gr_xtoviewangle[0])
/((float)textures[skytexture]->width/256.0f))
%(ANGLE_90-1);
else
angle = (dup_viewangle + gr_xtoviewangle[0])%(ANGLE_90-1);
f = (float)((textures[skytexture]->width/2)
* FIXED_TO_FLOAT(FINETANGENT((2048
- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
v[0].sow = v[3].sow = 0.22f+(f)/(textures[skytexture]->width/2);
v[2].sow = v[1].sow = 0.22f+(f+(127))/(textures[skytexture]->width/2);
// Y
if (textures[skytexture]->height > 256)
angle = (angle_t)((float)(aimingangle)
*(256.0f/(float)textures[skytexture]->height))
%(ANGLE_90-1); // Just so that looking up and down scales right
else
angle = (aimingangle);
f = (float)((textures[skytexture]->height/2)
* FIXED_TO_FLOAT(FINETANGENT((2048
- ((INT32)angle>>(ANGLETOFINESHIFT + 1))) & FINEMASK)));
v[3].tow = v[2].tow = 0.22f+(f)/(textures[skytexture]->height/2);
v[0].tow = v[1].tow = 0.22f+(f+(127))/(textures[skytexture]->height/2);
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
// -----------------+
// HWR_ClearView : clear the viewwindow, with maximum z value
// -----------------+
static inline void HWR_ClearView(void)
{
// 3--2
// | /|
// |/ |
// 0--1
/// \bug faB - enable depth mask, disable color mask
HWD.pfnGClipRect((INT32)gr_viewwindowx,
(INT32)gr_viewwindowy,
(INT32)(gr_viewwindowx + gr_viewwidth),
(INT32)(gr_viewwindowy + gr_viewheight),
3.99f);
HWD.pfnClearBuffer(false, true, 0);
//disable clip window - set to full size
// rem by Hurdler
// HWD.pfnGClipRect(0, 0, vid.width, vid.height);
}
// -----------------+
// HWR_SetViewSize : set projection and scaling values
// -----------------+
void HWR_SetViewSize(void)
{
// setup view size
gr_viewwidth = (float)vid.width;
gr_viewheight = (float)vid.height;
if (splitscreen)
gr_viewheight /= 2;
gr_centerx = gr_viewwidth / 2;
gr_basecentery = gr_viewheight / 2; //note: this is (gr_centerx * gr_viewheight / gr_viewwidth)
gr_viewwindowx = (vid.width - gr_viewwidth) / 2;
gr_windowcenterx = (float)(vid.width / 2);
if (gr_viewwidth == vid.width)
{
gr_baseviewwindowy = 0;
gr_basewindowcentery = gr_viewheight / 2; // window top left corner at 0,0
}
else
{
gr_baseviewwindowy = (vid.height-gr_viewheight) / 2;
gr_basewindowcentery = (float)(vid.height / 2);
}
gr_pspritexscale = gr_viewwidth / BASEVIDWIDTH;
gr_pspriteyscale = ((vid.height*gr_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
}
// ==========================================================================
// Same as rendering the player view, but from the skybox object
// ==========================================================================
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
FTransform stransform;
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SkyboxFrame(player);
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gr_centery = gr_basecentery;
gr_viewwindowy = gr_baseviewwindowy;
gr_windowcentery = gr_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gr_viewwindowy += (vid.height/2);
gr_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gr_viewx = FIXED_TO_FLOAT(dup_viewx);
gr_viewy = FIXED_TO_FLOAT(dup_viewy);
gr_viewz = FIXED_TO_FLOAT(dup_viewz);
gr_viewsin = FIXED_TO_FLOAT(viewsin);
gr_viewcos = FIXED_TO_FLOAT(viewcos);
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (postimgtype == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = ORIGINAL_ASPECT;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
atransform.splitscreen = splitscreen;
// Transform for sprites
stransform.anglex = 0.0f;
stransform.angley = -270.0f;
if (postimgtype == postimg_flip)
stransform.flip = true;
else
stransform.flip = false;
stransform.x = 0.0f;
stransform.y = 0.0f;
stransform.z = 0.0f;
stransform.scalex = 1;
stransform.scaley = 1;
stransform.scalez = 1;
stransform.fovxangle = 90.0f;
stransform.fovyangle = 90.0f;
stransform.splitscreen = splitscreen;
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView();
if (0)
{ // I don't think this is ever used.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
}
#ifndef _NDS
if (drawsky)
HWR_DrawSkyBackground(player);
#else
(void)HWR_DrawSkyBackground;
#endif
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
#ifdef SORTING
drawcount = 0;
#endif
HWR_ClearClipSegs();
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
validcount++;
HWR_RenderBSPNode((INT32)numnodes-1);
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
#ifdef SORTING
HWR_SortVisSprites();
#endif
HWR_DrawMD2S();
// Draw the sprites with trivial transform
HWD.pfnSetTransform(&stransform);
#ifdef SORTING
HWR_DrawSprites();
#endif
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
#ifdef SORTING
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
#else
if (numfloors || numwalls)
{
HWD.pfnSetTransform(&atransform);
if (numfloors)
HWR_Render3DWater();
if (numwalls)
HWR_RenderTransparentWalls();
}
#endif
HWD.pfnSetTransform(NULL);
// put it off for menus etc
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
//
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
FTransform stransform;
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
FRGBAFloat ClearColor;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
if (viewnumber == 0) // Only do it if it's the first screen being rendered
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player, false); // This can stay false because it is only used to set viewsky in r_main.c, which isn't used here
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gr_centery = gr_basecentery;
gr_viewwindowy = gr_baseviewwindowy;
gr_windowcentery = gr_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gr_viewwindowy += (vid.height/2);
gr_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gr_viewx = FIXED_TO_FLOAT(dup_viewx);
gr_viewy = FIXED_TO_FLOAT(dup_viewy);
gr_viewz = FIXED_TO_FLOAT(dup_viewz);
gr_viewsin = FIXED_TO_FLOAT(viewsin);
gr_viewcos = FIXED_TO_FLOAT(viewcos);
gr_viewludsin = FIXED_TO_FLOAT(FINECOSINE(aimingangle>>ANGLETOFINESHIFT));
gr_viewludcos = FIXED_TO_FLOAT(-FINESINE(aimingangle>>ANGLETOFINESHIFT));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
atransform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (postimgtype == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gr_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gr_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gr_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = ORIGINAL_ASPECT;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
atransform.splitscreen = splitscreen;
// Transform for sprites
stransform.anglex = 0.0f;
stransform.angley = -270.0f;
if (postimgtype == postimg_flip)
stransform.flip = true;
else
stransform.flip = false;
stransform.x = 0.0f;
stransform.y = 0.0f;
stransform.z = 0.0f;
stransform.scalex = 1;
stransform.scaley = 1;
stransform.scalez = 1;
stransform.fovxangle = 90.0f;
stransform.fovyangle = 90.0f;
stransform.splitscreen = splitscreen;
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView(); // Clears the depth buffer and resets the view I believe
if (0)
{ // I don't think this is ever used.
if (cv_grfog.value)
HWR_FoggingOn(); // First of all, turn it on, set the default user settings too
else
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off
}
#ifndef _NDS
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground(player);
#else
(void)HWR_DrawSkyBackground;
#endif
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
#ifdef SORTING
drawcount = 0;
#endif
HWR_ClearClipSegs();
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
validcount++;
HWR_RenderBSPNode((INT32)numnodes-1);
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((aimingangle || cv_grfov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)aimingangle > ANGLE_45 || (INT32)aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
#ifdef SORTING
HWR_SortVisSprites();
#endif
HWR_DrawMD2S();
// Draw the sprites with trivial transform
HWD.pfnSetTransform(&stransform);
#ifdef SORTING
HWR_DrawSprites();
#endif
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
#ifdef SORTING
if (numplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
#else
if (numfloors || numwalls)
{
HWD.pfnSetTransform(&atransform);
if (numfloors)
HWR_Render3DWater();
if (numwalls)
HWR_RenderTransparentWalls();
}
#endif
HWD.pfnSetTransform(NULL);
// put it off for menus etc
if (cv_grfog.value)
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0);
HWR_DoPostProcessor(player);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
// FOG
// ==========================================================================
/// \author faB
static UINT32 atohex(const char *s)
{
INT32 iCol;
const char *sCol;
char cCol;
INT32 i;
if (strlen(s)<6)
return 0;
iCol = 0;
sCol = s;
for (i = 0; i < 6; i++, sCol++)
{
iCol <<= 4;
cCol = *sCol;
if (cCol >= '0' && cCol <= '9')
iCol |= cCol - '0';
else
{
if (cCol >= 'F')
cCol -= 'a' - 'A';
if (cCol >= 'A' && cCol <= 'F')
iCol = iCol | (cCol - 'A' + 10);
}
}
//CONS_Debug(DBG_RENDER, "col %x\n", iCol);
return iCol;
}
static void HWR_FoggingOn(void)
{
HWD.pfnSetSpecialState(HWD_SET_FOG_COLOR, atohex(cv_grfogcolor.string));
HWD.pfnSetSpecialState(HWD_SET_FOG_DENSITY, cv_grfogdensity.value);
HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 1);
}
// ==========================================================================
// 3D ENGINE COMMANDS
// ==========================================================================
static void CV_grFov_OnChange(void)
{
if ((netgame || multiplayer) && !cv_debug && cv_grfov.value != 90*FRACUNIT)
CV_Set(&cv_grfov, cv_grfov.defaultvalue);
}
static void Command_GrStats_f(void)
{
Z_CheckHeap(9875); // debug
CONS_Printf(M_GetText("Patch info headers: %7s kb\n"), sizeu1(Z_TagUsage(PU_HWRPATCHINFO)>>10));
CONS_Printf(M_GetText("3D Texture cache : %7s kb\n"), sizeu1(Z_TagUsage(PU_HWRCACHE)>>10));
CONS_Printf(M_GetText("Plane polygon : %7s kb\n"), sizeu1(Z_TagUsage(PU_HWRPLANE)>>10));
}
// **************************************************************************
// 3D ENGINE SETUP
// **************************************************************************
// --------------------------------------------------------------------------
// Add hardware engine commands & consvars
// --------------------------------------------------------------------------
//added by Hurdler: console varibale that are saved
void HWR_AddCommands(void)
{
CV_RegisterVar(&cv_grmd2);
CV_RegisterVar(&cv_grrounddown);
CV_RegisterVar(&cv_grfov);
CV_RegisterVar(&cv_grfogdensity);
CV_RegisterVar(&cv_grfiltermode);
CV_RegisterVar(&cv_granisotropicmode);
CV_RegisterVar(&cv_grcorrecttricks);
CV_RegisterVar(&cv_grsolvetjoin);
}
static inline void HWR_AddEngineCommands(void)
{
// engine state variables
//CV_RegisterVar(&cv_grzbuffer);
CV_RegisterVar(&cv_grclipwalls);
// engine development mode variables
// - usage may vary from version to version..
CV_RegisterVar(&cv_gralpha);
CV_RegisterVar(&cv_grbeta);
// engine commands
COM_AddCommand("gr_stats", Command_GrStats_f);
}
// --------------------------------------------------------------------------
// Setup the hardware renderer
// --------------------------------------------------------------------------
void HWR_Startup(void)
{
static boolean startupdone = false;
// setup GLPatch_t scaling
gr_patch_scalex = (float)(1.0f / vid.width);
gr_patch_scaley = (float)(1.0f / vid.height);
// initalze light lut translation
InitLumLut();
// do this once
if (!startupdone)
{
CONS_Printf("HWR_Startup()\n");
HWR_InitPolyPool();
// add console cmds & vars
HWR_AddEngineCommands();
HWR_InitTextureCache();
// for test water translucent surface
doomwaterflat = W_CheckNumForName("FWATER1");
if (doomwaterflat == LUMPERROR) // if FWATER1 not found (in doom shareware)
doomwaterflat = W_GetNumForName("WATER0");
HWR_InitMD2();
#ifdef ALAM_LIGHTING
HWR_InitLight();
#endif
}
if (rendermode == render_opengl)
textureformat = patchformat =
#ifdef _NDS
GR_TEXFMT_P_8;
#else
GR_RGBA;
#endif
startupdone = true;
}
// --------------------------------------------------------------------------
// Free resources allocated by the hardware renderer
// --------------------------------------------------------------------------
void HWR_Shutdown(void)
{
CONS_Printf("HWR_Shutdown()\n");
HWR_FreeExtraSubsectors();
HWR_FreePolyPool();
HWR_FreeTextureCache();
}
void transform(float *cx, float *cy, float *cz)
{
float tr_x,tr_y;
// translation
tr_x = *cx - gr_viewx;
tr_y = *cz - gr_viewy;
// *cy = *cy;
// rotation around vertical y axis
*cx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);
tr_x = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_y = *cy - gr_viewz;
*cy = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin);
*cz = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos);
//scale y before frustum so that frustum can be scaled to screen height
*cy *= ORIGINAL_ASPECT * gr_fovlud;
*cx *= gr_fovlud;
}
//Hurdler: 3D Water stuff
#define MAX_3DWATER 512
#ifndef SORTING
static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector)
{
static size_t allocedplanes = 0;
// Force realloc if buffer has been freed
if (!planeinfo)
allocedplanes = 0;
if (allocedplanes < numfloors + 1)
{
allocedplanes += MAX_3DWATER;
Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo);
}
planeinfo[numfloors].fixedheight = fixedheight;
planeinfo[numfloors].lightlevel = lightlevel;
planeinfo[numfloors].lumpnum = lumpnum;
planeinfo[numfloors].xsub = xsub;
planeinfo[numfloors].alpha = alpha;
planeinfo[numfloors].FOFSector = FOFSector;
numfloors++;
}
#endif
#define DIST_PLANE(i) ABS(planeinfo[(i)].fixedheight-dup_viewz)
#if 0
static void HWR_QuickSortPlane(INT32 start, INT32 finish)
{
INT32 left = start;
INT32 right = finish;
INT32 starterval = (INT32)((right+left)/2); //pick a starter
planeinfo_t temp;
//'sort of sort' the two halves of the data list about starterval
while (right > left);
{
while (DIST_PLANE(left) < DIST_PLANE(starterval)) left++; //attempt to find a bigger value on the left
while (DIST_PLANE(right) > DIST_PLANE(starterval)) right--; //attempt to find a smaller value on the right
if (left < right) //if we haven't gone too far
{
//switch them
M_Memcpy(&temp, &planeinfo[left], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[left], &planeinfo[right], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[right], &temp, sizeof (planeinfo_t));
//move the bounds
left++;
right--;
}
}
if (start < right) HWR_QuickSortPlane(start, right);
if (left < finish) HWR_QuickSortPlane(left, finish);
}
#endif
#ifndef SORTING
static void HWR_Render3DWater(void)
{
size_t i;
//bubble sort 3D Water for correct alpha blending
{
boolean permut = true;
while (permut)
{
size_t j;
for (j = 0, permut= false; j < numfloors-1; j++)
{
if (ABS(planeinfo[j].fixedheight-dup_viewz) < ABS(planeinfo[j+1].fixedheight-dup_viewz))
{
planeinfo_t temp;
M_Memcpy(&temp, &planeinfo[j+1], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[j+1], &planeinfo[j], sizeof (planeinfo_t));
M_Memcpy(&planeinfo[j], &temp, sizeof (planeinfo_t));
permut = true;
}
}
}
}
#if 0 //thanks epat, but it's goes looping forever on CTF map Silver Cascade Zone
HWR_QuickSortPlane(0, numplanes-1);
#endif
gr_frontsector = NULL; //Hurdler: gr_fronsector is no longer valid
for (i = 0; i < numfloors; i++)
{
HWR_GetFlat(planeinfo[i].lumpnum);
HWR_RenderPlane(NULL, planeinfo[i].xsub, planeinfo[i].fixedheight, PF_Translucent, planeinfo[i].lightlevel, planeinfo[i].lumpnum,
planeinfo[i].FOFSector, planeinfo[i].alpha, planeinfo[i].fogplane, planeinfo[i].planecolormap);
}
numfloors = 0;
}
#endif
static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
static size_t allocedwalls = 0;
// Force realloc if buffer has been freed
if (!wallinfo)
allocedwalls = 0;
if (allocedwalls < numwalls + 1)
{
allocedwalls += MAX_TRANSPARENTWALL;
Z_Realloc(wallinfo, allocedwalls * sizeof (*wallinfo), PU_LEVEL, &wallinfo);
}
M_Memcpy(wallinfo[numwalls].wallVerts, wallVerts, sizeof (wallinfo[numwalls].wallVerts));
M_Memcpy(&wallinfo[numwalls].Surf, pSurf, sizeof (FSurfaceInfo));
wallinfo[numwalls].texnum = texnum;
wallinfo[numwalls].blend = blend;
#ifdef SORTING
wallinfo[numwalls].drawcount = drawcount++;
#endif
wallinfo[numwalls].fogwall = fogwall;
wallinfo[numwalls].lightlevel = lightlevel;
wallinfo[numwalls].wallcolormap = wallcolormap;
numwalls++;
}
#ifndef SORTING
static void HWR_RenderTransparentWalls(void)
{
size_t i;
/*{ // sorting is disbale for now, do it!
INT32 permut = 1;
while (permut)
{
INT32 j;
for (j = 0, permut = 0; j < numwalls-1; j++)
{
if (ABS(wallinfo[j].fixedheight-dup_viewz) < ABS(wallinfo[j+1].fixedheight-dup_viewz))
{
wallinfo_t temp;
M_Memcpy(&temp, &wallinfo[j+1], sizeof (wallinfo_t));
M_Memcpy(&wallinfo[j+1], &wallinfo[j], sizeof (wallinfo_t));
M_Memcpy(&wallinfo[j], &temp, sizeof (wallinfo_t));
permut = 1;
}
}
}
}*/
for (i = 0; i < numwalls; i++)
{
HWR_GetTexture(wallinfo[i].texnum);
HWR_RenderWall(wallinfo[i].wallVerts, &wallinfo[i].Surf, wallinfo[i].blend, wallinfo[i].wall->fogwall, wallinfo[i].wall->lightlevel, wallinfo[i].wall->wallcolormap);
}
numwalls = 0;
}
#endif
static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
FOutVector trVerts[4];
UINT8 i;
FOutVector *wv;
UINT8 alpha;
// transform
wv = trVerts;
// it sounds really stupid to do this conversion with the new T&L code
// we should directly put the right information in the right structure
// wallVerts3D seems ok, doesn't need FOutVector
// also remove the light copy
for (i = 0; i < 4; i++, wv++, wallVerts++)
{
wv->sow = wallVerts->s;
wv->tow = wallVerts->t;
wv->x = wallVerts->x;
wv->y = wallVerts->y;
wv->z = wallVerts->z;
}
alpha = pSurf->FlatColor.s.alpha; // retain the alpha
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
if (wallcolormap)
{
if (fogwall)
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, true, false);
else
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, wallcolormap->rgba, wallcolormap->fadergba, false, false);
}
else
{
if (fogwall)
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, true, false);
else
pSurf->FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
pSurf->FlatColor.s.alpha = alpha; // put the alpha back after lighting
if (blend & PF_Environment)
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip|PF_Occlude); // PF_Occlude must be used for solid objects
else
HWD.pfnDrawPolygon(pSurf, trVerts, 4, blend|PF_Modulated|PF_Clip); // No PF_Occlude means overlapping (incorrect) transparency
#ifdef WALLSPLATS
if (gr_curline->linedef->splats && cv_splats.value)
HWR_DrawSegsSplats(pSurf);
#ifdef ALAM_LIGHTING
//Hurdler: TODO: do static lighting using gr_curline->lm
HWR_WallLighting(trVerts);
#endif
#endif
}
void HWR_SetPaletteColor(INT32 palcolor)
{
HWD.pfnSetSpecialState(HWD_SET_PALETTECOLOR, palcolor);
}
INT32 HWR_GetTextureUsed(void)
{
return HWD.pfnGetTextureUsed();
}
void HWR_DoPostProcessor(player_t *player)
{
// Armageddon Blast Flash!
// Could this even be considered postprocessor?
if (player->flashcount)
{
FOutVector v[4];
FSurfaceInfo Surf;
v[0].x = v[2].y = v[3].x = v[3].y = -4.0f;
v[0].y = v[1].x = v[1].y = v[2].x = 4.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; // 4.0 because of the same reason as with the sky, just after the screen is cleared so near clipping plane is 3.99
// This won't change if the flash palettes are changed unfortunately, but it works for its purpose
if (player->flashpal == PAL_NUKE)
{
Surf.FlatColor.s.red = 0xff;
Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish
}
else
Surf.FlatColor.s.red = Surf.FlatColor.s.green = Surf.FlatColor.s.blue = 0xff;
Surf.FlatColor.s.alpha = 0xc0; // match software mode
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest|PF_Clip|PF_NoZClip);
}
// Capture the screen for intermission and screen waving
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
if (splitscreen) // Not supported in splitscreen - someone want to add support?
return;
#ifdef SHUFFLE
// Drunken vision! WooOOooo~
if (postimgtype == postimg_water || postimgtype == 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 (postimgtype == postimg_water)
{
WAVELENGTH = 20; // Lower is longer
AMPLITUDE = 20; // Lower is bigger
FREQUENCY = 16; // Lower is faster
}
else
{
WAVELENGTH = 10; // Lower is longer
AMPLITUDE = 30; // Lower is bigger
FREQUENCY = 4; // Lower is faster
}
for (x = 0; x < SCREENVERTS; x++)
{
for (y = 0; y < SCREENVERTS; y++)
{
// Change X position based on its Y position.
v[x][y][0] = (x/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f + (float)sin((disStart+(y*WAVELENGTH))/FREQUENCY)/AMPLITUDE;
v[x][y][1] = (y/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f;
}
}
HWD.pfnPostImgRedraw(v);
disStart += 1;
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
}
// Flipping of the screen isn't done here anymore
#endif // SHUFFLE
}
void HWR_StartScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n");
HWD.pfnStartScreenWipe();
}
void HWR_EndScreenWipe(void)
{
HWRWipeCounter = 1.0f;
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
HWD.pfnEndScreenWipe();
}
void HWR_DrawIntermissionBG(void)
{
HWD.pfnDrawIntermissionBG();
}
void HWR_DoScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_DoScreenWipe(). Alpha =%f\n", HWRWipeCounter);
HWD.pfnDoScreenWipe(HWRWipeCounter);
// This works for all the cases in vanilla until fade masks get done
HWRWipeCounter -= 0.05f; // Go less opaque after
if (HWRWipeCounter < 0)
HWRWipeCounter = 0;
}
#endif // HWRENDER