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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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8eb522c873
Fix visplane explorer busy looping when waiting for data and reduce the used core count to 75% of the total available Made vpo native code thread safe, removing the need for ungodly DLL patching hacks
561 lines
14 KiB
C++
561 lines
14 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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// DESCRIPTION:
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// All the clipping: columns, horizontal spans, sky columns.
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//
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//-----------------------------------------------------------------------------
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#include "Precomp.h"
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#include "vpo_local.h"
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namespace vpo
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{
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//
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// R_RenderSegLoop
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// Draws zero, one, or two textures (and possibly a masked
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// texture) for walls.
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// Can draw or mark the starting pixel of floor and ceiling
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// textures.
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// CALLED: CORE LOOPING ROUTINE.
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//
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#define HEIGHTBITS 12
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#define HEIGHTUNIT (1<<HEIGHTBITS)
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void Context::R_RenderSegLoop (void)
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{
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angle_t angle;
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int yl;
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int yh;
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int mid;
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fixed_t texturecolumn;
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int top;
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int bottom;
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for ( ; rw_x < rw_stopx ; rw_x++)
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{
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// mark floor / ceiling areas
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yl = (topfrac+HEIGHTUNIT-1)>>HEIGHTBITS;
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// no space above wall?
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if (yl < ceilingclip[rw_x]+1)
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yl = ceilingclip[rw_x]+1;
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if (markceiling)
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{
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top = ceilingclip[rw_x]+1;
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bottom = yl-1;
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if (bottom >= floorclip[rw_x])
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bottom = floorclip[rw_x]-1;
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if (top <= bottom)
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{
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ceilingplane->top[rw_x] = top;
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ceilingplane->bottom[rw_x] = bottom;
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}
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}
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yh = bottomfrac>>HEIGHTBITS;
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if (yh >= floorclip[rw_x])
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yh = floorclip[rw_x]-1;
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if (markfloor)
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{
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top = yh+1;
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bottom = floorclip[rw_x]-1;
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if (top <= ceilingclip[rw_x])
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top = ceilingclip[rw_x]+1;
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if (top <= bottom)
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{
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floorplane->top[rw_x] = top;
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floorplane->bottom[rw_x] = bottom;
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}
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}
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// texturecolumn and lighting are independent of wall tiers
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if (segtextured)
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{
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// calculate texture offset
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angle = (rw_centerangle + xtoviewangle[rw_x])>>ANGLETOFINESHIFT;
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texturecolumn = rw_offset-FixedMul(finetangent[angle],rw_distance);
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texturecolumn >>= FRACBITS;
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dc_x = rw_x;
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dc_iscale = 0xffffffffu / (unsigned)rw_scale;
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}
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else
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{
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// purely to shut up the compiler
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texturecolumn = 0;
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}
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// draw the wall tiers
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if (midtexture)
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{
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// single sided line
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dc_yl = yl;
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dc_yh = yh;
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dc_texturemid = rw_midtexturemid;
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///--- dc_source = R_GetColumn(midtexture,texturecolumn);
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///--- colfunc ();
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ceilingclip[rw_x] = viewheight;
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floorclip[rw_x] = -1;
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}
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else
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{
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// two sided line
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if (toptexture)
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{
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// top wall
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mid = pixhigh>>HEIGHTBITS;
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pixhigh += pixhighstep;
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if (mid >= floorclip[rw_x])
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mid = floorclip[rw_x]-1;
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if (mid >= yl)
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{
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dc_yl = yl;
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dc_yh = mid;
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dc_texturemid = rw_toptexturemid;
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///--- dc_source = R_GetColumn(toptexture,texturecolumn);
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///--- colfunc ();
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ceilingclip[rw_x] = mid;
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}
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else
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ceilingclip[rw_x] = yl-1;
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}
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else
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{
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// no top wall
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if (markceiling)
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ceilingclip[rw_x] = yl-1;
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}
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if (bottomtexture)
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{
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// bottom wall
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mid = (pixlow+HEIGHTUNIT-1)>>HEIGHTBITS;
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pixlow += pixlowstep;
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// no space above wall?
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if (mid <= ceilingclip[rw_x])
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mid = ceilingclip[rw_x]+1;
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if (mid <= yh)
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{
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dc_yl = mid;
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dc_yh = yh;
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dc_texturemid = rw_bottomtexturemid;
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///--- dc_source = R_GetColumn(bottomtexture, texturecolumn);
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///--- colfunc ();
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floorclip[rw_x] = mid;
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}
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else
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floorclip[rw_x] = yh+1;
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}
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else
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{
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// no bottom wall
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if (markfloor)
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floorclip[rw_x] = yh+1;
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}
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if (maskedtexture)
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{
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// save texturecol
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// for backdrawing of masked mid texture
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maskedtexturecol[rw_x] = texturecolumn;
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}
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}
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rw_scale += rw_scalestep;
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topfrac += topstep;
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bottomfrac += bottomstep;
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}
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}
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//
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// R_StoreWallRange
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// A wall segment will be drawn
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// between start and stop pixels (inclusive).
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//
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void Context::R_StoreWallRange ( int start, int stop )
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{
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fixed_t hyp;
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fixed_t sineval;
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angle_t distangle, offsetangle;
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fixed_t vtop;
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// don't overflow and crash
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total_drawsegs++;
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if (total_drawsegs >= MAXDRAWSEGS)
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throw overflow_exception();
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#ifdef RANGECHECK
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if (start >=viewwidth || start > stop)
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I_Error ("Bad R_RenderWallRange: %i to %i", start , stop);
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#endif
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sidedef = curline->sidedef;
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linedef = curline->linedef;
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// mark the segment as visible for auto map
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linedef->flags |= ML_MAPPED;
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// calculate rw_distance for scale calculation
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rw_normalangle = curline->angle + ANG90;
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offsetangle = abs((int)rw_normalangle-rw_angle1);
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if (offsetangle > ANG90)
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offsetangle = ANG90;
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distangle = ANG90 - offsetangle;
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hyp = R_PointToDist (curline->v1->x, curline->v1->y);
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sineval = finesine[distangle>>ANGLETOFINESHIFT];
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rw_distance = FixedMul (hyp, sineval);
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ds_p->x1 = rw_x = start;
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ds_p->x2 = stop;
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ds_p->curline = curline;
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rw_stopx = stop+1;
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// calculate scale at both ends and step
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ds_p->scale1 = rw_scale =
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R_ScaleFromGlobalAngle (viewangle + xtoviewangle[start]);
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if (stop > start )
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{
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ds_p->scale2 = R_ScaleFromGlobalAngle (viewangle + xtoviewangle[stop]);
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ds_p->scalestep = rw_scalestep =
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(ds_p->scale2 - rw_scale) / (stop-start);
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}
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else
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{
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ds_p->scale2 = ds_p->scale1;
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}
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// calculate texture boundaries
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// and decide if floor / ceiling marks are needed
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worldtop = frontsector->ceilingheight - viewz;
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worldbottom = frontsector->floorheight - viewz;
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midtexture = toptexture = bottomtexture = maskedtexture = 0;
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ds_p->maskedtexturecol = NULL;
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if (!backsector)
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{
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// single sided line
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midtexture = sidedef->midtexture;
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// a single sided line is terminal, so it must mark ends
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markfloor = markceiling = true;
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if (linedef->flags & ML_DONTPEGBOTTOM)
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{
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vtop = frontsector->floorheight
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+ 128; ///??? textureheight[sidedef->midtexture];
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// bottom of texture at bottom
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rw_midtexturemid = vtop - viewz;
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}
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else
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{
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// top of texture at top
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rw_midtexturemid = worldtop;
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}
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rw_midtexturemid += sidedef->rowoffset;
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ds_p->silhouette = SIL_BOTH;
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ds_p->sprtopclip = screenheightarray;
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ds_p->sprbottomclip = negonearray;
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ds_p->bsilheight = INT_MAX;
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ds_p->tsilheight = INT_MIN;
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}
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else
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{
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// two sided line
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ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
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ds_p->silhouette = 0;
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if (frontsector->floorheight > backsector->floorheight)
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{
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ds_p->silhouette = SIL_BOTTOM;
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ds_p->bsilheight = frontsector->floorheight;
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}
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else if (backsector->floorheight > viewz)
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{
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ds_p->silhouette = SIL_BOTTOM;
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ds_p->bsilheight = INT_MAX;
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// ds_p->sprbottomclip = negonearray;
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}
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if (frontsector->ceilingheight < backsector->ceilingheight)
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{
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ds_p->silhouette |= SIL_TOP;
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ds_p->tsilheight = frontsector->ceilingheight;
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}
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else if (backsector->ceilingheight < viewz)
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{
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ds_p->silhouette |= SIL_TOP;
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ds_p->tsilheight = INT_MIN;
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// ds_p->sprtopclip = screenheightarray;
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}
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if (backsector->ceilingheight <= frontsector->floorheight)
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{
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ds_p->sprbottomclip = negonearray;
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ds_p->bsilheight = INT_MAX;
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ds_p->silhouette |= SIL_BOTTOM;
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}
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if (backsector->floorheight >= frontsector->ceilingheight)
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{
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ds_p->sprtopclip = screenheightarray;
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ds_p->tsilheight = INT_MIN;
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ds_p->silhouette |= SIL_TOP;
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}
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worldhigh = backsector->ceilingheight - viewz;
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worldlow = backsector->floorheight - viewz;
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// hack to allow height changes in outdoor areas
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if (frontsector->ceilingpic == skyflatnum
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&& backsector->ceilingpic == skyflatnum)
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{
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worldtop = worldhigh;
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}
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if (worldlow != worldbottom
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|| backsector->floorpic != frontsector->floorpic
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|| backsector->lightlevel != frontsector->lightlevel)
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{
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markfloor = true;
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}
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else
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{
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// same plane on both sides
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markfloor = false;
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}
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if (worldhigh != worldtop
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|| backsector->ceilingpic != frontsector->ceilingpic
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|| backsector->lightlevel != frontsector->lightlevel)
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{
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markceiling = true;
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}
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else
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{
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// same plane on both sides
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markceiling = false;
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}
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if (backsector->ceilingheight <= frontsector->floorheight
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|| backsector->floorheight >= frontsector->ceilingheight)
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{
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// closed door
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markceiling = markfloor = true;
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}
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if (worldhigh < worldtop)
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{
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// top texture
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toptexture = sidedef->toptexture;
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if (linedef->flags & ML_DONTPEGTOP)
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{
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// top of texture at top
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rw_toptexturemid = worldtop;
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}
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else
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{
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vtop = backsector->ceilingheight
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+ 128; ///??? textureheight[sidedef->toptexture];
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// bottom of texture
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rw_toptexturemid = vtop - viewz;
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}
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}
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if (worldlow > worldbottom)
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{
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// bottom texture
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bottomtexture = sidedef->bottomtexture;
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if (linedef->flags & ML_DONTPEGBOTTOM )
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{
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// bottom of texture at bottom
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// top of texture at top
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rw_bottomtexturemid = worldtop;
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}
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else // top of texture at top
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rw_bottomtexturemid = worldlow;
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}
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rw_toptexturemid += sidedef->rowoffset;
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rw_bottomtexturemid += sidedef->rowoffset;
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// allocate space for masked texture tables
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if (sidedef->midtexture)
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{
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// masked midtexture
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maskedtexture = true;
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ds_p->maskedtexturecol = maskedtexturecol = lastopening - rw_x;
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lastopening += rw_stopx - rw_x;
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total_openings += (rw_stopx - rw_x);
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if (total_openings >= MAXOPENINGS)
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throw overflow_exception();
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}
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}
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// calculate rw_offset (only needed for textured lines)
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segtextured = midtexture | toptexture | bottomtexture | (int)maskedtexture;
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if (segtextured)
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{
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offsetangle = rw_normalangle-rw_angle1;
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if (offsetangle > ANG180)
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offsetangle = -offsetangle;
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if (offsetangle > ANG90)
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offsetangle = ANG90;
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sineval = finesine[offsetangle >>ANGLETOFINESHIFT];
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rw_offset = FixedMul (hyp, sineval);
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if (rw_normalangle-rw_angle1 < ANG180)
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rw_offset = -rw_offset;
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rw_offset += sidedef->textureoffset + curline->offset;
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rw_centerangle = ANG90 + viewangle - rw_normalangle;
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}
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// if a floor / ceiling plane is on the wrong side
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// of the view plane, it is definitely invisible
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// and doesn't need to be marked.
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if (frontsector->floorheight >= viewz)
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{
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// above view plane
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markfloor = false;
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}
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if (frontsector->ceilingheight <= viewz
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&& frontsector->ceilingpic != skyflatnum)
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{
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// below view plane
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markceiling = false;
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}
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// calculate incremental stepping values for texture edges
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worldtop >>= 4;
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worldbottom >>= 4;
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topstep = -FixedMul (rw_scalestep, worldtop);
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topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
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bottomstep = -FixedMul (rw_scalestep,worldbottom);
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bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
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if (backsector)
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{
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worldhigh >>= 4;
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worldlow >>= 4;
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if (worldhigh < worldtop)
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{
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pixhigh = (centeryfrac>>4) - FixedMul (worldhigh, rw_scale);
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pixhighstep = -FixedMul (rw_scalestep,worldhigh);
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}
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if (worldlow > worldbottom)
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{
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pixlow = (centeryfrac>>4) - FixedMul (worldlow, rw_scale);
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pixlowstep = -FixedMul (rw_scalestep,worldlow);
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}
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}
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// andrewj: make sure floorplane/ceilingplane are not NULL (prevent a crash)
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if (! floorplane) markfloor = false;
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if (! ceilingplane) markceiling = false;
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// render it
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if (markceiling)
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ceilingplane = R_CheckPlane (ceilingplane, rw_x, rw_stopx-1);
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if (markfloor)
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floorplane = R_CheckPlane (floorplane, rw_x, rw_stopx-1);
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R_RenderSegLoop ();
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// save sprite clipping info
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if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture)
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&& !ds_p->sprtopclip)
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{
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memcpy (lastopening, ceilingclip+start, 2*(rw_stopx-start));
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ds_p->sprtopclip = lastopening - start;
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lastopening += rw_stopx - start;
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total_openings += (rw_stopx - start);
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if (total_openings >= MAXOPENINGS)
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throw overflow_exception();
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}
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if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture)
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&& !ds_p->sprbottomclip)
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{
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memcpy (lastopening, floorclip+start, 2*(rw_stopx-start));
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ds_p->sprbottomclip = lastopening - start;
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lastopening += rw_stopx - start;
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total_openings += (rw_stopx - start);
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if (total_openings >= MAXOPENINGS)
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throw overflow_exception();
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}
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if (maskedtexture && !(ds_p->silhouette&SIL_TOP))
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{
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ds_p->silhouette |= SIL_TOP;
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ds_p->tsilheight = INT_MIN;
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}
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if (maskedtexture && !(ds_p->silhouette&SIL_BOTTOM))
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{
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ds_p->silhouette |= SIL_BOTTOM;
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ds_p->bsilheight = INT_MAX;
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}
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ds_p++;
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}
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} // namespace vpo
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