SRB2/src/hardware/hw_main.c
James R 35244fa736 Clang: fix -Wimplicit-const-int-float-conversion
Some of these integers exceed the precision of float. In
that case the number is rounded. The rounding shouldn't
matter too much anyway, so just shut the compiler up.
2021-05-08 16:49:23 -07:00

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2021 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file hw_main.c
/// \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 "hw_batching.h"
#include "../i_video.h" // for rendermode == render_glide
#include "../v_video.h"
#include "../p_local.h"
#include "../p_setup.h"
#include "../r_local.h"
#include "../r_patch.h"
#include "../r_picformats.h"
#include "../r_bsp.h"
#include "../d_clisrv.h"
#include "../w_wad.h"
#include "../z_zone.h"
#include "../r_splats.h"
#include "../g_game.h"
#include "../st_stuff.h"
#include "../i_system.h"
#include "../m_cheat.h"
#include "../f_finale.h"
#include "../r_things.h" // R_GetShadowZ
#include "../p_slopes.h"
#include "hw_md2.h"
#ifdef NEWCLIP
#include "hw_clip.h"
#endif
#define R_FAKEFLOORS
#define HWPRECIP
//#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
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
boolean drawsky = true;
// ==========================================================================
// VIEW GLOBALS
// ==========================================================================
// Fineangles in the SCREENWIDTH wide window.
#define FIELDOFVIEW ANGLE_90
#define ABS(x) ((x) < 0 ? -(x) : (x))
static angle_t gl_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 gl_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 gl_xtoviewangle[MAXVIDWIDTH+1];
// ==========================================================================
// GLOBALS
// ==========================================================================
// uncomment to remove the plane rendering
#define DOPLANES
//#define DOWALLS
// test of drawing sky by polygons like in software with visplane, unfortunately
// this doesn't work since we must have z for pixel and z for texture (not like now with z = oow)
//#define POLYSKY
// test change fov when looking up/down but bsp projection messup :(
//#define NOCRAPPYMLOOK
// base values set at SetViewSize
static float gl_basecentery;
float gl_baseviewwindowy, gl_basewindowcentery;
float gl_viewwidth, gl_viewheight; // viewport clipping boundaries (screen coords)
float gl_viewwindowx;
static float gl_centerx, gl_centery;
static float gl_viewwindowy; // top left corner of view window
static float gl_windowcenterx; // center of view window, for projection
static float gl_windowcentery;
static float gl_pspritexscale, gl_pspriteyscale;
static seg_t *gl_curline;
static side_t *gl_sidedef;
static line_t *gl_linedef;
static sector_t *gl_frontsector;
static sector_t *gl_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 gl_viewx, gl_viewy, gl_viewz;
static float gl_viewsin, gl_viewcos;
// Maybe not necessary with the new T&L code (needs to be checked!)
static float gl_viewludsin, gl_viewludcos; // look up down kik test
static float gl_fovlud;
static angle_t gl_aimingangle;
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox);
// Render stats
precise_t ps_hw_skyboxtime = 0;
precise_t ps_hw_nodesorttime = 0;
precise_t ps_hw_nodedrawtime = 0;
precise_t ps_hw_spritesorttime = 0;
precise_t ps_hw_spritedrawtime = 0;
// Render stats for batching
int ps_hw_numpolys = 0;
int ps_hw_numverts = 0;
int ps_hw_numcalls = 0;
int ps_hw_numshaders = 0;
int ps_hw_numtextures = 0;
int ps_hw_numpolyflags = 0;
int ps_hw_numcolors = 0;
precise_t ps_hw_batchsorttime = 0;
precise_t ps_hw_batchdrawtime = 0;
boolean gl_init = false;
boolean gl_maploaded = false;
boolean gl_sessioncommandsadded = false;
boolean gl_shadersavailable = true;
// ==========================================================================
// Lighting
// ==========================================================================
static boolean HWR_UseShader(void)
{
return (cv_glshaders.value && gl_shadersavailable);
}
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap)
{
RGBA_t poly_color, tint_color, fade_color;
poly_color.rgba = 0xFFFFFFFF;
tint_color.rgba = (colormap != NULL) ? (UINT32)colormap->rgba : GL_DEFAULTMIX;
fade_color.rgba = (colormap != NULL) ? (UINT32)colormap->fadergba : GL_DEFAULTFOG;
// Crappy backup coloring if you can't do shaders
if (!HWR_UseShader())
{
// be careful, this may get negative for high lightlevel values.
float tint_alpha, fade_alpha;
float red, green, blue;
red = (float)poly_color.s.red;
green = (float)poly_color.s.green;
blue = (float)poly_color.s.blue;
// 48 is just an arbritrary value that looked relatively okay.
tint_alpha = (float)(sqrt(tint_color.s.alpha) * 48) / 255.0f;
// 8 is roughly the brightness of the "close" color in Software, and 16 the brightness of the "far" color.
// 8 is too bright for dark levels, and 16 is too dark for bright levels.
// 12 is the compromise value. It doesn't look especially good anywhere, but it's the most balanced.
// (Also, as far as I can tell, fade_color's alpha is actually not used in Software, so we only use light level.)
fade_alpha = (float)(sqrt(255-light_level) * 12) / 255.0f;
// Clamp the alpha values
tint_alpha = min(max(tint_alpha, 0.0f), 1.0f);
fade_alpha = min(max(fade_alpha, 0.0f), 1.0f);
red = (tint_color.s.red * tint_alpha) + (red * (1.0f - tint_alpha));
green = (tint_color.s.green * tint_alpha) + (green * (1.0f - tint_alpha));
blue = (tint_color.s.blue * tint_alpha) + (blue * (1.0f - tint_alpha));
red = (fade_color.s.red * fade_alpha) + (red * (1.0f - fade_alpha));
green = (fade_color.s.green * fade_alpha) + (green * (1.0f - fade_alpha));
blue = (fade_color.s.blue * fade_alpha) + (blue * (1.0f - fade_alpha));
poly_color.s.red = (UINT8)red;
poly_color.s.green = (UINT8)green;
poly_color.s.blue = (UINT8)blue;
}
// Clamp the light level, since it can sometimes go out of the 0-255 range from animations
light_level = min(max(light_level, 0), 255);
Surface->PolyColor.rgba = poly_color.rgba;
Surface->TintColor.rgba = tint_color.rgba;
Surface->FadeColor.rgba = fade_color.rgba;
Surface->LightInfo.light_level = light_level;
Surface->LightInfo.fade_start = (colormap != NULL) ? colormap->fadestart : 0;
Surface->LightInfo.fade_end = (colormap != NULL) ? colormap->fadeend : 31;
}
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap) // Let's see if this can work
{
RGBA_t realcolor, surfcolor;
INT32 alpha;
realcolor.rgba = (colormap != NULL) ? colormap->rgba : GL_DEFAULTMIX;
if (cv_glshaders.value && gl_shadersavailable)
{
surfcolor.s.alpha = (255 - light);
}
else
{
light = light - (255 - light);
// Don't go out of bounds
if (light < 0)
light = 0;
else if (light > 255)
light = 255;
alpha = (realcolor.s.alpha*255)/25;
// at 255 brightness, alpha is between 0 and 127, at 0 brightness alpha will always be 255
surfcolor.s.alpha = (alpha*light) / (2*256) + 255-light;
}
return surfcolor.s.alpha;
}
static FUINT HWR_CalcWallLight(FUINT lightnum, fixed_t v1x, fixed_t v1y, fixed_t v2x, fixed_t v2y)
{
INT16 finallight = lightnum;
if (cv_glfakecontrast.value != 0)
{
const UINT8 contrast = 8;
fixed_t extralight = 0;
if (cv_glfakecontrast.value == 2) // Smooth setting
{
extralight = (-(contrast<<FRACBITS) +
FixedDiv(AngleFixed(R_PointToAngle2(0, 0,
abs(v1x - v2x),
abs(v1y - v2y))), 90<<FRACBITS)
* (contrast * 2)) >> FRACBITS;
}
else
{
if (v1y == v2y)
extralight = -contrast;
else if (v1x == v2x)
extralight = contrast;
}
if (extralight != 0)
{
finallight += extralight;
if (finallight < 0)
finallight = 0;
if (finallight > 255)
finallight = 255;
}
}
return (FUINT)finallight;
}
static FUINT HWR_CalcSlopeLight(FUINT lightnum, angle_t dir, fixed_t delta)
{
INT16 finallight = lightnum;
if (cv_glfakecontrast.value != 0 && cv_glslopecontrast.value != 0)
{
const UINT8 contrast = 8;
fixed_t extralight = 0;
if (cv_glfakecontrast.value == 2) // Smooth setting
{
fixed_t dirmul = abs(FixedDiv(AngleFixed(dir) - (180<<FRACBITS), 180<<FRACBITS));
extralight = -(contrast<<FRACBITS) + (dirmul * (contrast * 2));
extralight = FixedMul(extralight, delta*4) >> FRACBITS;
}
else
{
dir = ((dir + ANGLE_45) / ANGLE_90) * ANGLE_90;
if (dir == ANGLE_180)
extralight = -contrast;
else if (dir == 0)
extralight = contrast;
if (delta >= FRACUNIT/2)
extralight *= 2;
}
if (extralight != 0)
{
finallight += extralight;
if (finallight < 0)
finallight = 0;
if (finallight > 255)
finallight = 255;
}
}
return (FUINT)finallight;
}
// ==========================================================================
// FLOOR/CEILING GENERATION FROM SUBSECTORS
// ==========================================================================
#ifdef DOPLANES
// -----------------+
// HWR_RenderPlane : Render a floor or ceiling convex polygon
// -----------------+
static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, extracolormap_t *planecolormap)
{
polyvertex_t * pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
float flatxref,flatyref;
float fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
boolean texflat = false;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
pslope_t *slope = NULL;
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
INT32 shader = SHADER_DEFAULT;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
// Get the slope pointer to simplify future code
if (FOFsector)
{
if (FOFsector->f_slope && !isceiling)
slope = FOFsector->f_slope;
else if (FOFsector->c_slope && isceiling)
slope = FOFsector->c_slope;
}
else
{
if (gl_frontsector->f_slope && !isceiling)
slope = gl_frontsector->f_slope;
else if (gl_frontsector->c_slope && isceiling)
slope = gl_frontsector->c_slope;
}
// Set fixedheight to the slope's height from our viewpoint, if we have a slope
if (slope)
fixedheight = P_GetSlopeZAt(slope, viewx, viewy);
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) //not even a triangle ?
return;
// Allocate plane-vertex buffer if we need to
if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
{
numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
Z_Free(planeVerts);
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
}
// set texture for polygon
if (levelflat != NULL)
{
if (levelflat->type == LEVELFLAT_FLAT)
{
size_t len = W_LumpLength(levelflat->u.flat.lumpnum);
switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
flatflag = ((INT32)fflatwidth)-1;
}
else
{
if (levelflat->type == LEVELFLAT_TEXTURE)
{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
}
else if (levelflat->type == LEVELFLAT_PATCH || levelflat->type == LEVELFLAT_PNG)
{
fflatwidth = levelflat->width;
fflatheight = levelflat->height;
}
texflat = true;
}
}
else // set no texture
HWR_SetCurrentTexture(NULL);
// reference point for flat texture coord for each vertex around the polygon
flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatwidth);
flatyref = (float)(((fixed_t)pv->y & (~flatflag)) / fflatheight);
// transform
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
angle = FOFsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
angle = FOFsector->ceilingpic_angle;
}
}
else if (gl_frontsector)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
angle = gl_frontsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
angle = gl_frontsector->ceilingpic_angle;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
angle = (InvAngle(angle))>>ANGLETOFINESHIFT;
// This needs to be done so that it scrolls in a different direction after rotation like software
/*tempxsow = FLOAT_TO_FIXED(scrollx);
tempytow = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));*/
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
tempxsow = FLOAT_TO_FIXED(flatxref);
tempytow = FLOAT_TO_FIXED(flatyref);
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
#define SETUP3DVERT(vert, vx, vy) {\
/* Hurdler: add scrolling texture on floor/ceiling */\
if (texflat)\
{\
vert->s = (float)((vx) / fflatwidth) + scrollx;\
vert->t = -(float)((vy) / fflatheight) + scrolly;\
}\
else\
{\
vert->s = (float)(((vx) / fflatwidth) - flatxref + scrollx);\
vert->t = (float)(flatyref - ((vy) / fflatheight) + scrolly);\
}\
\
/* Need to rotate before translate */\
if (angle) /* Only needs to be done if there's an altered angle */\
{\
tempxsow = FLOAT_TO_FIXED(vert->s);\
tempytow = FLOAT_TO_FIXED(vert->t);\
vert->s = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));\
vert->t = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));\
}\
\
vert->x = (vx);\
vert->y = height;\
vert->z = (vy);\
\
if (slope)\
{\
fixedheight = P_GetSlopeZAt(slope, FLOAT_TO_FIXED((vx)), FLOAT_TO_FIXED((vy)));\
vert->y = FIXED_TO_FLOAT(fixedheight);\
}\
}
for (i = 0, v3d = planeVerts; i < nrPlaneVerts; i++,v3d++,pv++)
SETUP3DVERT(v3d, pv->x, pv->y);
if (slope)
lightlevel = HWR_CalcSlopeLight(lightlevel, R_PointToAngle2(0, 0, slope->normal.x, slope->normal.y), abs(slope->zdelta));
HWR_Lighting(&Surf, lightlevel, planecolormap);
if (PolyFlags & (PF_Translucent|PF_Fog))
{
Surf.PolyColor.s.alpha = (UINT8)alpha;
PolyFlags |= PF_Modulated;
}
else
PolyFlags |= PF_Masked|PF_Modulated;
if (HWR_UseShader())
{
if (PolyFlags & PF_Fog)
shader = SHADER_FOG;
else if (PolyFlags & PF_Ripple)
shader = SHADER_WATER;
else
shader = SHADER_FLOOR;
PolyFlags |= PF_ColorMapped;
}
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
if (subsector)
{
// Horizon lines
FOutVector horizonpts[6];
float dist, vx, vy;
float x1, y1, xd, yd;
UINT8 numplanes, j;
vertex_t v; // For determining the closest distance from the line to the camera, to split render planes for minimum distortion;
const float renderdist = 27000.0f; // How far out to properly render the plane
const float farrenderdist = 32768.0f; // From here, raise plane to horizon level to fill in the line with some texture distortion
seg_t *line = &segs[subsector->firstline];
for (i = 0; i < subsector->numlines; i++, line++)
{
if (!line->glseg && line->linedef->special == HORIZONSPECIAL && R_PointOnSegSide(dup_viewx, dup_viewy, line) == 0)
{
P_ClosestPointOnLine(viewx, viewy, line->linedef, &v);
dist = FIXED_TO_FLOAT(R_PointToDist(v.x, v.y));
x1 = ((polyvertex_t *)line->pv1)->x;
y1 = ((polyvertex_t *)line->pv1)->y;
xd = ((polyvertex_t *)line->pv2)->x - x1;
yd = ((polyvertex_t *)line->pv2)->y - y1;
// Based on the seg length and the distance from the line, split horizon into multiple poly sets to reduce distortion
dist = sqrtf((xd*xd) + (yd*yd)) / dist / 16.0f;
if (dist > 100.0f)
numplanes = 100;
else
numplanes = (UINT8)dist + 1;
for (j = 0; j < numplanes; j++)
{
// Left side
vx = x1 + xd * j / numplanes;
vy = y1 + yd * j / numplanes;
SETUP3DVERT((&horizonpts[1]), vx, vy);
dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2));
vx = (vx - gl_viewx) * renderdist / dist + gl_viewx;
vy = (vy - gl_viewy) * renderdist / dist + gl_viewy;
SETUP3DVERT((&horizonpts[0]), vx, vy);
// Right side
vx = x1 + xd * (j+1) / numplanes;
vy = y1 + yd * (j+1) / numplanes;
SETUP3DVERT((&horizonpts[2]), vx, vy);
dist = sqrtf(powf(vx - gl_viewx, 2) + powf(vy - gl_viewy, 2));
vx = (vx - gl_viewx) * renderdist / dist + gl_viewx;
vy = (vy - gl_viewy) * renderdist / dist + gl_viewy;
SETUP3DVERT((&horizonpts[3]), vx, vy);
// Horizon fills
vx = (horizonpts[0].x - gl_viewx) * farrenderdist / renderdist + gl_viewx;
vy = (horizonpts[0].z - gl_viewy) * farrenderdist / renderdist + gl_viewy;
SETUP3DVERT((&horizonpts[5]), vx, vy);
horizonpts[5].y = gl_viewz;
vx = (horizonpts[3].x - gl_viewx) * farrenderdist / renderdist + gl_viewx;
vy = (horizonpts[3].z - gl_viewy) * farrenderdist / renderdist + gl_viewy;
SETUP3DVERT((&horizonpts[4]), vx, vy);
horizonpts[4].y = gl_viewz;
// Draw
HWR_ProcessPolygon(&Surf, horizonpts, 6, PolyFlags, shader, true);
}
}
}
}
#ifdef ALAM_LIGHTING
// add here code for dynamic lighting on planes
HWR_PlaneLighting(planeVerts, nrPlaneVerts);
#endif
}
#ifdef POLYSKY
// this don't draw anything it only update the z-buffer so there isn't problem with
// wall/things upper that sky (map12)
static void HWR_RenderSkyPlane(extrasubsector_t *xsub, fixed_t fixedheight)
{
polyvertex_t *pv;
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
height = FIXED_TO_FLOAT(fixedheight);
pv = xsub->planepoly->pts;
nrPlaneVerts = xsub->planepoly->numpts;
if (nrPlaneVerts < 3) // not even a triangle?
return;
if (nrPlaneVerts > MAXPLANEVERTICES) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, MAXPLANEVERTICES);
return;
}
// transform
v3d = planeVerts;
for (i = 0; i < nrPlaneVerts; i++,v3d++,pv++)
{
v3d->s = 0.0f;
v3d->t = 0.0f;
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
}
HWD.pfnDrawPolygon(NULL, planeVerts, nrPlaneVerts, PF_Invisible|PF_NoTexture|PF_Occlude);
}
#endif //polysky
#endif //doplanes
FBITFIELD HWR_GetBlendModeFlag(INT32 ast)
{
switch (ast)
{
case AST_COPY:
case AST_OVERLAY:
return PF_Masked;
case AST_ADD:
return PF_Additive;
case AST_SUBTRACT:
return PF_Subtractive;
case AST_REVERSESUBTRACT:
return PF_ReverseSubtract;
case AST_MODULATE:
return PF_Multiplicative;
default:
return PF_Translucent;
}
return 0;
}
UINT8 HWR_GetTranstableAlpha(INT32 transtablenum)
{
transtablenum = max(min(transtablenum, tr_trans90), 0);
switch (transtablenum)
{
case 0 : return 0xff;
case tr_trans10 : return 0xe6;
case tr_trans20 : return 0xcc;
case tr_trans30 : return 0xb3;
case tr_trans40 : return 0x99;
case tr_trans50 : return 0x80;
case tr_trans60 : return 0x66;
case tr_trans70 : return 0x4c;
case tr_trans80 : return 0x33;
case tr_trans90 : return 0x19;
}
return 0xff;
}
FBITFIELD HWR_SurfaceBlend(INT32 style, INT32 transtablenum, FSurfaceInfo *pSurf)
{
if (!transtablenum || style == AST_COPY || style == AST_OVERLAY)
{
pSurf->PolyColor.s.alpha = 0xff;
return PF_Masked;
}
pSurf->PolyColor.s.alpha = HWR_GetTranstableAlpha(transtablenum);
return HWR_GetBlendModeFlag(style);
}
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf)
{
if (!transtablenum)
{
pSurf->PolyColor.s.alpha = 0x00;
return PF_Masked;
}
pSurf->PolyColor.s.alpha = HWR_GetTranstableAlpha(transtablenum);
return PF_Translucent;
}
static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
// ==========================================================================
// Wall generation from subsector segs
// ==========================================================================
/*
wallVerts order is :
3--2
| /|
|/ |
0--1
*/
//
// HWR_ProjectWall
//
static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap)
{
INT32 shader = SHADER_DEFAULT;
HWR_Lighting(pSurf, lightlevel, wallcolormap);
if (HWR_UseShader())
{
shader = SHADER_WALL;
blendmode |= PF_ColorMapped;
}
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, shader, false);
}
// ==========================================================================
// BSP, CULL, ETC..
// ==========================================================================
// return the frac from the interception of the clipping line
// (in fact a clipping plane that has a constant, so can clip with simple 2d)
// with the wall segment
//
#ifndef NEWCLIP
static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
{
float num, den;
float v1x, v1y, v1dx, v1dy, v2dx, v2dy;
angle_t pclipangle = gl_xtoviewangle[x];
// a segment of a polygon
v1x = v1->x;
v1y = v1->y;
v1dx = (v2->x - v1->x);
v1dy = (v2->y - v1->y);
// the clipping line
pclipangle = pclipangle + dup_viewangle; //back to normal angle (non-relative)
v2dx = FIXED_TO_FLOAT(FINECOSINE(pclipangle>>ANGLETOFINESHIFT));
v2dy = FIXED_TO_FLOAT(FINESINE(pclipangle>>ANGLETOFINESHIFT));
den = v2dy*v1dx - v2dx*v1dy;
if (den == 0)
return -1; // parallel
// calc the frac along the polygon segment,
//num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
//num = -v1x * v2dy + v1y * v2dx;
num = (gl_viewx - v1x)*v2dy + (v1y - gl_viewy)*v2dx;
return num / den;
}
#endif
//
// HWR_SplitWall
//
static void HWR_SplitWall(sector_t *sector, FOutVector *wallVerts, INT32 texnum, FSurfaceInfo* Surf, INT32 cutflag, ffloor_t *pfloor, FBITFIELD polyflags)
{
/* SoM: split up and light walls according to the
lightlist. This may also include leaving out parts
of the wall that can't be seen */
float realtop, realbot, top, bot;
float pegt, pegb, pegmul;
float height = 0.0f, bheight = 0.0f;
float endrealtop, endrealbot, endtop, endbot;
float endpegt, endpegb, endpegmul;
float endheight = 0.0f, endbheight = 0.0f;
// compiler complains when P_GetSlopeZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetSlopeZAt's return value each time
fixed_t temp;
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
INT32 solid, i;
lightlist_t * list = sector->lightlist;
const UINT8 alpha = Surf->PolyColor.s.alpha;
FUINT lightnum = HWR_CalcWallLight(sector->lightlevel, v1x, v1y, v2x, v2y);
extracolormap_t *colormap = NULL;
realtop = top = wallVerts[3].y;
realbot = bot = wallVerts[0].y;
pegt = wallVerts[3].t;
pegb = wallVerts[0].t;
pegmul = (pegb - pegt) / (top - bot);
endrealtop = endtop = wallVerts[2].y;
endrealbot = endbot = wallVerts[1].y;
endpegt = wallVerts[2].t;
endpegb = wallVerts[1].t;
endpegmul = (endpegb - endpegt) / (endtop - endbot);
for (i = 0; i < sector->numlights; i++)
{
if (endtop < endrealbot && top < realbot)
return;
if (!(list[i].flags & FF_NOSHADE))
{
if (pfloor && (pfloor->flags & FF_FOG))
{
lightnum = HWR_CalcWallLight(pfloor->master->frontsector->lightlevel, v1x, v1y, v2x, v2y);
colormap = pfloor->master->frontsector->extra_colormap;
}
else
{
lightnum = HWR_CalcWallLight(*list[i].lightlevel, v1x, v1y, v2x, v2y);
colormap = *list[i].extra_colormap;
}
}
solid = false;
if ((sector->lightlist[i].flags & FF_CUTSOLIDS) && !(cutflag & FF_EXTRA))
solid = true;
else if ((sector->lightlist[i].flags & FF_CUTEXTRA) && (cutflag & FF_EXTRA))
{
if (sector->lightlist[i].flags & FF_EXTRA)
{
if ((sector->lightlist[i].flags & (FF_FOG|FF_SWIMMABLE)) == (cutflag & (FF_FOG|FF_SWIMMABLE))) // Only merge with your own types
solid = true;
}
else
solid = true;
}
else
solid = false;
temp = P_GetLightZAt(&list[i], v1x, v1y);
height = FIXED_TO_FLOAT(temp);
temp = P_GetLightZAt(&list[i], v2x, v2y);
endheight = FIXED_TO_FLOAT(temp);
if (solid)
{
temp = P_GetFFloorBottomZAt(list[i].caster, v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetFFloorBottomZAt(list[i].caster, v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
if (endheight >= endtop && height >= top)
{
if (solid && top > bheight)
top = bheight;
if (solid && endtop > endbheight)
endtop = endbheight;
}
if (i + 1 < sector->numlights)
{
temp = P_GetLightZAt(&list[i+1], v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetLightZAt(&list[i+1], v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
{
bheight = realbot;
endbheight = endrealbot;
}
if (endbheight >= endtop && bheight >= top)
continue;
//Found a break;
bot = bheight;
if (bot < realbot)
bot = realbot;
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
Surf->PolyColor.s.alpha = alpha;
wallVerts[3].t = pegt + ((realtop - top) * pegmul);
wallVerts[2].t = endpegt + ((endrealtop - endtop) * endpegmul);
wallVerts[0].t = pegt + ((realtop - bot) * pegmul);
wallVerts[1].t = endpegt + ((endrealtop - endbot) * endpegmul);
// set top/bottom coords
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
if (cutflag & FF_FOG)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture|polyflags, true, lightnum, colormap);
else if (cutflag & FF_TRANSLUCENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent|polyflags, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked|polyflags, lightnum, colormap);
top = bot;
endtop = endbot;
}
bot = realbot;
endbot = endrealbot;
if (endtop <= endrealbot && top <= realbot)
return;
Surf->PolyColor.s.alpha = alpha;
wallVerts[3].t = pegt + ((realtop - top) * pegmul);
wallVerts[2].t = endpegt + ((endrealtop - endtop) * endpegmul);
wallVerts[0].t = pegt + ((realtop - bot) * pegmul);
wallVerts[1].t = endpegt + ((endrealtop - endbot) * endpegmul);
// set top/bottom coords
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
if (cutflag & FF_FOG)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Fog|PF_NoTexture|polyflags, true, lightnum, colormap);
else if (cutflag & FF_TRANSLUCENT)
HWR_AddTransparentWall(wallVerts, Surf, texnum, PF_Translucent|polyflags, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, Surf, PF_Masked|polyflags, lightnum, colormap);
}
// HWR_DrawSkyWall
// Draw walls into the depth buffer so that anything behind is culled properly
static void HWR_DrawSkyWall(FOutVector *wallVerts, FSurfaceInfo *Surf)
{
HWR_SetCurrentTexture(NULL);
// no texture
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
// this no longer sets top/bottom coords, this should be done before caling the function
HWR_ProjectWall(wallVerts, Surf, PF_Invisible|PF_NoTexture, 255, NULL);
// PF_Invisible so it's not drawn into the colour buffer
// PF_NoTexture for no texture
// PF_Occlude is set in HWR_ProjectWall to draw into the depth buffer
}
//
// HWR_ProcessSeg
// A portion or all of a wall segment will be drawn, from startfrac to endfrac,
// where 0 is the start of the segment, 1 the end of the segment
// Anything between means the wall segment has been clipped with solidsegs,
// reducing wall overdraw to a minimum
//
static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
{
FOutVector wallVerts[4];
v2d_t vs, ve; // start, end vertices of 2d line (view from above)
fixed_t worldtop, worldbottom;
fixed_t worldhigh = 0, worldlow = 0;
fixed_t worldtopslope, worldbottomslope;
fixed_t worldhighslope = 0, worldlowslope = 0;
fixed_t v1x, v1y, v2x, v2y;
GLMapTexture_t *grTex = NULL;
float cliplow = 0.0f, cliphigh = 0.0f;
INT32 gl_midtexture;
fixed_t h, l; // 3D sides and 2s middle textures
fixed_t hS, lS;
FUINT lightnum = 0; // shut up compiler
extracolormap_t *colormap;
FSurfaceInfo Surf;
gl_sidedef = gl_curline->sidedef;
gl_linedef = gl_curline->linedef;
vs.x = ((polyvertex_t *)gl_curline->pv1)->x;
vs.y = ((polyvertex_t *)gl_curline->pv1)->y;
ve.x = ((polyvertex_t *)gl_curline->pv2)->x;
ve.y = ((polyvertex_t *)gl_curline->pv2)->y;
v1x = FLOAT_TO_FIXED(vs.x);
v1y = FLOAT_TO_FIXED(vs.y);
v2x = FLOAT_TO_FIXED(ve.x);
v2y = FLOAT_TO_FIXED(ve.y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
SLOPEPARAMS(gl_frontsector->c_slope, worldtop, worldtopslope, gl_frontsector->ceilingheight)
SLOPEPARAMS(gl_frontsector->f_slope, worldbottom, worldbottomslope, gl_frontsector->floorheight)
// remember vertices ordering
// 3--2
// | /|
// |/ |
// 0--1
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].x = wallVerts[3].x = vs.x;
wallVerts[0].z = wallVerts[3].z = vs.y;
wallVerts[2].x = wallVerts[1].x = ve.x;
wallVerts[2].z = wallVerts[1].z = ve.y;
// x offset the texture
{
fixed_t texturehpeg = gl_sidedef->textureoffset + gl_curline->offset;
cliplow = (float)texturehpeg;
cliphigh = (float)(texturehpeg + (gl_curline->flength*FRACUNIT));
}
lightnum = HWR_CalcWallLight(gl_frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = gl_frontsector->extra_colormap;
if (gl_frontsector)
Surf.PolyColor.s.alpha = 255;
if (gl_backsector)
{
INT32 gl_toptexture = 0, gl_bottomtexture = 0;
// two sided line
boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
boolean bothfloorssky = false; // likewise, but for floors
SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight)
SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight)
#undef SLOPEPARAMS
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
if (gl_frontsector->ceilingpic == skyflatnum
&& gl_backsector->ceilingpic == skyflatnum)
{
bothceilingssky = true;
}
// likewise, but for floors and upper textures
if (gl_frontsector->floorpic == skyflatnum
&& gl_backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
if (!bothceilingssky)
gl_toptexture = R_GetTextureNum(gl_sidedef->toptexture);
if (!bothfloorssky)
gl_bottomtexture = R_GetTextureNum(gl_sidedef->bottomtexture);
// check TOP TEXTURE
if ((worldhighslope < worldtopslope || worldhigh < worldtop) && gl_toptexture)
{
{
fixed_t texturevpegtop; // top
grTex = HWR_GetTexture(gl_toptexture);
// PEGGING
if (gl_linedef->flags & ML_DONTPEGTOP)
texturevpegtop = 0;
else if (gl_linedef->flags & ML_EFFECT1)
texturevpegtop = worldhigh + textureheight[gl_sidedef->toptexture] - worldtop;
else
texturevpegtop = gl_backsector->ceilingheight + textureheight[gl_sidedef->toptexture] - gl_frontsector->ceilingheight;
texturevpegtop += gl_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegtop %= (textures[gl_toptexture]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegtop * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + gl_frontsector->ceilingheight - gl_backsector->ceilingheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
// Adjust t value for sloped walls
if (!(gl_linedef->flags & ML_EFFECT1))
{
// Unskewed
wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * grTex->scaleY;
wallVerts[2].t -= (worldtopslope - gl_frontsector->ceilingheight) * grTex->scaleY;
wallVerts[0].t -= (worldhigh - gl_backsector->ceilingheight) * grTex->scaleY;
wallVerts[1].t -= (worldhighslope - gl_backsector->ceilingheight) * grTex->scaleY;
}
else if (gl_linedef->flags & ML_DONTPEGTOP)
{
// Skewed by top
wallVerts[0].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[1].t = (texturevpegtop + worldtopslope - worldhighslope) * grTex->scaleY;
}
else
{
// Skewed by bottom
wallVerts[0].t = wallVerts[1].t = (texturevpegtop + worldtop - worldhigh) * grTex->scaleY;
wallVerts[3].t = wallVerts[0].t - (worldtop - worldhigh) * grTex->scaleY;
wallVerts[2].t = wallVerts[1].t - (worldtopslope - worldhighslope) * grTex->scaleY;
}
}
// set top/bottom coords
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = FIXED_TO_FLOAT(worldhigh);
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldhighslope);
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, gl_toptexture, &Surf, FF_CUTLEVEL, NULL, 0);
else if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gl_toptexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
// check BOTTOM TEXTURE
if ((
worldlowslope > worldbottomslope ||
worldlow > worldbottom) && gl_bottomtexture) //only if VISIBLE!!!
{
{
fixed_t texturevpegbottom = 0; // bottom
grTex = HWR_GetTexture(gl_bottomtexture);
// PEGGING
if (!(gl_linedef->flags & ML_DONTPEGBOTTOM))
texturevpegbottom = 0;
else if (gl_linedef->flags & ML_EFFECT1)
texturevpegbottom = worldbottom - worldlow;
else
texturevpegbottom = gl_frontsector->floorheight - gl_backsector->floorheight;
texturevpegbottom += gl_sidedef->rowoffset;
// This is so that it doesn't overflow and screw up the wall, it doesn't need to go higher than the texture's height anyway
texturevpegbottom %= (textures[gl_bottomtexture]->height)<<FRACBITS;
wallVerts[3].t = wallVerts[2].t = texturevpegbottom * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + gl_backsector->floorheight - gl_frontsector->floorheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
// Adjust t value for sloped walls
if (!(gl_linedef->flags & ML_EFFECT1))
{
// Unskewed
wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * grTex->scaleY;
wallVerts[1].t -= (worldbottomslope - gl_frontsector->floorheight) * grTex->scaleY;
wallVerts[3].t -= (worldlow - gl_backsector->floorheight) * grTex->scaleY;
wallVerts[2].t -= (worldlowslope - gl_backsector->floorheight) * grTex->scaleY;
}
else if (gl_linedef->flags & ML_DONTPEGBOTTOM)
{
// Skewed by bottom
wallVerts[0].t = wallVerts[1].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
//wallVerts[3].t = wallVerts[0].t - (worldlow - worldbottom) * grTex->scaleY; // no need, [3] is already this
wallVerts[2].t = wallVerts[1].t - (worldlowslope - worldbottomslope) * grTex->scaleY;
}
else
{
// Skewed by top
wallVerts[0].t = (texturevpegbottom + worldlow - worldbottom) * grTex->scaleY;
wallVerts[1].t = (texturevpegbottom + worldlowslope - worldbottomslope) * grTex->scaleY;
}
}
// set top/bottom coords
wallVerts[3].y = FIXED_TO_FLOAT(worldlow);
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldlowslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, gl_bottomtexture, &Surf, FF_CUTLEVEL, NULL, 0);
else if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gl_bottomtexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
if (gl_midtexture)
{
FBITFIELD blendmode;
sector_t *front, *back;
fixed_t popentop, popenbottom, polytop, polybottom, lowcut, highcut;
fixed_t texturevpeg = 0;
INT32 repeats;
if (gl_linedef->frontsector->heightsec != -1)
front = &sectors[gl_linedef->frontsector->heightsec];
else
front = gl_linedef->frontsector;
if (gl_linedef->backsector->heightsec != -1)
back = &sectors[gl_linedef->backsector->heightsec];
else
back = gl_linedef->backsector;
if (gl_sidedef->repeatcnt)
repeats = 1 + gl_sidedef->repeatcnt;
else if (gl_linedef->flags & ML_EFFECT5)
{
fixed_t high, low;
if (front->ceilingheight > back->ceilingheight)
high = back->ceilingheight;
else
high = front->ceilingheight;
if (front->floorheight > back->floorheight)
low = front->floorheight;
else
low = back->floorheight;
repeats = (high - low)/textureheight[gl_sidedef->midtexture];
if ((high-low)%textureheight[gl_sidedef->midtexture])
repeats++; // tile an extra time to fill the gap -- Monster Iestyn
}
else
repeats = 1;
// SoM: a little note: This code re-arranging will
// fix the bug in Nimrod map02. popentop and popenbottom
// record the limits the texture can be displayed in.
// polytop and polybottom, are the ideal (i.e. unclipped)
// heights of the polygon, and h & l, are the final (clipped)
// poly coords.
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
// you must use the linedef's backsector to be correct
// From CB
if (gl_curline->polyseg)
{
popentop = back->ceilingheight;
popenbottom = back->floorheight;
}
else
{
popentop = min(worldtop, worldhigh);
popenbottom = max(worldbottom, worldlow);
}
if (gl_linedef->flags & ML_EFFECT2)
{
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
{
polybottom = max(front->floorheight, back->floorheight) + gl_sidedef->rowoffset;
polytop = polybottom + textureheight[gl_midtexture]*repeats;
}
else
{
polytop = min(front->ceilingheight, back->ceilingheight) + gl_sidedef->rowoffset;
polybottom = polytop - textureheight[gl_midtexture]*repeats;
}
}
else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
{
polybottom = popenbottom + gl_sidedef->rowoffset;
polytop = polybottom + textureheight[gl_midtexture]*repeats;
}
else
{
polytop = popentop + gl_sidedef->rowoffset;
polybottom = polytop - textureheight[gl_midtexture]*repeats;
}
// CB
// NOTE: With polyobjects, whenever you need to check the properties of the polyobject sector it belongs to,
// you must use the linedef's backsector to be correct
if (gl_curline->polyseg)
{
lowcut = polybottom;
highcut = polytop;
}
else
{
// The cut-off values of a linedef can always be constant, since every line has an absoulute front and or back sector
lowcut = popenbottom;
highcut = popentop;
}
h = min(highcut, polytop);
l = max(polybottom, lowcut);
{
// PEGGING
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom;
else
texturevpeg = polytop - h;
grTex = HWR_GetTexture(gl_midtexture);
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
// set top/bottom coords
// Take the texture peg into account, rather than changing the offsets past
// where the polygon might not be.
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(l);
// Correct to account for slopes
{
fixed_t midtextureslant;
if (gl_linedef->flags & ML_EFFECT2)
midtextureslant = 0;
else if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
midtextureslant = worldlow < worldbottom
? worldbottomslope-worldbottom
: worldlowslope-worldlow;
else
midtextureslant = worldtop < worldhigh
? worldtopslope-worldtop
: worldhighslope-worldhigh;
polytop += midtextureslant;
polybottom += midtextureslant;
highcut += worldtop < worldhigh
? worldtopslope-worldtop
: worldhighslope-worldhigh;
lowcut += worldlow < worldbottom
? worldbottomslope-worldbottom
: worldlowslope-worldlow;
// Texture stuff
h = min(highcut, polytop);
l = max(polybottom, lowcut);
{
// PEGGING
if (!!(gl_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gl_linedef->flags & ML_EFFECT3))
texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom;
else
texturevpeg = polytop - h;
wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[1].t = (h - l + texturevpeg) * grTex->scaleY;
}
wallVerts[2].y = FIXED_TO_FLOAT(h);
wallVerts[1].y = FIXED_TO_FLOAT(l);
}
// set alpha for transparent walls
// ooops ! this do not work at all because render order we should render it in backtofront order
switch (gl_linedef->special)
{
// Translucent
case 102:
case 121:
case 123:
case 124:
case 125:
case 141:
case 142:
case 144:
case 145:
case 174:
case 175:
case 192:
case 195:
case 221:
case 253:
case 256:
blendmode = PF_Translucent;
break;
default:
if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT)
blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), &Surf);
else
blendmode = PF_Masked;
break;
}
if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0)
{
if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
{
Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
blendmode = PF_Masked;
}
else
blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf);
}
// Render midtextures on two-sided lines with a z-buffer offset.
// This will cause the midtexture appear on top, if a FOF overlaps with it.
blendmode |= PF_Decal;
if (gl_frontsector->numlights)
{
if (!(blendmode & PF_Masked))
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_TRANSLUCENT, NULL, PF_Decal);
else
{
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL, PF_Decal);
}
}
else if (!(blendmode & PF_Masked))
HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, blendmode, lightnum, colormap);
}
// Sky culling
// No longer so much a mess as before!
if (!gl_curline->polyseg) // Don't do it for polyobjects
{
if (gl_frontsector->ceilingpic == skyflatnum)
{
if (gl_backsector->ceilingpic != skyflatnum) // don't cull if back sector is also sky
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
if (gl_frontsector->floorpic == skyflatnum)
{
if (gl_backsector->floorpic != skyflatnum) // don't cull if back sector is also sky
{
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
}
else
{
// Single sided line... Deal only with the middletexture (if one exists)
gl_midtexture = R_GetTextureNum(gl_sidedef->midtexture);
if (gl_midtexture && gl_linedef->special != 41) // (Ignore horizon line for OGL)
{
{
fixed_t texturevpeg;
// PEGGING
if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2))
texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset;
else if (gl_linedef->flags & ML_DONTPEGBOTTOM)
texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset;
else
// top of texture at top
texturevpeg = gl_sidedef->rowoffset;
grTex = HWR_GetTexture(gl_midtexture);
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (texturevpeg + gl_frontsector->ceilingheight - gl_frontsector->floorheight) * grTex->scaleY;
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
// Texture correction for slopes
if (gl_linedef->flags & ML_EFFECT2) {
wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * grTex->scaleY;
wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * grTex->scaleY;
wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * grTex->scaleY;
wallVerts[1].t += (gl_frontsector->floorheight - worldbottomslope) * grTex->scaleY;
} else if (gl_linedef->flags & ML_DONTPEGBOTTOM) {
wallVerts[3].t = wallVerts[0].t + (worldbottom-worldtop) * grTex->scaleY;
wallVerts[2].t = wallVerts[1].t + (worldbottomslope-worldtopslope) * grTex->scaleY;
} else {
wallVerts[0].t = wallVerts[3].t - (worldbottom-worldtop) * grTex->scaleY;
wallVerts[1].t = wallVerts[2].t - (worldbottomslope-worldtopslope) * grTex->scaleY;
}
}
//Set textures properly on single sided walls that are sloped
wallVerts[3].y = FIXED_TO_FLOAT(worldtop);
wallVerts[0].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldtopslope);
wallVerts[1].y = FIXED_TO_FLOAT(worldbottomslope);
// I don't think that solid walls can use translucent linedef types...
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, gl_midtexture, &Surf, FF_CUTLEVEL, NULL, 0);
else
{
if (grTex->mipmap.flags & TF_TRANSPARENT)
HWR_AddTransparentWall(wallVerts, &Surf, gl_midtexture, PF_Environment, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
if (!gl_curline->polyseg)
{
if (gl_frontsector->ceilingpic == skyflatnum) // It's a single-sided line with sky for its sector
{
wallVerts[2].y = wallVerts[3].y = FIXED_TO_FLOAT(INT32_MAX); // draw to top of map space
wallVerts[0].y = FIXED_TO_FLOAT(worldtop);
wallVerts[1].y = FIXED_TO_FLOAT(worldtopslope);
HWR_DrawSkyWall(wallVerts, &Surf);
}
if (gl_frontsector->floorpic == skyflatnum)
{
wallVerts[3].y = FIXED_TO_FLOAT(worldbottom);
wallVerts[2].y = FIXED_TO_FLOAT(worldbottomslope);
wallVerts[0].y = wallVerts[1].y = FIXED_TO_FLOAT(INT32_MIN); // draw to bottom of map space
HWR_DrawSkyWall(wallVerts, &Surf);
}
}
}
//Hurdler: 3d-floors test
if (gl_frontsector && gl_backsector && !Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags) && (gl_backsector->ffloors || gl_frontsector->ffloors))
{
ffloor_t * rover;
fixed_t highcut = 0, lowcut = 0;
INT32 texnum;
line_t * newline = NULL; // Multi-Property FOF
///TODO add slope support (fixing cutoffs, proper wall clipping) - maybe just disable highcut/lowcut if either sector or FOF has a slope
/// to allow fun plane intersecting in OGL? But then people would abuse that and make software look bad. :C
highcut = gl_frontsector->ceilingheight < gl_backsector->ceilingheight ? gl_frontsector->ceilingheight : gl_backsector->ceilingheight;
lowcut = gl_frontsector->floorheight > gl_backsector->floorheight ? gl_frontsector->floorheight : gl_backsector->floorheight;
if (gl_backsector->ffloors)
{
for (rover = gl_backsector->ffloors; rover; rover = rover->next)
{
boolean bothsides = false;
// Skip if it exists on both sectors.
ffloor_t * r2;
for (r2 = gl_frontsector->ffloors; r2; r2 = r2->next)
if (rover->master == r2->master)
{
bothsides = true;
break;
}
if (bothsides) continue;
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES))
continue;
if (!(rover->flags & FF_ALLSIDES) && rover->flags & FF_INVERTSIDES)
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
if (rover->master->flags & ML_TFERLINE)
{
size_t linenum = gl_curline->linedef-gl_backsector->lines[0];
newline = rover->master->frontsector->lines[0] + linenum;
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
}
h = P_GetFFloorTopZAt (rover, v1x, v1y);
hS = P_GetFFloorTopZAt (rover, v2x, v2y);
l = P_GetFFloorBottomZAt(rover, v1x, v1y);
lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
h = hS = highcut;
if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_backsector->f_slope && l < lowcut)
l = lS = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[2].y = FIXED_TO_FLOAT(hS);
wallVerts[0].y = FIXED_TO_FLOAT(l);
wallVerts[1].y = FIXED_TO_FLOAT(lS);
if (rover->flags & FF_FOG)
{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
}
else
{
fixed_t texturevpeg;
boolean attachtobottom = false;
boolean slopeskew = false; // skew FOF walls with slopes?
// Wow, how was this missing from OpenGL for so long?
// ...Oh well, anyway, Lower Unpegged now changes pegging of FOFs like in software
// -- Monster Iestyn 26/06/18
if (newline)
{
texturevpeg = sides[newline->sidenum[0]].rowoffset;
attachtobottom = !!(newline->flags & ML_DONTPEGBOTTOM);
slopeskew = !!(newline->flags & ML_DONTPEGTOP);
}
else
{
texturevpeg = sides[rover->master->sidenum[0]].rowoffset;
attachtobottom = !!(gl_linedef->flags & ML_DONTPEGBOTTOM);
slopeskew = !!(rover->master->flags & ML_DONTPEGTOP);
}
grTex = HWR_GetTexture(texnum);
if (!slopeskew) // no skewing
{
if (attachtobottom)
texturevpeg -= *rover->topheight - *rover->bottomheight;
wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY;
wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY;
}
else
{
if (!attachtobottom) // skew by top
{
wallVerts[3].t = wallVerts[2].t = texturevpeg * grTex->scaleY;
wallVerts[0].t = (h - l + texturevpeg) * grTex->scaleY;
wallVerts[1].t = (hS - lS + texturevpeg) * grTex->scaleY;
}
else // skew by bottom
{
wallVerts[0].t = wallVerts[1].t = texturevpeg * grTex->scaleY;
wallVerts[3].t = wallVerts[0].t - (h - l) * grTex->scaleY;
wallVerts[2].t = wallVerts[1].t - (hS - lS) * grTex->scaleY;
}
}
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
if (rover->flags & FF_FOG)
{
FBITFIELD blendmode;
blendmode = PF_Fog|PF_NoTexture;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = rover->master->frontsector->extra_colormap;
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, 0, &Surf, rover->flags, rover, 0);
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
{
blendmode = PF_Translucent;
Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
}
if (gl_frontsector->numlights)
HWR_SplitWall(gl_frontsector, wallVerts, texnum, &Surf, rover->flags, rover, 0);
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
if (gl_frontsector->ffloors) // Putting this seperate should allow 2 FOF sectors to be connected without too many errors? I think?
{
for (rover = gl_frontsector->ffloors; rover; rover = rover->next)
{
boolean bothsides = false;
// Skip if it exists on both sectors.
ffloor_t * r2;
for (r2 = gl_backsector->ffloors; r2; r2 = r2->next)
if (rover->master == r2->master)
{
bothsides = true;
break;
}
if (bothsides) continue;
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERSIDES))
continue;
if (!(rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES))
continue;
if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
continue;
texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
if (rover->master->flags & ML_TFERLINE)
{
size_t linenum = gl_curline->linedef-gl_backsector->lines[0];
newline = rover->master->frontsector->lines[0] + linenum;
texnum = R_GetTextureNum(sides[newline->sidenum[0]].midtexture);
}
h = P_GetFFloorTopZAt (rover, v1x, v1y);
hS = P_GetFFloorTopZAt (rover, v2x, v2y);
l = P_GetFFloorBottomZAt(rover, v1x, v1y);
lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
h = hS = highcut;
if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_backsector->f_slope && l < lowcut)
l = lS = lowcut;
//Hurdler: HW code starts here
//FIXME: check if peging is correct
// set top/bottom coords
wallVerts[3].y = FIXED_TO_FLOAT(h);
wallVerts[2].y = FIXED_TO_FLOAT(hS);
wallVerts[0].y = FIXED_TO_FLOAT(l);
wallVerts[1].y = FIXED_TO_FLOAT(lS);
if (rover->flags & FF_FOG)
{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = 0;
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
}
else
{
grTex = HWR_GetTexture(texnum);
if (newline)
{
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * grTex->scaleY;
}
else
{
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * grTex->scaleY;
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * grTex->scaleY;
}
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
}
if (rover->flags & FF_FOG)
{
FBITFIELD blendmode;
blendmode = PF_Fog|PF_NoTexture;
lightnum = HWR_CalcWallLight(rover->master->frontsector->lightlevel, vs.x, vs.y, ve.x, ve.y);
colormap = rover->master->frontsector->extra_colormap;
Surf.PolyColor.s.alpha = HWR_FogBlockAlpha(rover->master->frontsector->lightlevel, rover->master->frontsector->extra_colormap);
if (gl_backsector->numlights)
HWR_SplitWall(gl_backsector, wallVerts, 0, &Surf, rover->flags, rover, 0);
else
HWR_AddTransparentWall(wallVerts, &Surf, 0, blendmode, true, lightnum, colormap);
}
else
{
FBITFIELD blendmode = PF_Masked;
if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
{
blendmode = PF_Translucent;
Surf.PolyColor.s.alpha = (UINT8)rover->alpha-1 > 255 ? 255 : rover->alpha-1;
}
if (gl_backsector->numlights)
HWR_SplitWall(gl_backsector, wallVerts, texnum, &Surf, rover->flags, rover, 0);
else
{
if (blendmode != PF_Masked)
HWR_AddTransparentWall(wallVerts, &Surf, texnum, blendmode, false, lightnum, colormap);
else
HWR_ProjectWall(wallVerts, &Surf, PF_Masked, lightnum, colormap);
}
}
}
}
}
//Hurdler: end of 3d-floors test
}
// From PrBoom:
//
// e6y: Check whether the player can look beyond this line
//
#ifdef NEWCLIP
boolean checkforemptylines = true;
// Don't modify anything here, just check
// Kalaron: Modified for sloped linedefs
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
boolean bothceilingssky = false, bothfloorssky = false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
bothfloorssky = true;
// GZDoom method of sloped line clipping
if (afrontsector->f_slope || afrontsector->c_slope || abacksector->f_slope || abacksector->c_slope)
{
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector-> floorheight)
SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
SLOPEPARAMS( abacksector->f_slope, backf1, backf2, abacksector-> floorheight)
SLOPEPARAMS( abacksector->c_slope, backc1, backc2, abacksector->ceilingheight)
#undef SLOPEPARAMS
}
else
{
frontf1 = frontf2 = afrontsector-> floorheight;
frontc1 = frontc2 = afrontsector->ceilingheight;
backf1 = backf2 = abacksector-> floorheight;
backc1 = backc2 = abacksector->ceilingheight;
}
// properly render skies (consider door "open" if both ceilings are sky)
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// now check for closed sectors!
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
checkforemptylines = false;
return true;
}
if (backc1 <= backf1 && backc2 <= backf2)
{
// preserve a kind of transparent door/lift special effect:
if (((backc1 >= frontc1 && backc2 >= frontc2) || seg->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 <= frontf2) || seg->sidedef->bottomtexture))
{
checkforemptylines = false;
return true;
}
}
}
if (!bothceilingssky) {
if (backc1 != frontc1 || backc2 != frontc2)
{
checkforemptylines = false;
return false;
}
}
if (!bothfloorssky) {
if (backf1 != frontf1 || backf2 != frontf2)
{
checkforemptylines = false;
return false;
}
}
return false;
}
#else
//Hurdler: just like in r_bsp.c
#if 1
#define MAXSEGS MAXVIDWIDTH/2+1
#else
//Alam_GBC: Or not (may cause overflow)
#define MAXSEGS 128
#endif
// hw_newend is one past the last valid seg
static cliprange_t * hw_newend;
static cliprange_t gl_solidsegs[MAXSEGS];
// needs fix: walls are incorrectly clipped one column less
static consvar_t cv_glclipwalls = CVAR_INIT ("gr_clipwalls", "Off", 0, CV_OnOff, NULL);
static void printsolidsegs(void)
{
cliprange_t * start;
if (!hw_newend)
return;
for (start = gl_solidsegs;start != hw_newend;start++)
{
CONS_Debug(DBG_RENDER, "%d-%d|",start->first,start->last);
}
CONS_Debug(DBG_RENDER, "\n\n");
}
//
//
//
static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
{
cliprange_t *next, *start;
float lowfrac, highfrac;
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gl_solidsegs;
while (start->last < first-1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start),
// so insert a new clippost.
HWR_StoreWallRange(first, last);
next = hw_newend;
hw_newend++;
while (next != start)
{
*next = *(next-1);
next--;
}
next->first = first;
next->last = last;
printsolidsegs();
return;
}
// There is a fragment above *start.
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first, last);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
HWR_StoreWallRange(0, highfrac);
}
// Now adjust the clip size.
start->first = first;
}
// Bottom contained in start?
if (last <= start->last)
{
printsolidsegs();
return;
}
next = start;
while (last >= (next+1)->first-1)
{
// There is a fragment between two posts.
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
HWR_StoreWallRange(lowfrac, highfrac);
}
next++;
if (last <= next->last)
{
// Bottom is contained in next.
// Adjust the clip size.
start->last = next->last;
goto crunch;
}
}
if (first == next->first+1) // 1 line texture
{
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(first,last);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
HWR_StoreWallRange(lowfrac, 1);
}
}
// Adjust the clip size.
start->last = last;
// Remove start+1 to next from the clip list,
// because start now covers their area.
crunch:
if (next == start)
{
printsolidsegs();
// Post just extended past the bottom of one post.
return;
}
while (next++ != hw_newend)
{
// Remove a post.
*++start = *next;
}
hw_newend = start;
printsolidsegs();
}
//
// handle LineDefs with upper and lower texture (windows)
//
static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
{
cliprange_t *start;
float lowfrac, highfrac;
//to allow noclipwalls but still solidseg reject of non-visible walls
boolean poorhack = false;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gl_solidsegs;
while (start->last < first - 1)
start++;
if (first < start->first)
{
if (last < start->first-1)
{
// Post is entirely visible (above start).
HWR_StoreWallRange(0, 1);
return;
}
// There is a fragment above *start.
if (!cv_glclipwalls.value)
{ //20/08/99: Changed by Hurdler (taken from faB's code)
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
highfrac = HWR_ClipViewSegment(min(start->first + 1,
start->last), (polyvertex_t *)gl_curline->pv1,
(polyvertex_t *)gl_curline->pv2);
HWR_StoreWallRange(0, highfrac);
}
}
// Bottom contained in start?
if (last <= start->last)
return;
while (last >= (start+1)->first-1)
{
// There is a fragment between two posts.
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gl_curline->pv1, (polyvertex_t *)gl_curline->pv2);
HWR_StoreWallRange(lowfrac, highfrac);
}
start++;
if (last <= start->last)
return;
}
if (first == start->first+1) // 1 line texture
{
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0, 1);
poorhack = true;
}
else
HWR_StoreWallRange(0, 1);
}
else
{
// There is a fragment after *next.
if (!cv_glclipwalls.value)
{
if (!poorhack) HWR_StoreWallRange(0,1);
poorhack = true;
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last - 1,
start->first), (polyvertex_t *)gl_curline->pv1,
(polyvertex_t *)gl_curline->pv2);
HWR_StoreWallRange(lowfrac, 1);
}
}
}
// --------------------------------------------------------------------------
// HWR_ClipToSolidSegs check if it is hide by wall (solidsegs)
// --------------------------------------------------------------------------
static boolean HWR_ClipToSolidSegs(INT32 first, INT32 last)
{
cliprange_t * start;
// Find the first range that touches the range
// (adjacent pixels are touching).
start = gl_solidsegs;
while (start->last < first-1)
start++;
if (first < start->first)
return true;
// Bottom contained in start?
if (last <= start->last)
return false;
return true;
}
//
// HWR_ClearClipSegs
//
static void HWR_ClearClipSegs(void)
{
gl_solidsegs[0].first = -0x7fffffff;
gl_solidsegs[0].last = -1;
gl_solidsegs[1].first = vid.width; //viewwidth;
gl_solidsegs[1].last = 0x7fffffff;
hw_newend = gl_solidsegs+2;
}
#endif // NEWCLIP
// -----------------+
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
// Notes : gl_cursectorlight is set to the current subsector -> sector -> light value
// : (it may be mixed with the wall's own flat colour in the future ...)
// -----------------+
static void HWR_AddLine(seg_t * line)
{
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 x1, x2;
angle_t span, tspan;
boolean bothceilingssky = false, bothfloorssky = false;
#endif
// SoM: Backsector needs to be run through R_FakeFlat
static sector_t tempsec;
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
gl_curline = line;
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gl_curline->pv2)->y);
// OPTIMIZE: quickly reject orthogonal back sides.
angle1 = R_PointToAngle64(v1x, v1y);
angle2 = R_PointToAngle64(v2x, v2y);
#ifdef NEWCLIP
// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
if (angle2 - angle1 < ANGLE_180)
return;
// PrBoom: use REAL clipping math YAYYYYYYY!!!
if (!gld_clipper_SafeCheckRange(angle2, angle1))
{
return;
}
checkforemptylines = true;
#else
// Clip to view edges.
span = angle1 - angle2;
// backface culling : span is < ANGLE_180 if ang1 > ang2 : the seg is facing
if (span >= ANGLE_180)
return;
// Global angle needed by segcalc.
//rw_angle1 = angle1;
angle1 -= dup_viewangle;
angle2 -= dup_viewangle;
tspan = angle1 + gl_clipangle;
if (tspan > 2*gl_clipangle)
{
tspan -= 2*gl_clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle1 = gl_clipangle;
}
tspan = gl_clipangle - angle2;
if (tspan > 2*gl_clipangle)
{
tspan -= 2*gl_clipangle;
// Totally off the left edge?
if (tspan >= span)
return;
angle2 = (angle_t)-(signed)gl_clipangle;
}
#if 0
{
float fx1,fx2,fy1,fy2;
//BP: test with a better projection than viewangletox[R_PointToAngle(angle)]
// do not enable this at release 4 mul and 2 div
fx1 = ((polyvertex_t *)(line->pv1))->x-gl_viewx;
fy1 = ((polyvertex_t *)(line->pv1))->y-gl_viewy;
fy2 = (fx1 * gl_viewcos + fy1 * gl_viewsin);
if (fy2 < 0)
// the point is back
fx1 = 0;
else
fx1 = gl_windowcenterx + (fx1 * gl_viewsin - fy1 * gl_viewcos) * gl_centerx / fy2;
fx2 = ((polyvertex_t *)(line->pv2))->x-gl_viewx;
fy2 = ((polyvertex_t *)(line->pv2))->y-gl_viewy;
fy1 = (fx2 * gl_viewcos + fy2 * gl_viewsin);
if (fy1 < 0)
// the point is back
fx2 = vid.width;
else
fx2 = gl_windowcenterx + (fx2 * gl_viewsin - fy2 * gl_viewcos) * gl_centerx / fy1;
x1 = fx1+0.5f;
x2 = fx2+0.5f;
}
#else
// The seg is in the view range,
// but not necessarily visible.
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
x1 = gl_viewangletox[angle1];
x2 = gl_viewangletox[angle2];
#endif
// Does not cross a pixel?
// if (x1 == x2)
/* {
// BP: HERE IS THE MAIN PROBLEM !
//CONS_Debug(DBG_RENDER, "tineline\n");
return;
}
*/
#endif
gl_backsector = line->backsector;
#ifdef NEWCLIP
if (!line->backsector)
{
gld_clipper_SafeAddClipRange(angle2, angle1);
}
else
{
boolean bothceilingssky = false, bothfloorssky = false;
gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true);
if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (!line->polyseg &&
!line->sidedef->midtexture
&& ((!gl_frontsector->ffloors && !gl_backsector->ffloors)
|| Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags)))
return; // line is empty, don't even bother
// treat like wide open window instead
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
}
if (CheckClip(line, gl_frontsector, gl_backsector))
{
gld_clipper_SafeAddClipRange(angle2, angle1);
checkforemptylines = false;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (checkforemptylines && R_IsEmptyLine(line, gl_frontsector, gl_backsector))
return;
}
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
#else
// Single sided line?
if (!gl_backsector)
goto clipsolid;
gl_backsector = R_FakeFlat(gl_backsector, &tempsec, NULL, NULL, true);
if (gl_backsector->ceilingpic == skyflatnum && gl_frontsector->ceilingpic == skyflatnum)
bothceilingssky = true;
if (gl_backsector->floorpic == skyflatnum && gl_frontsector->floorpic == skyflatnum)
bothfloorssky = true;
if (bothceilingssky && bothfloorssky) // everything's sky? let's save us a bit of time then
{
if (!line->polyseg &&
!line->sidedef->midtexture
&& ((!gl_frontsector->ffloors && !gl_backsector->ffloors)
|| Tag_Compare(&gl_frontsector->tags, &gl_backsector->tags)))
return; // line is empty, don't even bother
goto clippass; // treat like wide open window instead
}
if (gl_frontsector->f_slope || gl_frontsector->c_slope || gl_backsector->f_slope || gl_backsector->c_slope)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
end2 = P_GetZAt(slope, v2x, v2y, normalheight);
SLOPEPARAMS(gl_frontsector->f_slope, frontf1, frontf2, gl_frontsector-> floorheight)
SLOPEPARAMS(gl_frontsector->c_slope, frontc1, frontc2, gl_frontsector->ceilingheight)
SLOPEPARAMS( gl_backsector->f_slope, backf1, backf2, gl_backsector-> floorheight)
SLOPEPARAMS( gl_backsector->c_slope, backc1, backc2, gl_backsector->ceilingheight)
#undef SLOPEPARAMS
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
if ((backc1 <= frontf1 && backc2 <= frontf2)
|| (backf1 >= frontc1 && backf2 >= frontc2))
{
goto clipsolid;
}
// Check for automap fix.
if (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || gl_curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gl_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (backc1 != frontc1 || backc2 != frontc2)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (backf1 != frontf1 || backf2 != frontf2)
goto clippass;
}
else
{
// if both ceilings are skies, consider it always "open"
// same for floors
if (!bothceilingssky && !bothfloorssky)
{
// Closed door.
if (gl_backsector->ceilingheight <= gl_frontsector->floorheight ||
gl_backsector->floorheight >= gl_frontsector->ceilingheight)
goto clipsolid;
// Check for automap fix.
if (gl_backsector->ceilingheight <= gl_backsector->floorheight
&& ((gl_backsector->ceilingheight >= gl_frontsector->ceilingheight) || gl_curline->sidedef->toptexture)
&& ((gl_backsector->floorheight <= gl_backsector->floorheight) || gl_curline->sidedef->bottomtexture))
goto clipsolid;
}
// Window.
if (!bothceilingssky) // ceilings are always the "same" when sky
if (gl_backsector->ceilingheight != gl_frontsector->ceilingheight)
goto clippass;
if (!bothfloorssky) // floors are always the "same" when sky
if (gl_backsector->floorheight != gl_frontsector->floorheight)
goto clippass;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (R_IsEmptyLine(gl_curline, gl_frontsector, gl_backsector))
return;
clippass:
if (x1 == x2)
{ x2++;x1 -= 2; }
HWR_ClipPassWallSegment(x1, x2-1);
return;
clipsolid:
if (x1 == x2)
goto clippass;
HWR_ClipSolidWallSegment(x1, x2-1);
#endif
}
// HWR_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true
// if some part of the bbox might be visible.
//
// modified to use local variables
static boolean HWR_CheckBBox(fixed_t *bspcoord)
{
INT32 boxpos;
fixed_t px1, py1, px2, py2;
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 sx1, sx2;
angle_t span, tspan;
#endif
// Find the corners of the box
// that define the edges from current viewpoint.
if (dup_viewx <= bspcoord[BOXLEFT])
boxpos = 0;
else if (dup_viewx < bspcoord[BOXRIGHT])
boxpos = 1;
else
boxpos = 2;
if (dup_viewy >= bspcoord[BOXTOP])
boxpos |= 0;
else if (dup_viewy > bspcoord[BOXBOTTOM])
boxpos |= 1<<2;
else
boxpos |= 2<<2;
if (boxpos == 5)
return true;
px1 = bspcoord[checkcoord[boxpos][0]];
py1 = bspcoord[checkcoord[boxpos][1]];
px2 = bspcoord[checkcoord[boxpos][2]];
py2 = bspcoord[checkcoord[boxpos][3]];
#ifdef NEWCLIP
angle1 = R_PointToAngle64(px1, py1);
angle2 = R_PointToAngle64(px2, py2);
return gld_clipper_SafeCheckRange(angle2, angle1);
#else
// check clip list for an open space
angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle;
angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle;
span = angle1 - angle2;
// Sitting on a line?
if (span >= ANGLE_180)
return true;
tspan = angle1 + gl_clipangle;
if (tspan > 2*gl_clipangle)
{
tspan -= 2*gl_clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle1 = gl_clipangle;
}
tspan = gl_clipangle - angle2;
if (tspan > 2*gl_clipangle)
{
tspan -= 2*gl_clipangle;
// Totally off the left edge?
if (tspan >= span)
return false;
angle2 = (angle_t)-(signed)gl_clipangle;
}
// Find the first clippost
// that touches the source post
// (adjacent pixels are touching).
angle1 = (angle1+ANGLE_90)>>ANGLETOFINESHIFT;
angle2 = (angle2+ANGLE_90)>>ANGLETOFINESHIFT;
sx1 = gl_viewangletox[angle1];
sx2 = gl_viewangletox[angle2];
// Does not cross a pixel.
if (sx1 == sx2)
return false;
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
#endif
}
//
// HWR_AddPolyObjectSegs
//
// haleyjd 02/19/06
// Adds all segs in all polyobjects in the given subsector.
// Modified for hardware rendering.
//
static inline void HWR_AddPolyObjectSegs(void)
{
size_t i, j;
seg_t *gl_fakeline = Z_Calloc(sizeof(seg_t), PU_STATIC, NULL);
polyvertex_t *pv1 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
polyvertex_t *pv2 = Z_Calloc(sizeof(polyvertex_t), PU_STATIC, NULL);
// Sort through all the polyobjects
for (i = 0; i < numpolys; ++i)
{
// Render the polyobject's lines
for (j = 0; j < po_ptrs[i]->segCount; ++j)
{
// Copy the info of a polyobject's seg, then convert it to OpenGL floating point
M_Memcpy(gl_fakeline, po_ptrs[i]->segs[j], sizeof(seg_t));
// Now convert the line to float and add it to be rendered
pv1->x = FIXED_TO_FLOAT(gl_fakeline->v1->x);
pv1->y = FIXED_TO_FLOAT(gl_fakeline->v1->y);
pv2->x = FIXED_TO_FLOAT(gl_fakeline->v2->x);
pv2->y = FIXED_TO_FLOAT(gl_fakeline->v2->y);
gl_fakeline->pv1 = pv1;
gl_fakeline->pv2 = pv2;
HWR_AddLine(gl_fakeline);
}
}
// Free temporary data no longer needed
Z_Free(pv2);
Z_Free(pv1);
Z_Free(gl_fakeline);
}
static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
FBITFIELD blendmode, UINT8 lightlevel, levelflat_t *levelflat, sector_t *FOFsector,
UINT8 alpha, extracolormap_t *planecolormap)
{
FSurfaceInfo Surf;
FOutVector *v3d;
INT32 shader = SHADER_DEFAULT;
size_t nrPlaneVerts = polysector->numVertices;
INT32 i;
float height = FIXED_TO_FLOAT(fixedheight); // constant y for all points on the convex flat polygon
float flatxref, flatyref;
float fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
boolean texflat = false;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
fixed_t tempxs, tempyt;
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
if (nrPlaneVerts < 3) // Not even a triangle?
return;
else if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
{
CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
return;
}
// Allocate plane-vertex buffer if we need to
if (!planeVerts || nrPlaneVerts > numAllocedPlaneVerts)
{
numAllocedPlaneVerts = (UINT16)nrPlaneVerts;
Z_Free(planeVerts);
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
}
// set texture for polygon
if (levelflat != NULL)
{
if (levelflat->type == LEVELFLAT_FLAT)
{
size_t len = W_LumpLength(levelflat->u.flat.lumpnum);
switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
flatflag = ((INT32)fflatwidth)-1;
}
else
{
if (levelflat->type == LEVELFLAT_TEXTURE)
{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
}
else if (levelflat->type == LEVELFLAT_PATCH || levelflat->type == LEVELFLAT_PNG)
{
fflatwidth = levelflat->width;
fflatheight = levelflat->height;
}
texflat = true;
}
}
else // set no texture
HWR_SetCurrentTexture(NULL);
// reference point for flat texture coord for each vertex around the polygon
flatxref = FIXED_TO_FLOAT(polysector->origVerts[0].x);
flatyref = FIXED_TO_FLOAT(polysector->origVerts[0].y);
flatxref = (float)(((fixed_t)flatxref & (~flatflag)) / fflatwidth);
flatyref = (float)(((fixed_t)flatyref & (~flatflag)) / fflatheight);
// transform
v3d = planeVerts;
if (FOFsector != NULL)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatheight;
angle = FOFsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatheight;
angle = FOFsector->ceilingpic_angle;
}
}
else if (gl_frontsector)
{
if (!isceiling) // it's a floor
{
scrollx = FIXED_TO_FLOAT(gl_frontsector->floor_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->floor_yoffs)/fflatheight;
angle = gl_frontsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gl_frontsector->ceiling_xoffs)/fflatwidth;
scrolly = FIXED_TO_FLOAT(gl_frontsector->ceiling_yoffs)/fflatheight;
angle = gl_frontsector->ceilingpic_angle;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
angle = (InvAngle(angle))>>ANGLETOFINESHIFT;
// This needs to be done so that it scrolls in a different direction after rotation like software
/*tempxs = FLOAT_TO_FIXED(scrollx);
tempyt = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));*/
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
tempxs = FLOAT_TO_FIXED(flatxref);
tempyt = FLOAT_TO_FIXED(flatyref);
flatxref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
flatyref = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
}
for (i = 0; i < (INT32)nrPlaneVerts; i++,v3d++)
{
// Go from the polysector's original vertex locations
// Means the flat is offset based on the original vertex locations
if (texflat)
{
v3d->s = (float)(FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) + scrollx;
v3d->t = -(float)(FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly;
}
else
{
v3d->s = (float)((FIXED_TO_FLOAT(polysector->origVerts[i].x) / fflatwidth) - flatxref + scrollx);
v3d->t = (float)(flatyref - (FIXED_TO_FLOAT(polysector->origVerts[i].y) / fflatheight) + scrolly);
}
// Need to rotate before translate
if (angle) // Only needs to be done if there's an altered angle
{
tempxs = FLOAT_TO_FIXED(v3d->s);
tempyt = FLOAT_TO_FIXED(v3d->t);
v3d->s = (FIXED_TO_FLOAT(FixedMul(tempxs, FINECOSINE(angle)) - FixedMul(tempyt, FINESINE(angle))));
v3d->t = (FIXED_TO_FLOAT(FixedMul(tempxs, FINESINE(angle)) + FixedMul(tempyt, FINECOSINE(angle))));
}
v3d->x = FIXED_TO_FLOAT(polysector->vertices[i]->x);
v3d->y = height;
v3d->z = FIXED_TO_FLOAT(polysector->vertices[i]->y);
}
HWR_Lighting(&Surf, lightlevel, planecolormap);
if (blendmode & PF_Translucent)
{
Surf.PolyColor.s.alpha = (UINT8)alpha;
blendmode |= PF_Modulated|PF_Occlude;
}
else
blendmode |= PF_Masked|PF_Modulated;
if (HWR_UseShader())
{
shader = SHADER_FLOOR;
blendmode |= PF_ColorMapped;
}
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, shader, false);
}
static void HWR_AddPolyObjectPlanes(void)
{
size_t i;
sector_t *polyobjsector;
INT32 light = 0;
// Polyobject Planes need their own function for drawing because they don't have extrasubsectors by themselves
// It should be okay because polyobjects should always be convex anyway
for (i = 0; i < numpolys; i++)
{
polyobjsector = po_ptrs[i]->lines[0]->backsector; // the in-level polyobject sector
if (!(po_ptrs[i]->flags & POF_RENDERPLANES)) // Only render planes when you should
continue;
if (po_ptrs[i]->translucency >= NUMTRANSMAPS)
continue;
if (polyobjsector->floorheight <= gl_frontsector->ceilingheight
&& polyobjsector->floorheight >= gl_frontsector->floorheight
&& (viewz < polyobjsector->floorheight))
{
light = R_GetPlaneLight(gl_frontsector, polyobjsector->floorheight, true);
if (po_ptrs[i]->translucency > 0)
{
FSurfaceInfo Surf;
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->floorpic], po_ptrs[i], false, polyobjsector->floorheight,
(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
}
else
{
HWR_GetLevelFlat(&levelflats[polyobjsector->floorpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude,
(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->floorpic],
polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
}
}
if (polyobjsector->ceilingheight >= gl_frontsector->floorheight
&& polyobjsector->ceilingheight <= gl_frontsector->ceilingheight
&& (viewz > polyobjsector->ceilingheight))
{
light = R_GetPlaneLight(gl_frontsector, polyobjsector->ceilingheight, true);
if (po_ptrs[i]->translucency > 0)
{
FSurfaceInfo Surf;
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->ceilingpic], po_ptrs[i], true, polyobjsector->ceilingheight,
(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), Surf.PolyColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
}
else
{
HWR_GetLevelFlat(&levelflats[polyobjsector->ceilingpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude,
(light == -1 ? gl_frontsector->lightlevel : *gl_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->ceilingpic],
polyobjsector, 255, (light == -1 ? gl_frontsector->extra_colormap : *gl_frontsector->lightlist[light].extra_colormap));
}
}
}
}
// -----------------+
// HWR_Subsector : Determine floor/ceiling planes.
// : Add sprites of things in sector.
// : Draw one or more line segments.
// Notes : Sets gl_cursectorlight to the light of the parent sector, to modulate wall textures
// -----------------+
static void HWR_Subsector(size_t num)
{
INT16 count;
seg_t *line;
subsector_t *sub;
static sector_t tempsec; //SoM: 4/7/2000
INT32 floorlightlevel;
INT32 ceilinglightlevel;
INT32 locFloorHeight, locCeilingHeight;
INT32 cullFloorHeight, cullCeilingHeight;
INT32 light = 0;
extracolormap_t *floorcolormap;
extracolormap_t *ceilingcolormap;
#ifdef PARANOIA //no risk while developing, enough debugging nights!
if (num >= addsubsector)
I_Error("HWR_Subsector: ss %s with numss = %s, addss = %s\n",
sizeu1(num), sizeu2(numsubsectors), sizeu3(addsubsector));
/*if (num >= numsubsectors)
I_Error("HWR_Subsector: ss %i with numss = %i",
num,
numsubsectors);*/
#endif
if (num < numsubsectors)
{
// subsector
sub = &subsectors[num];
// sector
gl_frontsector = sub->sector;
// how many linedefs
count = sub->numlines;
// first line seg
line = &segs[sub->firstline];
}
else
{
// there are no segs but only planes
sub = &subsectors[0];
gl_frontsector = sub->sector;
count = 0;
line = NULL;
}
//SoM: 4/7/2000: Test to make Boom water work in Hardware mode.
gl_frontsector = R_FakeFlat(gl_frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false);
//FIXME: Use floorlightlevel and ceilinglightlevel insted of lightlevel.
floorcolormap = ceilingcolormap = gl_frontsector->extra_colormap;
// ------------------------------------------------------------------------
// sector lighting, DISABLED because it's done in HWR_StoreWallRange
// ------------------------------------------------------------------------
/// \todo store a RGBA instead of just intensity, allow coloured sector lighting
//light = (FUBYTE)(sub->sector->lightlevel & 0xFF) / 255.0f;
//gl_cursectorlight.red = light;
//gl_cursectorlight.green = light;
//gl_cursectorlight.blue = light;
//gl_cursectorlight.alpha = light;
// ----- end special tricks -----
cullFloorHeight = P_GetSectorFloorZAt (gl_frontsector, viewx, viewy);
cullCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, viewx, viewy);
locFloorHeight = P_GetSectorFloorZAt (gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
locCeilingHeight = P_GetSectorCeilingZAt(gl_frontsector, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
if (gl_frontsector->ffloors)
{
if (gl_frontsector->moved)
{
gl_frontsector->numlights = sub->sector->numlights = 0;
R_Prep3DFloors(gl_frontsector);
sub->sector->lightlist = gl_frontsector->lightlist;
sub->sector->numlights = gl_frontsector->numlights;
sub->sector->moved = gl_frontsector->moved = false;
}
light = R_GetPlaneLight(gl_frontsector, locFloorHeight, false);
if (gl_frontsector->floorlightsec == -1)
floorlightlevel = *gl_frontsector->lightlist[light].lightlevel;
floorcolormap = *gl_frontsector->lightlist[light].extra_colormap;
light = R_GetPlaneLight(gl_frontsector, locCeilingHeight, false);
if (gl_frontsector->ceilinglightsec == -1)
ceilinglightlevel = *gl_frontsector->lightlist[light].lightlevel;
ceilingcolormap = *gl_frontsector->lightlist[light].extra_colormap;
}
sub->sector->extra_colormap = gl_frontsector->extra_colormap;
// render floor ?
#ifdef DOPLANES
// yeah, easy backface cull! :)
if (cullFloorHeight < dup_viewz)
{
if (gl_frontsector->floorpic != skyflatnum)
{
if (sub->validcount != validcount)
{
HWR_GetLevelFlat(&levelflats[gl_frontsector->floorpic]);
HWR_RenderPlane(sub, &extrasubsectors[num], false,
// Hack to make things continue to work around slopes.
locFloorHeight == cullFloorHeight ? locFloorHeight : gl_frontsector->floorheight,
// We now return you to your regularly scheduled rendering.
PF_Occlude, floorlightlevel, &levelflats[gl_frontsector->floorpic], NULL, 255, floorcolormap);
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locFloorHeight);
#endif
}
}
if (cullCeilingHeight > dup_viewz)
{
if (gl_frontsector->ceilingpic != skyflatnum)
{
if (sub->validcount != validcount)
{
HWR_GetLevelFlat(&levelflats[gl_frontsector->ceilingpic]);
HWR_RenderPlane(sub, &extrasubsectors[num], true,
// Hack to make things continue to work around slopes.
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gl_frontsector->ceilingheight,
// We now return you to your regularly scheduled rendering.
PF_Occlude, ceilinglightlevel, &levelflats[gl_frontsector->ceilingpic], NULL, 255, ceilingcolormap);
}
}
else
{
#ifdef POLYSKY
HWR_RenderSkyPlane(&extrasubsectors[num], locCeilingHeight);
#endif
}
}
#ifndef POLYSKY
// Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky
if (gl_frontsector->ceilingpic == skyflatnum || gl_frontsector->floorpic == skyflatnum)
drawsky = true;
#endif
#ifdef R_FAKEFLOORS
if (gl_frontsector->ffloors)
{
/// \todo fix light, xoffs, yoffs, extracolormap ?
ffloor_t * rover;
for (rover = gl_frontsector->ffloors;
rover; rover = rover->next)
{
fixed_t cullHeight, centerHeight;
// bottom plane
cullHeight = P_GetFFloorBottomZAt(rover, viewx, viewy);
centerHeight = P_GetFFloorBottomZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES))
continue;
if (sub->validcount == validcount)
continue;
if (centerHeight <= locCeilingHeight &&
centerHeight >= locFloorHeight &&
((dup_viewz < cullHeight && (rover->flags & FF_BOTHPLANES || !(rover->flags & FF_INVERTPLANES))) ||
(dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
HWR_AddTransparentFloor(0,
&extrasubsectors[num],
false,
*rover->bottomheight,
*gl_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256) // SoM: Flags are more efficient
{
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_AddTransparentFloor(&levelflats[*rover->bottompic],
&extrasubsectors[num],
false,
*rover->bottomheight,
*gl_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
false, *gl_frontsector->lightlist[light].extra_colormap);
}
else
{
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(sub, &extrasubsectors[num], false, *rover->bottomheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
}
}
// top plane
cullHeight = P_GetFFloorTopZAt(rover, viewx, viewy);
centerHeight = P_GetFFloorTopZAt(rover, gl_frontsector->soundorg.x, gl_frontsector->soundorg.y);
if (centerHeight >= locFloorHeight &&
centerHeight <= locCeilingHeight &&
((dup_viewz > cullHeight && (rover->flags & FF_BOTHPLANES || !(rover->flags & FF_INVERTPLANES))) ||
(dup_viewz < cullHeight && (rover->flags & FF_BOTHPLANES || rover->flags & FF_INVERTPLANES))))
{
if (rover->flags & FF_FOG)
{
UINT8 alpha;
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
alpha = HWR_FogBlockAlpha(*gl_frontsector->lightlist[light].lightlevel, rover->master->frontsector->extra_colormap);
HWR_AddTransparentFloor(0,
&extrasubsectors[num],
true,
*rover->topheight,
*gl_frontsector->lightlist[light].lightlevel,
alpha, rover->master->frontsector, PF_Fog|PF_NoTexture,
true, rover->master->frontsector->extra_colormap);
}
else if (rover->flags & FF_TRANSLUCENT && rover->alpha < 256)
{
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_AddTransparentFloor(&levelflats[*rover->toppic],
&extrasubsectors[num],
true,
*rover->topheight,
*gl_frontsector->lightlist[light].lightlevel,
rover->alpha-1 > 255 ? 255 : rover->alpha-1, rover->master->frontsector, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Translucent,
false, *gl_frontsector->lightlist[light].extra_colormap);
}
else
{
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
light = R_GetPlaneLight(gl_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(sub, &extrasubsectors[num], true, *rover->topheight, (rover->flags & FF_RIPPLE ? PF_Ripple : 0)|PF_Occlude, *gl_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
rover->master->frontsector, 255, *gl_frontsector->lightlist[light].extra_colormap);
}
}
}
}
#endif
#endif //doplanes
// Draw all the polyobjects in this subsector
if (sub->polyList)
{
polyobj_t *po = sub->polyList;
numpolys = 0;
// Count all the polyobjects, reset the list, and recount them
while (po)
{
++numpolys;
po = (polyobj_t *)(po->link.next);
}
// for render stats
ps_numpolyobjects += numpolys;
// Sort polyobjects
R_SortPolyObjects(sub);
// Draw polyobject lines.
HWR_AddPolyObjectSegs();
if (sub->validcount != validcount) // This validcount situation seems to let us know that the floors have already been drawn.
{
// Draw polyobject planes
HWR_AddPolyObjectPlanes();
}
}
// Hurder ici se passe les choses INT32<33>essantes!
// on vient de tracer le sol et le plafond
// on trace <20>pr<70>ent d'abord les sprites et ensuite les murs
// hurdler: faux: on ajoute seulement les sprites, le murs sont trac<61> d'abord
if (line)
{
// draw sprites first, coz they are clipped to the solidsegs of
// subsectors more 'in front'
HWR_AddSprites(gl_frontsector);
//Hurdler: at this point validcount must be the same, but is not because
// gl_frontsector doesn't point anymore to sub->sector due to
// the call gl_frontsector = R_FakeFlat(...)
// if it's not done, the sprite is drawn more than once,
// what looks really bad with translucency or dynamic light,
// without talking about the overdraw of course.
sub->sector->validcount = validcount;/// \todo fix that in a better way
while (count--)
{
if (!line->glseg && !line->polyseg) // ignore segs that belong to polyobjects
HWR_AddLine(line);
line++;
}
}
sub->validcount = validcount;
}
//
// Renders all subsectors below a given node,
// traversing subtree recursively.
// Just call with BSP root.
#ifdef coolhack
//t;b;l;r
static fixed_t hackbbox[4];
//BOXTOP,
//BOXBOTTOM,
//BOXLEFT,
//BOXRIGHT
static boolean HWR_CheckHackBBox(fixed_t *bb)
{
if (bb[BOXTOP] < hackbbox[BOXBOTTOM]) //y up
return false;
if (bb[BOXBOTTOM] > hackbbox[BOXTOP])
return false;
if (bb[BOXLEFT] > hackbbox[BOXRIGHT])
return false;
if (bb[BOXRIGHT] < hackbbox[BOXLEFT])
return false;
return true;
}
#endif
// BP: big hack for a test in lighning ref : 1249753487AB
fixed_t *hwbbox;
static void HWR_RenderBSPNode(INT32 bspnum)
{
/*//GZDoom code
if(bspnum == -1)
{
HWR_Subsector(subsectors);
return;
}
while(!((size_t)bspnum&(~NF_SUBSECTOR))) // Keep going until found a subsector
{
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// Recursively divide front space (toward the viewer)
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space (away from viewer)
side ^= 1;
if (!HWR_CheckBBox(bsp->bbox[side]))
return;
bspnum = bsp->children[side];
}
HWR_Subsector(bspnum-1);
*/
node_t *bsp = &nodes[bspnum];
// Decide which side the view point is on
INT32 side;
ps_numbspcalls++;
// Found a subsector?
if (bspnum & NF_SUBSECTOR)
{
if (bspnum == -1)
{
//*(gl_drawsubsector_p++) = 0;
HWR_Subsector(0);
}
else
{
//*(gl_drawsubsector_p++) = bspnum&(~NF_SUBSECTOR);
HWR_Subsector(bspnum&(~NF_SUBSECTOR));
}
return;
}
// Decide which side the view point is on.
side = R_PointOnSide(dup_viewx, dup_viewy, bsp);
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side];
// Recursively divide front space.
HWR_RenderBSPNode(bsp->children[side]);
// Possibly divide back space.
if (HWR_CheckBBox(bsp->bbox[side^1]))
{
// BP: big hack for a test in lighning ref : 1249753487AB
hwbbox = bsp->bbox[side^1];
HWR_RenderBSPNode(bsp->children[side^1]);
}
}
/*
//
// Clear 'stack' of subsectors to draw
//
static void HWR_ClearDrawSubsectors(void)
{
gl_drawsubsector_p = gl_drawsubsectors;
}
//
// Draw subsectors pushed on the drawsubsectors 'stack', back to front
//
static void HWR_RenderSubsectors(void)
{
while (gl_drawsubsector_p > gl_drawsubsectors)
{
HWR_RenderBSPNode(
lastsubsec->nextsubsec = bspnum & (~NF_SUBSECTOR);
}
}
*/
// ==========================================================================
// FROM R_MAIN.C
// ==========================================================================
//BP : exactely the same as R_InitTextureMapping
void HWR_InitTextureMapping(void)
{
angle_t i;
INT32 x;
INT32 t;
fixed_t focallength;
fixed_t grcenterx;
fixed_t grcenterxfrac;
INT32 grviewwidth;
#define clipanglefov (FIELDOFVIEW>>ANGLETOFINESHIFT)
grviewwidth = vid.width;
grcenterx = grviewwidth/2;
grcenterxfrac = grcenterx<<FRACBITS;
// Use tangent table to generate viewangletox:
// viewangletox will give the next greatest x
// after the view angle.
//
// Calc focallength
// so FIELDOFVIEW angles covers SCREENWIDTH.
focallength = FixedDiv(grcenterxfrac,
FINETANGENT(FINEANGLES/4+clipanglefov/2));
for (i = 0; i < FINEANGLES/2; i++)
{
if (FINETANGENT(i) > FRACUNIT*2)
t = -1;
else if (FINETANGENT(i) < -FRACUNIT*2)
t = grviewwidth+1;
else
{
t = FixedMul(FINETANGENT(i), focallength);
t = (grcenterxfrac - t+FRACUNIT-1)>>FRACBITS;
if (t < -1)
t = -1;
else if (t > grviewwidth+1)
t = grviewwidth+1;
}
gl_viewangletox[i] = t;
}
// Scan viewangletox[] to generate xtoviewangle[]:
// xtoviewangle will give the smallest view angle
// that maps to x.
for (x = 0; x <= grviewwidth; x++)
{
i = 0;
while (gl_viewangletox[i]>x)
i++;
gl_xtoviewangle[x] = (i<<ANGLETOFINESHIFT) - ANGLE_90;
}
// Take out the fencepost cases from viewangletox.
for (i = 0; i < FINEANGLES/2; i++)
{
if (gl_viewangletox[i] == -1)
gl_viewangletox[i] = 0;
else if (gl_viewangletox[i] == grviewwidth+1)
gl_viewangletox[i] = grviewwidth;
}
gl_clipangle = gl_xtoviewangle[0];
}
// ==========================================================================
// gl_things.c
// ==========================================================================
// sprites are drawn after all wall and planes are rendered, so that
// sprite translucency effects apply on the rendered view (instead of the background sky!!)
static UINT32 gl_visspritecount;
static gl_vissprite_t *gl_visspritechunks[MAXVISSPRITES >> VISSPRITECHUNKBITS] = {NULL};
// --------------------------------------------------------------------------
// HWR_ClearSprites
// Called at frame start.
// --------------------------------------------------------------------------
static void HWR_ClearSprites(void)
{
gl_visspritecount = 0;
}
// --------------------------------------------------------------------------
// HWR_NewVisSprite
// --------------------------------------------------------------------------
static gl_vissprite_t gl_overflowsprite;
static gl_vissprite_t *HWR_GetVisSprite(UINT32 num)
{
UINT32 chunk = num >> VISSPRITECHUNKBITS;
// Allocate chunk if necessary
if (!gl_visspritechunks[chunk])
Z_Malloc(sizeof(gl_vissprite_t) * VISSPRITESPERCHUNK, PU_LEVEL, &gl_visspritechunks[chunk]);
return gl_visspritechunks[chunk] + (num & VISSPRITEINDEXMASK);
}
static gl_vissprite_t *HWR_NewVisSprite(void)
{
if (gl_visspritecount == MAXVISSPRITES)
return &gl_overflowsprite;
return HWR_GetVisSprite(gl_visspritecount++);
}
// A hack solution for transparent surfaces appearing on top of linkdraw sprites.
// Keep a list of linkdraw sprites and draw their shapes to the z-buffer after all other
// sprite drawing is done. (effectively the z-buffer drawing of linkdraw sprites is delayed)
// NOTE: This will no longer be necessary once full translucent sorting is implemented, where
// translucent sprites and surfaces are sorted together.
typedef struct
{
FOutVector verts[4];
gl_vissprite_t *spr;
} zbuffersprite_t;
// this list is used to store data about linkdraw sprites
zbuffersprite_t linkdrawlist[MAXVISSPRITES];
UINT32 linkdrawcount = 0;
// add the necessary data to the list for delayed z-buffer drawing
static void HWR_LinkDrawHackAdd(FOutVector *verts, gl_vissprite_t *spr)
{
if (linkdrawcount < MAXVISSPRITES)
{
memcpy(linkdrawlist[linkdrawcount].verts, verts, sizeof(FOutVector) * 4);
linkdrawlist[linkdrawcount].spr = spr;
linkdrawcount++;
}
}
// process and clear the list of sprites for delayed z-buffer drawing
static void HWR_LinkDrawHackFinish(void)
{
UINT32 i;
FSurfaceInfo surf;
surf.PolyColor.rgba = 0xFFFFFFFF;
surf.TintColor.rgba = 0xFFFFFFFF;
surf.FadeColor.rgba = 0xFFFFFFFF;
surf.LightInfo.light_level = 0;
surf.LightInfo.fade_start = 0;
surf.LightInfo.fade_end = 31;
for (i = 0; i < linkdrawcount; i++)
{
// draw sprite shape, only to z-buffer
HWR_GetPatch(linkdrawlist[i].spr->gpatch);
HWR_ProcessPolygon(&surf, linkdrawlist[i].verts, 4, PF_Translucent|PF_Occlude|PF_Invisible, 0, false);
}
// reset list
linkdrawcount = 0;
}
//
// HWR_DoCulling
// Hardware version of R_DoCulling
// (see r_main.c)
static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float vz, float bottomh, float toph)
{
float cullplane;
if (!cullheight)
return false;
cullplane = FIXED_TO_FLOAT(cullheight->frontsector->floorheight);
if (cullheight->flags & ML_NOCLIMB) // Group culling
{
if (!viewcullheight)
return false;
// Make sure this is part of the same group
if (viewcullheight->frontsector == cullheight->frontsector)
{
// OK, we can cull
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
}
else // Quick culling
{
if (vz > cullplane && toph < cullplane) // Cull if below plane
return true;
if (bottomh > cullplane && vz <= cullplane) // Cull if above plane
return true;
}
return false;
}
static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
{
patch_t *gpatch;
FOutVector shadowVerts[4];
FSurfaceInfo sSurf;
float fscale; float fx; float fy; float offset;
extracolormap_t *colormap = NULL;
FBITFIELD blendmode = PF_Translucent|PF_Modulated;
INT32 shader = SHADER_DEFAULT;
UINT8 i;
SINT8 flip = P_MobjFlip(thing);
INT32 light;
fixed_t scalemul;
UINT16 alpha;
fixed_t floordiff;
fixed_t groundz;
fixed_t slopez;
pslope_t *groundslope;
groundz = R_GetShadowZ(thing, &groundslope);
//if (abs(groundz - gl_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
alpha = floordiff / (4*FRACUNIT) + 75;
if (alpha >= 255) return;
alpha = 255 - alpha;
gpatch = (patch_t *)W_CachePatchName("DSHADOW", PU_SPRITE);
if (!(gpatch && ((GLPatch_t *)gpatch->hardware)->mipmap->format)) return;
HWR_GetPatch(gpatch);
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
fscale = FIXED_TO_FLOAT(scalemul);
fx = FIXED_TO_FLOAT(thing->x);
fy = FIXED_TO_FLOAT(thing->y);
// 3--2
// | /|
// |/ |
// 0--1
if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
offset = ((gpatch->height)/2) * fscale;
else
offset = (float)((gpatch->height)/2);
shadowVerts[2].x = shadowVerts[3].x = fx + offset;
shadowVerts[1].x = shadowVerts[0].x = fx - offset;
shadowVerts[1].z = shadowVerts[2].z = fy - offset;
shadowVerts[0].z = shadowVerts[3].z = fy + offset;
for (i = 0; i < 4; i++)
{
float oldx = shadowVerts[i].x;
float oldy = shadowVerts[i].z;
shadowVerts[i].x = fx + ((oldx - fx) * gl_viewcos) - ((oldy - fy) * gl_viewsin);
shadowVerts[i].z = fy + ((oldx - fx) * gl_viewsin) + ((oldy - fy) * gl_viewcos);
}
if (groundslope)
{
for (i = 0; i < 4; i++)
{
slopez = P_GetSlopeZAt(groundslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + flip * 0.05f;
}
}
else
{
for (i = 0; i < 4; i++)
shadowVerts[i].y = FIXED_TO_FLOAT(groundz) + flip * 0.05f;
}
shadowVerts[0].s = shadowVerts[3].s = 0;
shadowVerts[2].s = shadowVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
shadowVerts[3].t = shadowVerts[2].t = 0;
shadowVerts[0].t = shadowVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
if (!(thing->renderflags & RF_NOCOLORMAPS))
{
if (thing->subsector->sector->numlights)
{
// Always use the light at the top instead of whatever I was doing before
light = R_GetPlaneLight(thing->subsector->sector, groundz, false);
if (*thing->subsector->sector->lightlist[light].extra_colormap)
colormap = *thing->subsector->sector->lightlist[light].extra_colormap;
}
else if (thing->subsector->sector->extra_colormap)
colormap = thing->subsector->sector->extra_colormap;
}
HWR_Lighting(&sSurf, 0, colormap);
sSurf.PolyColor.s.alpha = alpha;
if (HWR_UseShader())
{
shader = SHADER_SPRITE;
blendmode |= PF_ColorMapped;
}
HWR_ProcessPolygon(&sSurf, shadowVerts, 4, blendmode, shader, false);
}
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
static void HWR_RotateSpritePolyToAim(gl_vissprite_t *spr, FOutVector *wallVerts, const boolean precip)
{
if (cv_glspritebillboarding.value
&& spr && spr->mobj && !R_ThingIsPaperSprite(spr->mobj)
&& wallVerts)
{
float basey = FIXED_TO_FLOAT(spr->mobj->z);
float lowy = wallVerts[0].y;
if (!precip && P_MobjFlip(spr->mobj) == -1) // precip doesn't have eflags so they can't flip
{
basey = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
}
// Rotate sprites to fully billboard with the camera
// X, Y, AND Z need to be manipulated for the polys to rotate around the
// origin, because of how the origin setting works I believe that should
// be mobj->z or mobj->z + mobj->height
wallVerts[2].y = wallVerts[3].y = (spr->gzt - basey) * gl_viewludsin + basey;
wallVerts[0].y = wallVerts[1].y = (lowy - basey) * gl_viewludsin + basey;
// translate back to be around 0 before translating back
wallVerts[3].x += ((spr->gzt - basey) * gl_viewludcos) * gl_viewcos;
wallVerts[2].x += ((spr->gzt - basey) * gl_viewludcos) * gl_viewcos;
wallVerts[0].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos;
wallVerts[1].x += ((lowy - basey) * gl_viewludcos) * gl_viewcos;
wallVerts[3].z += ((spr->gzt - basey) * gl_viewludcos) * gl_viewsin;
wallVerts[2].z += ((spr->gzt - basey) * gl_viewludcos) * gl_viewsin;
wallVerts[0].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin;
wallVerts[1].z += ((lowy - basey) * gl_viewludcos) * gl_viewsin;
}
}
static void HWR_SplitSprite(gl_vissprite_t *spr)
{
FOutVector wallVerts[4];
FOutVector baseWallVerts[4]; // This is what the verts should end up as
patch_t *gpatch;
FSurfaceInfo Surf;
extracolormap_t *colormap = NULL;
FUINT lightlevel;
boolean lightset = true;
FBITFIELD blend = 0;
FBITFIELD occlusion;
INT32 shader = SHADER_DEFAULT;
boolean use_linkdraw_hack = false;
UINT8 alpha;
INT32 i;
float realtop, realbot, top, bot;
float ttop, tbot, tmult;
float bheight;
float realheight, heightmult;
const sector_t *sector = spr->mobj->subsector->sector;
const lightlist_t *list = sector->lightlist;
float endrealtop, endrealbot, endtop, endbot;
float endbheight;
float endrealheight;
fixed_t temp;
fixed_t v1x, v1y, v2x, v2y;
gpatch = spr->gpatch;
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
baseWallVerts[1].z = baseWallVerts[2].z = spr->z2;
baseWallVerts[2].y = baseWallVerts[3].y = spr->gzt;
baseWallVerts[0].y = baseWallVerts[1].y = spr->gz;
v1x = FLOAT_TO_FIXED(spr->x1);
v1y = FLOAT_TO_FIXED(spr->z1);
v2x = FLOAT_TO_FIXED(spr->x2);
v2y = FLOAT_TO_FIXED(spr->z2);
if (spr->flip)
{
baseWallVerts[0].s = baseWallVerts[3].s = ((GLPatch_t *)gpatch->hardware)->max_s;
baseWallVerts[2].s = baseWallVerts[1].s = 0;
}
else
{
baseWallVerts[0].s = baseWallVerts[3].s = 0;
baseWallVerts[2].s = baseWallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
baseWallVerts[3].t = baseWallVerts[2].t = ((GLPatch_t *)gpatch->hardware)->max_t;
baseWallVerts[0].t = baseWallVerts[1].t = 0;
}
else
{
baseWallVerts[3].t = baseWallVerts[2].t = 0;
baseWallVerts[0].t = baseWallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
}
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gl_viewcos*(0.05f*spr->dispoffset);
float si = -gl_viewsin*(0.05f*spr->dispoffset);
baseWallVerts[0].z = baseWallVerts[3].z = baseWallVerts[0].z+si;
baseWallVerts[1].z = baseWallVerts[2].z = baseWallVerts[1].z+si;
baseWallVerts[0].x = baseWallVerts[3].x = baseWallVerts[0].x+co;
baseWallVerts[1].x = baseWallVerts[2].x = baseWallVerts[1].x+co;
}
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, baseWallVerts, false);
realtop = top = baseWallVerts[3].y;
realbot = bot = baseWallVerts[0].y;
ttop = baseWallVerts[3].t;
tbot = baseWallVerts[0].t;
tmult = (tbot - ttop) / (top - bot);
endrealtop = endtop = baseWallVerts[2].y;
endrealbot = endbot = baseWallVerts[1].y;
// copy the contents of baseWallVerts into the drawn wallVerts array
// baseWallVerts is used to know the final shape to easily get the vertex
// co-ordinates
memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts));
// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
occlusion = 0;
else
occlusion = PF_Occlude;
if (!cv_translucency.value) // translucency disabled
{
Surf.PolyColor.s.alpha = 0xFF;
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.PolyColor.s.alpha = 0x40;
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode);
}
else if (spr->mobj->frame & FF_TRANSMASK)
{
INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT;
blend = HWR_SurfaceBlend(spr->mobj->blendmode, trans, &Surf);
}
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.PolyColor.s.alpha = 0xFF;
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
if (HWR_UseShader())
{
shader = SHADER_SPRITE;
blend |= PF_ColorMapped;
}
alpha = Surf.PolyColor.s.alpha;
// Start with the lightlevel and colormap from the top of the sprite
lightlevel = *list[sector->numlights - 1].lightlevel;
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *list[sector->numlights - 1].extra_colormap;
i = 0;
temp = FLOAT_TO_FIXED(realtop);
if (R_ThingIsFullBright(spr->mobj))
lightlevel = 255;
else if (R_ThingIsFullDark(spr->mobj))
lightlevel = 0;
else
lightset = false;
for (i = 1; i < sector->numlights; i++)
{
fixed_t h = P_GetLightZAt(&sector->lightlist[i], spr->mobj->x, spr->mobj->y);
if (h <= temp)
{
if (!lightset)
lightlevel = *list[i-1].lightlevel > 255 ? 255 : *list[i-1].lightlevel;
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *list[i-1].extra_colormap;
break;
}
}
for (i = 0; i < sector->numlights; i++)
{
if (endtop < endrealbot && top < realbot)
return;
// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
{
if (!lightset)
lightlevel = *list[i].lightlevel > 255 ? 255 : *list[i].lightlevel;
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *list[i].extra_colormap;
}
if (i + 1 < sector->numlights)
{
temp = P_GetLightZAt(&list[i+1], v1x, v1y);
bheight = FIXED_TO_FLOAT(temp);
temp = P_GetLightZAt(&list[i+1], v2x, v2y);
endbheight = FIXED_TO_FLOAT(temp);
}
else
{
bheight = realbot;
endbheight = endrealbot;
}
if (endbheight >= endtop && bheight >= top)
continue;
bot = bheight;
if (bot < realbot)
bot = realbot;
endbot = endbheight;
if (endbot < endrealbot)
endbot = endrealbot;
wallVerts[3].t = ttop + ((realtop - top) * tmult);
wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult);
wallVerts[0].t = ttop + ((realtop - bot) * tmult);
wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult);
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
// The x and y only need to be adjusted in the case that it's not a papersprite
if (cv_glspritebillboarding.value
&& spr->mobj && !R_ThingIsPaperSprite(spr->mobj))
{
// Get the x and z of the vertices so billboarding draws correctly
realheight = realbot - realtop;
endrealheight = endrealbot - endrealtop;
heightmult = (realtop - top) / realheight;
wallVerts[3].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
wallVerts[3].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
heightmult = (endrealtop - endtop) / endrealheight;
wallVerts[2].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
wallVerts[2].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
heightmult = (realtop - bot) / realheight;
wallVerts[0].x = baseWallVerts[3].x + (baseWallVerts[3].x - baseWallVerts[0].x) * heightmult;
wallVerts[0].z = baseWallVerts[3].z + (baseWallVerts[3].z - baseWallVerts[0].z) * heightmult;
heightmult = (endrealtop - endbot) / endrealheight;
wallVerts[1].x = baseWallVerts[2].x + (baseWallVerts[2].x - baseWallVerts[1].x) * heightmult;
wallVerts[1].z = baseWallVerts[2].z + (baseWallVerts[2].z - baseWallVerts[1].z) * heightmult;
}
HWR_Lighting(&Surf, lightlevel, colormap);
Surf.PolyColor.s.alpha = alpha;
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
top = bot;
endtop = endbot;
}
bot = realbot;
endbot = endrealbot;
if (endtop <= endrealbot && top <= realbot)
return;
// If we're ever down here, somehow the above loop hasn't draw all the light levels of sprite
wallVerts[3].t = ttop + ((realtop - top) * tmult);
wallVerts[2].t = ttop + ((endrealtop - endtop) * tmult);
wallVerts[0].t = ttop + ((realtop - bot) * tmult);
wallVerts[1].t = ttop + ((endrealtop - endbot) * tmult);
wallVerts[3].y = top;
wallVerts[2].y = endtop;
wallVerts[0].y = bot;
wallVerts[1].y = endbot;
HWR_Lighting(&Surf, lightlevel, colormap);
Surf.PolyColor.s.alpha = alpha;
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
}
// -----------------+
// HWR_DrawSprite : Draw flat sprites
// : (monsters, bonuses, weapons, lights, ...)
// Returns :
// -----------------+
static void HWR_DrawSprite(gl_vissprite_t *spr)
{
FOutVector wallVerts[4];
patch_t *gpatch;
FSurfaceInfo Surf;
const boolean splat = R_ThingIsFloorSprite(spr->mobj);
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
if (spr->mobj->subsector->sector->numlights && !splat)
{
HWR_SplitSprite(spr);
return;
}
// cache sprite graphics
//12/12/99: Hurdler:
// OK, I don't change anything for MD2 support because I want to be
// sure to do it the right way. So actually, we keep normal sprite
// in memory and we add the md2 model if it exists for that sprite
gpatch = spr->gpatch;
#ifdef ALAM_LIGHTING
if (!(spr->mobj->flags2 & MF2_DEBRIS) && (spr->mobj->sprite != SPR_PLAY ||
(spr->mobj->player && spr->mobj->player->powers[pw_super])))
HWR_DL_AddLight(spr, gpatch);
#endif
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
if (splat)
{
F2DCoord verts[4];
F2DCoord rotated[4];
angle_t angle;
float ca, sa;
float w, h;
float xscale, yscale;
float xoffset, yoffset;
float leftoffset, topoffset;
float scale = spr->scale;
float zoffset = (P_MobjFlip(spr->mobj) * 0.05f);
pslope_t *splatslope = NULL;
INT32 i;
renderflags_t renderflags = spr->renderflags;
if (renderflags & RF_SHADOWEFFECTS)
scale *= spr->shadowscale;
if (spr->rotateflags & SRF_3D || renderflags & RF_NOSPLATBILLBOARD)
angle = spr->mobj->angle;
else
angle = viewangle;
if (!spr->rotated)
angle += spr->mobj->rollangle;
angle = -angle;
angle += ANGLE_90;
topoffset = spr->spriteyoffset;
leftoffset = spr->spritexoffset;
if (spr->flip)
leftoffset = ((float)gpatch->width - leftoffset);
xscale = spr->scale * spr->spritexscale;
yscale = spr->scale * spr->spriteyscale;
xoffset = leftoffset * xscale;
yoffset = topoffset * yscale;
w = (float)gpatch->width * xscale;
h = (float)gpatch->height * yscale;
// Set positions
// 3--2
// | |
// 0--1
verts[3].x = -xoffset;
verts[3].y = yoffset;
verts[2].x = w - xoffset;
verts[2].y = yoffset;
verts[1].x = w - xoffset;
verts[1].y = -h + yoffset;
verts[0].x = -xoffset;
verts[0].y = -h + yoffset;
ca = FIXED_TO_FLOAT(FINECOSINE((-angle)>>ANGLETOFINESHIFT));
sa = FIXED_TO_FLOAT(FINESINE((-angle)>>ANGLETOFINESHIFT));
// Rotate
for (i = 0; i < 4; i++)
{
rotated[i].x = (verts[i].x * ca) - (verts[i].y * sa);
rotated[i].y = (verts[i].x * sa) + (verts[i].y * ca);
}
// Translate
for (i = 0; i < 4; i++)
{
wallVerts[i].x = rotated[i].x + FIXED_TO_FLOAT(spr->mobj->x);
wallVerts[i].z = rotated[i].y + FIXED_TO_FLOAT(spr->mobj->y);
}
if (renderflags & (RF_SLOPESPLAT | RF_OBJECTSLOPESPLAT))
{
pslope_t *standingslope = spr->mobj->standingslope; // The slope that the object is standing on.
// The slope that was defined for the sprite.
if (renderflags & RF_SLOPESPLAT)
splatslope = spr->mobj->floorspriteslope;
if (standingslope && (renderflags & RF_OBJECTSLOPESPLAT))
splatslope = standingslope;
}
// Set vertical position
if (splatslope)
{
for (i = 0; i < 4; i++)
{
fixed_t slopez = P_GetSlopeZAt(splatslope, FLOAT_TO_FIXED(wallVerts[i].x), FLOAT_TO_FIXED(wallVerts[i].z));
wallVerts[i].y = FIXED_TO_FLOAT(slopez) + zoffset;
}
}
else
{
for (i = 0; i < 4; i++)
wallVerts[i].y = FIXED_TO_FLOAT(spr->mobj->z) + zoffset;
}
}
else
{
// these were already scaled in HWR_ProjectSprite
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->gzt;
wallVerts[0].y = wallVerts[1].y = spr->gz;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[3].z = spr->z1;
wallVerts[1].z = wallVerts[2].z = spr->z2;
}
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
if (spr->flip)
{
wallVerts[0].s = wallVerts[3].s = ((GLPatch_t *)gpatch->hardware)->max_s;
wallVerts[2].s = wallVerts[1].s = 0;
}else{
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
wallVerts[3].t = wallVerts[2].t = ((GLPatch_t *)gpatch->hardware)->max_t;
wallVerts[0].t = wallVerts[1].t = 0;
}else{
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
}
if (!splat)
{
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gl_viewcos*(0.05f*spr->dispoffset);
float si = -gl_viewsin*(0.05f*spr->dispoffset);
wallVerts[0].z = wallVerts[3].z = wallVerts[0].z+si;
wallVerts[1].z = wallVerts[2].z = wallVerts[1].z+si;
wallVerts[0].x = wallVerts[3].x = wallVerts[0].x+co;
wallVerts[1].x = wallVerts[2].x = wallVerts[1].x+co;
}
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, wallVerts, false);
}
// This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black.
// sprite lighting by modulating the RGB components
/// \todo coloured
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 0;
boolean lightset = true;
extracolormap_t *colormap = NULL;
if (R_ThingIsFullBright(spr->mobj))
lightlevel = 255;
else if (R_ThingIsFullDark(spr->mobj))
lightlevel = 0;
else
lightset = false;
if (!(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = sector->extra_colormap;
if (splat && sector->numlights)
{
INT32 light = R_GetPlaneLight(sector, spr->mobj->z, false);
if (!lightset)
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap && !(spr->mobj->renderflags & RF_NOCOLORMAPS))
colormap = *sector->lightlist[light].extra_colormap;
}
else if (!lightset)
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
HWR_Lighting(&Surf, lightlevel, colormap);
}
{
INT32 shader = SHADER_DEFAULT;
FBITFIELD blend = 0;
FBITFIELD occlusion;
boolean use_linkdraw_hack = false;
// if sprite has linkdraw, then dont write to z-buffer (by not using PF_Occlude)
// this will result in sprites drawn afterwards to be drawn on top like intended when using linkdraw.
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
occlusion = 0;
else
occlusion = PF_Occlude;
if (!cv_translucency.value) // translucency disabled
{
Surf.PolyColor.s.alpha = 0xFF;
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
else if (spr->mobj->flags2 & MF2_SHADOW)
{
Surf.PolyColor.s.alpha = 0x40;
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode);
}
else if (spr->mobj->frame & FF_TRANSMASK)
{
INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT;
blend = HWR_SurfaceBlend(spr->mobj->blendmode, trans, &Surf);
}
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.PolyColor.s.alpha = 0xFF;
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
if (spr->renderflags & RF_SHADOWEFFECTS)
{
INT32 alpha = Surf.PolyColor.s.alpha;
alpha -= ((INT32)(spr->shadowheight / 4.0f)) + 75;
if (alpha < 1)
return;
Surf.PolyColor.s.alpha = (UINT8)(alpha);
blend = PF_Translucent|occlusion;
if (!occlusion) use_linkdraw_hack = true;
}
if (HWR_UseShader())
{
shader = SHADER_SPRITE;
blend |= PF_ColorMapped;
}
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
}
}
#ifdef HWPRECIP
// Sprite drawer for precipitation
static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
{
INT32 shader = SHADER_DEFAULT;
FBITFIELD blend = 0;
FOutVector wallVerts[4];
patch_t *gpatch;
FSurfaceInfo Surf;
if (!spr->mobj)
return;
if (!spr->mobj->subsector)
return;
// cache sprite graphics
gpatch = spr->gpatch;
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
wallVerts[0].x = wallVerts[3].x = spr->x1;
wallVerts[2].x = wallVerts[1].x = spr->x2;
wallVerts[2].y = wallVerts[3].y = spr->gzt;
wallVerts[0].y = wallVerts[1].y = spr->gz;
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[3].z = spr->z1;
wallVerts[1].z = wallVerts[2].z = spr->z2;
// Let dispoffset work first since this adjust each vertex
HWR_RotateSpritePolyToAim(spr, wallVerts, true);
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = ((GLPatch_t *)gpatch->hardware)->max_s;
wallVerts[3].t = wallVerts[2].t = 0;
wallVerts[0].t = wallVerts[1].t = ((GLPatch_t *)gpatch->hardware)->max_t;
// cache the patch in the graphics card memory
//12/12/99: Hurdler: same comment as above (for md2)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// colormap test
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
{
// Always use the light at the top instead of whatever I was doing before
INT32 light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false);
if (!R_ThingIsFullBright(spr->mobj))
lightlevel = *sector->lightlist[light].lightlevel > 255 ? 255 : *sector->lightlist[light].lightlevel;
if (*sector->lightlist[light].extra_colormap)
colormap = *sector->lightlist[light].extra_colormap;
}
else
{
if (!R_ThingIsFullBright(spr->mobj))
lightlevel = sector->lightlevel > 255 ? 255 : sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
HWR_Lighting(&Surf, lightlevel, colormap);
}
if (spr->mobj->frame & FF_TRANSMASK)
{
INT32 trans = (spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT;
blend = HWR_SurfaceBlend(AST_TRANSLUCENT, trans, &Surf);
}
else
{
// BP: i agree that is little better in environement but it don't
// work properly under glide nor with fogcolor to ffffff :(
// Hurdler: PF_Environement would be cool, but we need to fix
// the issue with the fog before
Surf.PolyColor.s.alpha = 0xFF;
blend = HWR_GetBlendModeFlag(spr->mobj->blendmode)|PF_Occlude;
}
if (HWR_UseShader())
{
shader = SHADER_SPRITE;
blend |= PF_ColorMapped;
}
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated, shader, false);
}
#endif
// --------------------------------------------------------------------------
// Sort vissprites by distance
// --------------------------------------------------------------------------
gl_vissprite_t* gl_vsprorder[MAXVISSPRITES];
// Note: For more correct transparency the transparent sprites would need to be
// sorted and drawn together with transparent surfaces.
static int CompareVisSprites(const void *p1, const void *p2)
{
gl_vissprite_t* spr1 = *(gl_vissprite_t*const*)p1;
gl_vissprite_t* spr2 = *(gl_vissprite_t*const*)p2;
int idiff;
float fdiff;
float tz1, tz2;
// Make transparent sprites last. Comment from the previous sort implementation:
// Sryder: Oh boy, while it's nice having ALL the sprites sorted properly, it fails when we bring MD2's into the
// mix and they want to be translucent. So let's place all the translucent sprites and MD2's AFTER
// everything else, but still ordered of course, the depth buffer can handle the opaque ones plenty fine.
// We just need to move all translucent ones to the end in order
// TODO: Fully sort all sprites and MD2s with walls and floors, this part will be unnecessary after that
int transparency1;
int transparency2;
// check for precip first, because then sprX->mobj is actually a precipmobj_t and does not have flags2 or tracer
int linkdraw1 = !spr1->precip && (spr1->mobj->flags2 & MF2_LINKDRAW) && spr1->mobj->tracer;
int linkdraw2 = !spr2->precip && (spr2->mobj->flags2 & MF2_LINKDRAW) && spr2->mobj->tracer;
// ^ is the XOR operation
// if comparing a linkdraw and non-linkdraw sprite or 2 linkdraw sprites with different tracers, then use
// the tracer's properties instead of the main sprite's.
if ((linkdraw1 && linkdraw2 && spr1->mobj->tracer != spr2->mobj->tracer) || (linkdraw1 ^ linkdraw2))
{
if (linkdraw1)
{
tz1 = spr1->tracertz;
transparency1 = (spr1->mobj->tracer->flags2 & MF2_SHADOW) || (spr1->mobj->tracer->frame & FF_TRANSMASK);
}
else
{
tz1 = spr1->tz;
transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TRANSMASK);
}
if (linkdraw2)
{
tz2 = spr2->tracertz;
transparency2 = (spr2->mobj->tracer->flags2 & MF2_SHADOW) || (spr2->mobj->tracer->frame & FF_TRANSMASK);
}
else
{
tz2 = spr2->tz;
transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TRANSMASK);
}
}
else
{
tz1 = spr1->tz;
transparency1 = (!spr1->precip && (spr1->mobj->flags2 & MF2_SHADOW)) || (spr1->mobj->frame & FF_TRANSMASK);
tz2 = spr2->tz;
transparency2 = (!spr2->precip && (spr2->mobj->flags2 & MF2_SHADOW)) || (spr2->mobj->frame & FF_TRANSMASK);
}
// first compare transparency flags, then compare tz, then compare dispoffset
idiff = transparency1 - transparency2;
if (idiff != 0) return idiff;
fdiff = tz2 - tz1; // this order seems correct when checking with apitrace. Back to front.
if (fabsf(fdiff) < 1.0E-36f)
return spr1->dispoffset - spr2->dispoffset; // smallest dispoffset first if sprites are at (almost) same location.
else if (fdiff > 0)
return 1;
else
return -1;
}
static void HWR_SortVisSprites(void)
{
UINT32 i;
for (i = 0; i < gl_visspritecount; i++)
{
gl_vsprorder[i] = HWR_GetVisSprite(i);
}
qsort(gl_vsprorder, gl_visspritecount, sizeof(gl_vissprite_t*), CompareVisSprites);
}
// A drawnode is something that points to a 3D floor, 3D side, or masked
// middle texture. This is used for sorting with sprites.
typedef struct
{
FOutVector wallVerts[4];
FSurfaceInfo Surf;
INT32 texnum;
FBITFIELD blend;
INT32 drawcount;
boolean fogwall;
INT32 lightlevel;
extracolormap_t *wallcolormap; // Doing the lighting in HWR_RenderWall now for correct fog after sorting
} wallinfo_t;
static wallinfo_t *wallinfo = NULL;
static size_t numwalls = 0; // a list of transparent walls to be drawn
void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap);
#define MAX_TRANSPARENTWALL 256
typedef struct
{
extrasubsector_t *xsub;
boolean isceiling;
fixed_t fixedheight;
INT32 lightlevel;
levelflat_t *levelflat;
INT32 alpha;
sector_t *FOFSector;
FBITFIELD blend;
boolean fogplane;
extracolormap_t *planecolormap;
INT32 drawcount;
} planeinfo_t;
static size_t numplanes = 0; // a list of transparent floors to be drawn
static planeinfo_t *planeinfo = NULL;
typedef struct
{
polyobj_t *polysector;
boolean isceiling;
fixed_t fixedheight;
INT32 lightlevel;
levelflat_t *levelflat;
INT32 alpha;
sector_t *FOFSector;
FBITFIELD blend;
extracolormap_t *planecolormap;
INT32 drawcount;
} polyplaneinfo_t;
static size_t numpolyplanes = 0; // a list of transparent poyobject floors to be drawn
static polyplaneinfo_t *polyplaneinfo = NULL;
//Hurdler: 3D water sutffs
typedef struct gl_drawnode_s
{
planeinfo_t *plane;
polyplaneinfo_t *polyplane;
wallinfo_t *wall;
gl_vissprite_t *sprite;
// struct gl_drawnode_s *next;
// struct gl_drawnode_s *prev;
} gl_drawnode_t;
static INT32 drawcount = 0;
#define MAX_TRANSPARENTFLOOR 512
// This will likely turn into a copy of HWR_Add3DWater and replace it.
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap)
{
static size_t allocedplanes = 0;
// Force realloc if buffer has been freed
if (!planeinfo)
allocedplanes = 0;
if (allocedplanes < numplanes + 1)
{
allocedplanes += MAX_TRANSPARENTFLOOR;
Z_Realloc(planeinfo, allocedplanes * sizeof (*planeinfo), PU_LEVEL, &planeinfo);
}
planeinfo[numplanes].isceiling = isceiling;
planeinfo[numplanes].fixedheight = fixedheight;
planeinfo[numplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255;
planeinfo[numplanes].levelflat = levelflat;
planeinfo[numplanes].xsub = xsub;
planeinfo[numplanes].alpha = alpha;
planeinfo[numplanes].FOFSector = FOFSector;
planeinfo[numplanes].blend = blend;
planeinfo[numplanes].fogplane = fogplane;
planeinfo[numplanes].planecolormap = planecolormap;
planeinfo[numplanes].drawcount = drawcount++;
numplanes++;
}
// Adding this for now until I can create extrasubsector info for polyobjects
// When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
{
static size_t allocedpolyplanes = 0;
// Force realloc if buffer has been freed
if (!polyplaneinfo)
allocedpolyplanes = 0;
if (allocedpolyplanes < numpolyplanes + 1)
{
allocedpolyplanes += MAX_TRANSPARENTFLOOR;
Z_Realloc(polyplaneinfo, allocedpolyplanes * sizeof (*polyplaneinfo), PU_LEVEL, &polyplaneinfo);
}
polyplaneinfo[numpolyplanes].isceiling = isceiling;
polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
polyplaneinfo[numpolyplanes].lightlevel = (planecolormap && (planecolormap->flags & CMF_FOG)) ? lightlevel : 255;
polyplaneinfo[numpolyplanes].levelflat = levelflat;
polyplaneinfo[numpolyplanes].polysector = polysector;
polyplaneinfo[numpolyplanes].alpha = alpha;
polyplaneinfo[numpolyplanes].FOFSector = FOFSector;
polyplaneinfo[numpolyplanes].blend = blend;
polyplaneinfo[numpolyplanes].planecolormap = planecolormap;
polyplaneinfo[numpolyplanes].drawcount = drawcount++;
numpolyplanes++;
}
// putting sortindex and sortnode here so the comparator function can see them
gl_drawnode_t *sortnode;
size_t *sortindex;
static int CompareDrawNodes(const void *p1, const void *p2)
{
size_t n1 = *(const size_t*)p1;
size_t n2 = *(const size_t*)p2;
INT32 v1 = 0;
INT32 v2 = 0;
INT32 diff;
if (sortnode[n1].plane)
v1 = sortnode[n1].plane->drawcount;
else if (sortnode[n1].polyplane)
v1 = sortnode[n1].polyplane->drawcount;
else if (sortnode[n1].wall)
v1 = sortnode[n1].wall->drawcount;
else I_Error("CompareDrawNodes: n1 unknown");
if (sortnode[n2].plane)
v2 = sortnode[n2].plane->drawcount;
else if (sortnode[n2].polyplane)
v2 = sortnode[n2].polyplane->drawcount;
else if (sortnode[n2].wall)
v2 = sortnode[n2].wall->drawcount;
else I_Error("CompareDrawNodes: n2 unknown");
diff = v2 - v1;
if (diff == 0) I_Error("CompareDrawNodes: diff is zero");
return diff;
}
static int CompareDrawNodePlanes(const void *p1, const void *p2)
{
size_t n1 = *(const size_t*)p1;
size_t n2 = *(const size_t*)p2;
if (!sortnode[n1].plane) I_Error("CompareDrawNodePlanes: Uh.. This isn't a plane! (n1)");
if (!sortnode[n2].plane) I_Error("CompareDrawNodePlanes: Uh.. This isn't a plane! (n2)");
return ABS(sortnode[n2].plane->fixedheight - viewz) - ABS(sortnode[n1].plane->fixedheight - viewz);
}
//
// HWR_CreateDrawNodes
// Creates and sorts a list of drawnodes for the scene being rendered.
static void HWR_CreateDrawNodes(void)
{
UINT32 i = 0, p = 0;
size_t run_start = 0;
// Dump EVERYTHING into a huge drawnode list. Then we'll sort it!
// Could this be optimized into _AddTransparentWall/_AddTransparentPlane?
// Hell yes! But sort algorithm must be modified to use a linked list.
sortnode = Z_Calloc((sizeof(planeinfo_t)*numplanes)
+ (sizeof(polyplaneinfo_t)*numpolyplanes)
+ (sizeof(wallinfo_t)*numwalls)
,PU_STATIC, NULL);
// todo:
// However, in reality we shouldn't be re-copying and shifting all this information
// that is already lying around. This should all be in some sort of linked list or lists.
sortindex = Z_Calloc(sizeof(size_t) * (numplanes + numpolyplanes + numwalls), PU_STATIC, NULL);
ps_hw_nodesorttime = I_GetPreciseTime();
for (i = 0; i < numplanes; i++, p++)
{
sortnode[p].plane = &planeinfo[i];
sortindex[p] = p;
}
for (i = 0; i < numpolyplanes; i++, p++)
{
sortnode[p].polyplane = &polyplaneinfo[i];
sortindex[p] = p;
}
for (i = 0; i < numwalls; i++, p++)
{
sortnode[p].wall = &wallinfo[i];
sortindex[p] = p;
}
ps_numdrawnodes = p;
// p is the number of stuff to sort
// sort the list based on the value of the 'drawcount' member of the drawnodes.
qsort(sortindex, p, sizeof(size_t), CompareDrawNodes);
// an additional pass is needed to correct the order of consecutive planes in the list.
// for each consecutive run of planes in the list, sort that run based on plane height and view height.
while (run_start < p-1)// p-1 because a 1 plane run at the end of the list does not count
{
// locate run start
if (sortnode[sortindex[run_start]].plane)
{
// found it, now look for run end
size_t run_end;// (inclusive)
for (i = run_start+1; i < p; i++)// size_t and UINT32 being used mixed here... shouldnt break anything though..
{
if (!sortnode[sortindex[i]].plane) break;
}
run_end = i-1;
if (run_end > run_start)// if there are multiple consecutive planes, not just one
{
// consecutive run of planes found, now sort it
qsort(sortindex + run_start, run_end - run_start + 1, sizeof(size_t), CompareDrawNodePlanes);
}
run_start = run_end + 1;// continue looking for runs coming right after this one
}
else
{
// this wasnt the run start, try next one
run_start++;
}
}
ps_hw_nodesorttime = I_GetPreciseTime() - ps_hw_nodesorttime;
ps_hw_nodedrawtime = I_GetPreciseTime();
// Okay! Let's draw it all! Woo!
HWD.pfnSetTransform(&atransform);
HWD.pfnSetShader(SHADER_DEFAULT);
for (i = 0; i < p; i++)
{
if (sortnode[sortindex[i]].plane)
{
// We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes.
gl_frontsector = NULL;
if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture))
HWR_GetLevelFlat(sortnode[sortindex[i]].plane->levelflat);
HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
sortnode[sortindex[i]].plane->levelflat, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->planecolormap);
}
else if (sortnode[sortindex[i]].polyplane)
{
// We aren't traversing the BSP tree, so make gl_frontsector null to avoid crashes.
gl_frontsector = NULL;
if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
HWR_GetLevelFlat(sortnode[sortindex[i]].polyplane->levelflat);
HWR_RenderPolyObjectPlane(sortnode[sortindex[i]].polyplane->polysector, sortnode[sortindex[i]].polyplane->isceiling, sortnode[sortindex[i]].polyplane->fixedheight, sortnode[sortindex[i]].polyplane->blend, sortnode[sortindex[i]].polyplane->lightlevel,
sortnode[sortindex[i]].polyplane->levelflat, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
}
else if (sortnode[sortindex[i]].wall)
{
if (!(sortnode[sortindex[i]].wall->blend & PF_NoTexture))
HWR_GetTexture(sortnode[sortindex[i]].wall->texnum);
HWR_RenderWall(sortnode[sortindex[i]].wall->wallVerts, &sortnode[sortindex[i]].wall->Surf, sortnode[sortindex[i]].wall->blend, sortnode[sortindex[i]].wall->fogwall,
sortnode[sortindex[i]].wall->lightlevel, sortnode[sortindex[i]].wall->wallcolormap);
}
}
ps_hw_nodedrawtime = I_GetPreciseTime() - ps_hw_nodedrawtime;
numwalls = 0;
numplanes = 0;
numpolyplanes = 0;
// No mem leaks, please.
Z_Free(sortnode);
Z_Free(sortindex);
}
// --------------------------------------------------------------------------
// Draw all vissprites
// --------------------------------------------------------------------------
// added the stransform so they can be switched as drawing happenes so MD2s and sprites are sorted correctly with each other
static void HWR_DrawSprites(void)
{
UINT32 i;
boolean skipshadow = false; // skip shadow if it was drawn already for a linkdraw sprite encountered earlier in the list
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, cv_glmodellighting.value);
for (i = 0; i < gl_visspritecount; i++)
{
gl_vissprite_t *spr = gl_vsprorder[i];
#ifdef HWPRECIP
if (spr->precip)
HWR_DrawPrecipitationSprite(spr);
else
#endif
{
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value && !skipshadow)
{
HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
}
if ((spr->mobj->flags2 & MF2_LINKDRAW) && spr->mobj->tracer)
{
// If this linkdraw sprite is behind a sprite that has a shadow,
// then that shadow has to be drawn first, otherwise the shadow ends up on top of
// the linkdraw sprite because the linkdraw sprite does not modify the z-buffer.
// The !skipshadow check is there in case there are multiple linkdraw sprites connected
// to the same tracer, so the tracer's shadow only gets drawn once.
if (cv_shadow.value && !skipshadow && spr->dispoffset < 0 && spr->mobj->tracer->shadowscale)
{
HWR_DrawDropShadow(spr->mobj->tracer, spr->mobj->tracer->shadowscale);
skipshadow = true;
// The next sprite in this loop should be either another linkdraw sprite or the tracer.
// When the tracer is inevitably encountered, skipshadow will cause it's shadow
// to get skipped and skipshadow will get set to false by the 'else' clause below.
}
}
else
{
skipshadow = false;
}
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_glmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
HWR_DrawSprite(spr);
else
{
if (!HWR_DrawModel(spr))
HWR_DrawSprite(spr);
}
}
else
{
if (!cv_glmodels.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
else
{
if (!HWR_DrawModel(spr))
HWR_DrawSprite(spr);
}
}
}
}
HWD.pfnSetSpecialState(HWD_SET_MODEL_LIGHTING, 0);
// At the end of sprite drawing, draw shapes of linkdraw sprites to z-buffer, so they
// don't get drawn over by transparent surfaces.
HWR_LinkDrawHackFinish();
// Work around a r_opengl.c bug with PF_Invisible by making this SetBlend call
// where PF_Invisible is off and PF_Masked is on.
// (Other states probably don't matter. Here I left them same as in LinkDrawHackFinish)
// Without this workaround the rest of the draw calls in this frame (including UI, screen texture)
// can get drawn using an incorrect glBlendFunc, resulting in a occasional black screen.
HWD.pfnSetBlend(PF_Translucent|PF_Occlude|PF_Masked);
}
// --------------------------------------------------------------------------
// HWR_AddSprites
// During BSP traversal, this adds sprites by sector.
// --------------------------------------------------------------------------
static UINT8 sectorlight;
static void HWR_AddSprites(sector_t *sec)
{
mobj_t *thing;
#ifdef HWPRECIP
precipmobj_t *precipthing;
#endif
fixed_t limit_dist, hoop_limit_dist;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether its already added.
if (sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
// sprite lighting
sectorlight = sec->lightlevel & 0xff;
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
for (thing = sec->thinglist; thing; thing = thing->snext)
{
if (R_ThingVisibleWithinDist(thing, limit_dist, hoop_limit_dist))
HWR_ProjectSprite(thing);
}
#ifdef HWPRECIP
// no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off
if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
{
for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
{
if (R_PrecipThingVisible(precipthing, limit_dist))
HWR_ProjectPrecipitationSprite(precipthing);
}
}
#endif
}
// --------------------------------------------------------------------------
// HWR_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
// --------------------------------------------------------------------------
// BP why not use xtoviexangle/viewangletox like in bsp ?....
static void HWR_ProjectSprite(mobj_t *thing)
{
gl_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float tracertz = 0.0f;
float x1, x2;
float rightsin, rightcos;
float this_scale, this_xscale, this_yscale;
float spritexscale, spriteyscale;
float shadowheight = 1.0f, shadowscale = 1.0f;
float gz, gzt;
spritedef_t *sprdef;
spriteframe_t *sprframe;
#ifdef ROTSPRITE
spriteinfo_t *sprinfo;
#endif
md2_t *md2;
size_t lumpoff;
unsigned rot;
UINT16 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !R_ThingVerticallyFlipped(thing));
boolean mirrored = thing->mirrored;
boolean hflip = (!R_ThingHorizontallyFlipped(thing) != !mirrored);
INT32 dispoffset;
angle_t ang;
INT32 heightsec, phs;
const boolean splat = R_ThingIsFloorSprite(thing);
const boolean papersprite = (R_ThingIsPaperSprite(thing) && !splat);
angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle);
float z1, z2;
fixed_t spr_width, spr_height;
fixed_t spr_offset, spr_topoffset;
#ifdef ROTSPRITE
patch_t *rotsprite = NULL;
INT32 rollangle = 0;
#endif
if (!thing)
return;
if (thing->spritexscale < 1 || thing->spriteyscale < 1)
return;
// Visibility check by the blend mode.
if (thing->frame & FF_TRANSMASK)
{
if (!R_BlendLevelVisible(thing->blendmode, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT))
return;
}
dispoffset = thing->info->dispoffset;
this_scale = FIXED_TO_FLOAT(thing->scale);
spritexscale = FIXED_TO_FLOAT(thing->spritexscale);
spriteyscale = FIXED_TO_FLOAT(thing->spriteyscale);
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE && !(papersprite || splat))
{
if (cv_glmodels.value) //Yellow: Only MD2's dont disappear
{
if (thing->skin && thing->sprite == SPR_PLAY)
md2 = &md2_playermodels[( (skin_t *)thing->skin - skins )];
else
md2 = &md2_models[thing->sprite];
if (md2->notfound || md2->scale < 0.0f)
return;
}
else
return;
}
// The above can stay as it works for cutting sprites that are too close
tr_x = FIXED_TO_FLOAT(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
if ((unsigned)thing->sprite >= numsprites)
I_Error("HWR_ProjectSprite: invalid sprite number %i ", thing->sprite);
#endif
rot = thing->frame&FF_FRAMEMASK;
//Fab : 02-08-98: 'skin' override spritedef currently used for skin
if (thing->skin && thing->sprite == SPR_PLAY)
{
sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2];
#ifdef ROTSPRITE
sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
#endif
}
else
{
sprdef = &sprites[thing->sprite];
#ifdef ROTSPRITE
sprinfo = &spriteinfo[thing->sprite];
#endif
}
if (rot >= sprdef->numframes)
{
CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"),
sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]);
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
sprdef = &sprites[thing->sprite];
#ifdef ROTSPRITE
sprinfo = &spriteinfo[thing->sprite];
#endif
rot = thing->frame&FF_FRAMEMASK;
thing->state->sprite = thing->sprite;
thing->state->frame = thing->frame;
}
sprframe = &sprdef->spriteframes[rot];
#ifdef PARANOIA
if (!sprframe)
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
#endif
ang = R_PointToAngle (thing->x, thing->y) - mobjangle;
if (mirrored)
ang = InvAngle(ang);
if (sprframe->rotate == SRF_SINGLE)
{
// use single rotation for all views
rot = 0; //Fab: for vis->patch below
lumpoff = sprframe->lumpid[0]; //Fab: see note above
flip = sprframe->flip; // Will only be 0x00 or 0xFF
if (papersprite && ang < ANGLE_180)
flip ^= 0xFFFF;
}
else
{
// choose a different rotation based on player view
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
rot = 2; // F3 slot
else if (sprframe->rotate & SRF_3DGE) // 16-angle mode
{
rot = (ang+ANGLE_180+ANGLE_11hh)>>28;
rot = ((rot & 1)<<3)|(rot>>1);
}
else // Normal behaviour
rot = (ang+ANGLE_202h)>>29;
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
lumpoff = sprframe->lumpid[rot];
flip = sprframe->flip & (1<<rot);
if (papersprite && ang < ANGLE_180)
flip ^= (1<<rot);
}
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
this_scale *= FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
spr_width = spritecachedinfo[lumpoff].width;
spr_height = spritecachedinfo[lumpoff].height;
spr_offset = spritecachedinfo[lumpoff].offset;
spr_topoffset = spritecachedinfo[lumpoff].topoffset;
#ifdef ROTSPRITE
if (thing->rollangle
&& !(splat && !(thing->renderflags & RF_NOSPLATROLLANGLE)))
{
rollangle = R_GetRollAngle(thing->rollangle);
rotsprite = Patch_GetRotatedSprite(sprframe, (thing->frame & FF_FRAMEMASK), rot, flip, false, sprinfo, rollangle);
if (rotsprite != NULL)
{
spr_width = rotsprite->width << FRACBITS;
spr_height = rotsprite->height << FRACBITS;
spr_offset = rotsprite->leftoffset << FRACBITS;
spr_topoffset = rotsprite->topoffset << FRACBITS;
spr_topoffset += FEETADJUST;
// flip -> rotate, not rotate -> flip
flip = 0;
}
}
#endif
if (thing->renderflags & RF_ABSOLUTEOFFSETS)
{
spr_offset = thing->spritexoffset;
spr_topoffset = thing->spriteyoffset;
}
else
{
SINT8 flipoffset = 1;
if ((thing->renderflags & RF_FLIPOFFSETS) && flip)
flipoffset = -1;
spr_offset += thing->spritexoffset * flipoffset;
spr_topoffset += thing->spriteyoffset * flipoffset;
}
if (papersprite)
{
rightsin = FIXED_TO_FLOAT(FINESINE((mobjangle)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((mobjangle)>>ANGLETOFINESHIFT));
}
else
{
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
}
flip = !flip != !hflip;
if (thing->renderflags & RF_SHADOWEFFECTS)
{
mobj_t *caster = thing->target;
if (caster && !P_MobjWasRemoved(caster))
{
fixed_t groundz = R_GetShadowZ(thing, NULL);
fixed_t floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + caster->z - groundz);
shadowheight = FIXED_TO_FLOAT(floordiff);
shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, caster->scale));
if (splat)
spritexscale *= shadowscale;
spriteyscale *= shadowscale;
}
}
this_xscale = spritexscale * this_scale;
this_yscale = spriteyscale * this_scale;
if (flip)
{
x1 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale);
x2 = (FIXED_TO_FLOAT(spr_offset) * this_xscale);
}
else
{
x1 = (FIXED_TO_FLOAT(spr_offset) * this_xscale);
x2 = (FIXED_TO_FLOAT(spr_width - spr_offset) * this_xscale);
}
// test if too close
/*
if (papersprite)
{
z1 = tz - x1 * angle_scalez;
z2 = tz + x2 * angle_scalez;
if (max(z1, z2) < ZCLIP_PLANE)
return;
}
*/
z1 = tr_y + x1 * rightsin;
z2 = tr_y - x2 * rightsin;
x1 = tr_x + x1 * rightcos;
x2 = tr_x - x2 * rightcos;
if (vflip)
{
gz = FIXED_TO_FLOAT(thing->z + thing->height) - (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gzt = gz + (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
else
{
gzt = FIXED_TO_FLOAT(thing->z) + (FIXED_TO_FLOAT(spr_topoffset) * this_yscale);
gz = gzt - (FIXED_TO_FLOAT(spr_height) * this_yscale);
}
if (thing->subsector->sector->cullheight)
{
if (HWR_DoCulling(thing->subsector->sector->cullheight, viewsector->cullheight, gl_viewz, gz, gzt))
return;
}
heightsec = thing->subsector->sector->heightsec;
if (viewplayer->mo && viewplayer->mo->subsector)
phs = viewplayer->mo->subsector->sector->heightsec;
else
phs = -1;
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
{
if (gl_viewz < FIXED_TO_FLOAT(sectors[phs].floorheight) ?
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].floorheight) :
gzt < FIXED_TO_FLOAT(sectors[heightsec].floorheight))
return;
if (gl_viewz > FIXED_TO_FLOAT(sectors[phs].ceilingheight) ?
gzt < FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) && gl_viewz >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight) :
FIXED_TO_FLOAT(thing->z) >= FIXED_TO_FLOAT(sectors[heightsec].ceilingheight))
return;
}
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
{
if (! R_ThingVisible(thing->tracer))
return;
// calculate tz for tracer, same way it is calculated for this sprite
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->tracer->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->tracer->y) - gl_viewy;
// rotation around vertical axis
tracertz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
// Software does not render the linkdraw sprite if the tracer is behind the view plane,
// so do the same check here.
// NOTE: This check has the same flaw as the view plane check at the beginning of HWR_ProjectSprite:
// the view aiming angle is not taken into account, leading to sprites disappearing too early when they
// can still be seen when looking down/up at steep angles.
if (tracertz < ZCLIP_PLANE)
return;
// if the sprite is behind the tracer, invert dispoffset, putting the sprite behind the tracer
if (tz > tracertz)
dispoffset *= -1;
}
// store information in a vissprite
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = x2;
vis->z1 = z1;
vis->z2 = z2;
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
vis->tracertz = tracertz;
vis->renderflags = thing->renderflags;
vis->rotateflags = sprframe->rotate;
vis->shadowheight = shadowheight;
vis->shadowscale = shadowscale;
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
vis->flip = flip;
vis->scale = this_scale;
vis->spritexscale = spritexscale;
vis->spriteyscale = spriteyscale;
vis->spritexoffset = FIXED_TO_FLOAT(spr_offset);
vis->spriteyoffset = FIXED_TO_FLOAT(spr_topoffset);
vis->rotated = false;
#ifdef ROTSPRITE
if (rotsprite)
{
vis->gpatch = (patch_t *)rotsprite;
vis->rotated = true;
}
else
#endif
vis->gpatch = (patch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
vis->mobj = thing;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
else if (vis->mobj->type == MT_METALSONIC_BATTLE)
vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_BOSS, 0, GTC_CACHE);
}
else if (thing->color)
{
// New colormap stuff for skins Tails 06-07-2002
if (thing->colorized)
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
else if (thing->player && thing->player->dashmode >= DASHMODE_THRESHOLD
&& (thing->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
{
if (thing->player->charflags & SF_MACHINE)
vis->colormap = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
}
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)thing->skin-skins;
vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE);
}
else
vis->colormap = R_GetTranslationColormap(TC_DEFAULT, vis->mobj->color ? vis->mobj->color : SKINCOLOR_CYAN, GTC_CACHE);
}
else
vis->colormap = NULL;
// set top/bottom coords
vis->gzt = gzt;
vis->gz = gz;
//CONS_Debug(DBG_RENDER, "------------------\nH: sprite : %d\nH: frame : %x\nH: type : %d\nH: sname : %s\n\n",
// thing->sprite, thing->frame, thing->type, sprnames[thing->sprite]);
vis->vflip = vflip;
vis->precip = false;
}
#ifdef HWPRECIP
// Precipitation projector for hardware mode
static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
{
gl_vissprite_t *vis;
float tr_x, tr_y;
float tz;
float x1, x2;
float z1, z2;
float rightsin, rightcos;
spritedef_t *sprdef;
spriteframe_t *sprframe;
size_t lumpoff;
unsigned rot = 0;
UINT8 flip;
// Visibility check by the blend mode.
if (thing->frame & FF_TRANSMASK)
{
if (!R_BlendLevelVisible(thing->blendmode, (thing->frame & FF_TRANSMASK)>>FF_TRANSSHIFT))
return;
}
// transform the origin point
tr_x = FIXED_TO_FLOAT(thing->x) - gl_viewx;
tr_y = FIXED_TO_FLOAT(thing->y) - gl_viewy;
// rotation around vertical axis
tz = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE)
return;
tr_x = FIXED_TO_FLOAT(thing->x);
tr_y = FIXED_TO_FLOAT(thing->y);
// decide which patch to use for sprite relative to player
if ((unsigned)thing->sprite >= numsprites)
#ifdef RANGECHECK
I_Error("HWR_ProjectPrecipitationSprite: invalid sprite number %i ",
thing->sprite);
#else
return;
#endif
sprdef = &sprites[thing->sprite];
if ((size_t)(thing->frame&FF_FRAMEMASK) >= sprdef->numframes)
#ifdef RANGECHECK
I_Error("HWR_ProjectPrecipitationSprite: invalid sprite frame %i : %i for %s",
thing->sprite, thing->frame, sprnames[thing->sprite]);
#else
return;
#endif
sprframe = &sprdef->spriteframes[thing->frame & FF_FRAMEMASK];
// use single rotation for all views
lumpoff = sprframe->lumpid[0];
flip = sprframe->flip; // Will only be 0x00 or 0xFF
rightsin = FIXED_TO_FLOAT(FINESINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
rightcos = FIXED_TO_FLOAT(FINECOSINE((viewangle + ANGLE_90)>>ANGLETOFINESHIFT));
if (flip)
{
x1 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset);
x2 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
}
else
{
x1 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset);
x2 = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset);
}
z1 = tr_y + x1 * rightsin;
z2 = tr_y - x2 * rightsin;
x1 = tr_x + x1 * rightcos;
x2 = tr_x - x2 * rightcos;
//
// store information in a vissprite
//
vis = HWR_NewVisSprite();
vis->x1 = x1;
vis->x2 = x2;
vis->z1 = z1;
vis->z2 = z2;
vis->tz = tz;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
vis->gpatch = (patch_t *)W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
vis->flip = flip;
vis->mobj = (mobj_t *)thing;
vis->colormap = NULL;
// set top/bottom coords
vis->gzt = FIXED_TO_FLOAT(thing->z + spritecachedinfo[lumpoff].topoffset);
vis->gz = vis->gzt - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height);
vis->precip = true;
// okay... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
{
if (thing->precipflags & PCF_RAIN)
P_RainThinker(thing);
else
P_SnowThinker(thing);
thing->precipflags |= PCF_THUNK;
}
}
#endif
// ==========================================================================
// Sky dome rendering, ported from PrBoom+
// ==========================================================================
static gl_sky_t gl_sky;
static void HWR_SkyDomeVertex(gl_sky_t *sky, gl_skyvertex_t *vbo, int r, int c, signed char yflip, float delta, boolean foglayer)
{
const float radians = (float)(M_PIl / 180.0f);
const float scale = 10000.0f;
const float maxSideAngle = 60.0f;
float topAngle = (c / (float)sky->columns * 360.0f);
float sideAngle = (maxSideAngle * (sky->rows - r) / sky->rows);
float height = (float)(sin(sideAngle * radians));
float realRadius = (float)(scale * cos(sideAngle * radians));
float x = (float)(realRadius * cos(topAngle * radians));
float y = (!yflip) ? scale * height : -scale * height;
float z = (float)(realRadius * sin(topAngle * radians));
float timesRepeat = (4 * (256.0f / sky->width));
if (fpclassify(timesRepeat) == FP_ZERO)
timesRepeat = 1.0f;
if (!foglayer)
{
vbo->r = 255;
vbo->g = 255;
vbo->b = 255;
vbo->a = (r == 0 ? 0 : 255);
// And the texture coordinates.
vbo->u = (-timesRepeat * c / (float)sky->columns);
if (!yflip) // Flipped Y is for the lower hemisphere.
vbo->v = (r / (float)sky->rows) + 0.5f;
else
vbo->v = 1.0f + ((sky->rows - r) / (float)sky->rows) + 0.5f;
}
if (r != 4)
y += 300.0f;
// And finally the vertex.
vbo->x = x;
vbo->y = y + delta;
vbo->z = z;
}
// Clears the sky dome.
void HWR_ClearSkyDome(void)
{
gl_sky_t *sky = &gl_sky;
if (sky->loops)
free(sky->loops);
if (sky->data)
free(sky->data);
sky->loops = NULL;
sky->data = NULL;
sky->vbo = 0;
sky->rows = sky->columns = 0;
sky->loopcount = 0;
sky->detail = 0;
sky->texture = -1;
sky->width = sky->height = 0;
sky->rebuild = true;
}
void HWR_BuildSkyDome(void)
{
int c, r;
signed char yflip;
int row_count = 4;
int col_count = 4;
float delta;
gl_sky_t *sky = &gl_sky;
gl_skyvertex_t *vertex_p;
texture_t *texture = textures[texturetranslation[skytexture]];
sky->detail = 16;
col_count *= sky->detail;
if ((sky->columns != col_count) || (sky->rows != row_count))
HWR_ClearSkyDome();
sky->columns = col_count;
sky->rows = row_count;
sky->vertex_count = 2 * sky->rows * (sky->columns * 2 + 2) + sky->columns * 2;
if (!sky->loops)
sky->loops = malloc((sky->rows * 2 + 2) * sizeof(sky->loops[0]));
// create vertex array
if (!sky->data)
sky->data = malloc(sky->vertex_count * sizeof(sky->data[0]));
sky->texture = texturetranslation[skytexture];
sky->width = texture->width;
sky->height = texture->height;
vertex_p = &sky->data[0];
sky->loopcount = 0;
for (yflip = 0; yflip < 2; yflip++)
{
sky->loops[sky->loopcount].mode = HWD_SKYLOOP_FAN;
sky->loops[sky->loopcount].vertexindex = vertex_p - &sky->data[0];
sky->loops[sky->loopcount].vertexcount = col_count;
sky->loops[sky->loopcount].use_texture = false;
sky->loopcount++;
delta = 0.0f;
for (c = 0; c < col_count; c++)
{
HWR_SkyDomeVertex(sky, vertex_p, 1, c, yflip, 0.0f, true);
vertex_p->r = 255;
vertex_p->g = 255;
vertex_p->b = 255;
vertex_p->a = 255;
vertex_p++;
}
delta = (yflip ? 5.0f : -5.0f) / 128.0f;
for (r = 0; r < row_count; r++)
{
sky->loops[sky->loopcount].mode = HWD_SKYLOOP_STRIP;
sky->loops[sky->loopcount].vertexindex = vertex_p - &sky->data[0];
sky->loops[sky->loopcount].vertexcount = 2 * col_count + 2;
sky->loops[sky->loopcount].use_texture = true;
sky->loopcount++;
for (c = 0; c <= col_count; c++)
{
HWR_SkyDomeVertex(sky, vertex_p++, r + (yflip ? 1 : 0), (c ? c : 0), yflip, delta, false);
HWR_SkyDomeVertex(sky, vertex_p++, r + (yflip ? 0 : 1), (c ? c : 0), yflip, delta, false);
}
}
}
}
static void HWR_DrawSkyBackground(player_t *player)
{
HWD.pfnSetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
if (cv_glskydome.value)
{
FTransform dometransform;
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
memset(&dometransform, 0x00, sizeof(FTransform));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gl_viewxxx when finished
HWR_SetTransformAiming(&dometransform, player, false);
dometransform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (*type == postimg_flip)
dometransform.flip = true;
else
dometransform.flip = false;
dometransform.scalex = 1;
dometransform.scaley = (float)vid.width/vid.height;
dometransform.scalez = 1;
dometransform.fovxangle = fpov; // Tails
dometransform.fovyangle = fpov; // Tails
if (player->viewrollangle != 0)
{
fixed_t rol = AngleFixed(player->viewrollangle);
dometransform.rollangle = FIXED_TO_FLOAT(rol);
dometransform.roll = true;
}
dometransform.splitscreen = splitscreen;
HWR_GetTexture(texturetranslation[skytexture]);
if (gl_sky.texture != texturetranslation[skytexture])
{
HWR_ClearSkyDome();
HWR_BuildSkyDome();
}
HWD.pfnSetShader(SHADER_SKY); // sky shader
HWD.pfnSetTransform(&dometransform);
HWD.pfnRenderSkyDome(&gl_sky);
}
else
{
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
// and thus, the near clipping plane is set to 3.99
// Sryder: Just use the near clipping plane value then
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = -ZCLIP_PLANE-1;
v[1].x = v[2].x = ZCLIP_PLANE+1;
v[0].y = v[1].y = -ZCLIP_PLANE-1;
v[2].y = v[3].y = ZCLIP_PLANE+1;
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
// X
// NOTE: This doesn't work right with texture widths greater than 1024
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
angle = (dup_viewangle + gl_xtoviewangle[0]);
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].s = v[3].s = (-1.0f * angle) / (((float)ANGLE_90-1.0f)*dimensionmultiply); // left
v[2].s = v[1].s = v[0].s + (1.0f/dimensionmultiply); // right (or left + 1.0f)
// use +angle and -1.0f above instead if you wanted old backwards behavior
// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
if (splitscreen)
{
dimensionmultiply *= 2;
angle *= 2;
}
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].t = v[2].t = -(0.5f-(0.5f/dimensionmultiply)); // top
v[0].t = v[1].t = v[3].t - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
}
else
{
v[0].t = v[1].t = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].t = v[2].t = v[0].t - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
}
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
{
angle = InvAngle(angle);
v[3].t = v[2].t += ((float) angle / angleturn);
v[0].t = v[1].t += ((float) angle / angleturn);
}
else
{
v[3].t = v[2].t -= ((float) angle / angleturn);
v[0].t = v[1].t -= ((float) angle / angleturn);
}
HWD.pfnUnSetShader();
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
HWD.pfnSetShader(SHADER_DEFAULT);
}
// -----------------+
// HWR_ClearView : clear the viewwindow, with maximum z value
// -----------------+
static inline void HWR_ClearView(void)
{
// 3--2
// | /|
// |/ |
// 0--1
/// \bug faB - enable depth mask, disable color mask
HWD.pfnGClipRect((INT32)gl_viewwindowx,
(INT32)gl_viewwindowy,
(INT32)(gl_viewwindowx + gl_viewwidth),
(INT32)(gl_viewwindowy + gl_viewheight),
ZCLIP_PLANE);
HWD.pfnClearBuffer(false, true, 0);
//disable clip window - set to full size
// rem by Hurdler
// HWD.pfnGClipRect(0, 0, vid.width, vid.height);
}
// -----------------+
// HWR_SetViewSize : set projection and scaling values
// -----------------+
void HWR_SetViewSize(void)
{
// setup view size
gl_viewwidth = (float)vid.width;
gl_viewheight = (float)vid.height;
if (splitscreen)
gl_viewheight /= 2;
gl_centerx = gl_viewwidth / 2;
gl_basecentery = gl_viewheight / 2; //note: this is (gl_centerx * gl_viewheight / gl_viewwidth)
gl_viewwindowx = (vid.width - gl_viewwidth) / 2;
gl_windowcenterx = (float)(vid.width / 2);
if (fabsf(gl_viewwidth - vid.width) < 1.0E-36f)
{
gl_baseviewwindowy = 0;
gl_basewindowcentery = gl_viewheight / 2; // window top left corner at 0,0
}
else
{
gl_baseviewwindowy = (vid.height-gl_viewheight) / 2;
gl_basewindowcentery = (float)(vid.height / 2);
}
gl_pspritexscale = gl_viewwidth / BASEVIDWIDTH;
gl_pspriteyscale = ((vid.height*gl_pspritexscale*BASEVIDWIDTH)/BASEVIDHEIGHT)/vid.width;
HWD.pfnFlushScreenTextures();
}
// Set view aiming, for the sky dome, the skybox,
// and the normal view, all with a single function.
static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean skybox)
{
// 1 = always on
// 2 = chasecam only
if (cv_glshearing.value == 1 || (cv_glshearing.value == 2 && R_IsViewpointThirdPerson(player, skybox)))
{
fixed_t fixedaiming = AIMINGTODY(aimingangle);
trans->viewaiming = FIXED_TO_FLOAT(fixedaiming);
trans->shearing = true;
gl_aimingangle = 0;
}
else
{
trans->shearing = false;
gl_aimingangle = aimingangle;
}
trans->anglex = (float)(gl_aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
}
//
// Sets the shader state.
//
static void HWR_SetShaderState(void)
{
hwdshaderoption_t state = cv_glshaders.value;
if (!cv_glallowshaders.value)
state = (cv_glshaders.value == HWD_SHADEROPTION_ON ? HWD_SHADEROPTION_NOCUSTOM : cv_glshaders.value);
HWD.pfnSetSpecialState(HWD_SET_SHADERS, (INT32)state);
HWD.pfnSetShader(SHADER_DEFAULT);
}
// ==========================================================================
// Same as rendering the player view, but from the skybox object
// ==========================================================================
void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
postimg_t *type;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SkyboxFrame(player);
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gl_centery = gl_basecentery;
gl_viewwindowy = gl_baseviewwindowy;
gl_windowcentery = gl_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gl_viewwindowy += (vid.height/2);
gl_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gl_viewx = FIXED_TO_FLOAT(dup_viewx);
gl_viewy = FIXED_TO_FLOAT(dup_viewy);
gl_viewz = FIXED_TO_FLOAT(dup_viewz);
gl_viewsin = FIXED_TO_FLOAT(viewsin);
gl_viewcos = FIXED_TO_FLOAT(viewcos);
//04/01/2000: Hurdler: added for T&L
// It should replace all other gl_viewxxx when finished
memset(&atransform, 0x00, sizeof(FTransform));
HWR_SetTransformAiming(&atransform, player, true);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
if (*type == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = (float)vid.width/vid.height;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
if (player->viewrollangle != 0)
{
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
}
atransform.splitscreen = splitscreen;
gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView();
if (drawsky)
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
drawcount = 0;
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
angle_t a1 = gld_FrustumAngle(gl_aimingangle);
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
// Reset the shader state.
HWR_SetShaderState();
validcount++;
if (cv_glbatching.value)
HWR_StartBatching();
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
#endif
if (cv_glbatching.value)
HWR_RenderBatches();
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
HWR_SortVisSprites();
HWR_DrawSprites();
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
HWD.pfnSetTransform(NULL);
HWD.pfnUnSetShader();
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
// ==========================================================================
//
// ==========================================================================
void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
{
const float fpov = FIXED_TO_FLOAT(cv_fov.value+player->fovadd);
postimg_t *type;
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
FRGBAFloat ClearColor;
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
if (cv_glshaders.value)
HWD.pfnSetShaderInfo(HWD_SHADERINFO_LEVELTIME, (INT32)leveltime); // The water surface shader needs the leveltime.
if (viewnumber == 0) // Only do it if it's the first screen being rendered
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
ps_hw_skyboxtime = I_GetPreciseTime();
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
ps_hw_skyboxtime = I_GetPreciseTime() - ps_hw_skyboxtime;
{
// do we really need to save player (is it not the same)?
player_t *saved_player = stplyr;
stplyr = player;
ST_doPaletteStuff();
stplyr = saved_player;
#ifdef ALAM_LIGHTING
HWR_SetLights(viewnumber);
#endif
}
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player);
framecount++; // timedemo
// copy view cam position for local use
dup_viewx = viewx;
dup_viewy = viewy;
dup_viewz = viewz;
dup_viewangle = viewangle;
// set window position
gl_centery = gl_basecentery;
gl_viewwindowy = gl_baseviewwindowy;
gl_windowcentery = gl_basewindowcentery;
if (splitscreen && viewnumber == 1)
{
gl_viewwindowy += (vid.height/2);
gl_windowcentery += (vid.height/2);
}
// check for new console commands.
NetUpdate();
gl_viewx = FIXED_TO_FLOAT(dup_viewx);
gl_viewy = FIXED_TO_FLOAT(dup_viewy);
gl_viewz = FIXED_TO_FLOAT(dup_viewz);
gl_viewsin = FIXED_TO_FLOAT(viewsin);
gl_viewcos = FIXED_TO_FLOAT(viewcos);
//04/01/2000: Hurdler: added for T&L
// It should replace all other gl_viewxxx when finished
memset(&atransform, 0x00, sizeof(FTransform));
HWR_SetTransformAiming(&atransform, player, false);
atransform.angley = (float)(viewangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
gl_viewludsin = FIXED_TO_FLOAT(FINECOSINE(gl_aimingangle>>ANGLETOFINESHIFT));
gl_viewludcos = FIXED_TO_FLOAT(-FINESINE(gl_aimingangle>>ANGLETOFINESHIFT));
if (*type == postimg_flip)
atransform.flip = true;
else
atransform.flip = false;
atransform.x = gl_viewx; // FIXED_TO_FLOAT(viewx)
atransform.y = gl_viewy; // FIXED_TO_FLOAT(viewy)
atransform.z = gl_viewz; // FIXED_TO_FLOAT(viewz)
atransform.scalex = 1;
atransform.scaley = (float)vid.width/vid.height;
atransform.scalez = 1;
atransform.fovxangle = fpov; // Tails
atransform.fovyangle = fpov; // Tails
if (player->viewrollangle != 0)
{
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
}
atransform.splitscreen = splitscreen;
gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------
HWR_ClearView(); // Clears the depth buffer and resets the view I believe
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
HWR_ClearSprites();
drawcount = 0;
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
angle_t a1 = gld_FrustumAngle(gl_aimingangle);
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
HWD.pfnSetTransform(&atransform);
// Reset the shader state.
HWR_SetShaderState();
ps_numbspcalls = 0;
ps_numpolyobjects = 0;
ps_bsptime = I_GetPreciseTime();
validcount++;
if (cv_glbatching.value)
HWR_StartBatching();
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
else if (splitscreen && player == &players[secondarydisplayplayer])
viewangle = localaiming2;
// Handle stuff when you are looking farther up or down.
if ((gl_aimingangle || cv_fov.value+player->fovadd > 90*FRACUNIT))
{
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //left
dup_viewangle += ANGLE_90;
if (((INT32)gl_aimingangle > ANGLE_45 || (INT32)gl_aimingangle<-ANGLE_45))
{
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //back
}
dup_viewangle += ANGLE_90;
HWR_ClearClipSegs();
HWR_RenderBSPNode((INT32)numnodes-1); //right
dup_viewangle += ANGLE_90;
}
#endif
ps_bsptime = I_GetPreciseTime() - ps_bsptime;
if (cv_glbatching.value)
HWR_RenderBatches();
// Check for new console commands.
NetUpdate();
#ifdef ALAM_LIGHTING
//14/11/99: Hurdler: moved here because it doesn't work with
// subsector, see other comments;
HWR_ResetLights();
#endif
// Draw MD2 and sprites
ps_numsprites = gl_visspritecount;
ps_hw_spritesorttime = I_GetPreciseTime();
HWR_SortVisSprites();
ps_hw_spritesorttime = I_GetPreciseTime() - ps_hw_spritesorttime;
ps_hw_spritedrawtime = I_GetPreciseTime();
HWR_DrawSprites();
ps_hw_spritedrawtime = I_GetPreciseTime() - ps_hw_spritedrawtime;
#ifdef NEWCORONAS
//Hurdler: they must be drawn before translucent planes, what about gl fog?
HWR_DrawCoronas();
#endif
ps_numdrawnodes = 0;
ps_hw_nodesorttime = 0;
ps_hw_nodedrawtime = 0;
if (numplanes || numpolyplanes || numwalls) //Hurdler: render 3D water and transparent walls after everything
{
HWR_CreateDrawNodes();
}
HWD.pfnSetTransform(NULL);
HWD.pfnUnSetShader();
HWR_DoPostProcessor(player);
// Check for new console commands.
NetUpdate();
// added by Hurdler for correct splitscreen
// moved here by hurdler so it works with the new near clipping plane
HWD.pfnGClipRect(0, 0, vid.width, vid.height, NZCLIP_PLANE);
}
void HWR_LoadLevel(void)
{
#ifdef ALAM_LIGHTING
// BP: reset light between levels (we draw preview frame lights on current frame)
HWR_ResetLights();
#endif
HWR_CreatePlanePolygons((INT32)numnodes - 1);
// Build the sky dome
HWR_ClearSkyDome();
HWR_BuildSkyDome();
gl_maploaded = true;
}
// ==========================================================================
// 3D ENGINE COMMANDS
// ==========================================================================
static CV_PossibleValue_t glshaders_cons_t[] = {{HWD_SHADEROPTION_OFF, "Off"}, {HWD_SHADEROPTION_ON, "On"}, {HWD_SHADEROPTION_NOCUSTOM, "Ignore custom shaders"}, {0, NULL}};
static CV_PossibleValue_t glmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}};
static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}};
static CV_PossibleValue_t glshearing_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Third-person"}, {0, NULL}};
static void CV_glfiltermode_OnChange(void);
static void CV_glanisotropic_OnChange(void);
static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"},
{HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"},
{HWD_SET_TEXTUREFILTER_MIXED1, "Linear_Nearest"},
{HWD_SET_TEXTUREFILTER_MIXED2, "Nearest_Linear"},
{HWD_SET_TEXTUREFILTER_MIXED3, "Nearest_Mipmap"},
{0, NULL}};
CV_PossibleValue_t glanisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NULL}};
consvar_t cv_glshaders = CVAR_INIT ("gr_shaders", "On", CV_SAVE, glshaders_cons_t, NULL);
consvar_t cv_glallowshaders = CVAR_INIT ("gr_allowclientshaders", "On", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_fovchange = CVAR_INIT ("gr_fovchange", "Off", CV_SAVE, CV_OnOff, NULL);
#ifdef ALAM_LIGHTING
consvar_t cv_gldynamiclighting = CVAR_INIT ("gr_dynamiclighting", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glstaticlighting = CVAR_INIT ("gr_staticlighting", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glcoronas = CVAR_INIT ("gr_coronas", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glcoronasize = CVAR_INIT ("gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0, NULL);
#endif
consvar_t cv_glmodels = CVAR_INIT ("gr_models", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glmodelinterpolation = CVAR_INIT ("gr_modelinterpolation", "Sometimes", CV_SAVE, glmodelinterpolation_cons_t, NULL);
consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glshearing = CVAR_INIT ("gr_shearing", "Off", CV_SAVE, glshearing_cons_t, NULL);
consvar_t cv_glspritebillboarding = CVAR_INIT ("gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glskydome = CVAR_INIT ("gr_skydome", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glfakecontrast = CVAR_INIT ("gr_fakecontrast", "Smooth", CV_SAVE, glfakecontrast_cons_t, NULL);
consvar_t cv_glslopecontrast = CVAR_INIT ("gr_slopecontrast", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_glfiltermode = CVAR_INIT ("gr_filtermode", "Nearest", CV_SAVE|CV_CALL, glfiltermode_cons_t, CV_glfiltermode_OnChange);
consvar_t cv_glanisotropicmode = CVAR_INIT ("gr_anisotropicmode", "1", CV_CALL, glanisotropicmode_cons_t, CV_glanisotropic_OnChange);
consvar_t cv_glsolvetjoin = CVAR_INIT ("gr_solvetjoin", "On", 0, CV_OnOff, NULL);
consvar_t cv_glbatching = CVAR_INIT ("gr_batching", "On", 0, CV_OnOff, NULL);
static void CV_glfiltermode_OnChange(void)
{
if (rendermode == render_opengl)
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
}
static void CV_glanisotropic_OnChange(void)
{
if (rendermode == render_opengl)
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
}
//added by Hurdler: console varibale that are saved
void HWR_AddCommands(void)
{
CV_RegisterVar(&cv_fovchange);
#ifdef ALAM_LIGHTING
CV_RegisterVar(&cv_glstaticlighting);
CV_RegisterVar(&cv_gldynamiclighting);
CV_RegisterVar(&cv_glcoronasize);
CV_RegisterVar(&cv_glcoronas);
#endif
CV_RegisterVar(&cv_glmodellighting);
CV_RegisterVar(&cv_glmodelinterpolation);
CV_RegisterVar(&cv_glmodels);
CV_RegisterVar(&cv_glskydome);
CV_RegisterVar(&cv_glspritebillboarding);
CV_RegisterVar(&cv_glfakecontrast);
CV_RegisterVar(&cv_glshearing);
CV_RegisterVar(&cv_glshaders);
CV_RegisterVar(&cv_glallowshaders);
CV_RegisterVar(&cv_glfiltermode);
CV_RegisterVar(&cv_glsolvetjoin);
CV_RegisterVar(&cv_glbatching);
#ifndef NEWCLIP
CV_RegisterVar(&cv_glclipwalls);
#endif
}
void HWR_AddSessionCommands(void)
{
if (gl_sessioncommandsadded)
return;
CV_RegisterVar(&cv_glanisotropicmode);
gl_sessioncommandsadded = true;
}
// --------------------------------------------------------------------------
// Setup the hardware renderer
// --------------------------------------------------------------------------
void HWR_Startup(void)
{
if (!gl_init)
{
CONS_Printf("HWR_Startup()...\n");
HWR_InitPolyPool();
HWR_AddSessionCommands();
HWR_InitMapTextures();
HWR_InitModels();
#ifdef ALAM_LIGHTING
HWR_InitLight();
#endif
HWR_LoadAllCustomShaders();
if (!HWR_CompileShaders())
gl_shadersavailable = false;
}
if (rendermode == render_opengl)
textureformat = patchformat = GL_TEXFMT_RGBA;
gl_init = true;
}
// --------------------------------------------------------------------------
// Called after switching to the hardware renderer
// --------------------------------------------------------------------------
void HWR_Switch(void)
{
// Add session commands
if (!gl_sessioncommandsadded)
HWR_AddSessionCommands();
// Set special states from CVARs
HWD.pfnSetSpecialState(HWD_SET_TEXTUREFILTERMODE, cv_glfiltermode.value);
HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value);
// Load textures
if (!gl_maptexturesloaded)
HWR_LoadMapTextures(numtextures);
// Create plane polygons
if (!gl_maploaded && (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
{
HWR_ClearAllTextures();
HWR_LoadLevel();
}
}
// --------------------------------------------------------------------------
// Free resources allocated by the hardware renderer
// --------------------------------------------------------------------------
void HWR_Shutdown(void)
{
CONS_Printf("HWR_Shutdown()\n");
HWR_FreeExtraSubsectors();
HWR_FreePolyPool();
HWR_FreeMapTextures();
HWD.pfnFlushScreenTextures();
}
void transform(float *cx, float *cy, float *cz)
{
float tr_x,tr_y;
// translation
tr_x = *cx - gl_viewx;
tr_y = *cz - gl_viewy;
// *cy = *cy;
// rotation around vertical y axis
*cx = (tr_x * gl_viewsin) - (tr_y * gl_viewcos);
tr_x = (tr_x * gl_viewcos) + (tr_y * gl_viewsin);
//look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tr_y = *cy - gl_viewz;
*cy = (tr_x * gl_viewludcos) + (tr_y * gl_viewludsin);
*cz = (tr_x * gl_viewludsin) - (tr_y * gl_viewludcos);
//scale y before frustum so that frustum can be scaled to screen height
*cy *= ORIGINAL_ASPECT * gl_fovlud;
*cx *= gl_fovlud;
}
void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, INT32 texnum, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
static size_t allocedwalls = 0;
// Force realloc if buffer has been freed
if (!wallinfo)
allocedwalls = 0;
if (allocedwalls < numwalls + 1)
{
allocedwalls += MAX_TRANSPARENTWALL;
Z_Realloc(wallinfo, allocedwalls * sizeof (*wallinfo), PU_LEVEL, &wallinfo);
}
M_Memcpy(wallinfo[numwalls].wallVerts, wallVerts, sizeof (wallinfo[numwalls].wallVerts));
M_Memcpy(&wallinfo[numwalls].Surf, pSurf, sizeof (FSurfaceInfo));
wallinfo[numwalls].texnum = texnum;
wallinfo[numwalls].blend = blend;
wallinfo[numwalls].drawcount = drawcount++;
wallinfo[numwalls].fogwall = fogwall;
wallinfo[numwalls].lightlevel = lightlevel;
wallinfo[numwalls].wallcolormap = wallcolormap;
numwalls++;
}
void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
FBITFIELD blendmode = blend;
UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha
INT32 shader = SHADER_DEFAULT;
// Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting
HWR_Lighting(pSurf, lightlevel, wallcolormap);
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
if (blend & PF_Environment)
blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
if (HWR_UseShader())
{
if (fogwall)
shader = SHADER_FOG;
else
shader = SHADER_WALL;
blendmode |= PF_ColorMapped;
}
if (fogwall)
blendmode |= PF_Fog;
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode, shader, false);
}
INT32 HWR_GetTextureUsed(void)
{
return HWD.pfnGetTextureUsed();
}
void HWR_DoPostProcessor(player_t *player)
{
postimg_t *type;
HWD.pfnUnSetShader();
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
// Armageddon Blast Flash!
// Could this even be considered postprocessor?
if (player->flashcount)
{
FOutVector v[4];
FSurfaceInfo Surf;
v[0].x = v[2].y = v[3].x = v[3].y = -4.0f;
v[0].y = v[1].x = v[1].y = v[2].x = 4.0f;
v[0].z = v[1].z = v[2].z = v[3].z = 4.0f; // 4.0 because of the same reason as with the sky, just after the screen is cleared so near clipping plane is 3.99
// This won't change if the flash palettes are changed unfortunately, but it works for its purpose
if (player->flashpal == PAL_NUKE)
{
Surf.PolyColor.s.red = 0xff;
Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0x7F; // The nuke palette is kind of pink-ish
}
else
Surf.PolyColor.s.red = Surf.PolyColor.s.green = Surf.PolyColor.s.blue = 0xff;
Surf.PolyColor.s.alpha = 0xc0; // match software mode
HWD.pfnDrawPolygon(&Surf, v, 4, PF_Modulated|PF_Additive|PF_NoTexture|PF_NoDepthTest);
}
// Capture the screen for intermission and screen waving
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
if (splitscreen) // Not supported in splitscreen - someone want to add support?
return;
// Drunken vision! WooOOooo~
if (*type == postimg_water || *type == postimg_heat)
{
// 10 by 10 grid. 2 coordinates (xy)
float v[SCREENVERTS][SCREENVERTS][2];
static double disStart = 0;
UINT8 x, y;
INT32 WAVELENGTH;
INT32 AMPLITUDE;
INT32 FREQUENCY;
// Modifies the wave.
if (*type == postimg_water)
{
WAVELENGTH = 20; // Lower is longer
AMPLITUDE = 20; // Lower is bigger
FREQUENCY = 16; // Lower is faster
}
else
{
WAVELENGTH = 10; // Lower is longer
AMPLITUDE = 30; // Lower is bigger
FREQUENCY = 4; // Lower is faster
}
for (x = 0; x < SCREENVERTS; x++)
{
for (y = 0; y < SCREENVERTS; y++)
{
// Change X position based on its Y position.
v[x][y][0] = (x/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f + (float)sin((disStart+(y*WAVELENGTH))/FREQUENCY)/AMPLITUDE;
v[x][y][1] = (y/((float)(SCREENVERTS-1.0f)/9.0f))-4.5f;
}
}
HWD.pfnPostImgRedraw(v);
if (!(paused || P_AutoPause()))
disStart += 1;
// Capture the screen again for screen waving on the intermission
if(gamestate != GS_INTERMISSION)
HWD.pfnMakeScreenTexture();
}
// Flipping of the screen isn't done here anymore
}
void HWR_StartScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_StartScreenWipe()\n");
HWD.pfnStartScreenWipe();
}
void HWR_EndScreenWipe(void)
{
//CONS_Debug(DBG_RENDER, "In HWR_EndScreenWipe()\n");
HWD.pfnEndScreenWipe();
}
void HWR_DrawIntermissionBG(void)
{
HWD.pfnDrawIntermissionBG();
}
//
// hwr mode wipes
//
static lumpnum_t wipelumpnum;
// puts wipe lumpname in wipename[9]
static boolean HWR_WipeCheck(UINT8 wipenum, UINT8 scrnnum)
{
static char lumpname[9] = "FADEmmss";
size_t lsize;
// not a valid wipe number
if (wipenum > 99 || scrnnum > 99)
return false; // shouldn't end up here really, the loop should've stopped running beforehand
// puts the numbers into the wipename
lumpname[4] = '0'+(wipenum/10);
lumpname[5] = '0'+(wipenum%10);
lumpname[6] = '0'+(scrnnum/10);
lumpname[7] = '0'+(scrnnum%10);
wipelumpnum = W_CheckNumForName(lumpname);
// again, shouldn't be here really
if (wipelumpnum == LUMPERROR)
return false;
lsize = W_LumpLength(wipelumpnum);
if (!(lsize == 256000 || lsize == 64000 || lsize == 16000 || lsize == 4000))
{
CONS_Alert(CONS_WARNING, "Fade mask lump %s of incorrect size, ignored\n", lumpname);
return false; // again, shouldn't get here if it is a bad size
}
return true;
}
void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
{
if (!HWR_WipeCheck(wipenum, scrnnum))
return;
HWR_GetFadeMask(wipelumpnum);
HWD.pfnDoScreenWipe();
}
void HWR_DoTintedWipe(UINT8 wipenum, UINT8 scrnnum)
{
// It does the same thing
HWR_DoWipe(wipenum, scrnnum);
}
void HWR_MakeScreenFinalTexture(void)
{
HWD.pfnMakeScreenFinalTexture();
}
void HWR_DrawScreenFinalTexture(int width, int height)
{
HWD.pfnDrawScreenFinalTexture(width, height);
}
static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
{
UINT16 i;
lumpinfo_t *lump_p;
lump_p = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++)
if (memcmp(lump_p->name, "SHADERS", 7) == 0)
return i;
return INT16_MAX;
}
boolean HWR_CompileShaders(void)
{
return HWD.pfnCompileShaders();
}
customshaderxlat_t shaderxlat[] =
{
{"Flat", SHADER_FLOOR},
{"WallTexture", SHADER_WALL},
{"Sprite", SHADER_SPRITE},
{"Model", SHADER_MODEL},
{"ModelLighting", SHADER_MODEL_LIGHTING},
{"WaterRipple", SHADER_WATER},
{"Fog", SHADER_FOG},
{"Sky", SHADER_SKY},
{NULL, 0},
};
void HWR_LoadAllCustomShaders(void)
{
INT32 i;
// read every custom shader
for (i = 0; i < numwadfiles; i++)
HWR_LoadCustomShadersFromFile(i, (wadfiles[i]->type == RET_PK3));
}
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3)
{
UINT16 lump;
char *shaderdef, *line;
char *stoken;
char *value;
size_t size;
int linenum = 1;
int shadertype = 0;
int i;
lump = HWR_FindShaderDefs(wadnum);
if (lump == INT16_MAX)
return;
shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE);
size = W_LumpLengthPwad(wadnum, lump);
line = Z_Malloc(size+1, PU_STATIC, NULL);
M_Memcpy(line, shaderdef, size);
line[size] = '\0';
stoken = strtok(line, "\r\n ");
while (stoken)
{
if ((stoken[0] == '/' && stoken[1] == '/')
|| (stoken[0] == '#'))// skip comments
{
stoken = strtok(NULL, "\r\n");
goto skip_field;
}
if (!stricmp(stoken, "GLSL"))
{
value = strtok(NULL, "\r\n ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_lump;
}
if (!stricmp(value, "VERTEX"))
shadertype = 1;
else if (!stricmp(value, "FRAGMENT"))
shadertype = 2;
skip_lump:
stoken = strtok(NULL, "\r\n ");
linenum++;
}
else
{
value = strtok(NULL, "\r\n= ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_field;
}
if (!shadertype)
{
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
Z_Free(line);
return;
}
for (i = 0; shaderxlat[i].type; i++)
{
if (!stricmp(shaderxlat[i].type, stoken))
{
size_t shader_size;
char *shader_source;
char *shader_lumpname;
UINT16 shader_lumpnum;
if (PK3)
{
shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL);
strcpy(shader_lumpname, "Shaders/sh_");
strcat(shader_lumpname, value);
shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0);
}
else
{
shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL);
strcpy(shader_lumpname, "SH_");
strcat(shader_lumpname, value);
shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0);
}
if (shader_lumpnum == INT16_MAX)
{
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
Z_Free(shader_lumpname);
continue;
}
shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum);
shader_source = Z_Malloc(shader_size, PU_STATIC, NULL);
W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source);
HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2));
Z_Free(shader_source);
Z_Free(shader_lumpname);
}
}
skip_field:
stoken = strtok(NULL, "\r\n= ");
linenum++;
}
}
Z_Free(line);
return;
}
const char *HWR_GetShaderName(INT32 shader)
{
INT32 i;
if (shader)
{
for (i = 0; shaderxlat[i].type; i++)
{
if (shaderxlat[i].id == shader)
return shaderxlat[i].type;
}
return "Unknown";
}
return "Default";
}
#endif // HWRENDER