raze/source/build/src/polymost.cpp
2021-12-26 23:09:43 +01:00

3967 lines
128 KiB
C++

/**************************************************************************************************
"POLYMOST" code originally written by Ken Silverman
Ken Silverman's official web site: http://www.advsys.net/ken
**************************************************************************************************/
#include "build.h"
#include "automap.h"
#include "engine_priv.h"
#include "mdsprite.h"
#include "polymost.h"
#include "files.h"
#include "buildtiles.h"
#include "bitmap.h"
#include "../../glbackend/glbackend.h"
#include "c_cvars.h"
#include "gamecvars.h"
#include "v_video.h"
#include "flatvertices.h"
#include "palettecontainer.h"
#include "texturemanager.h"
#include "hw_renderstate.h"
#include "printf.h"
#include "gamefuncs.h"
#include "hw_drawinfo.h"
#include "gamestruct.h"
#include "gamestruct.h"
#include "hw_voxels.h"
#ifdef _MSC_VER
// just make it shut up. Most of this file will go down the drain anyway soon.
#pragma warning(disable:4244)
#endif
typedef struct {
union { double x; double d; };
union { double y; double u; };
union { double z; double v; };
} vec3d_t;
static_assert(sizeof(vec3d_t) == sizeof(double) * 3);
int32_t xyaspect = -1;
bool inpreparemirror = 0;
int skiptile = -1;
FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t* tilemap, int remap = 0);
int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate);
int checkTranslucentReplacement(FTextureID picnum, int pal);
CVARD(Bool, hw_animsmoothing, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model animation smoothing")
CVARD(Bool, hw_models, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable model rendering")
CVARD(Bool, hw_parallaxskypanning, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable parallaxed floor/ceiling panning when drawing a parallaxing sky")
CVARD(Float, hw_shadescale, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "multiplier for shading")
int pm_smoothratio;
//{ "r_yshearing", "enable/disable y-shearing", (void*)&r_yshearing, CVAR_BOOL, 0, 1 }, disabled because not fully functional
// For testing - will be removed later.
CVAR(Int, skytile, 0, 0)
CVAR(Bool, testnewrenderer, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
extern fixed_t global100horiz; // (-100..300)-scale horiz (the one passed to drawrooms)
static vec3_t spritesxyz[MAXSPRITESONSCREEN + 1];
static int16_t thewall[MAXWALLSB];
static int16_t bunchp2[MAXWALLSB], thesector[MAXWALLSB];
static int16_t bunchfirst[MAXWALLSB], bunchlast[MAXWALLSB];
static int16_t numscans, numbunches;
static int16_t maskwall[MAXWALLSB], maskwallcnt;
static int16_t sectorborder[256];
static tspriteptr_t tspriteptr[MAXSPRITESONSCREEN + 1];
tspritetype pm_tsprite[MAXSPRITESONSCREEN];
int pm_spritesortcnt;
namespace Polymost
{
typedef struct { float x, cy[2], fy[2]; int32_t tag; int16_t n, p, ctag, ftag; } vsptyp;
#define VSPMAX 2048 //<- careful!
static vsptyp vsp[VSPMAX];
static int32_t gtag, viewportNodeCount;
static float xbl, xbr, xbt, xbb;
static int32_t domost_rejectcount;
static float dxb1[MAXWALLSB], dxb2[MAXWALLSB];
//POGOTODO: the SCISDIST could be set to 0 now to allow close objects to render properly,
// but there's a nasty rendering bug that needs to be dug into when setting SCISDIST lower than 1
#define SCISDIST 1.f //close plane clipping distance
#define SOFTROTMAT 0
static int32_t r_pogoDebug = 0;
static float gviewxrange;
static float ghoriz, ghoriz2;
static float ghorizcorrect;
double gxyaspect;
float gyxscale, ghalfx, grhalfxdown10, grhalfxdown10x, ghalfy;
float gcosang, gsinang, gcosang2, gsinang2;
float gtang = 0.f;
static float gchang = 0, gshang = 0, gctang = 0, gstang = 0;
static float gvrcorrection = 1.f;
static vec3d_t xtex, ytex, otex, xtex2, ytex2, otex2;
static float fsearchx, fsearchy, fsearchz;
static int psectnum, pwallnum, pbottomwall, pisbottomwall, psearchstat;
static int32_t drawpoly_srepeat = 0, drawpoly_trepeat = 0;
#define MAX_DRAWPOLY_VERTS 8
static int32_t lastglpolygonmode = 0; //FUK
static int32_t r_yshearing = 0;
// used for fogcalc
static float fogresult, fogresult2;
static char ptempbuf[MAXWALLSB<<1];
// polymost ART sky control
static int32_t r_parallaxskyclamping = 1;
#define MIN_CACHETIME_PRINT 10
#define Bfabsf fabsf
static int32_t drawingskybox = 0;
static hitdata_t polymost_hitdata;
FGameTexture* globalskytex = nullptr;
void polymost_outputGLDebugMessage(uint8_t severity, const char* format, ...)
{
}
static void set_globalang(fixed_t const ang)
{
globalang = FixedToInt(ang) & 2047;
qglobalang = ang & 0x7FFFFFF;
float const f_ang = FixedToFloat(ang);
float const fcosang = bcosf(f_ang);
float const fsinang = bsinf(f_ang);
#ifdef USE_OPENGL
fcosglobalang = fcosang;
fsinglobalang = fsinang;
#endif
cosglobalang = (int)fcosang;
singlobalang = (int)fsinang;
cosviewingrangeglobalang = MulScale(cosglobalang, viewingrange, 16);
sinviewingrangeglobalang = MulScale(singlobalang, viewingrange, 16);
}
static inline float polymost_invsqrt_approximation(float x)
{
// this is the comment
return 1.f / sqrtf(x);
}
static float sectorVisibility(int sectnum)
{
// Beware of wraparound madness...
int v = sector[sectnum].visibility;
return v? ((uint8_t)(v + 16)) / 16.f : 1.f;
}
static void tileUpdatePicnum(short* const tileptr, int const obj)
{
auto& tile = *tileptr;
if (picanm[tile].sf & PICANM_ANIMTYPE_MASK)
tile += animateoffs(tile, obj);
if (((obj & 16384) == 16384) && (globalorientation & CSTAT_WALL_ROTATE_90) && RotTile(tile).newtile != -1)
tile = RotTile(tile).newtile;
}
//--------------------------------------------------------------------------------------------------
//Use this for both initialization and uninitialization of OpenGL.
//in-place multiply m0=m0*m1
static float* multiplyMatrix4f(float m0[4*4], const float m1[4*4])
{
float mR[4*4];
#define multMatrix4RowCol(r, c) mR[r*4+c] = m0[r*4]*m1[c] + m0[r*4+1]*m1[c+4] + m0[r*4+2]*m1[c+8] + m0[r*4+3]*m1[c+12]
multMatrix4RowCol(0, 0);
multMatrix4RowCol(0, 1);
multMatrix4RowCol(0, 2);
multMatrix4RowCol(0, 3);
multMatrix4RowCol(1, 0);
multMatrix4RowCol(1, 1);
multMatrix4RowCol(1, 2);
multMatrix4RowCol(1, 3);
multMatrix4RowCol(2, 0);
multMatrix4RowCol(2, 1);
multMatrix4RowCol(2, 2);
multMatrix4RowCol(2, 3);
multMatrix4RowCol(3, 0);
multMatrix4RowCol(3, 1);
multMatrix4RowCol(3, 2);
multMatrix4RowCol(3, 3);
memcpy(m0, mR, sizeof(float)*4*4);
return m0;
#undef multMatrix4RowCol
}
void polymost_glreset()
{
//Reset if this is -1 (meaning 1st texture call ever), or > 0 (textures in memory)
gcosang = gcosang2 = 16384.f/262144.f;
gsinang = gsinang2 = 0.f;
}
FileReader GetBaseResource(const char* fn);
static void resizeglcheck(void)
{
const int32_t ourxdimen = (windowxy2.x-windowxy1.x+1);
float ratio = 1;
const int32_t fovcorrect = (int32_t)(ourxdimen*ratio - ourxdimen);
ratio = 1.f/ratio;
GLInterface.SetViewport(windowxy1.x-(fovcorrect/2), ydim-(windowxy2.y+1),
ourxdimen+fovcorrect, windowxy2.y-windowxy1.y+1);
float m[4][4]{};
float const nearclip = 4.0f / (gxyaspect * gyxscale);
float const farclip = 65536.f;
m[0][0] = 1.f;
m[1][1] = fxdimen / (fydimen * ratio);
m[2][0] = 2.f * ghoriz2 * gstang / fxdimen;
m[2][1] = 2.f * (ghoriz2 * gctang + ghorizcorrect) / fydimen;
m[2][2] = (farclip + nearclip) / (farclip - nearclip);
m[2][3] = 1.f;
m[3][2] = -(2.f * farclip * nearclip) / (farclip - nearclip);
renderSetProjectionMatrix(&m[0][0]);
}
//(dpx,dpy) specifies an n-sided polygon. The polygon must be a convex clockwise loop.
// n must be <= 8 (assume clipping can double number of vertices)
//method: 0:solid, 1:masked(255 is transparent), 2:transluscent #1, 3:transluscent #2
// +4 means it's a sprite, so wraparound isn't needed
// drawpoly's hack globals
static int32_t pow2xsplit = 0, skyzbufferhack = 0, flatskyrender = 0;
static float drawpoly_alpha = 0.f;
static uint8_t drawpoly_blend = 0;
int32_t polymost_maskWallHasTranslucency(walltype const * const wall)
{
if (wall->cstat & CSTAT_WALL_TRANSLUCENT)
return true;
return checkTranslucentReplacement(tileGetTexture(wall->picnum)->GetID(), wall->pal);
}
int32_t polymost_spriteHasTranslucency(spritetype const * const tspr)
{
if ((tspr->cstat & CSTAT_SPRITE_TRANSLUCENT) || (tspr->clipdist & TSPR_FLAGS_DRAW_LAST) ||
((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].alpha))
return true;
return checkTranslucentReplacement(tileGetTexture(tspr->picnum)->GetID(), tspr->pal);
}
static void polymost_updaterotmat(void)
{
//Up/down rotation
float matrix[16] = {
1.f, 0.f, 0.f, 0.f,
0.f, gchang, -gshang*gvrcorrection, 0.f,
0.f, gshang/gvrcorrection, gchang, 0.f,
0.f, 0.f, 0.f, 1.f,
};
// Tilt rotation
float tiltmatrix[16] = {
gctang, -gstang, 0.f, 0.f,
gstang, gctang, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f,
};
multiplyMatrix4f(matrix, tiltmatrix);
renderSetViewMatrix(matrix);
float fxdimen = FixedToFloat(xdimenscale);
renderSetVisibility(g_visibility * fxdimen * (1.f / (65536.f)) / r_ambientlight);
}
const vec2_16_t tileSize(int index)
{
vec2_16_t v = { (int16_t)tileWidth(index), (int16_t)tileHeight(index) };
return v;
}
static void polymost_flatskyrender(FVector2 const* const dpxy, int32_t const n, int32_t method, const vec2_16_t& tilesize);
// Hack for Duke's camera until I can find out why this behaves erratically.
static void polymost_drawpoly(FVector2 const * const dpxy, int32_t const n, int32_t method, const vec2_16_t &tilesize)
{
if (method == DAMETH_BACKFACECULL || globalpicnum == skiptile ||
(uint32_t)globalpicnum >= MAXTILES)
return;
const int32_t method_ = method;
if (n == 3)
{
if ((dpxy[0].X-dpxy[1].X) * (dpxy[2].Y-dpxy[1].Y) >=
(dpxy[2].X-dpxy[1].X) * (dpxy[0].Y-dpxy[1].Y)) return; //for triangle
}
else if (n > 3)
{
float f = 0; //f is area of polygon / 2
for (intptr_t i=n-2, j=n-1,k=0; k<n; i=j,j=k,k++)
f += (dpxy[i].X-dpxy[k].X)*dpxy[j].Y;
if (f <= 0) return;
}
static int32_t skyzbufferhack_pass = 0;
if (flatskyrender && skyzbufferhack_pass == 0)
{
polymost_flatskyrender(dpxy, n, method|DAMETH_SKY, tilesize);
return;
}
if (!lookups.checkTable(globalpal))
globalfloorpal = globalpal = 0;
//Load texture (globalpicnum)
setgotpic(globalpicnum);
vec2_t tsiz = { tilesize.x, tilesize.y };
assert(n <= MAX_DRAWPOLY_VERTS);
int j = 0;
float px[8], py[8], dd[8], uu[8], vv[8];
for (intptr_t i=0; i<n; ++i)
{
px[j] = dpxy[i].X;
py[j] = dpxy[i].Y;
dd[j] = (dpxy[i].X * xtex.d + dpxy[i].Y * ytex.d + otex.d);
if (dd[j] <= 0.f) // invalid polygon
return;
uu[j] = (dpxy[i].X * xtex.u + dpxy[i].Y * ytex.u + otex.u);
vv[j] = (dpxy[i].X * xtex.v + dpxy[i].Y * ytex.v + otex.v);
j++;
}
while ((j >= 3) && (px[j-1] == px[0]) && (py[j-1] == py[0])) j--;
if (j < 3)
return;
int const npoints = j;
float usub = 0;
float vsub = 0;
// This only takes effect for textures with their default set to SamplerClampXY.
int sampleroverride = CLAMP_NONE;
if (method & DAMETH_CLAMPED)
{
if (!drawpoly_srepeat) sampleroverride |= CLAMP_Y;
if (!drawpoly_trepeat) sampleroverride |= CLAMP_X;
}
int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
GLInterface.SetFade(globalfloorpal);
bool success = GLInterface.SetTexture(globalskytex? globalskytex : tileGetTexture(globalpicnum), !hw_int_useindexedcolortextures && globalskytex ? 0 : palid, sampleroverride);
if (!success)
{
tsiz.x = tsiz.y = 1;
GLInterface.SetColorMask(false); //Hack to update Z-buffer for invalid mirror textures
}
GLInterface.SetShade(globalshade, numshades);
if ((method & DAMETH_WALL) != 0)
{
int32_t size = tilesize.y;
int32_t size2;
for (size2 = 1; size2 < size; size2 += size2) {}
if (size == size2)
GLInterface.SetNpotEmulation(0.f, 0.f);
else
{
float xOffset = 1.f / tilesize.x;
GLInterface.SetNpotEmulation((1.f*size2) / size, xOffset);
}
}
else
{
GLInterface.SetNpotEmulation(0.f, 0.f);
}
vec2_t tsiz2 = tsiz;
if (method & DAMETH_MASKPROPS)
{
SetRenderStyleFromBlend((method & DAMETH_MASKPROPS) > DAMETH_MASK, drawpoly_blend, (method & DAMETH_MASKPROPS) == DAMETH_TRANS2);
}
if (!(method & (DAMETH_CLAMPED | DAMETH_MASKPROPS)))
GLInterface.SetTextureMode(TM_OPAQUE);
float pc[4];
// The shade rgb from the tint is ignored here.
pc[0] = (float)globalr * (1.f / 255.f);
pc[1] = (float)globalg * (1.f / 255.f);
pc[2] = (float)globalb * (1.f / 255.f);
pc[3] = GetAlphaFromBlend(method & DAMETH_MASKPROPS, drawpoly_blend) * (1.f - drawpoly_alpha);
if (skyzbufferhack_pass)
pc[3] = 0.01f;
GLInterface.SetColor(pc[0], pc[1], pc[2], pc[3]);
FVector2 const scale = { 1.f / tsiz2.x, 1.f / tsiz2.y };
auto data = screen->mVertexData->AllocVertices(npoints);
auto vt = data.first;
for (intptr_t i = 0; i < npoints; ++i, vt++)
{
float const r = 1.f / dd[i];
if (tileGetTexture(globalpicnum)->GetTexture()->isHardwareCanvas())
{
//update texcoords, canvas textures are upside down!
vt->SetTexCoord(
uu[i] * r * scale.X - usub,
1.f - (vv[i] * r * scale.Y - vsub));
}
else
{
//update texcoords
vt->SetTexCoord(
uu[i] * r * scale.X - usub,
vv[i] * r * scale.Y - vsub);
}
//update verts
vt->SetVertex(
(px[i] - ghalfx) * r * grhalfxdown10x * 1024.f,
(ghalfy - py[i]) * r * grhalfxdown10 * 1024.f,
r);
}
GLInterface.Draw(DT_TriangleFan, data.second, npoints);
GLInterface.SetNpotEmulation(0.f, 0.f);
GLInterface.SetTextureMode(TM_NORMAL);
if (skyzbufferhack && skyzbufferhack_pass == 0)
{
vec3d_t const bxtex = xtex, bytex = ytex, botex = otex;
xtex = xtex2, ytex = ytex2, otex = otex2;
GLInterface.SetColorMask(false);
GLInterface.Draw(DT_TriangleFan, data.second, npoints);
GLInterface.SetColorMask(true);
xtex = bxtex, ytex = bytex, otex = botex;
}
if (!success)
GLInterface.SetColorMask(true);
}
static inline void vsp_finalize_init(int32_t const vcnt)
{
for (intptr_t i=0; i<vcnt; ++i)
{
vsp[i].cy[1] = vsp[i+1].cy[0]; vsp[i].ctag = i;
vsp[i].fy[1] = vsp[i+1].fy[0]; vsp[i].ftag = i;
vsp[i].n = i+1; vsp[i].p = i-1;
// vsp[i].tag = -1;
}
vsp[vcnt-1].n = 0; vsp[0].p = vcnt-1;
//VSPMAX-1 is dummy empty node
for (intptr_t i=vcnt; i<VSPMAX; i++) { vsp[i].n = i+1; vsp[i].p = i-1; }
vsp[VSPMAX-1].n = vcnt; vsp[vcnt].p = VSPMAX-1;
}
#define COMBINE_STRIPS
#ifdef COMBINE_STRIPS
static inline void vsdel(int const i)
{
//Delete i
int const pi = vsp[i].p;
int const ni = vsp[i].n;
vsp[ni].p = pi;
vsp[pi].n = ni;
//Add i to empty list
vsp[i].n = vsp[VSPMAX-1].n;
vsp[i].p = VSPMAX-1;
vsp[vsp[VSPMAX-1].n].p = i;
vsp[VSPMAX-1].n = i;
}
static inline void vsmerge(int const i, int const ni)
{
vsp[i].cy[1] = vsp[ni].cy[1];
vsp[i].fy[1] = vsp[ni].fy[1];
vsdel(ni);
}
#endif
static inline int32_t vsinsaft(int const i)
{
//i = next element from empty list
int32_t const r = vsp[VSPMAX-1].n;
vsp[vsp[r].n].p = VSPMAX-1;
vsp[VSPMAX-1].n = vsp[r].n;
vsp[r] = vsp[i]; //copy i to r
//insert r after i
vsp[r].p = i; vsp[r].n = vsp[i].n;
vsp[vsp[i].n].p = r; vsp[i].n = r;
return r;
}
static int32_t domostpolymethod = DAMETH_NOMASK;
#define DOMOST_OFFSET .01f
static void polymost_clipmost(FVector2 *dpxy, int &n, float x0, float x1, float y0top, float y0bot, float y1top, float y1bot)
{
if (y0bot < y0top || y1bot < y1top)
return;
//Clip to (x0,y0top)-(x1,y1top)
FVector2 dp2[8];
float t0, t1;
int n2 = 0;
t1 = -((dpxy[0].X - x0) * (y1top - y0top) - (dpxy[0].Y - y0top) * (x1 - x0));
for (intptr_t i=0; i<n; i++)
{
int j = i + 1;
if (j >= n)
j = 0;
t0 = t1;
t1 = -((dpxy[j].X - x0) * (y1top - y0top) - (dpxy[j].Y - y0top) * (x1 - x0));
if (t0 >= 0)
dp2[n2++] = dpxy[i];
if ((t0 >= 0) != (t1 >= 0) && (t0 <= 0) != (t1 <= 0))
{
float const r = t0 / (t0 - t1);
dp2[n2] = { (dpxy[j].X - dpxy[i].X) * r + dpxy[i].X,
(dpxy[j].Y - dpxy[i].Y) * r + dpxy[i].Y };
n2++;
}
}
if (n2 < 3)
{
n = 0;
return;
}
//Clip to (x1,y1bot)-(x0,y0bot)
t1 = -((dp2[0].X - x1) * (y0bot - y1bot) - (dp2[0].Y - y1bot) * (x0 - x1));
n = 0;
for (intptr_t i = 0, j = 1; i < n2; j = ++i + 1)
{
if (j >= n2)
j = 0;
t0 = t1;
t1 = -((dp2[j].X - x1) * (y0bot - y1bot) - (dp2[j].Y - y1bot) * (x0 - x1));
if (t0 >= 0)
dpxy[n++] = dp2[i];
if ((t0 >= 0) != (t1 >= 0) && (t0 <= 0) != (t1 <= 0))
{
float const r = t0 / (t0 - t1);
dpxy[n] = { (dp2[j].X - dp2[i].X) * r + dp2[i].X,
(dp2[j].Y - dp2[i].Y) * r + dp2[i].Y };
n++;
}
}
if (n < 3)
{
n = 0;
return;
}
}
static void polymost_domost(float x0, float y0, float x1, float y1, float y0top = 0.f, float y0bot = -1.f, float y1top = 0.f, float y1bot = -1.f)
{
int const dir = (x0 < x1);
polymost_outputGLDebugMessage(3, "polymost_domost(x0:%f, y0:%f, x1:%f, y1:%f, y0top:%f, y0bot:%f, y1top:%f, y1bot:%f)",
x0, y0, x1, y1, y0top, y0bot, y1top, y1bot);
y0top -= DOMOST_OFFSET;
y1top -= DOMOST_OFFSET;
y0bot += DOMOST_OFFSET;
y1bot += DOMOST_OFFSET;
if (dir) //clip dmost (floor)
{
y0 -= DOMOST_OFFSET;
y1 -= DOMOST_OFFSET;
}
else //clip umost (ceiling)
{
if (x0 == x1) return;
std::swap(x0, x1);
std::swap(y0, y1);
std::swap(y0top, y1top);
std::swap(y0bot, y1bot);
y0 += DOMOST_OFFSET;
y1 += DOMOST_OFFSET; //necessary?
}
// Test if span is outside screen bounds
if (x1 < xbl || x0 > xbr)
{
domost_rejectcount++;
return;
}
FVector2 dm0 = { x0 - DOMOST_OFFSET, y0 };
FVector2 dm1 = { x1 + DOMOST_OFFSET, y1 };
float const slop = (dm1.Y - dm0.Y) / (dm1.X - dm0.X);
if (dm0.X < xbl)
{
dm0.Y += slop*(xbl-dm0.X);
dm0.X = xbl;
}
if (dm1.X > xbr)
{
dm1.Y += slop*(xbr-dm1.X);
dm1.X = xbr;
}
drawpoly_alpha = 0.f;
drawpoly_blend = 0;
FVector2 n0, n1;
float spx[4];
int32_t spt[4];
int firstnode = vsp[0].n;
for (intptr_t newi, i=vsp[0].n; i; i=newi)
{
newi = vsp[i].n; n0.X = vsp[i].x; n1.X = vsp[newi].x;
if (dm0.X >= n1.X)
{
firstnode = i;
continue;
}
if (n0.X >= dm1.X)
break;
if (vsp[i].ctag <= 0) continue;
float const dx = n1.X-n0.X;
float const cy[2] = { vsp[i].cy[0], vsp[i].fy[0] },
cv[2] = { vsp[i].cy[1]-cy[0], vsp[i].fy[1]-cy[1] };
int scnt = 0;
//Test if left edge requires split (dm0.x,dm0.y) (nx0,cy(0)),<dx,cv(0)>
if ((dm0.X > n0.X) && (dm0.X < n1.X))
{
float const t = (dm0.X-n0.X)*cv[dir] - (dm0.Y-cy[dir])*dx;
if (((!dir) && (t < 0.f)) || ((dir) && (t > 0.f)))
{ spx[scnt] = dm0.X; spt[scnt] = -1; scnt++; }
}
//Test for intersection on umost (0) and dmost (1)
float const d[2] = { ((dm0.Y - dm1.Y) * dx) - ((dm0.X - dm1.X) * cv[0]),
((dm0.Y - dm1.Y) * dx) - ((dm0.X - dm1.X) * cv[1]) };
float const n[2] = { ((dm0.Y - cy[0]) * dx) - ((dm0.X - n0.X) * cv[0]),
((dm0.Y - cy[1]) * dx) - ((dm0.X - n0.X) * cv[1]) };
float const fnx[2] = { dm0.X + ((n[0] / d[0]) * (dm1.X - dm0.X)),
dm0.X + ((n[1] / d[1]) * (dm1.X - dm0.X)) };
if ((fabsf(d[0]) > fabsf(n[0])) && (d[0] * n[0] >= 0.f) && (fnx[0] > n0.X) && (fnx[0] < n1.X))
spx[scnt] = fnx[0], spt[scnt++] = 0;
if ((fabsf(d[1]) > fabsf(n[1])) && (d[1] * n[1] >= 0.f) && (fnx[1] > n0.X) && (fnx[1] < n1.X))
spx[scnt] = fnx[1], spt[scnt++] = 1;
//Nice hack to avoid full sort later :)
if ((scnt >= 2) && (spx[scnt-1] < spx[scnt-2]))
{
std::swap(spx[scnt-1], spx[scnt-2]);
std::swap(spt[scnt-1], spt[scnt-2]);
}
//Test if right edge requires split
if ((dm1.X > n0.X) && (dm1.X < n1.X))
{
float const t = (dm1.X-n0.X)*cv[dir] - (dm1.Y-cy[dir])*dx;
if (((!dir) && (t < 0.f)) || ((dir) && (t > 0.f)))
{ spx[scnt] = dm1.X; spt[scnt] = -1; scnt++; }
}
vsp[i].tag = vsp[newi].tag = -1;
float const rdx = 1.f/dx;
for (intptr_t z=0, vcnt=0; z<=scnt; z++,i=vcnt)
{
float t;
if (z == scnt)
goto skip;
t = (spx[z]-n0.X)*rdx;
vcnt = vsinsaft(i);
vsp[i].cy[1] = t*cv[0] + cy[0];
vsp[i].fy[1] = t*cv[1] + cy[1];
vsp[vcnt].x = spx[z];
vsp[vcnt].cy[0] = vsp[i].cy[1];
vsp[vcnt].fy[0] = vsp[i].fy[1];
vsp[vcnt].tag = spt[z];
skip: ;
int32_t const ni = vsp[i].n; if (!ni) continue; //this 'if' fixes many bugs!
float const dx0 = vsp[i].x; if (dm0.X > dx0) continue;
float const dx1 = vsp[ni].x; if (dm1.X < dx1) continue;
n0.Y = (dx0-dm0.X)*slop + dm0.Y;
n1.Y = (dx1-dm0.X)*slop + dm0.Y;
// dx0 dx1
// ~ ~
//----------------------------
// t0+=0 t1+=0
// vsp[i].cy[0] vsp[i].cy[1]
//============================
// t0+=1 t1+=3
//============================
// vsp[i].fy[0] vsp[i].fy[1]
// t0+=2 t1+=6
//
// ny0 ? ny1 ?
int k = 4;
if ((vsp[i].tag == 0) || (n0.Y <= vsp[i].cy[0]+DOMOST_OFFSET)) k--;
if ((vsp[i].tag == 1) || (n0.Y >= vsp[i].fy[0]-DOMOST_OFFSET)) k++;
if ((vsp[ni].tag == 0) || (n1.Y <= vsp[i].cy[1]+DOMOST_OFFSET)) k -= 3;
if ((vsp[ni].tag == 1) || (n1.Y >= vsp[i].fy[1]-DOMOST_OFFSET)) k += 3;
if (!dir)
{
switch (k)
{
case 4:
case 5:
case 7:
{
FVector2 dpxy[8] = {
{ dx0, vsp[i].cy[0] }, { dx1, vsp[i].cy[1] }, { dx1, n1.Y }, { dx0, n0.Y }
};
int n = 4;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].cy[0] = n0.Y;
vsp[i].cy[1] = n1.Y;
vsp[i].ctag = gtag;
}
break;
case 1:
case 2:
{
FVector2 dpxy[8] = { { dx0, vsp[i].cy[0] }, { dx1, vsp[i].cy[1] }, { dx0, n0.Y } };
int n = 3;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].cy[0] = n0.Y;
vsp[i].ctag = gtag;
}
break;
case 3:
case 6:
{
FVector2 dpxy[8] = { { dx0, vsp[i].cy[0] }, { dx1, vsp[i].cy[1] }, { dx1, n1.Y } };
int n = 3;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].cy[1] = n1.Y;
vsp[i].ctag = gtag;
}
break;
case 8:
{
FVector2 dpxy[8] = {
{ dx0, vsp[i].cy[0] }, { dx1, vsp[i].cy[1] }, { dx1, vsp[i].fy[1] }, { dx0, vsp[i].fy[0] }
};
int n = 4;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].ctag = vsp[i].ftag = -1;
}
default: break;
}
}
else
{
switch (k)
{
case 4:
case 3:
case 1:
{
FVector2 dpxy[8] = {
{ dx0, n0.Y }, { dx1, n1.Y }, { dx1, vsp[i].fy[1] }, { dx0, vsp[i].fy[0] }
};
int n = 4;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].fy[0] = n0.Y;
vsp[i].fy[1] = n1.Y;
vsp[i].ftag = gtag;
}
break;
case 7:
case 6:
{
FVector2 dpxy[8] = { { dx0, n0.Y }, { dx1, vsp[i].fy[1] }, { dx0, vsp[i].fy[0] } };
int n = 3;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].fy[0] = n0.Y;
vsp[i].ftag = gtag;
}
break;
case 5:
case 2:
{
FVector2 dpxy[8] = { { dx0, vsp[i].fy[0] }, { dx1, n1.Y }, { dx1, vsp[i].fy[1] } };
int n = 3;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].fy[1] = n1.Y;
vsp[i].ftag = gtag;
}
break;
case 0:
{
FVector2 dpxy[8] = { { dx0, vsp[i].cy[0] }, { dx1, vsp[i].cy[1] }, { dx1, vsp[i].fy[1] }, { dx0, vsp[i].fy[0] } };
int n = 4;
polymost_clipmost(dpxy, n, x0, x1, y0top, y0bot, y1top, y1bot);
polymost_drawpoly(dpxy, n, domostpolymethod, tileSize(globalpicnum));
vsp[i].ctag = vsp[i].ftag = -1;
}
default:
break;
}
}
}
}
gtag++;
//Combine neighboring vertical strips with matching collinear top&bottom edges
//This prevents x-splits from propagating through the entire scan
#ifdef COMBINE_STRIPS
int i = firstnode;
do
{
if (vsp[i].x >= dm1.X)
break;
if ((vsp[i].cy[0]+DOMOST_OFFSET*2 >= vsp[i].fy[0]) && (vsp[i].cy[1]+DOMOST_OFFSET*2 >= vsp[i].fy[1]))
vsp[i].ctag = vsp[i].ftag = -1;
int const ni = vsp[i].n;
//POGO: specially treat the viewport nodes so that we will never end up in a situation where we accidentally access the sentinel node
if (ni >= viewportNodeCount)
{
if ((vsp[i].ctag == vsp[ni].ctag) && (vsp[i].ftag == vsp[ni].ftag))
{
vsmerge(i, ni);
continue;
}
if (vsp[ni].x - vsp[i].x < DOMOST_OFFSET)
{
vsp[i].x = vsp[ni].x;
vsp[i].cy[0] = vsp[ni].cy[0];
vsp[i].fy[0] = vsp[ni].fy[0];
vsp[i].ctag = vsp[ni].ctag;
vsp[i].ftag = vsp[ni].ftag;
vsmerge(i, ni);
continue;
}
}
i = ni;
}
while (i);
#endif
}
// variables that are set to ceiling- or floor-members, depending
// on which one is processed right now
static int32_t global_cf_z;
static float global_cf_xpanning, global_cf_ypanning, global_cf_heinum;
static int32_t global_cf_shade, global_cf_pal, global_cf_fogpal;
static float (*global_getzofslope_func)(usectorptr_t, float, float);
static void polymost_internal_nonparallaxed(FVector2 n0, FVector2 n1, float ryp0, float ryp1, float x0, float x1,
float y0, float y1, int32_t sectnum, bool have_floor)
{
auto const sec = (usectorptr_t)&sector[sectnum];
// comments from floor code:
//(singlobalang/-16384*(sx-ghalfx) + 0*(sy-ghoriz) + (cosviewingrangeglobalang/16384)*ghalfx)*d + globalposx = u*16
//(cosglobalang/ 16384*(sx-ghalfx) + 0*(sy-ghoriz) + (sinviewingrangeglobalang/16384)*ghalfx)*d + globalposy = v*16
//( 0*(sx-ghalfx) + 1*(sy-ghoriz) + ( 0)*ghalfx)*d + globalposz/16 = (sec->floorz/16)
float ft[4] = { fglobalposx, fglobalposy, fcosglobalang, fsinglobalang };
polymost_outputGLDebugMessage(3, "polymost_internal_nonparallaxed(n0:{x:%f, y:%f}, n1:{x:%f, y:%f}, ryp0:%f, ryp1:%f, x0:%f, x1:%f, y0:%f, y1:%f, sectnum:%d)",
n0.X, n0.Y, n1.X, n1.Y, ryp0, ryp1, x0, x1, y0, y1, sectnum);
if (globalorientation & 64)
{
//relative alignment
vec2_t const xy = { wall[wall[sec->wallptr].point2].x - wall[sec->wallptr].x,
wall[wall[sec->wallptr].point2].y - wall[sec->wallptr].y };
float r;
int length = ksqrt(uhypsq(xy.x, xy.y));
if (globalorientation & 2)
{
r = 1.f / length;
}
else
{
int i; if (length == 0) i = 1024; else i = 1048576 / length; // consider integer truncation
r = i * (1.f/1048576.f);
}
FVector2 const fxy = { xy.x*r, xy.y*r };
ft[0] = ((float)(globalposx - wall[sec->wallptr].x)) * fxy.X + ((float)(globalposy - wall[sec->wallptr].y)) * fxy.Y;
ft[1] = ((float)(globalposy - wall[sec->wallptr].y)) * fxy.X - ((float)(globalposx - wall[sec->wallptr].x)) * fxy.Y;
ft[2] = fcosglobalang * fxy.X + fsinglobalang * fxy.Y;
ft[3] = fsinglobalang * fxy.X - fcosglobalang * fxy.Y;
globalorientation ^= (!(globalorientation & 4)) ? 32 : 16;
}
xtex.d = 0;
ytex.d = gxyaspect;
if (!(globalorientation&2) && global_cf_z-globalposz) // PK 2012: don't allow div by zero
ytex.d /= (double)(global_cf_z-globalposz);
otex.d = -ghoriz * ytex.d;
if (globalorientation & 8)
{
ft[0] *= (1.f / 8.f);
ft[1] *= -(1.f / 8.f);
ft[2] *= (1.f / 2097152.f);
ft[3] *= (1.f / 2097152.f);
}
else
{
ft[0] *= (1.f / 16.f);
ft[1] *= -(1.f / 16.f);
ft[2] *= (1.f / 4194304.f);
ft[3] *= (1.f / 4194304.f);
}
xtex.u = ft[3] * -(1.f / 65536.f) * (double)viewingrange;
xtex.v = ft[2] * -(1.f / 65536.f) * (double)viewingrange;
ytex.u = ft[0] * ytex.d;
ytex.v = ft[1] * ytex.d;
otex.u = ft[0] * otex.d;
otex.v = ft[1] * otex.d;
otex.u += (ft[2] - xtex.u) * ghalfx;
otex.v -= (ft[3] + xtex.v) * ghalfx;
//Texture flipping
if (globalorientation&4)
{
std::swap(xtex.u, xtex.v);
std::swap(ytex.u, ytex.v);
std::swap(otex.u, otex.v);
}
if (globalorientation&16) { xtex.u = -xtex.u; ytex.u = -ytex.u; otex.u = -otex.u; }
if (globalorientation&32) { xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; }
//Texture panning
FVector2 fxy = { global_cf_xpanning * ((float)(1 << widthBits(globalpicnum))) * (1.0f / 256.f),
global_cf_ypanning * ((float)(1 << heightBits(globalpicnum))) * (1.0f / 256.f) };
if ((globalorientation&(2+64)) == (2+64)) //Hack for panning for slopes w/ relative alignment
{
float r = global_cf_heinum * (1.0f / 4096.f);
r = polymost_invsqrt_approximation(r * r + 1);
if (!(globalorientation & 4))
fxy.Y *= r;
else
fxy.X *= r;
}
ytex.u += ytex.d*fxy.X; otex.u += otex.d*fxy.X;
ytex.v += ytex.d*fxy.Y; otex.v += otex.d*fxy.Y;
if (globalorientation&2) //slopes
{
//Pick some point guaranteed to be not collinear to the 1st two points
FVector2 dxy = { n1.Y - n0.Y, n0.X - n1.X };
float const dxyr = polymost_invsqrt_approximation(dxy.X * dxy.X + dxy.Y * dxy.Y);
dxy.X *= dxyr * 4096.f;
dxy.Y *= dxyr * 4096.f;
FVector2 const oxy = { n0.X + dxy.X, n0.Y + dxy.Y };
float const ox2 = (oxy.Y - fglobalposy) * gcosang - (oxy.X - fglobalposx) * gsinang;
float oy2 = 1.f / ((oxy.X - fglobalposx) * gcosang2 + (oxy.Y - fglobalposy) * gsinang2);
double const px[3] = { x0, x1, (double)ghalfx * ox2 * oy2 + ghalfx };
oy2 *= gyxscale;
double py[3] = { ryp0 + (double)ghoriz, ryp1 + (double)ghoriz, oy2 + (double)ghoriz };
vec3d_t const duv[3] = {
{ (px[0] * xtex.d + py[0] * ytex.d + otex.d),
(px[0] * xtex.u + py[0] * ytex.u + otex.u),
(px[0] * xtex.v + py[0] * ytex.v + otex.v)
},
{ (px[1] * xtex.d + py[1] * ytex.d + otex.d),
(px[1] * xtex.u + py[1] * ytex.u + otex.u),
(px[1] * xtex.v + py[1] * ytex.v + otex.v)
},
{ (px[2] * xtex.d + py[2] * ytex.d + otex.d),
(px[2] * xtex.u + py[2] * ytex.u + otex.u),
(px[2] * xtex.v + py[2] * ytex.v + otex.v)
}
};
py[0] = y0;
py[1] = y1;
py[2] = double(global_getzofslope_func((usectorptr_t)&sector[sectnum], oxy.X, oxy.Y) - globalposz) * oy2 + ghoriz;
FVector3 oxyz[2] = { { (float)(py[1] - py[2]), (float)(py[2] - py[0]), (float)(py[0] - py[1]) },
{ (float)(px[2] - px[1]), (float)(px[0] - px[2]), (float)(px[1] - px[0]) } };
float const r = 1.f / (oxyz[0].X * px[0] + oxyz[0].Y * px[1] + oxyz[0].Z * px[2]);
xtex.d = (oxyz[0].X * duv[0].d + oxyz[0].Y * duv[1].d + oxyz[0].Z * duv[2].d) * r;
xtex.u = (oxyz[0].X * duv[0].u + oxyz[0].Y * duv[1].u + oxyz[0].Z * duv[2].u) * r;
xtex.v = (oxyz[0].X * duv[0].v + oxyz[0].Y * duv[1].v + oxyz[0].Z * duv[2].v) * r;
ytex.d = (oxyz[1].X * duv[0].d + oxyz[1].Y * duv[1].d + oxyz[1].Z * duv[2].d) * r;
ytex.u = (oxyz[1].X * duv[0].u + oxyz[1].Y * duv[1].u + oxyz[1].Z * duv[2].u) * r;
ytex.v = (oxyz[1].X * duv[0].v + oxyz[1].Y * duv[1].v + oxyz[1].Z * duv[2].v) * r;
otex.d = duv[0].d - px[0] * xtex.d - py[0] * ytex.d;
otex.u = duv[0].u - px[0] * xtex.u - py[0] * ytex.u;
otex.v = duv[0].v - px[0] * xtex.v - py[0] * ytex.v;
if (globalorientation&64) //Hack for relative alignment on slopes
{
float r = global_cf_heinum * (1.0f / 4096.f);
r = sqrtf(r*r+1);
if (!(globalorientation&4)) { xtex.v *= r; ytex.v *= r; otex.v *= r; }
else { xtex.u *= r; ytex.u *= r; otex.u *= r; }
}
}
domostpolymethod = (globalorientation>>7) & DAMETH_MASKPROPS;
pow2xsplit = 0;
drawpoly_alpha = 0.f;
drawpoly_blend = 0;
if (have_floor)
{
if (globalposz > getflorzofslope(sectnum, globalposx, globalposy))
domostpolymethod = DAMETH_BACKFACECULL; //Back-face culling
if (domostpolymethod & DAMETH_MASKPROPS)
GLInterface.EnableBlend(true);
polymost_domost(x0, y0, x1, y1); //flor
}
else
{
if (globalposz < getceilzofslope(sectnum, globalposx, globalposy))
domostpolymethod = DAMETH_BACKFACECULL; //Back-face culling
if (domostpolymethod & DAMETH_MASKPROPS)
GLInterface.EnableBlend(true);
polymost_domost(x1, y1, x0, y0); //ceil
}
if (domostpolymethod & DAMETH_MASKPROPS)
GLInterface.EnableBlend(false);
domostpolymethod = DAMETH_NOMASK;
}
static void calc_ypanning(int32_t refposz, float ryp0, float ryp1,
float x0, float x1, float ypan, uint8_t yrepeat,
int32_t dopancor, const vec2_16_t &tilesize)
{
float const t0 = ((float)(refposz-globalposz))*ryp0 + ghoriz;
float const t1 = ((float)(refposz-globalposz))*ryp1 + ghoriz;
float t = (float(xtex.d*x0 + otex.d) * (float)yrepeat) / ((x1-x0) * ryp0 * 2048.f);
int i = 1<< heightBits(globalpicnum);
if (i < tilesize.y) i <<= 1;
float const fy = (float)(ypan * i) * (1.f / 256.f);
xtex.v = double(t0 - t1) * t;
ytex.v = double(x1 - x0) * t;
otex.v = -xtex.v * x0 - ytex.v * t0 + fy * otex.d;
xtex.v += fy * xtex.d;
ytex.v += fy * ytex.d;
}
static inline int32_t testvisiblemost(float const x0, float const x1)
{
for (intptr_t i=vsp[0].n, newi; i; i=newi)
{
newi = vsp[i].n;
if ((x0 < vsp[newi].x) && (vsp[i].x < x1) && (vsp[i].ctag >= 0))
return 1;
}
return 0;
}
static inline int polymost_getclosestpointonwall(vec2_t const * const pos, int32_t dawall, vec2_t * const n)
{
vec2_t const w = { wall[dawall].x, wall[dawall].y };
vec2_t const d = { POINT2(dawall).x - w.x, POINT2(dawall).y - w.y };
int64_t i = d.x * ((int64_t)pos->x - w.x) + d.y * ((int64_t)pos->y - w.y);
if (d.x == 0 && d.y == 0)
{
// In Blood's E1M1 this gets triggered for wall 522.
return 1;
}
if (i < 0)
return 1;
int64_t const j = (int64_t)d.x * d.x + (int64_t)d.y * d.y;
if (i > j)
return 1;
i = ((i << 15) / j) << 15;
n->x = w.x + ((d.x * i) >> 30);
n->y = w.y + ((d.y * i) >> 30);
return 0;
}
static float fgetceilzofslope(usectorptr_t sec, float dax, float day)
{
if (!(sec->ceilingstat&2))
return float(sec->ceilingz);
auto const wal = (uwallptr_t)&wall[sec->wallptr];
auto const wal2 = (uwallptr_t)&wall[wal->point2];
vec2_t const w = *(vec2_t const *)wal;
vec2_t const d = { wal2->x - w.x, wal2->y - w.y };
int const i = ksqrt(uhypsq(d.x,d.y))<<5;
if (i == 0) return sec->ceilingz;
float const j = (d.x*(day-w.y)-d.y*(dax-w.x))*(1.f/8.f);
return float(sec->ceilingz) + (sec->ceilingheinum*j)/i;
}
static float fgetflorzofslope(usectorptr_t sec, float dax, float day)
{
if (!(sec->floorstat&2))
return float(sec->floorz);
auto const wal = (uwallptr_t)&wall[sec->wallptr];
auto const wal2 = (uwallptr_t)&wall[wal->point2];
vec2_t const w = *(vec2_t const *)wal;
vec2_t const d = { wal2->x - w.x, wal2->y - w.y };
int const i = ksqrt(uhypsq(d.x,d.y))<<5;
if (i == 0) return sec->floorz;
float const j = (d.x*(day-w.y)-d.y*(dax-w.x))*(1.f/8.f);
return float(sec->floorz) + (sec->floorheinum*j)/i;
}
static void fgetzsofslope(usectorptr_t sec, float dax, float day, float* ceilz, float *florz)
{
*ceilz = float(sec->ceilingz); *florz = float(sec->floorz);
if (((sec->ceilingstat|sec->floorstat)&2) != 2)
return;
auto const wal = (uwallptr_t)&wall[sec->wallptr];
auto const wal2 = (uwallptr_t)&wall[wal->point2];
vec2_t const d = { wal2->x - wal->x, wal2->y - wal->y };
int const i = ksqrt(uhypsq(d.x,d.y))<<5;
if (i == 0) return;
float const j = (d.x*(day-wal->y)-d.y*(dax-wal->x))*(1.f/8.f);
if (sec->ceilingstat&2)
*ceilz += (sec->ceilingheinum*j)/i;
if (sec->floorstat&2)
*florz += (sec->floorheinum*j)/i;
}
static void polymost_flatskyrender(FVector2 const* const dpxy, int32_t const n, int32_t method, const vec2_16_t &tilesize)
{
flatskyrender = 0;
FVector2 xys[8];
auto f = GLInterface.useMapFog;
GLInterface.useMapFog = false;
// Transform polygon to sky coordinates
for (int i = 0; i < n; i++)
{
FVector3 const o = { dpxy[i].X-ghalfx, dpxy[i].Y-ghalfy, ghalfx / gvrcorrection };
//Up/down rotation
vec3d_t v = { o.X, o.Y * gchang - o.Z * gshang, o.Z * gchang + o.Y * gshang };
float const r = (ghalfx / gvrcorrection) / v.z;
xys[i].X = v.x * r + ghalfx;
xys[i].Y = v.y * r + ghalfy;
}
float const fglobalang = FixedToFloat(qglobalang);
int32_t dapyscale, dapskybits, dapyoffs, daptileyscale;
int16_t const * dapskyoff = getpsky(globalpicnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
int remap = TRANSLATION(Translation_Remap + curbasepal, globalpal);
globalskytex = skytile? nullptr : GetSkyTexture(globalpicnum, dapskybits, dapskyoff, remap);
int realskybits = dapskybits;
if (globalskytex)
{
dapskybits = 0;
}
ghoriz = (qglobalhoriz*(1.f/65536.f)-float(ydimen>>1))*dapyscale*(1.f/65536.f)+float(ydimen>>1)+ghorizcorrect;
float const dd = fxdimen*.0000001f; //Adjust sky depth based on screen size!
float vv[2];
float t = (float)((1<<(widthBits(globalpicnum)))<<dapskybits);
vv[1] = dd*((float)xdimscale*fviewingrange) * (1.f/(daptileyscale*65536.f));
vv[0] = dd*((float)((tilesize.y>>1)+dapyoffs)) - vv[1]*ghoriz;
int ti = (1<<(heightBits(globalpicnum))); if (ti != tilesize.y) ti += ti;
FVector3 o;
xtex.d = xtex.v = 0;
ytex.d = ytex.u = 0;
otex.d = dd;
xtex.u = otex.d * (t * double(((uint64_t)xdimscale * yxaspect) * viewingrange)) *
(1.0 / (16384.0 * 65536.0 * 65536.0 * 5.0 * 1024.0));
ytex.v = vv[1];
otex.v = hw_parallaxskypanning ? vv[0] + dd*(float)global_cf_ypanning*(float)ti*(1.f/256.f) : vv[0];
float x0 = xys[0].X, x1 = xys[0].X;
for (intptr_t i=n-1; i>=1; i--)
{
if (xys[i].X < x0) x0 = xys[i].X;
if (xys[i].X > x1) x1 = xys[i].X;
}
int const npot = (1<<(widthBits(globalpicnum))) != tileWidth(globalpicnum);
float const xPanning = (hw_parallaxskypanning ? global_cf_xpanning / (1 << (realskybits-dapskybits)) : 0);
int picnumbak = globalpicnum;
ti = globalpicnum;
o.Y = fviewingrange/(ghalfx*256.f); o.Z = 1.f/o.Y;
int y = ((int32_t)(((x0-ghalfx)*o.Y)+fglobalang)>>(11-dapskybits));
float fx = x0;
do
{
globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
if (skytile > 0)
globalpicnum = skytile;
if (npot)
{
fx = ((float)((y<<(11-dapskybits))-fglobalang))*o.Z+ghalfx;
int tang = (y<<(11-dapskybits))&2047;
otex.u = otex.d*(t*((float)(tang)) * (1.f/2048.f) + xPanning) - xtex.u*fx;
}
else
otex.u = otex.d*(t*((float)(fglobalang-(y<<(11-dapskybits)))) * (1.f/2048.f) + xPanning) - xtex.u*ghalfx;
y++;
o.X = fx; fx = ((float)((y<<(11-dapskybits))-fglobalang))*o.Z+ghalfx;
if (fx > x1) { fx = x1; ti = -1; }
vec3d_t otexbak = otex, xtexbak = xtex, ytexbak = ytex;
// Transform texture mapping factors
FVector2 fxy[3] = { { ghalfx * (1.f - 0.25f), ghalfy * (1.f - 0.25f) },
{ ghalfx, ghalfy * (1.f + 0.25f) },
{ ghalfx * (1.f + 0.25f), ghalfy * (1.f - 0.25f) } };
vec3d_t duv[3] = {
{ (fxy[0].X * xtex.d + fxy[0].Y * ytex.d + otex.d),
(fxy[0].X * xtex.u + fxy[0].Y * ytex.u + otex.u),
(fxy[0].X * xtex.v + fxy[0].Y * ytex.v + otex.v)
},
{ (fxy[1].X * xtex.d + fxy[1].Y * ytex.d + otex.d),
(fxy[1].X * xtex.u + fxy[1].Y * ytex.u + otex.u),
(fxy[1].X * xtex.v + fxy[1].Y * ytex.v + otex.v)
},
{ (fxy[2].X * xtex.d + fxy[2].Y * ytex.d + otex.d),
(fxy[2].X * xtex.u + fxy[2].Y * ytex.u + otex.u),
(fxy[2].X * xtex.v + fxy[2].Y * ytex.v + otex.v)
}
};
FVector2 fxyt[3];
vec3d_t duvt[3];
for (int i = 0; i < 3; i++)
{
FVector2 const o = { fxy[i].X-ghalfx, fxy[i].Y-ghalfy };
FVector3 const o2 = { o.X, o.Y, ghalfx / gvrcorrection };
//Up/down rotation (backwards)
vec3d_t v = { o2.X, o2.Y * gchang + o2.Z * gshang, o2.Z * gchang - o2.Y * gshang };
float const r = (ghalfx / gvrcorrection) / v.z;
fxyt[i].X = v.x * r + ghalfx;
fxyt[i].Y = v.y * r + ghalfy;
duvt[i].d = duv[i].d*r;
duvt[i].u = duv[i].u*r;
duvt[i].v = duv[i].v*r;
}
FVector3 oxyz[2] = { { (float)(fxyt[1].Y - fxyt[2].Y), (float)(fxyt[2].Y - fxyt[0].Y), (float)(fxyt[0].Y - fxyt[1].Y) },
{ (float)(fxyt[2].X - fxyt[1].X), (float)(fxyt[0].X - fxyt[2].X), (float)(fxyt[1].X - fxyt[0].X) } };
float const rr = 1.f / (oxyz[0].X * fxyt[0].X + oxyz[0].Y * fxyt[1].X + oxyz[0].Z * fxyt[2].X);
xtex.d = (oxyz[0].X * duvt[0].d + oxyz[0].Y * duvt[1].d + oxyz[0].Z * duvt[2].d) * rr;
xtex.u = (oxyz[0].X * duvt[0].u + oxyz[0].Y * duvt[1].u + oxyz[0].Z * duvt[2].u) * rr;
xtex.v = (oxyz[0].X * duvt[0].v + oxyz[0].Y * duvt[1].v + oxyz[0].Z * duvt[2].v) * rr;
ytex.d = (oxyz[1].X * duvt[0].d + oxyz[1].Y * duvt[1].d + oxyz[1].Z * duvt[2].d) * rr;
ytex.u = (oxyz[1].X * duvt[0].u + oxyz[1].Y * duvt[1].u + oxyz[1].Z * duvt[2].u) * rr;
ytex.v = (oxyz[1].X * duvt[0].v + oxyz[1].Y * duvt[1].v + oxyz[1].Z * duvt[2].v) * rr;
otex.d = duvt[0].d - fxyt[0].X * xtex.d - fxyt[0].Y * ytex.d;
otex.u = duvt[0].u - fxyt[0].X * xtex.u - fxyt[0].Y * ytex.u;
otex.v = duvt[0].v - fxyt[0].X * xtex.v - fxyt[0].Y * ytex.v;
FVector2 cxy[8];
FVector2 cxy2[8];
int n2 = 0, n3 = 0;
// Clip to o.x
for (intptr_t i=0; i<n; i++)
{
int const j = i < n-1 ? i + 1 : 0;
if (xys[i].X >= o.X)
cxy[n2++] = xys[i];
if ((xys[i].X >= o.X) != (xys[j].X >= o.X))
{
float const r = (o.X - xys[i].X) / (xys[j].X - xys[i].X);
cxy[n2++] = { o.X, (xys[j].Y - xys[i].Y) * r + xys[i].Y };
}
}
// Clip to fx
for (intptr_t i=0; i<n2; i++)
{
int const j = i < n2-1 ? i + 1 : 0;
if (cxy[i].X <= fx)
cxy2[n3++] = cxy[i];
if ((cxy[i].X <= fx) != (cxy[j].X <= fx))
{
float const r = (fx - cxy[i].X) / (cxy[j].X - cxy[i].X);
cxy2[n3++] = { fx, (cxy[j].Y - cxy[i].Y) * r + cxy[i].Y };
}
}
// Transform back to polymost coordinates
for (int i = 0; i < n3; i++)
{
FVector3 const o = { cxy2[i].X-ghalfx, cxy2[i].Y-ghalfy, ghalfx / gvrcorrection };
//Up/down rotation
vec3d_t v = { o.X, o.Y * gchang + o.Z * gshang, o.Z * gchang - o.Y * gshang };
float const r = (ghalfx / gvrcorrection) / v.z;
cxy[i].X = v.x * r + ghalfx;
cxy[i].Y = v.y * r + ghalfy;
}
polymost_drawpoly(cxy, n3, method|DAMETH_WALL, tilesize);
otex = otexbak, xtex = xtexbak, ytex = ytexbak;
}
while (ti >= 0);
globalskytex = nullptr;
globalpicnum = picnumbak;
flatskyrender = 1;
GLInterface.useMapFog = f;
}
static void polymost_drawalls(int32_t const bunch)
{
drawpoly_alpha = 0.f;
drawpoly_blend = 0;
int32_t const sectnum = thesector[bunchfirst[bunch]];
auto const sec = (usectorptr_t)&sector[sectnum];
float const fglobalang = FixedToFloat(qglobalang);
polymost_outputGLDebugMessage(3, "polymost_drawalls(bunch:%d)", bunch);
//DRAW WALLS SECTION!
for (intptr_t z=bunchfirst[bunch]; z>=0; z=bunchp2[z])
{
int32_t const wallnum = thewall[z];
auto const wal = (uwallptr_t)&wall[wallnum];
auto const wal2 = (uwallptr_t)&wall[wal->point2];
int32_t const nextsectnum = wal->nextsector;
auto const nextsec = nextsectnum>=0 ? (usectorptr_t)&sector[nextsectnum] : NULL;
//Offset&Rotate 3D coordinates to screen 3D space
FVector2 walpos = { (float)(wal->x-globalposx), (float)(wal->y-globalposy) };
FVector2 p0 = { walpos.Y * gcosang - walpos.X * gsinang, walpos.X * gcosang2 + walpos.Y * gsinang2 };
FVector2 const op0 = p0;
walpos = { (float)(wal2->x - globalposx),
(float)(wal2->y - globalposy) };
FVector2 p1 = { walpos.Y * gcosang - walpos.X * gsinang, walpos.X * gcosang2 + walpos.Y * gsinang2 };
//Clip to close parallel-screen plane
FVector2 n0, n1;
float t0, t1;
if (p0.Y < SCISDIST)
{
if (p1.Y < SCISDIST) continue;
t0 = (SCISDIST-p0.Y)/(p1.Y-p0.Y);
p0 = { (p1.X-p0.X)*t0+p0.X, SCISDIST };
n0 = { (wal2->x-wal->x)*t0+wal->x,
(wal2->y-wal->y)*t0+wal->y };
}
else
{
t0 = 0.f;
n0 = { (float)wal->x, (float)wal->y };
}
if (p1.Y < SCISDIST)
{
t1 = (SCISDIST-op0.Y)/(p1.Y-op0.Y);
p1 = { (p1.X-op0.X)*t1+op0.X, SCISDIST };
n1 = { (wal2->x-wal->x)*t1+wal->x,
(wal2->y-wal->y)*t1+wal->y };
}
else
{
t1 = 1.f;
n1 = { (float)wal2->x, (float)wal2->y };
}
float ryp0 = 1.f/p0.Y, ryp1 = 1.f/p1.Y;
//Generate screen coordinates for front side of wall
float const x0 = ghalfx*p0.X*ryp0 + ghalfx, x1 = ghalfx*p1.X*ryp1 + ghalfx;
if (x1 <= x0) continue;
ryp0 *= gyxscale; ryp1 *= gyxscale;
float cz, fz;
fgetzsofslope((usectorptr_t)&sector[sectnum],n0.X,n0.Y,&cz,&fz);
float const cy0 = (cz-globalposz)*ryp0 + ghoriz, fy0 = (fz-globalposz)*ryp0 + ghoriz;
fgetzsofslope((usectorptr_t)&sector[sectnum],n1.X,n1.Y,&cz,&fz);
float const cy1 = (cz-globalposz)*ryp1 + ghoriz, fy1 = (fz-globalposz)*ryp1 + ghoriz;
xtex2.d = (ryp0 - ryp1)*gxyaspect / (x0 - x1);
ytex2.d = 0;
otex2.d = ryp0 * gxyaspect - xtex2.d*x0;
xtex2.u = ytex2.u = otex2.u = 0;
xtex2.v = ytex2.v = otex2.v = 0;
// Floor
globalpicnum = sec->floorpicnum;
globalshade = sec->floorshade;
globalfloorpal = globalpal = sec->floorpal;
globalorientation = sec->floorstat;
GLInterface.SetVisibility(sectorVisibility(sectnum));
tileUpdatePicnum(&globalpicnum, sectnum);
int32_t dapyscale, dapskybits, dapyoffs, daptileyscale;
int16_t const * dapskyoff = getpsky(globalpicnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
global_cf_fogpal = sec->fogpal;
global_cf_shade = sec->floorshade, global_cf_pal = sec->floorpal; global_cf_z = sec->floorz; // REFACT
global_cf_xpanning = sec->floorxpan_;
global_cf_ypanning = sec->floorypan_;
global_cf_heinum = sec->floorheinum;
global_getzofslope_func = &fgetflorzofslope;
if (globalpicnum >= r_rortexture && globalpicnum < r_rortexture + r_rortexturerange && r_rorphase == 0)
{
xtex.d = (ryp0-ryp1)*gxyaspect / (x0-x1);
ytex.d = 0;
otex.d = ryp0*gxyaspect - xtex.d*x0;
xtex.u = ytex.u = otex.u = 0;
xtex.v = ytex.v = otex.v = 0;
polymost_domost(x0, fy0, x1, fy1);
}
else if (!(globalorientation&1))
{
int32_t fz = getflorzofslope(sectnum, globalposx, globalposy);
if (globalposz <= fz)
polymost_internal_nonparallaxed(n0, n1, ryp0, ryp1, x0, x1, fy0, fy1, sectnum, true);
}
else if ((nextsectnum < 0) || (!(sector[nextsectnum].floorstat&1)))
{
skyzbufferhack = 1;
//if (!hw_hightile || !hicfindskybox(globalpicnum, globalpal))
{
float const ghorizbak = ghoriz;
pow2xsplit = 0;
flatskyrender = 1;
GLInterface.SetVisibility(0.f);
polymost_domost(x0,fy0,x1,fy1);
flatskyrender = 0;
ghoriz = ghorizbak;
}
}
// Ceiling
globalpicnum = sec->ceilingpicnum;
globalshade = sec->ceilingshade;
globalfloorpal = globalpal = sec->ceilingpal;
globalorientation = sec->ceilingstat;
GLInterface.SetVisibility(sectorVisibility(sectnum));
tileUpdatePicnum(&globalpicnum, sectnum);
dapskyoff = getpsky(globalpicnum, &dapyscale, &dapskybits, &dapyoffs, &daptileyscale);
global_cf_fogpal = sec->fogpal;
global_cf_shade = sec->ceilingshade, global_cf_pal = sec->ceilingpal; global_cf_z = sec->ceilingz; // REFACT
global_cf_xpanning = sec->ceilingxpan_;
global_cf_ypanning = sec->ceilingypan_,
global_cf_heinum = sec->ceilingheinum;
global_getzofslope_func = &fgetceilzofslope;
if (globalpicnum >= r_rortexture && globalpicnum < r_rortexture + r_rortexturerange && r_rorphase == 0)
{
xtex.d = (ryp0-ryp1)*gxyaspect / (x0-x1);
ytex.d = 0;
otex.d = ryp0*gxyaspect - xtex.d*x0;
xtex.u = ytex.u = otex.u = 0;
xtex.v = ytex.v = otex.v = 0;
polymost_domost(x1, cy1, x0, cy0);
}
else if (!(globalorientation&1))
{
int32_t cz = getceilzofslope(sectnum, globalposx, globalposy);
if (globalposz >= cz)
polymost_internal_nonparallaxed(n0, n1, ryp0, ryp1, x0, x1, cy0, cy1, sectnum, false);
}
else if ((nextsectnum < 0) || (!(sector[nextsectnum].ceilingstat&1)))
{
skyzbufferhack = 1;
//if (!hw_hightile || !hicfindskybox(globalpicnum, globalpal))
{
float const ghorizbak = ghoriz;
pow2xsplit = 0;
flatskyrender = 1;
GLInterface.SetVisibility(0.f);
polymost_domost(x1, cy1, x0, cy0);
flatskyrender = 0;
ghoriz = ghorizbak;
}
skyzbufferhack = 0;
}
// Wall
xtex.d = (ryp0-ryp1)*gxyaspect / (x0-x1);
ytex.d = 0;
otex.d = ryp0*gxyaspect - xtex.d*x0;
xtex.u = (t0*ryp0 - t1*ryp1)*gxyaspect*(float)wal->xrepeat*8.f / (x0-x1);
otex.u = t0*ryp0*gxyaspect*wal->xrepeat*8.0 - xtex.u*x0;
otex.u += (float)wal->xpan_*otex.d;
xtex.u += (float)wal->xpan_*xtex.d;
ytex.u = 0;
float const ogux = xtex.u, oguy = ytex.u, oguo = otex.u;
assert(domostpolymethod == DAMETH_NOMASK);
domostpolymethod = DAMETH_WALL;
if (nextsectnum >= 0)
{
fgetzsofslope((usectorptr_t)&sector[nextsectnum],n0.X,n0.Y,&cz,&fz);
float const ocy0 = (cz-globalposz)*ryp0 + ghoriz;
float const ofy0 = (fz-globalposz)*ryp0 + ghoriz;
fgetzsofslope((usectorptr_t)&sector[nextsectnum],n1.X,n1.Y,&cz,&fz);
float const ocy1 = (cz-globalposz)*ryp1 + ghoriz;
float const ofy1 = (fz-globalposz)*ryp1 + ghoriz;
if ((wal->cstat&48) == 16) maskwall[maskwallcnt++] = z;
if (((cy0 < ocy0) || (cy1 < ocy1)) && (!((sec->ceilingstat&sector[nextsectnum].ceilingstat)&1)))
{
globalpicnum = wal->picnum; globalshade = wal->shade; globalfloorpal = globalpal = (int32_t)((uint8_t)wal->pal);
GLInterface.SetVisibility(sectorVisibility(sectnum));
globalorientation = wal->cstat;
tileUpdatePicnum(&globalpicnum, wallnum+16384);
int i = (!(wal->cstat&4)) ? sector[nextsectnum].ceilingz : sec->ceilingz;
// over
calc_ypanning(i, ryp0, ryp1, x0, x1, wal->ypan_, wal->yrepeat, wal->cstat&4, tileSize(globalpicnum));
if (wal->cstat&8) //xflip
{
float const t = (float)(wal->xrepeat*8 + wal->xpan_*2);
xtex.u = xtex.d*t - xtex.u;
ytex.u = ytex.d*t - ytex.u;
otex.u = otex.d*t - otex.u;
}
if (wal->cstat&256) { xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; } //yflip
pow2xsplit = 1;
polymost_domost(x1,ocy1,x0,ocy0,cy1,ocy1,cy0,ocy0);
if (wal->cstat&8) { xtex.u = ogux; ytex.u = oguy; otex.u = oguo; }
}
if (((ofy0 < fy0) || (ofy1 < fy1)) && (!((sec->floorstat&sector[nextsectnum].floorstat)&1)))
{
uwallptr_t nwal;
if (!(wal->cstat&2)) nwal = wal;
else
{
nwal = (uwallptr_t)&wall[wal->nextwall];
otex.u += (float)(nwal->xpan_ - wal->xpan_) * otex.d;
xtex.u += (float)(nwal->xpan_ - wal->xpan_) * xtex.d;
ytex.u += (float)(nwal->xpan_ - wal->xpan_) * ytex.d;
}
globalpicnum = nwal->picnum; globalshade = nwal->shade; globalfloorpal = globalpal = (int32_t)((uint8_t)nwal->pal);
GLInterface.SetVisibility(sectorVisibility(sectnum));
globalorientation = nwal->cstat;
tileUpdatePicnum(&globalpicnum, wallnum+16384);
int i = (!(nwal->cstat&4)) ? sector[nextsectnum].floorz : sec->ceilingz;
// under
calc_ypanning(i, ryp0, ryp1, x0, x1, nwal->ypan_, wal->yrepeat, !(nwal->cstat&4), tileSize(globalpicnum));
if (wal->cstat&8) //xflip
{
float const t = (float)(wal->xrepeat*8 + nwal->xpan_*2);
xtex.u = xtex.d*t - xtex.u;
ytex.u = ytex.d*t - ytex.u;
otex.u = otex.d*t - otex.u;
}
if (nwal->cstat&256) { xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; } //yflip
pow2xsplit = 1;
polymost_domost(x0,ofy0,x1,ofy1,ofy0,fy0,ofy1,fy1);
if (wal->cstat&(2+8)) { otex.u = oguo; xtex.u = ogux; ytex.u = oguy; }
}
}
if ((nextsectnum < 0) || (wal->cstat&32)) //White/1-way wall
{
do
{
const int maskingOneWay = (nextsectnum >= 0 && (wal->cstat&32));
if (maskingOneWay)
{
vec2_t n, pos = { globalposx, globalposy };
if (!polymost_getclosestpointonwall(&pos, wallnum, &n) && abs(pos.x - n.x) + abs(pos.y - n.y) <= 128)
break;
}
globalpicnum = (nextsectnum < 0) ? wal->picnum : wal->overpicnum;
globalshade = wal->shade;
globalfloorpal = globalpal = wal->pal;
GLInterface.SetVisibility(sectorVisibility(sectnum));
globalorientation = wal->cstat;
tileUpdatePicnum(&globalpicnum, wallnum+16384);
int i;
int const nwcs4 = !(wal->cstat & 4);
if (nextsectnum >= 0) { i = nwcs4 ? nextsec->ceilingz : sec->ceilingz; }
else { i = nwcs4 ? sec->ceilingz : sec->floorz; }
// white / 1-way
calc_ypanning(i, ryp0, ryp1, x0, x1, wal->ypan_, wal->yrepeat, nwcs4 && !maskingOneWay, tileSize(globalpicnum));
if (wal->cstat&8) //xflip
{
float const t = (float) (wal->xrepeat*8 + wal->xpan_*2);
xtex.u = xtex.d*t - xtex.u;
ytex.u = ytex.d*t - ytex.u;
otex.u = otex.d*t - otex.u;
}
if (wal->cstat&256) { xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; } //yflip
pow2xsplit = 1;
polymost_domost(x0, cy0, x1, cy1, cy0, fy0, cy1, fy1);
} while (0);
}
domostpolymethod = DAMETH_NOMASK;
if (nextsectnum >= 0)
if (!gotsector[nextsectnum] && testvisiblemost(x0,x1))
polymost_scansector(nextsectnum);
}
}
//
// wallfront (internal)
//
int32_t wallfront(int32_t l1, int32_t l2)
{
vec2_t const l1vect = wall[thewall[l1]].pos;
vec2_t const l1p2vect = wall[wall[thewall[l1]].point2].pos;
vec2_t const l2vect = wall[thewall[l2]].pos;
vec2_t const l2p2vect = wall[wall[thewall[l2]].point2].pos;
vec2_t d = { l1p2vect.x - l1vect.x, l1p2vect.y - l1vect.y };
int32_t t1 = DMulScale(l2vect.x - l1vect.x, d.y, -d.x, l2vect.y - l1vect.y, 2); //p1(l2) vs. l1
int32_t t2 = DMulScale(l2p2vect.x - l1vect.x, d.y, -d.x, l2p2vect.y - l1vect.y, 2); //p2(l2) vs. l1
if (t1 == 0) { if (t2 == 0) return -1; t1 = t2; }
if (t2 == 0) t2 = t1;
if ((t1 ^ t2) >= 0) //pos vs. l1
return (DMulScale(globalposx - l1vect.x, d.y, -d.x, globalposy - l1vect.y, 2) ^ t1) >= 0;
d.x = l2p2vect.x - l2vect.x;
d.y = l2p2vect.y - l2vect.y;
t1 = DMulScale(l1vect.x - l2vect.x, d.y, -d.x, l1vect.y - l2vect.y, 2); //p1(l1) vs. l2
t2 = DMulScale(l1p2vect.x - l2vect.x, d.y, -d.x, l1p2vect.y - l2vect.y, 2); //p2(l1) vs. l2
if (t1 == 0) { if (t2 == 0) return -1; t1 = t2; }
if (t2 == 0) t2 = t1;
if ((t1 ^ t2) >= 0) //pos vs. l2
return (DMulScale(globalposx - l2vect.x, d.y, -d.x, globalposy - l2vect.y, 2) ^ t1) < 0;
return -2;
}
static int32_t polymost_bunchfront(const int32_t b1, const int32_t b2)
{
int b1f = bunchfirst[b1];
const double x2b2 = dxb2[bunchlast[b2]];
const double x1b1 = dxb1[b1f];
if (nexttowardf(x1b1, x2b2) >= x2b2)
return -1;
int b2f = bunchfirst[b2];
const double x1b2 = dxb1[b2f];
if (nexttowardf(x1b2, dxb2[bunchlast[b1]]) >= dxb2[bunchlast[b1]])
return -1;
if (nexttowardf(x1b1, x1b2) > x1b2)
{
while (nexttowardf(dxb2[b2f], x1b1) <= x1b1) b2f=bunchp2[b2f];
return wallfront(b1f, b2f);
}
while (nexttowardf(dxb2[b1f], x1b2) <= x1b2) b1f=bunchp2[b1f];
return wallfront(b1f, b2f);
}
void polymost_scansector(int32_t sectnum)
{
if (sectnum < 0) return;
if (automapping)
show2dsector.Set(sectnum);
sectorborder[0] = sectnum;
int sectorbordercnt = 1;
do
{
sectnum = sectorborder[--sectorbordercnt];
int z;
SectIterator it(sectnum);
while ((z = it.NextIndex()) >= 0)
{
auto const spr = (uspriteptr_t)&sprite[z];
if ((spr->cstat & 0x8000) || spr->xrepeat == 0 || spr->yrepeat == 0)
continue;
vec2_t const s = { spr->x-globalposx, spr->y-globalposy };
if ((spr->cstat&48) ||
(hw_models && tile2model[spr->picnum].modelid>=0) ||
((s.x * gcosang) + (s.y * gsinang) > 0))
{
if ((spr->cstat&(64+48))!=(64+16) ||
(r_voxels && tiletovox[spr->picnum] >= 0 && voxmodels[tiletovox[spr->picnum]]) ||
(r_voxels && gi->Voxelize(spr->picnum) > -1) ||
DMulScale(bcos(spr->ang), -s.x, bsin(spr->ang), -s.y, 6) > 0)
if (renderAddTsprite(pm_tsprite, pm_spritesortcnt, z, sectnum))
break;
}
}
gotsector.Set(sectnum);
int const bunchfrst = numbunches;
int const onumscans = numscans;
int const startwall = sector[sectnum].wallptr;
int const endwall = sector[sectnum].wallnum + startwall;
int scanfirst = numscans;
DVector2 p2 = { 0, 0 };
uwallptr_t wal;
for (z=startwall,wal=(uwallptr_t)&wall[z]; z<endwall; z++,wal++)
{
auto const wal2 = (uwallptr_t)&wall[wal->point2];
DVector2 const fp1 = { double(wal->x - globalposx), double(wal->y - globalposy) };
DVector2 const fp2 = { double(wal2->x - globalposx), double(wal2->y - globalposy) };
int const nextsectnum = wal->nextsector; //Scan close sectors
if (nextsectnum >= 0 && !(wal->cstat&32) && sectorbordercnt < (int)countof(sectorborder))
if (gotsector[nextsectnum] == 0)
{
double const d = fp1.X* fp2.Y - fp2.X * fp1.Y;
DVector2 const p1 = fp2 - fp1;
// this said (SCISDIST*SCISDIST*260.f), but SCISDIST is 1 and the significance of 260 isn't obvious to me
// is 260 fudged to solve a problem, and does the problem still apply to our version of the renderer?
if (d*d < (p1.LengthSquared()) * 256.f)
{
sectorborder[sectorbordercnt++] = nextsectnum;
gotsector.Set(nextsectnum);
}
}
DVector2 p1;
if ((z == startwall) || (wall[z-1].point2 != z))
{
p1 = { (((fp1.Y * fcosglobalang) - (fp1.X * fsinglobalang)) * (1.0/64.0)),
(((fp1.X * cosviewingrangeglobalang) + (fp1.Y * sinviewingrangeglobalang)) * (1.0/64.0)) };
}
else { p1 = p2; }
p2 = { (((fp2.Y * fcosglobalang) - (fp2.X * fsinglobalang)) * (1.0/64.0)),
(((fp2.X * cosviewingrangeglobalang) + (fp2.Y * sinviewingrangeglobalang)) * (1.0/64.0)) };
if (numscans >= MAXWALLSB-1)
{
Printf("!!numscans\n");
return;
}
//if wall is facing you...
if ((p1.Y >= SCISDIST || p2.Y >= SCISDIST) && (nexttoward(p1.X*p2.Y, p2.X*p1.Y) < p2.X*p1.Y))
{
dxb1[numscans] = (p1.Y >= SCISDIST) ? float(p1.X*ghalfx/p1.Y + ghalfx) : -1e32f;
dxb2[numscans] = (p2.Y >= SCISDIST) ? float(p2.X*ghalfx/p2.Y + ghalfx) : 1e32f;
if (dxb1[numscans] < xbl)
dxb1[numscans] = xbl;
else if (dxb1[numscans] > xbr)
dxb1[numscans] = xbr;
if (dxb2[numscans] < xbl)
dxb2[numscans] = xbl;
else if (dxb2[numscans] > xbr)
dxb2[numscans] = xbr;
if (nexttowardf(dxb1[numscans], dxb2[numscans]) < dxb2[numscans])
{
thesector[numscans] = sectnum;
thewall[numscans] = z;
bunchp2[numscans] = numscans + 1;
numscans++;
}
}
if ((wall[z].point2 < z) && (scanfirst < numscans))
{
bunchp2[numscans-1] = scanfirst;
scanfirst = numscans;
}
}
for (intptr_t z=onumscans; z<numscans; z++)
{
if ((wall[thewall[z]].point2 != thewall[bunchp2[z]]) || (dxb2[z] > nexttowardf(dxb1[bunchp2[z]], dxb2[z])))
{
bunchfirst[numbunches++] = bunchp2[z];
bunchp2[z] = -1;
}
}
for (intptr_t z=bunchfrst; z<numbunches; z++)
{
int zz;
for (zz=bunchfirst[z]; bunchp2[zz]>=0; zz=bunchp2[zz]) { }
bunchlast[z] = zz;
}
}
while (sectorbordercnt > 0);
}
/*Init viewport boundary (must be 4 point convex loop):
// (px[0],py[0]).----.(px[1],py[1])
// / \
// / \
// (px[3],py[3]).--------------.(px[2],py[2])
*/
static void polymost_initmosts(const float * px, const float * py, int const n)
{
if (n < 3) return;
int32_t imin = (px[1] < px[0]);
for (intptr_t i=n-1; i>=2; i--)
if (px[i] < px[imin]) imin = i;
int32_t vcnt = 1; //0 is dummy solid node
vsp[vcnt].x = px[imin];
vsp[vcnt].cy[0] = vsp[vcnt].fy[0] = py[imin];
vcnt++;
int i = imin+1, j = imin-1;
if (i >= n) i = 0;
if (j < 0) j = n-1;
do
{
if (px[i] < px[j])
{
if (px[i] <= vsp[vcnt-1].x) vcnt--;
vsp[vcnt].x = px[i];
vsp[vcnt].cy[0] = py[i];
int k = j+1; if (k >= n) k = 0;
//(px[k],py[k])
//(px[i],?)
//(px[j],py[j])
vsp[vcnt].fy[0] = (px[i]-px[k])*(py[j]-py[k])/(px[j]-px[k]) + py[k];
vcnt++;
i++; if (i >= n) i = 0;
}
else if (px[j] < px[i])
{
if (px[j] <= vsp[vcnt-1].x) vcnt--;
vsp[vcnt].x = px[j];
vsp[vcnt].fy[0] = py[j];
int k = i-1; if (k < 0) k = n-1;
//(px[k],py[k])
//(px[j],?)
//(px[i],py[i])
vsp[vcnt].cy[0] = (px[j]-px[k])*(py[i]-py[k])/(px[i]-px[k]) + py[k];
vcnt++;
j--; if (j < 0) j = n-1;
}
else
{
if (px[i] <= vsp[vcnt-1].x) vcnt--;
vsp[vcnt].x = px[i];
vsp[vcnt].cy[0] = py[i];
vsp[vcnt].fy[0] = py[j];
vcnt++;
i++; if (i >= n) i = 0; if (i == j) break;
j--; if (j < 0) j = n-1;
}
} while (i != j);
if (px[i] > vsp[vcnt-1].x)
{
vsp[vcnt].x = px[i];
vsp[vcnt].cy[0] = vsp[vcnt].fy[0] = py[i];
vcnt++;
}
domost_rejectcount = 0;
vsp_finalize_init(vcnt);
xbl = px[0];
xbr = px[0];
xbt = py[0];
xbb = py[0];
for (intptr_t i=n-1; i>=1; i--)
{
if (xbl > px[i]) xbl = px[i];
if (xbr < px[i]) xbr = px[i];
if (xbt > py[i]) xbt = py[i];
if (xbb < py[i]) xbb = py[i];
}
gtag = vcnt;
viewportNodeCount = vcnt;
}
void polymost_drawrooms()
{
polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
GLInterface.ClearDepth();
GLInterface.EnableBlend(false);
GLInterface.EnableAlphaTest(false);
GLInterface.EnableDepthTest(true);
GLInterface.SetDepthFunc(DF_LEqual);
GLInterface.SetRenderStyle(LegacyRenderStyles[STYLE_Translucent]);
renderSetViewpoint(0, 0, 0);
gvrcorrection = viewingrange*(1.f/65536.f);
//if (glprojectionhacks == 2)
{
// calculates the extend of the zenith glitch
float verticalfovtan = (fviewingrange * (windowxy2.y-windowxy1.y) * 5.f) / ((float)yxaspect * (windowxy2.x-windowxy1.x) * 4.f);
float verticalfov = atanf(verticalfovtan) * (2.f / pi::pi());
static constexpr float const maxhorizangle = 0.6361136f; // horiz of 199 in degrees
float zenglitch = verticalfov + maxhorizangle - 0.95f; // less than 1 because the zenith glitch extends a bit
if (zenglitch > 0.f)
gvrcorrection /= (zenglitch * 2.5f) + 1.f;
}
//Polymost supports true look up/down :) Here, we convert horizon to angle.
//gchang&gshang are cos&sin of this angle (respectively)
gyxscale = ((float)xdimenscale)*(1.0f/131072.f);
gxyaspect = ((double)xyaspect*fviewingrange)*(5.0/(65536.0*262144.0));
gviewxrange = fviewingrange * fxdimen * (1.f/(32768.f*1024.f));
gcosang = fcosglobalang*(1.0f/262144.f);
gsinang = fsinglobalang*(1.0f/262144.f);
gcosang2 = gcosang * (fviewingrange * (1.0f/65536.f));
gsinang2 = gsinang * (fviewingrange * (1.0f/65536.f));
ghalfx = (float)(xdimen>>1);
ghalfy = (float)(ydimen>>1);
grhalfxdown10 = 1.f/(ghalfx*1024.f);
ghoriz = FixedToFloat(qglobalhoriz);
ghorizcorrect = FixedToFloat(DivScale(xdimenscale, viewingrange, 16));
//global cos/sin height angle
if (r_yshearing)
{
gshang = 0.f;
gchang = 1.f;
ghoriz2 = (float)(ydimen >> 1) - (ghoriz + ghorizcorrect);
}
else
{
float r = (float)(ydimen >> 1) - (ghoriz + ghorizcorrect);
gshang = r / sqrtf(r * r + ghalfx * ghalfx / (gvrcorrection * gvrcorrection));
gchang = sqrtf(1.f - gshang * gshang);
ghoriz2 = 0.f;
}
ghoriz = (float)(ydimen>>1);
resizeglcheck();
float const ratio = 1.f;
//global cos/sin tilt angle
gctang = cosf(gtang);
gstang = sinf(gtang);
if (Bfabsf(gstang) < .001f) // This avoids nasty precision bugs in domost()
{
gstang = 0.f;
gctang = (gctang > 0.f) ? 1.f : -1.f;
}
if (inpreparemirror)
gstang = -gstang;
//Generate viewport trapezoid (for handling screen up/down)
FVector3 p[4] = { { 0-1, 0-1+ghorizcorrect, 0 },
{ (float)(windowxy2.x + 1 - windowxy1.x + 2), 0-1+ghorizcorrect, 0 },
{ (float)(windowxy2.x + 1 - windowxy1.x + 2), (float)(windowxy2.y + 1 - windowxy1.y + 2)+ghorizcorrect, 0 },
{ 0-1, (float)(windowxy2.y + 1 - windowxy1.y + 2)+ghorizcorrect, 0 } };
for (auto & v : p)
{
//Tilt rotation (backwards)
FVector2 const o = { (v.X-ghalfx)*ratio, (v.Y-ghoriz)*ratio };
FVector3 const o2 = { o.X*gctang + o.Y*gstang, o.Y*gctang - o.X*gstang + ghoriz2, ghalfx / gvrcorrection };
//Up/down rotation (backwards)
v = { o2.X, o2.Y * gchang + o2.Z * gshang, o2.Z * gchang - o2.Y * gshang };
}
if (inpreparemirror)
gstang = -gstang;
polymost_updaterotmat();
//Clip to SCISDIST plane
int n = 0;
FVector3 p2[6];
for (intptr_t i=0; i<4; i++)
{
int const j = i < 3 ? i + 1 : 0;
if (p[i].Z >= SCISDIST)
p2[n++] = p[i];
if ((p[i].Z >= SCISDIST) != (p[j].Z >= SCISDIST))
{
float const r = (SCISDIST - p[i].Z) / (p[j].Z - p[i].Z);
p2[n++] = { (p[j].X - p[i].X) * r + p[i].X, (p[j].Y - p[i].Y) * r + p[i].Y, SCISDIST };
}
}
if (n < 3)
{
GLInterface.SetDepthFunc(DF_LEqual);
return;
}
float sx[6], sy[6];
for (intptr_t i = 0; i < n; i++)
{
float const r = (ghalfx / gvrcorrection) / p2[i].Z;
sx[i] = p2[i].X * r + ghalfx;
sy[i] = p2[i].Y * r + ghoriz;
}
polymost_initmosts(sx, sy, n);
numscans = numbunches = 0;
// MASKWALL_BAD_ACCESS
// Fixes access of stale maskwall[maskwallcnt] (a "scan" index, in BUILD lingo):
maskwallcnt = 0;
// NOTE: globalcursectnum has been already adjusted in ADJUST_GLOBALCURSECTNUM.
assert(validSectorIndex(globalcursectnum));
polymost_scansector(globalcursectnum);
grhalfxdown10x = grhalfxdown10;
renderBeginScene();
if (inpreparemirror)
{
// see engine.c: INPREPAREMIRROR_NO_BUNCHES
if (numbunches > 0)
{
grhalfxdown10x = -grhalfxdown10;
polymost_drawalls(0);
numbunches--;
bunchfirst[0] = bunchfirst[numbunches];
bunchlast[0] = bunchlast[numbunches];
} else
{
inpreparemirror = 0;
}
}
while (numbunches > 0)
{
memset(ptempbuf,0,numbunches+3); ptempbuf[0] = 1;
int32_t closest = 0; //Almost works, but not quite :(
for (intptr_t i=1; i<numbunches; ++i)
{
int const bnch = polymost_bunchfront(i,closest); if (bnch < 0) continue;
ptempbuf[i] = 1;
if (!bnch) { ptempbuf[closest] = 1; closest = i; }
}
for (intptr_t i=0; i<numbunches; ++i) //Double-check
{
if (ptempbuf[i]) continue;
int const bnch = polymost_bunchfront(i,closest); if (bnch < 0) continue;
ptempbuf[i] = 1;
if (!bnch) { ptempbuf[closest] = 1; closest = i; i = 0; }
}
polymost_drawalls(closest);
if (automapping)
{
for (int z=bunchfirst[closest]; z>=0; z=bunchp2[z])
show2dwall.Set(thewall[z]);
}
numbunches--;
bunchfirst[closest] = bunchfirst[numbunches];
bunchlast[closest] = bunchlast[numbunches];
}
renderFinishScene();
GLInterface.SetDepthFunc(DF_LEqual);
}
static void polymost_drawmaskwallinternal(int32_t wallIndex)
{
auto const wal = (uwallptr_t)&wall[wallIndex];
auto const wal2 = (uwallptr_t)&wall[wal->point2];
if (wal->nextwall == -1) return;
int32_t const sectnum = wall[wal->nextwall].nextsector;
auto const sec = (usectorptr_t)&sector[sectnum];
// if (wal->nextsector < 0) return;
// Without MASKWALL_BAD_ACCESS fix:
// wal->nextsector is -1, WGR2 SVN Lochwood Hollow (Til' Death L1) (or trueror1.map)
auto const nsec = (usectorptr_t)&sector[wal->nextsector];
polymost_outputGLDebugMessage(3, "polymost_drawmaskwallinternal(wallIndex:%d)", wallIndex);
globalpicnum = wal->overpicnum;
if ((uint32_t)globalpicnum >= MAXTILES)
globalpicnum = 0;
globalorientation = (int32_t)wal->cstat;
tileUpdatePicnum(&globalpicnum, (int16_t)wallIndex+16384);
GLInterface.SetVisibility(sectorVisibility(sectnum));
globalshade = (int32_t)wal->shade;
globalfloorpal = globalpal = (int32_t)((uint8_t)wal->pal);
FVector2 s0 = { (float)(wal->x-globalposx), (float)(wal->y-globalposy) };
FVector2 p0 = { s0.Y*gcosang - s0.X*gsinang, s0.X*gcosang2 + s0.Y*gsinang2 };
FVector2 s1 = { (float)(wal2->x-globalposx), (float)(wal2->y-globalposy) };
FVector2 p1 = { s1.Y*gcosang - s1.X*gsinang, s1.X*gcosang2 + s1.Y*gsinang2 };
if ((p0.Y < SCISDIST) && (p1.Y < SCISDIST)) return;
//Clip to close parallel-screen plane
FVector2 const op0 = p0;
float t0 = 0.f;
if (p0.Y < SCISDIST)
{
t0 = (SCISDIST - p0.Y) / (p1.Y - p0.Y);
p0 = { (p1.X - p0.X) * t0 + p0.X, SCISDIST };
}
float t1 = 1.f;
if (p1.Y < SCISDIST)
{
t1 = (SCISDIST - op0.Y) / (p1.Y - op0.Y);
p1 = { (p1.X - op0.X) * t1 + op0.X, SCISDIST };
}
int32_t m0 = (int32_t)((wal2->x - wal->x) * t0 + wal->x);
int32_t m1 = (int32_t)((wal2->y - wal->y) * t0 + wal->y);
int32_t cz[4], fz[4];
getzsofslope(sectnum, m0, m1, &cz[0], &fz[0]);
getzsofslope(wal->nextsector, m0, m1, &cz[1], &fz[1]);
m0 = (int32_t)((wal2->x - wal->x) * t1 + wal->x);
m1 = (int32_t)((wal2->y - wal->y) * t1 + wal->y);
getzsofslope(sectnum, m0, m1, &cz[2], &fz[2]);
getzsofslope(wal->nextsector, m0, m1, &cz[3], &fz[3]);
float ryp0 = 1.f/p0.Y;
float ryp1 = 1.f/p1.Y;
//Generate screen coordinates for front side of wall
float const x0 = ghalfx*p0.X*ryp0 + ghalfx;
float const x1 = ghalfx*p1.X*ryp1 + ghalfx;
if (x1 <= x0) return;
ryp0 *= gyxscale; ryp1 *= gyxscale;
xtex.d = (ryp0-ryp1)*gxyaspect / (x0-x1);
ytex.d = 0;
otex.d = ryp0*gxyaspect - xtex.d*x0;
//gux*x0 + guo = t0*wal->xrepeat*8*yp0
//gux*x1 + guo = t1*wal->xrepeat*8*yp1
xtex.u = (t0*ryp0 - t1*ryp1)*gxyaspect*(float)wal->xrepeat*8.f / (x0-x1);
otex.u = t0*ryp0*gxyaspect*(float)wal->xrepeat*8.f - xtex.u*x0;
otex.u += (float)wal->xpan_*otex.d;
xtex.u += (float)wal->xpan_*xtex.d;
ytex.u = 0;
// mask
calc_ypanning((!(wal->cstat & 4)) ? max(nsec->ceilingz, sec->ceilingz) : min(nsec->floorz, sec->floorz), ryp0, ryp1,
x0, x1, wal->ypan_, wal->yrepeat, 0, tileSize(globalpicnum));
if (wal->cstat&8) //xflip
{
float const t = (float)(wal->xrepeat*8 + wal->xpan_*2);
xtex.u = xtex.d*t - xtex.u;
ytex.u = ytex.d*t - ytex.u;
otex.u = otex.d*t - otex.u;
}
if (wal->cstat&256) { xtex.v = -xtex.v; ytex.v = -ytex.v; otex.v = -otex.v; } //yflip
int method = DAMETH_MASK | DAMETH_WALL;
if (wal->cstat & 128)
method = DAMETH_WALL | (((wal->cstat & 512)) ? DAMETH_TRANS2 : DAMETH_TRANS1);
uint8_t const blend = 0;// wal->blend; nothing sets this and this feature is not worth reimplementing (render style needs to be done less hacky.)
SetRenderStyleFromBlend(!!(wal->cstat & 128), blend, !!(wal->cstat & 512));
drawpoly_alpha = 0.f;
drawpoly_blend = blend;
float const csy[4] = { ((float)(cz[0] - globalposz)) * ryp0 + ghoriz,
((float)(cz[1] - globalposz)) * ryp0 + ghoriz,
((float)(cz[2] - globalposz)) * ryp1 + ghoriz,
((float)(cz[3] - globalposz)) * ryp1 + ghoriz };
float const fsy[4] = { ((float)(fz[0] - globalposz)) * ryp0 + ghoriz,
((float)(fz[1] - globalposz)) * ryp0 + ghoriz,
((float)(fz[2] - globalposz)) * ryp1 + ghoriz,
((float)(fz[3] - globalposz)) * ryp1 + ghoriz };
//Clip 2 quadrilaterals
// /csy3
// / |
// csy0------/----csy2
// | /xxxxxxx|
// | /xxxxxxxxx|
// csy1/xxxxxxxxxxx|
// |xxxxxxxxxxx/fsy3
// |xxxxxxxxx/ |
// |xxxxxxx/ |
// fsy0----/------fsy2
// | /
// fsy1/
FVector2 dpxy[16] = { { x0, csy[1] }, { x1, csy[3] }, { x1, fsy[3] }, { x0, fsy[1] } };
//Clip to (x0,csy[0])-(x1,csy[2])
FVector2 dp2[8];
int n2 = 0;
t1 = -((dpxy[0].X - x0) * (csy[2] - csy[0]) - (dpxy[0].Y - csy[0]) * (x1 - x0));
for (intptr_t i=0; i<4; i++)
{
int j = i + 1;
if (j >= 4)
j = 0;
t0 = t1;
t1 = -((dpxy[j].X - x0) * (csy[2] - csy[0]) - (dpxy[j].Y - csy[0]) * (x1 - x0));
if (t0 >= 0)
dp2[n2++] = dpxy[i];
if ((t0 >= 0) != (t1 >= 0) && (t0 <= 0) != (t1 <= 0))
{
float const r = t0 / (t0 - t1);
dp2[n2++] = { (dpxy[j].X - dpxy[i].X) * r + dpxy[i].X, (dpxy[j].Y - dpxy[i].Y) * r + dpxy[i].Y };
}
}
if (n2 < 3)
return;
//Clip to (x1,fsy[2])-(x0,fsy[0])
t1 = -((dp2[0].X - x1) * (fsy[0] - fsy[2]) - (dp2[0].Y - fsy[2]) * (x0 - x1));
int n = 0;
for (intptr_t i = 0, j = 1; i < n2; j = ++i + 1)
{
if (j >= n2)
j = 0;
t0 = t1;
t1 = -((dp2[j].X - x1) * (fsy[0] - fsy[2]) - (dp2[j].Y - fsy[2]) * (x0 - x1));
if (t0 >= 0)
dpxy[n++] = dp2[i];
if ((t0 >= 0) != (t1 >= 0) && (t0 <= 0) != (t1 <= 0))
{
float const r = t0 / (t0 - t1);
dpxy[n++] = { (dp2[j].X - dp2[i].X) * r + dp2[i].X, (dp2[j].Y - dp2[i].Y) * r + dp2[i].Y };
}
}
if (n < 3)
return;
pow2xsplit = 0;
polymost_drawpoly(dpxy, n, method, tileSize(globalpicnum));
}
void polymost_drawmaskwall(int32_t damaskwallcnt)
{
int const z = maskwall[damaskwallcnt];
polymost_drawmaskwallinternal(thewall[z]);
}
void polymost_prepareMirror(int32_t dax, int32_t day, int32_t daz, fixed_t daang, fixed_t dahoriz, int16_t mirrorWall)
{
polymost_outputGLDebugMessage(3, "polymost_prepareMirror(%u)", mirrorWall);
//POGO: prepare necessary globals for drawing, as we intend to call this outside of drawrooms
gvrcorrection = viewingrange*(1.f/65536.f);
//if (glprojectionhacks == 2)
{
// calculates the extent of the zenith glitch
float verticalfovtan = (fviewingrange * (windowxy2.y-windowxy1.y) * 5.f) / ((float)yxaspect * (windowxy2.x-windowxy1.x) * 4.f);
float verticalfov = atanf(verticalfovtan) * (2.f / pi::pi());
static constexpr float const maxhorizangle = 0.6361136f; // horiz of 199 in degrees
float zenglitch = verticalfov + maxhorizangle - 0.95f; // less than 1 because the zenith glitch extends a bit
if (zenglitch > 0.f)
gvrcorrection /= (zenglitch * 2.5f) + 1.f;
}
set_globalpos(dax, day, daz);
set_globalang(daang);
qglobalhoriz = MulScale(dahoriz, DivScale(xdimenscale, viewingrange, 16), 16)+IntToFixed(ydimen>>1);
gyxscale = ((float)xdimenscale)*(1.0f/131072.f);
gxyaspect = ((double)xyaspect*fviewingrange)*(5.0/(65536.0*262144.0));
gviewxrange = fviewingrange * fxdimen * (1.f/(32768.f*1024.f));
gcosang = fcosglobalang*(1.0f/262144.f);
gsinang = fsinglobalang*(1.0f/262144.f);
gcosang2 = gcosang * (fviewingrange * (1.0f/65536.f));
gsinang2 = gsinang * (fviewingrange * (1.0f/65536.f));
ghalfx = (float)(xdimen>>1);
ghalfy = (float)(ydimen>>1);
grhalfxdown10 = 1.f/(ghalfx*1024.f);
ghoriz = FixedToFloat(qglobalhoriz);
ghorizcorrect = FixedToFloat(DivScale(xdimenscale, viewingrange, 16));
resizeglcheck();
if (r_yshearing)
{
gshang = 0.f;
gchang = 1.f;
ghoriz2 = (float)(ydimen >> 1) - (ghoriz+ghorizcorrect);
}
else
{
float r = (float)(ydimen >> 1) - (ghoriz+ghorizcorrect);
gshang = r / sqrtf(r * r + ghalfx * ghalfx / (gvrcorrection * gvrcorrection));
gchang = sqrtf(1.f - gshang * gshang);
ghoriz2 = 0.f;
}
ghoriz = (float)(ydimen>>1);
gctang = cosf(gtang);
gstang = sinf(gtang);
if (Bfabsf(gstang) < .001f)
{
gstang = 0.f;
gctang = (gctang > 0.f) ? 1.f : -1.f;
}
polymost_updaterotmat();
grhalfxdown10x = grhalfxdown10;
renderBeginScene();
//POGO: write the mirror region to the stencil buffer to allow showing mirrors & skyboxes at the same time
GLInterface.EnableStencilWrite(1);
GLInterface.EnableAlphaTest(false);
GLInterface.EnableDepthTest(false);
polymost_drawmaskwallinternal(mirrorWall);
GLInterface.EnableAlphaTest(true);
GLInterface.EnableDepthTest(true);
renderFinishScene();
//POGO: render only to the mirror region
GLInterface.EnableStencilTest(1);
}
void polymost_completeMirror()
{
polymost_outputGLDebugMessage(3, "polymost_completeMirror()");
GLInterface.DisableStencil();
}
typedef struct
{
int16_t wall;
int8_t wdist;
int8_t filler;
} wallspriteinfo_t;
static wallspriteinfo_t wsprinfo[MAXSPRITES];
void Polymost_prepare_loadboard(void)
{
memset(wsprinfo, 0, sizeof(wsprinfo));
}
void polymost_deletesprite(int num)
{
wsprinfo[num].wall = -1;
}
static inline int32_t polymost_findwall(tspritetype const * const tspr, vec2_t const * const tsiz, int32_t * rd)
{
int32_t dist = 4, closest = -1;
auto const sect = tspr->sector();
vec2_t n;
for (intptr_t i=sect->wallptr; i<sect->wallptr + sect->wallnum; i++)
{
if ((wall[i].nextsector == -1 || ((sector[wall[i].nextsector].ceilingz > (tspr->z - ((tsiz->y * tspr->yrepeat) << 2))) ||
sector[wall[i].nextsector].floorz < tspr->z)) && !polymost_getclosestpointonwall((const vec2_t *) tspr, i, &n))
{
int const dst = abs(tspr->x - n.x) + abs(tspr->y - n.y);
if (dst <= dist)
{
dist = dst;
closest = i;
}
}
}
*rd = dist;
return closest;
}
static int32_t polymost_lintersect(int32_t x1, int32_t y1, int32_t x2, int32_t y2,
int32_t x3, int32_t y3, int32_t x4, int32_t y4)
{
// p1 to p2 is a line segment
int32_t const x21 = x2 - x1, x34 = x3 - x4;
int32_t const y21 = y2 - y1, y34 = y3 - y4;
int32_t const bot = x21 * y34 - y21 * x34;
if (!bot)
return 0;
int32_t const x31 = x3 - x1, y31 = y3 - y1;
int32_t const topt = x31 * y34 - y31 * x34;
int rv = 1;
if (bot > 0)
{
if ((unsigned)topt >= (unsigned)bot)
rv = 0;
int32_t topu = x21 * y31 - y21 * x31;
if ((unsigned)topu >= (unsigned)bot)
rv = 0;
}
else
{
if ((unsigned)topt <= (unsigned)bot)
rv = 0;
int32_t topu = x21 * y31 - y21 * x31;
if ((unsigned)topu <= (unsigned)bot)
rv = 0;
}
return rv;
}
#define TSPR_OFFSET_FACTOR .0002f
#define TSPR_OFFSET(tspr) (TSPR_OFFSET_FACTOR + ((tspr->owner != -1 ? tspr->owner & 63 : 0) * TSPR_OFFSET_FACTOR))
void polymost_drawsprite(int32_t snum)
{
auto const tspr = tspriteptr[snum];
if (bad_tspr(tspr))
return;
usectorptr_t sec;
int32_t spritenum = tspr->owner;
if ((tspr->cstat&48) != 48)
tileUpdatePicnum(&tspr->picnum, spritenum + 32768);
globalpicnum = tspr->picnum;
globalshade = tspr->shade;
globalpal = tspr->pal;
globalfloorpal = tspr->sector()->floorpal;
globalorientation = tspr->cstat;
GLInterface.SetVisibility(sectorVisibility(tspr->sectnum));
vec2_t off = { 0, 0 };
if ((globalorientation & 48) != 48) // only non-voxel sprites should do this
{
int const flag = hw_hightile && TileFiles.tiledata[globalpicnum].hiofs.xsize;
off = { (int32_t)tspr->xoffset + (flag ? TileFiles.tiledata[globalpicnum].hiofs.xoffs : tileLeftOffset(globalpicnum)),
(int32_t)tspr->yoffset + (flag ? TileFiles.tiledata[globalpicnum].hiofs.yoffs : tileTopOffset(globalpicnum)) };
}
int32_t method = DAMETH_MASK | DAMETH_CLAMPED;
if (tspr->cstat & 2)
method = DAMETH_CLAMPED | ((tspr->cstat & 512) ? DAMETH_TRANS2 : DAMETH_TRANS1);
SetRenderStyleFromBlend(!!(tspr->cstat & 2), tspr->blend, !!(tspr->cstat & 512));
drawpoly_alpha = spriteext[spritenum].alpha;
drawpoly_blend = tspr->blend;
sec = (usectorptr_t)tspr->sector();
while (!(spriteext[spritenum].flags & SPREXT_NOTMD))
{
if (hw_models && tile2model[Ptile2tile(tspr->picnum, tspr->pal)].modelid >= 0 &&
tile2model[Ptile2tile(tspr->picnum, tspr->pal)].framenum >= 0)
{
if (polymost_mddraw(tspr)) return;
break; // else, render as flat sprite
}
if (r_voxels)
{
if ((tspr->cstat & 48) != 48 && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]])
{
int num = tiletovox[tspr->picnum];
if (polymost_voxdraw(voxmodels[num], tspr, voxrotate[num])) return;
break; // else, render as flat sprite
}
if ((tspr->cstat & 48) == 48 && tspr->picnum < MAXVOXELS && voxmodels[tspr->picnum])
{
int num = tspr->picnum;
polymost_voxdraw(voxmodels[tspr->picnum], tspr, voxrotate[num]);
return;
}
}
break;
}
vec3_t pos = tspr->pos;
if (spriteext[spritenum].flags & SPREXT_AWAY1)
{
pos.x += bcos(tspr->ang, -13);
pos.y += bsin(tspr->ang, -13);
}
else if (spriteext[spritenum].flags & SPREXT_AWAY2)
{
pos.x -= bcos(tspr->ang, -13);
pos.y -= bsin(tspr->ang, -13);
}
vec2_t tsiz;
if (hw_hightile && TileFiles.tiledata[globalpicnum].hiofs.xsize)
tsiz = { TileFiles.tiledata[globalpicnum].hiofs.xsize, TileFiles.tiledata[globalpicnum].hiofs.ysize };
else
tsiz = { tileWidth(globalpicnum), tileHeight(globalpicnum) };
if (tsiz.x <= 0 || tsiz.y <= 0)
return;
FVector2 const ftsiz = { (float) tsiz.x, (float) tsiz.y };
switch ((globalorientation >> 4) & 3)
{
case 0: // Face sprite
{
// Project 3D to 2D
if (globalorientation & 4)
off.x = -off.x;
// NOTE: yoff not negated not for y flipping, unlike wall and floor
// aligned sprites.
int const ang = (getangle(tspr->x - globalposx, tspr->y - globalposy) + 1024) & 2047;
float foffs = TSPR_OFFSET(tspr);
FVector2 const offs = { float(bcosf(ang, -6) * foffs), float(bsinf(ang, -6) * foffs) };
FVector2 s0 = { (float)(tspr->x - globalposx) + offs.X,
(float)(tspr->y - globalposy) + offs.Y};
FVector2 p0 = { s0.Y * gcosang - s0.X * gsinang, s0.X * gcosang2 + s0.Y * gsinang2 };
if (p0.Y <= SCISDIST)
goto _drawsprite_return;
float const ryp0 = 1.f / p0.Y;
s0 = { ghalfx * p0.X * ryp0 + ghalfx, ((float)(pos.z - globalposz)) * gyxscale * ryp0 + ghoriz };
float const f = ryp0 * fxdimen * (1.0f / 160.f);
FVector2 ff = { ((float)tspr->xrepeat) * f,
((float)tspr->yrepeat) * f * ((float)yxaspect * (1.0f / 65536.f)) };
if (tsiz.x & 1)
s0.X += ff.X * 0.5f;
if (globalorientation & 128 && tsiz.y & 1)
s0.Y += ff.Y * 0.5f;
s0.X -= ff.X * (float) off.x;
s0.Y -= ff.Y * (float) off.y;
ff.X *= ftsiz.X;
ff.Y *= ftsiz.Y;
FVector2 pxy[4];
pxy[0].X = pxy[3].X = s0.X - ff.X * 0.5f;
pxy[1].X = pxy[2].X = s0.X + ff.X * 0.5f;
if (!(globalorientation & 128))
{
pxy[0].Y = pxy[1].Y = s0.Y - ff.Y;
pxy[2].Y = pxy[3].Y = s0.Y;
}
else
{
pxy[0].Y = pxy[1].Y = s0.Y - ff.Y * 0.5f;
pxy[2].Y = pxy[3].Y = s0.Y + ff.Y * 0.5f;
}
xtex.d = ytex.d = ytex.u = xtex.v = 0;
otex.d = ryp0 * gviewxrange;
if (!(globalorientation & 4))
{
xtex.u = ftsiz.X * otex.d / (pxy[1].X - pxy[0].X + .002f);
otex.u = -xtex.u * (pxy[0].X - .001f);
}
else
{
xtex.u = ftsiz.X * otex.d / (pxy[0].X - pxy[1].X - .002f);
otex.u = -xtex.u * (pxy[1].X + .001f);
}
if (!(globalorientation & 8))
{
ytex.v = ftsiz.Y * otex.d / (pxy[3].Y - pxy[0].Y + .002f);
otex.v = -ytex.v * (pxy[0].Y - .001f);
}
else
{
ytex.v = ftsiz.Y * otex.d / (pxy[0].Y - pxy[3].Y - .002f);
otex.v = -ytex.v * (pxy[3].Y + .001f);
}
// Clip sprites to ceilings/floors when no parallaxing and not sloped
if (!(tspr->sector()->ceilingstat & 3))
{
s0.Y = ((float) (tspr->sector()->ceilingz - globalposz)) * gyxscale * ryp0 + ghoriz;
if (pxy[0].Y < s0.Y)
pxy[0].Y = pxy[1].Y = s0.Y;
}
if (!(tspr->sector()->floorstat & 3))
{
s0.Y = ((float) (tspr->sector()->floorz - globalposz)) * gyxscale * ryp0 + ghoriz;
if (pxy[2].Y > s0.Y)
pxy[2].Y = pxy[3].Y = s0.Y;
}
vec2_16_t tempsiz = { (int16_t)tsiz.x, (int16_t)tsiz.y };
pow2xsplit = 0;
if (globalshade > 63) globalshade = 63; // debug
polymost_drawpoly(pxy, 4, method, tempsiz);
drawpoly_srepeat = 0;
drawpoly_trepeat = 0;
}
break;
case 1: // Wall sprite
{
// Project 3D to 2D
if (globalorientation & 4)
off.x = -off.x;
if (globalorientation & 8)
off.y = -off.y;
FVector2 const extent = { float(tspr->xrepeat * bsinf(tspr->ang, -16)),
float(tspr->xrepeat * -bcosf(tspr->ang, -16)) };
float f = (float)(tsiz.x >> 1) + (float)off.x;
FVector2 const vf = { extent.X * f, extent.Y * f };
FVector2 vec0 = { (float)(pos.x - globalposx) - vf.X,
(float)(pos.y - globalposy) - vf.Y };
int32_t const s = tspr->owner;
int32_t walldist = 1;
int32_t w = (s == -1) ? -1 : wsprinfo[s].wall;
// find the wall most likely to be what the sprite is supposed to be ornamented against
// this is really slow, so cache the result. Also assume that this association never changes once it is set up
if (s == -1 || !wsprinfo[s].wall)
{
w = polymost_findwall(tspr, &tsiz, &walldist);
if (s != -1)
{
wallspriteinfo_t *ws = &wsprinfo[s];
ws->wall = w;
if (w != -1)
{
ws->wdist = walldist;
}
}
}
else if (s != -1)
walldist = wsprinfo[s].wdist;
// detect if the sprite is either on the wall line or the wall line and sprite intersect
if (w != -1)
{
vec2_t v = { /*Blrintf(vf.x)*/(int)vf.X, /*Blrintf(vf.y)*/(int)vf.Y };
if (walldist <= 2 || ((pos.x - v.x) + (pos.x + v.x)) == (wall[w].x + POINT2(w).x) ||
((pos.y - v.y) + (pos.y + v.y)) == (wall[w].y + POINT2(w).y) ||
polymost_lintersect(pos.x - v.x, pos.y - v.y, pos.x + v.x, pos.y + v.y, wall[w].x, wall[w].y,
POINT2(w).x, POINT2(w).y))
{
int32_t const ang = getangle(wall[w].x - POINT2(w).x, wall[w].y - POINT2(w).y);
float const foffs = TSPR_OFFSET(tspr);
DVector2 const offs = { -bsinf(ang, -6) * foffs, bcosf(ang, -6) * foffs };
vec0.X -= offs.X;
vec0.Y -= offs.Y;
}
}
FVector2 p0 = { vec0.Y * gcosang - vec0.X * gsinang,
vec0.X * gcosang2 + vec0.Y * gsinang2 };
FVector2 const pp = { extent.X * ftsiz.X + vec0.X,
extent.Y * ftsiz.X + vec0.Y };
FVector2 p1 = { pp.Y * gcosang - pp.X * gsinang,
pp.X * gcosang2 + pp.Y * gsinang2 };
if ((p0.Y <= SCISDIST) && (p1.Y <= SCISDIST))
goto _drawsprite_return;
// Clip to close parallel-screen plane
FVector2 const op0 = p0;
float t0 = 0.f, t1 = 1.f;
if (p0.Y < SCISDIST)
{
t0 = (SCISDIST - p0.Y) / (p1.Y - p0.Y);
p0 = { (p1.X - p0.X) * t0 + p0.X, SCISDIST };
}
if (p1.Y < SCISDIST)
{
t1 = (SCISDIST - op0.Y) / (p1.Y - op0.Y);
p1 = { (p1.X - op0.X) * t1 + op0.X, SCISDIST };
}
f = 1.f / p0.Y;
const float ryp0 = f * gyxscale;
float sx0 = ghalfx * p0.X * f + ghalfx;
f = 1.f / p1.Y;
const float ryp1 = f * gyxscale;
float sx1 = ghalfx * p1.X * f + ghalfx;
pos.z -= ((off.y * tspr->yrepeat) << 2);
if (globalorientation & 128)
{
pos.z += ((tsiz.y * tspr->yrepeat) << 1);
if (tsiz.y & 1)
pos.z += (tspr->yrepeat << 1); // Odd yspans
}
xtex.d = (ryp0 - ryp1) * gxyaspect / (sx0 - sx1);
ytex.d = 0;
otex.d = ryp0 * gxyaspect - xtex.d * sx0;
if (globalorientation & 4)
{
t0 = 1.f - t0;
t1 = 1.f - t1;
}
xtex.u = (t0 * ryp0 - t1 * ryp1) * gxyaspect * ftsiz.X / (sx0 - sx1);
ytex.u = 0;
otex.u = t0 * ryp0 * gxyaspect * ftsiz.X - xtex.u * sx0;
f = ((float) tspr->yrepeat) * ftsiz.Y * 4;
float sc0 = ((float) (pos.z - globalposz - f)) * ryp0 + ghoriz;
float sc1 = ((float) (pos.z - globalposz - f)) * ryp1 + ghoriz;
float sf0 = ((float) (pos.z - globalposz)) * ryp0 + ghoriz;
float sf1 = ((float) (pos.z - globalposz)) * ryp1 + ghoriz;
// gvx*sx0 + gvy*sc0 + gvo = 0
// gvx*sx1 + gvy*sc1 + gvo = 0
// gvx*sx0 + gvy*sf0 + gvo = tsizy*(gdx*sx0 + gdo)
f = ftsiz.Y * (xtex.d * sx0 + otex.d) / ((sx0 - sx1) * (sc0 - sf0));
if (!(globalorientation & 8))
{
xtex.v = (sc0 - sc1) * f;
ytex.v = (sx1 - sx0) * f;
otex.v = -xtex.v * sx0 - ytex.v * sc0;
}
else
{
xtex.v = (sf1 - sf0) * f;
ytex.v = (sx0 - sx1) * f;
otex.v = -xtex.v * sx0 - ytex.v * sf0;
}
// Clip sprites to ceilings/floors when no parallaxing
if (!(tspr->sector()->ceilingstat & 1))
{
if (tspr->sector()->ceilingz > pos.z - (float)((tspr->yrepeat * tsiz.y) << 2))
{
sc0 = (float)(tspr->sector()->ceilingz - globalposz) * ryp0 + ghoriz;
sc1 = (float)(tspr->sector()->ceilingz - globalposz) * ryp1 + ghoriz;
}
}
if (!(tspr->sector()->floorstat & 1))
{
if (tspr->sector()->floorz < pos.z)
{
sf0 = (float)(tspr->sector()->floorz - globalposz) * ryp0 + ghoriz;
sf1 = (float)(tspr->sector()->floorz - globalposz) * ryp1 + ghoriz;
}
}
if (sx0 > sx1)
{
if (globalorientation & 64)
goto _drawsprite_return; // 1-sided sprite
std::swap(sx0, sx1);
std::swap(sc0, sc1);
std::swap(sf0, sf1);
}
FVector2 const pxy[4] = { { sx0, sc0 }, { sx1, sc1 }, { sx1, sf1 }, { sx0, sf0 } };
vec2_16_t tempsiz = { (int16_t)tsiz.x, (int16_t)tsiz.y };
pow2xsplit = 0;
polymost_drawpoly(pxy, 4, method, tempsiz);
drawpoly_srepeat = 0;
drawpoly_trepeat = 0;
}
break;
case 2: // Floor sprite
GLInterface.SetVisibility(sectorVisibility(tspr->sectnum) * (4.f/5.f)); // No idea why this uses a different visibility setting...
if ((globalorientation & 64) != 0 && (globalposz > pos.z) == (!(globalorientation & 8)))
goto _drawsprite_return;
else
{
if ((globalorientation & 4) > 0)
off.x = -off.x;
if ((globalorientation & 8) > 0)
off.y = -off.y;
FVector2 const p0 = { (float)(((tsiz.x + 1) >> 1) - off.x) * tspr->xrepeat,
(float)(((tsiz.y + 1) >> 1) - off.y) * tspr->yrepeat },
p1 = { (float)((tsiz.x >> 1) + off.x) * tspr->xrepeat,
(float)((tsiz.y >> 1) + off.y) * tspr->yrepeat };
float const c = bcosf(tspr->ang, -16);
float const s = bsinf(tspr->ang, -16);
FVector2 pxy[6];
// Project 3D to 2D
for (intptr_t j = 0; j < 4; j++)
{
FVector2 s0 = { (float)(tspr->x - globalposx), (float)(tspr->y - globalposy) };
if ((j + 0) & 2)
{
s0.Y -= s * p0.Y;
s0.X -= c * p0.Y;
}
else
{
s0.Y += s * p1.Y;
s0.X += c * p1.Y;
}
if ((j + 1) & 2)
{
s0.X -= s * p0.X;
s0.Y += c * p0.X;
}
else
{
s0.X += s * p1.X;
s0.Y -= c * p1.X;
}
pxy[j] = { s0.Y * gcosang - s0.X * gsinang, s0.X * gcosang2 + s0.Y * gsinang2 };
}
if (pos.z < globalposz) // if floor sprite is above you, reverse order of points
{
static_assert(sizeof(uint64_t) == sizeof(FVector2));
std::swap(pxy[0], pxy[1]);
std::swap(pxy[2], pxy[3]);
}
// Clip to SCISDIST plane
int32_t npoints = 0;
FVector2 p2[6];
for (intptr_t i = 0, j = 1; i < 4; j = ((++i + 1) & 3))
{
if (pxy[i].Y >= SCISDIST)
p2[npoints++] = pxy[i];
if ((pxy[i].Y >= SCISDIST) != (pxy[j].Y >= SCISDIST))
{
float const f = (SCISDIST - pxy[i].Y) / (pxy[j].Y - pxy[i].Y);
FVector2 const t = { (pxy[j].X - pxy[i].X) * f + pxy[i].X,
(pxy[j].Y - pxy[i].Y) * f + pxy[i].Y };
p2[npoints++] = t;
}
}
if (npoints < 3)
goto _drawsprite_return;
// Project rotated 3D points to screen
int fadjust = 0;
// unfortunately, offsetting by only 1 isn't enough on most Android devices
if (pos.z == sec->ceilingz || pos.z == sec->ceilingz + 1)
pos.z = sec->ceilingz + 2, fadjust = (tspr->owner & 31);
if (pos.z == sec->floorz || pos.z == sec->floorz - 1)
pos.z = sec->floorz - 2, fadjust = -((tspr->owner & 31));
float f = (float)(pos.z - globalposz + fadjust) * gyxscale;
for (intptr_t j = 0; j < npoints; j++)
{
float const ryp0 = 1.f / p2[j].Y;
pxy[j] = { ghalfx * p2[j].X * ryp0 + ghalfx, f * ryp0 + ghoriz };
}
// gd? Copied from floor rendering code
xtex.d = 0;
ytex.d = gxyaspect / (double)(pos.z - globalposz + fadjust);
otex.d = -ghoriz * ytex.d;
// copied&modified from relative alignment
FVector2 const vv = { (float)tspr->x + s * p1.X + c * p1.Y, (float)tspr->y + s * p1.Y - c * p1.X };
FVector2 ff = { -(p0.X + p1.X) * s, (p0.X + p1.X) * c };
f = polymost_invsqrt_approximation(ff.X * ff.X + ff.Y * ff.Y);
ff.X *= f;
ff.Y *= f;
float const ft[4] = { ((float)(globalposy - vv.Y)) * ff.Y + ((float)(globalposx - vv.X)) * ff.X,
((float)(globalposx - vv.X)) * ff.Y - ((float)(globalposy - vv.Y)) * ff.X,
fsinglobalang * ff.Y + fcosglobalang * ff.X,
fsinglobalang * ff.X - fcosglobalang * ff.Y };
f = fviewingrange * -(1.f / (65536.f * 262144.f));
xtex.u = (float)ft[3] * f;
xtex.v = (float)ft[2] * f;
ytex.u = ft[0] * ytex.d;
ytex.v = ft[1] * ytex.d;
otex.u = ft[0] * otex.d;
otex.v = ft[1] * otex.d;
otex.u += (ft[2] * (1.0f / 262144.f) - xtex.u) * ghalfx;
otex.v -= (ft[3] * (1.0f / 262144.f) + xtex.v) * ghalfx;
f = 4.f / (float)tspr->xrepeat;
xtex.u *= f;
ytex.u *= f;
otex.u *= f;
f = -4.f / (float)tspr->yrepeat;
xtex.v *= f;
ytex.v *= f;
otex.v *= f;
if (globalorientation & 4)
{
xtex.u = ftsiz.X * xtex.d - xtex.u;
ytex.u = ftsiz.X * ytex.d - ytex.u;
otex.u = ftsiz.X * otex.d - otex.u;
}
vec2_16_t tempsiz = { (int16_t)tsiz.x, (int16_t)tsiz.y };
pow2xsplit = 0;
polymost_drawpoly(pxy, npoints, method, tempsiz);
drawpoly_srepeat = 0;
drawpoly_trepeat = 0;
}
break;
case 3: // Voxel sprite
break;
}
if ((unsigned)spritenum < MAXSPRITES)
sprite[spritenum].cstat2 |= CSTAT2_SPRITE_MAPPED;
_drawsprite_return:
;
}
//////////////////////////////////
static_assert((int)RS_YFLIP == (int)HUDFLAG_FLIPPED);
}
//
// preparemirror
//
void renderPrepareMirror(int32_t dax, int32_t day, int32_t daz, fixed_t daang, fixed_t dahoriz, int16_t dawall,
int32_t* tposx, int32_t* tposy, fixed_t* tang)
{
const int32_t x = wall[dawall].x, dx = wall[wall[dawall].point2].x - x;
const int32_t y = wall[dawall].y, dy = wall[wall[dawall].point2].y - y;
const int32_t j = dx * dx + dy * dy;
if (j == 0)
return;
int i = ((dax - x) * dx + (day - y) * dy) << 1;
*tposx = (x << 1) + Scale(dx, i, j) - dax;
*tposy = (y << 1) + Scale(dy, i, j) - day;
*tang = ((bvectangbam(dx, dy).asq16() << 1) - daang) & 0x7FFFFFF;
inpreparemirror = 1;
Polymost::polymost_prepareMirror(dax, day, daz, daang, dahoriz, dawall);
}
//
// completemirror
//
void renderCompleteMirror(void)
{
Polymost::polymost_completeMirror();
inpreparemirror = 0;
}
//
// drawrooms
//
EXTERN_CVAR(Int, gl_fogmode)
int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
fixed_t daang, fixed_t dahoriz, int dacursectnum, bool fromoutside)
{
pm_spritesortcnt = 0;
checkRotatedWalls();
if (gl_fogmode == 1) gl_fogmode = 2; // only radial fog works with Build's screwed up coordinate system.
// Update starting sector number (common to classic and Polymost).
// ADJUST_GLOBALCURSECTNUM.
if (!fromoutside)
{
int i = dacursectnum;
updatesector(daposx, daposy, &dacursectnum);
if (dacursectnum < 0) dacursectnum = i;
// PK 20110123: I'm not sure what the line above is supposed to do, but 'i'
// *can* be negative, so let's just quit here in that case...
if (dacursectnum < 0)
return 0;
}
set_globalpos(daposx, daposy, daposz);
Polymost::set_globalang(daang);
global100horiz = dahoriz;
gotsector.Zero();
qglobalhoriz = MulScale(dahoriz, DivScale(xdimenscale, viewingrange, 16), 16) + IntToFixed(ydimen >> 1);
globalcursectnum = dacursectnum;
Polymost::polymost_drawrooms();
return inpreparemirror;
}
// UTILITY TYPES AND FUNCTIONS FOR DRAWMASKS OCCLUSION TREE
// typedef struct s_maskleaf
// {
// int32_t index;
// _point2d p1, p2;
// _equation maskeq, p1eq, p2eq;
// struct s_maskleaf* branch[MAXWALLSB];
// int32_t drawing;
// } _maskleaf;
//
// _maskleaf maskleaves[MAXWALLSB];
// returns equation of a line given two points
static inline _equation equation(float const x1, float const y1, float const x2, float const y2)
{
const float f = x2 - x1;
// vertical
if (f == 0.f)
return { 1, 0, -x1 };
else
{
float const ff = (y2 - y1) / f;
return { ff, -1, (y1 - (ff * x1)) };
}
}
static inline int32_t sameside(const _equation* eq, const FVector2* p1, const FVector2* p2)
{
const float sign1 = (eq->a * p1->X) + (eq->b * p1->Y) + eq->c;
const float sign2 = (eq->a * p2->X) + (eq->b * p2->Y) + eq->c;
return (sign1 * sign2) > 0.f;
}
static inline int comparetsprites(int const k, int const l)
{
if ((tspriteptr[k]->cstat & 48) != (tspriteptr[l]->cstat & 48))
return (tspriteptr[k]->cstat & 48) - (tspriteptr[l]->cstat & 48);
if ((tspriteptr[k]->cstat & 48) == 16 && tspriteptr[k]->ang != tspriteptr[l]->ang)
return tspriteptr[k]->ang - tspriteptr[l]->ang;
if (tspriteptr[k]->statnum != tspriteptr[l]->statnum)
return tspriteptr[k]->statnum - tspriteptr[l]->statnum;
if (tspriteptr[k]->x == tspriteptr[l]->x &&
tspriteptr[k]->y == tspriteptr[l]->y &&
tspriteptr[k]->z == tspriteptr[l]->z &&
(tspriteptr[k]->cstat & 48) == (tspriteptr[l]->cstat & 48) &&
tspriteptr[k]->owner != tspriteptr[l]->owner)
return tspriteptr[k]->owner - tspriteptr[l]->owner;
if (abs(spritesxyz[k].z - globalposz) != abs(spritesxyz[l].z - globalposz))
return abs(spritesxyz[k].z - globalposz) - abs(spritesxyz[l].z - globalposz);
return 0;
}
static void sortsprites(int const start, int const end)
{
int32_t i, gap, y, ys;
if (start >= end)
return;
gap = 1; while (gap < end - start) gap = (gap << 1) + 1;
for (gap >>= 1; gap > 0; gap >>= 1) //Sort sprite list
for (i = start; i < end - gap; i++)
for (intptr_t l = i; l >= start; l -= gap)
{
if (spritesxyz[l].y <= spritesxyz[l + gap].y) break;
std::swap(tspriteptr[l], tspriteptr[l + gap]);
std::swap(spritesxyz[l].x, spritesxyz[l + gap].x);
std::swap(spritesxyz[l].y, spritesxyz[l + gap].y);
}
ys = spritesxyz[start].y; i = start;
for (intptr_t j = start + 1; j <= end; j++)
{
if (j < end)
{
y = spritesxyz[j].y;
if (y == ys)
continue;
ys = y;
}
if (j > i + 1)
{
for (intptr_t k = i; k < j; k++)
{
auto const s = tspriteptr[k];
spritesxyz[k].z = s->z;
if ((s->cstat & 48) != 32)
{
int32_t yoff = tileTopOffset(s->picnum) + s->yoffset;
int32_t yspan = (tileHeight(s->picnum) * s->yrepeat << 2);
spritesxyz[k].z -= (yoff * s->yrepeat) << 2;
if (!(s->cstat & 128))
spritesxyz[k].z -= (yspan >> 1);
if (abs(spritesxyz[k].z - globalposz) < (yspan >> 1))
spritesxyz[k].z = globalposz;
}
}
for (intptr_t k = i + 1; k < j; k++)
for (intptr_t l = i; l < k; l++)
if (comparetsprites(k, l) < 0)
{
std::swap(tspriteptr[k], tspriteptr[l]);
vec3_t tv3 = spritesxyz[k];
spritesxyz[k] = spritesxyz[l];
spritesxyz[l] = tv3;
}
}
i = j;
}
}
static bool spriteIsModelOrVoxel(const spritetype* tspr)
{
if ((unsigned)tspr->owner < MAXSPRITES && spriteext[tspr->owner].flags & SPREXT_NOTMD)
return false;
if (hw_models)
{
auto& mdinfo = tile2model[Ptile2tile(tspr->picnum, tspr->pal)];
if (mdinfo.modelid >= 0 && mdinfo.framenum >= 0) return true;
}
auto slabalign = (tspr->cstat & CSTAT_SPRITE_ALIGNMENT) == CSTAT_SPRITE_ALIGNMENT_SLAB;
if (r_voxels && !slabalign && tiletovox[tspr->picnum] >= 0 && voxmodels[tiletovox[tspr->picnum]]) return true;
return (slabalign && voxmodels[tspr->picnum]);
}
//
// drawmasks
//
void renderDrawMasks(void)
{
# define debugmask_add(dispidx, idx) do {} while (0)
int32_t i = pm_spritesortcnt - 1;
int32_t numSprites = pm_spritesortcnt;
pm_spritesortcnt = 0;
int32_t back = i;
for (; i >= 0; --i)
{
if (Polymost::polymost_spriteHasTranslucency(&pm_tsprite[i]))
{
tspriteptr[pm_spritesortcnt] = &pm_tsprite[i];
++pm_spritesortcnt;
}
else
{
tspriteptr[back] = &pm_tsprite[i];
--back;
}
}
for (i = numSprites - 1; i >= 0; --i)
{
const int32_t xs = tspriteptr[i]->x - globalposx, ys = tspriteptr[i]->y - globalposy;
const int32_t yp = DMulScale(xs, cosviewingrangeglobalang, ys, sinviewingrangeglobalang, 6);
const int32_t modelp = spriteIsModelOrVoxel(tspriteptr[i]);
if (yp > (4 << 8))
{
const int32_t xp = DMulScale(ys, cosglobalang, -xs, singlobalang, 6);
if (MulScale(labs(xp + yp), xdimen, 24) >= yp)
goto killsprite;
spritesxyz[i].x = Scale(xp + yp, xdimen << 7, yp);
}
else if ((tspriteptr[i]->cstat & 48) == 0)
{
killsprite:
if (!modelp)
{
//Delete face sprite if on wrong side!
if (i >= pm_spritesortcnt)
{
--numSprites;
if (i != numSprites)
{
tspriteptr[i] = tspriteptr[numSprites];
spritesxyz[i].x = spritesxyz[numSprites].x;
spritesxyz[i].y = spritesxyz[numSprites].y;
}
}
else
{
--numSprites;
--pm_spritesortcnt;
if (i != numSprites)
{
tspriteptr[i] = tspriteptr[pm_spritesortcnt];
spritesxyz[i].x = spritesxyz[pm_spritesortcnt].x;
spritesxyz[i].y = spritesxyz[pm_spritesortcnt].y;
tspriteptr[pm_spritesortcnt] = tspriteptr[numSprites];
spritesxyz[pm_spritesortcnt].x = spritesxyz[numSprites].x;
spritesxyz[pm_spritesortcnt].y = spritesxyz[numSprites].y;
}
}
continue;
}
}
spritesxyz[i].y = yp;
}
sortsprites(0, pm_spritesortcnt);
sortsprites(pm_spritesortcnt, numSprites);
renderBeginScene();
GLInterface.EnableBlend(false);
GLInterface.EnableAlphaTest(true);
GLInterface.SetDepthBias(-2, -256);
if (pm_spritesortcnt < numSprites)
{
i = pm_spritesortcnt;
for (intptr_t i = pm_spritesortcnt; i < numSprites;)
{
int32_t py = spritesxyz[i].y;
int32_t pcstat = tspriteptr[i]->cstat & 48;
int32_t pangle = tspriteptr[i]->ang;
int j = i + 1;
if (!spriteIsModelOrVoxel(tspriteptr[i]))
{
while (j < numSprites && py == spritesxyz[j].y && pcstat == (tspriteptr[j]->cstat & 48) && (pcstat != 16 || pangle == tspriteptr[j]->ang)
&& !spriteIsModelOrVoxel(tspriteptr[j]))
{
j++;
}
}
if (j - i == 1)
{
debugmask_add(i | 32768, tspriteptr[i]->owner);
Polymost::polymost_drawsprite(i);
tspriteptr[i] = NULL;
}
else
{
GLInterface.SetDepthMask(false);
for (intptr_t k = j - 1; k >= i; k--)
{
debugmask_add(k | 32768, tspriteptr[k]->owner);
Polymost::polymost_drawsprite(k);
}
GLInterface.SetDepthMask(true);
GLInterface.SetColorMask(false);
for (intptr_t k = j - 1; k >= i; k--)
{
Polymost::polymost_drawsprite(k);
tspriteptr[k] = NULL;
}
GLInterface.SetColorMask(true);
}
i = j;
}
}
int32_t numMaskWalls = maskwallcnt;
maskwallcnt = 0;
for (i = 0; i < numMaskWalls; i++)
{
if (Polymost::polymost_maskWallHasTranslucency(&wall[thewall[maskwall[i]]]))
{
maskwall[maskwallcnt] = maskwall[i];
maskwallcnt++;
}
else
Polymost::polymost_drawmaskwall(i);
}
GLInterface.EnableBlend(true);
GLInterface.EnableAlphaTest(true);
GLInterface.SetDepthMask(false);
FVector2 pos;
pos.X = fglobalposx;
pos.Y = fglobalposy;
// CAUTION: maskwallcnt and spritesortcnt may be zero!
// Writing e.g. "while (maskwallcnt--)" is wrong!
while (maskwallcnt)
{
// PLAG: sorting stuff
const int32_t w = thewall[maskwall[maskwallcnt - 1]];
maskwallcnt--;
FVector2 dot = { (float)wall[w].x, (float)wall[w].y };
FVector2 dot2 = { (float)wall[wall[w].point2].x, (float)wall[wall[w].point2].y };
FVector2 middle = { (dot.X + dot2.X) * .5f, (dot.Y + dot2.Y) * .5f };
_equation maskeq = equation(dot.X, dot.Y, dot2.X, dot2.Y);
_equation p1eq = equation(pos.X, pos.Y, dot.X, dot.Y);
_equation p2eq = equation(pos.X, pos.Y, dot2.X, dot2.Y);
i = pm_spritesortcnt;
while (i)
{
i--;
if (tspriteptr[i] != NULL)
{
FVector2 spr;
auto const tspr = tspriteptr[i];
spr.X = (float)tspr->x;
spr.Y = (float)tspr->y;
if (!sameside(&maskeq, &spr, &pos))
{
// Sprite and camera are on different sides of the
// masked wall.
// Check if the sprite is inside the 'cone' given by
// the rays from the camera to the two wall-points.
const int32_t inleft = sameside(&p1eq, &middle, &spr);
const int32_t inright = sameside(&p2eq, &middle, &spr);
int32_t ok = (inleft && inright);
if (!ok)
{
// If not, check if any of the border points are...
vec2_t pp[4];
int32_t numpts, jj;
const _equation pineq = inleft ? p1eq : p2eq;
if ((tspr->cstat & 48) == 32)
{
numpts = 4;
GetFlatSpritePosition(tspr, tspr->pos.vec2, pp);
}
else
{
const int32_t oang = tspr->ang;
numpts = 2;
// Consider face sprites as wall sprites with camera ang.
// XXX: factor 4/5 needed?
if ((tspr->cstat & 48) != 16)
tspriteptr[i]->ang = globalang;
GetWallSpritePosition(tspr, tspr->pos.vec2, pp);
if ((tspr->cstat & 48) != 16)
tspriteptr[i]->ang = oang;
}
for (jj = 0; jj < numpts; jj++)
{
spr.X = (float)pp[jj].x;
spr.Y = (float)pp[jj].y;
if (!sameside(&maskeq, &spr, &pos)) // behind the maskwall,
if ((sameside(&p1eq, &middle, &spr) && // inside the 'cone',
sameside(&p2eq, &middle, &spr))
|| !sameside(&pineq, &middle, &spr)) // or on the other outside.
{
ok = 1;
break;
}
}
}
if (ok)
{
debugmask_add(i | 32768, tspr->owner);
Polymost::polymost_drawsprite(i);
tspriteptr[i] = NULL;
}
}
}
}
debugmask_add(maskwall[maskwallcnt], thewall[maskwall[maskwallcnt]]);
Polymost::polymost_drawmaskwall(maskwallcnt);
}
while (pm_spritesortcnt)
{
--pm_spritesortcnt;
if (tspriteptr[pm_spritesortcnt] != NULL)
{
debugmask_add(i | 32768, tspriteptr[i]->owner);
Polymost::polymost_drawsprite(pm_spritesortcnt);
tspriteptr[pm_spritesortcnt] = NULL;
}
}
renderFinishScene();
GLInterface.SetDepthMask(true);
GLInterface.SetDepthBias(0, 0);
}
//
// setrollangle
//
void renderSetRollAngle(float rolla)
{
Polymost::gtang = rolla * BAngRadian;
}
void videoSetCorrectedAspect()
{
// In DOS the game world is displayed with an aspect of 1.28 instead 1.333,
// meaning we have to stretch it by a factor of 1.25 instead of 1.2
// to get perfect squares
int32_t yx = (65536 * 5) / 4;
int32_t vr, y, x;
x = xdim;
y = ydim;
vr = DivScale(x * 3, y * 4, 16);
renderSetAspect(vr, yx);
}
//
// setaspect
//
void renderSetAspect(int32_t daxrange, int32_t daaspect)
{
if (daxrange == 65536) daxrange--; // This doesn't work correctly with 65536. All other values are fine. No idea where this is evaluated wrong.
viewingrange = daxrange;
viewingrangerecip = DivScale(1, daxrange, 32);
fviewingrange = (float)daxrange;
yxaspect = daaspect;
xyaspect = DivScale(1, yxaspect, 32);
xdimenscale = Scale(xdimen, yxaspect, 320);
xdimscale = Scale(320, xyaspect, xdimen);
}
//Draw voxel model as perfect cubes
int32_t polymost_voxdraw(voxmodel_t* m, tspriteptr_t const tspr, bool rotate)
{
float f, g, k0, zoff;
if ((intptr_t)m == (intptr_t)(-1)) // hackhackhack
return 0;
if ((tspr->cstat & 48) == 32)
return 0;
if ((tspr->cstat2 & CSTAT2_SPRITE_MDLROTATE) || rotate)
{
int myclock = (PlayClock << 3) + MulScale(4 << 3, pm_smoothratio, 16);
tspr->ang = (tspr->ang + myclock) & 2047; // will be applied in md3_vox_calcmat_common.
}
FVector3 m0 = { m->scale, m->scale, m->scale };
FVector3 a0 = { 0, 0, m->zadd * m->scale };
k0 = m->bscale / 64.f;
f = (float)tspr->xrepeat * (256.f / 320.f) * k0;
if ((sprite[tspr->owner].cstat & 48) == 16)
{
f *= 1.25f;
a0.Y -= tspr->xoffset * bcosf(spriteext[tspr->owner].angoff, -20);
a0.X += tspr->xoffset * bsinf(spriteext[tspr->owner].angoff, -20);
}
if (globalorientation & 8) { m0.Z = -m0.Z; a0.Z = -a0.Z; } //y-flipping
if (globalorientation & 4) { m0.X = -m0.X; a0.X = -a0.X; a0.Y = -a0.Y; } //x-flipping
m0.X *= f; a0.X *= f; f = -f;
m0.Y *= f; a0.Y *= f;
f = (float)tspr->yrepeat * k0;
m0.Z *= f; a0.Z *= f;
k0 = (float)(tspr->z + spriteext[tspr->owner].position_offset.z);
f = ((globalorientation & 8) && (sprite[tspr->owner].cstat & 48) != 0) ? -4.f : 4.f;
k0 -= (tspr->yoffset * tspr->yrepeat) * f * m->bscale;
zoff = m->siz.z * .5f;
if (!(tspr->cstat & 128))
zoff += m->piv.Z;
else if ((tspr->cstat & 48) != 48)
{
zoff += m->piv.Z;
zoff -= m->siz.z * .5f;
}
if (globalorientation & 8) zoff = m->siz.z - zoff;
f = (65536.f * 512.f) / ((float)xdimen * viewingrange);
g = 32.f / ((float)xdimen * Polymost::gxyaspect);
int const shadowHack = !!(tspr->clipdist & TSPR_FLAGS_MDHACK);
m0.Y *= f; a0.Y = (((float)(tspr->x + spriteext[tspr->owner].position_offset.x - globalposx)) * (1.f / 1024.f) + a0.Y) * f;
m0.X *= -f; a0.X = (((float)(tspr->y + spriteext[tspr->owner].position_offset.y - globalposy)) * -(1.f / 1024.f) + a0.X) * -f;
m0.Z *= g; a0.Z = (((float)(k0 - globalposz - shadowHack)) * -(1.f / 16384.f) + a0.Z) * g;
float mat[16];
md3_vox_calcmat_common(tspr, &a0, f, mat);
//Mirrors
if (Polymost::grhalfxdown10x < 0)
{
mat[0] = -mat[0];
mat[4] = -mat[4];
mat[8] = -mat[8];
mat[12] = -mat[12];
}
if (shadowHack)
{
GLInterface.SetDepthFunc(DF_LEqual);
}
int winding = ((Polymost::grhalfxdown10x >= 0) ^ ((globalorientation & 8) != 0) ^ ((globalorientation & 4) != 0)) ? Winding_CW : Winding_CCW;
GLInterface.SetCull(Cull_Back, winding);
float pc[4];
pc[0] = pc[1] = pc[2] = 1.f;
if (!shadowHack)
{
pc[3] = (tspr->cstat & 2) ? glblend[tspr->blend].def[!!(tspr->cstat & 512)].alpha : 1.0f;
pc[3] *= 1.0f - spriteext[tspr->owner].alpha;
SetRenderStyleFromBlend(!!(tspr->cstat & 2), tspr->blend, !!(tspr->cstat & 512));
if (!(tspr->cstat & 2) || spriteext[tspr->owner].alpha > 0.f || pc[3] < 1.0f)
GLInterface.EnableBlend(true); // else GLInterface.EnableBlend(false);
}
else pc[3] = 1.f;
GLInterface.SetShade(max(0, globalshade), numshades);
//------------
//transform to Build coords
float omat[16];
memcpy(omat, mat, sizeof(omat));
f = 1.f / 64.f;
g = m0.X * f; mat[0] *= g; mat[1] *= g; mat[2] *= g;
g = m0.Y * f; mat[4] = omat[8] * g; mat[5] = omat[9] * g; mat[6] = omat[10] * g;
g = -m0.Z * f; mat[8] = omat[4] * g; mat[9] = omat[5] * g; mat[10] = omat[6] * g;
//
mat[12] -= (m->piv.X * mat[0] + m->piv.Y * mat[4] + zoff * mat[8]);
mat[13] -= (m->piv.X * mat[1] + m->piv.Y * mat[5] + zoff * mat[9]);
mat[14] -= (m->piv.X * mat[2] + m->piv.Y * mat[6] + zoff * mat[10]);
//
//Let OpenGL (and perhaps hardware :) handle the matrix rotation
mat[3] = mat[7] = mat[11] = 0.f; mat[15] = 1.f;
for (int i = 0; i < 15; i++) mat[i] *= 1024.f;
// Adjust to backend coordinate system being used by the vertex buffer.
for (int i = 4; i < 8; i++)
{
float f = mat[i];
mat[i] = -mat[i + 4];
mat[i + 4] = -f;
}
GLInterface.SetMatrix(Matrix_Model, mat);
GLInterface.SetPalswap(globalpal);
GLInterface.SetFade(tspr->sector()->floorpal);
auto tex = TexMan.GetGameTexture(m->model->GetPaletteTexture());
GLInterface.SetTexture(tex, TRANSLATION(Translation_Remap + curbasepal, globalpal), CLAMP_NOFILTER_XY, true);
GLInterface.SetModel(m->model, 0, 0, 0);
// The shade rgb from the tint is ignored here.
pc[0] = (float)globalr * (1.f / 255.f);
pc[1] = (float)globalg * (1.f / 255.f);
pc[2] = (float)globalb * (1.f / 255.f);
bool trans = (tspr->cstat & CSTAT_SPRITE_TRANSLUCENT);
float alpha;
FRenderStyle RenderStyle;
if (trans)
{
RenderStyle = GetRenderStyle(0, !!(tspr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
alpha = GetAlphaFromBlend((tspr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
}
else
{
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
alpha = 1.f;
}
alpha *= 1.f - spriteext[tspr->owner].alpha;
GLInterface.SetRenderStyle(RenderStyle);
GLInterface.SetColor(pc[0], pc[1], pc[2], alpha);
GLInterface.Draw(DT_Triangles, 0, 0);
GLInterface.SetModel(nullptr, 0, 0, 0);
GLInterface.SetCull(Cull_None);
if (shadowHack)
{
GLInterface.SetDepthFunc(DF_Less);
}
GLInterface.SetIdentityMatrix(Matrix_Model);
return 1;
}