mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 13:21:39 +00:00
1254 lines
35 KiB
C++
1254 lines
35 KiB
C++
//
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Copyright(C) 2000-2016 Christoph Oelckers
|
|
// All rights reserved.
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Lesser General Public License as published by
|
|
// the Free Software Foundation, either version 2 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Lesser General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Lesser General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//--------------------------------------------------------------------------
|
|
//
|
|
|
|
#include "texturemanager.h"
|
|
#include "hw_dynlightdata.h"
|
|
#include "hw_material.h"
|
|
#include "hw_cvars.h"
|
|
#include "hw_clock.h"
|
|
//#include "hw_lighting.h"
|
|
#include "hw_drawinfo.h"
|
|
#include "hw_portal.h"
|
|
#include "hw_lightbuffer.h"
|
|
#include "hw_renderstate.h"
|
|
#include "hw_skydome.h"
|
|
#include "hw_drawstructs.h"
|
|
#include "hw_vertexmap.h"
|
|
#include "gamefuncs.h"
|
|
#include "cmdlib.h"
|
|
|
|
#include "v_video.h"
|
|
#include "flatvertices.h"
|
|
#include "glbackend/glbackend.h"
|
|
|
|
DCoreActor* wall_to_sprite_actors[8]; // gets updated each frame. Todo: Encapsulate this better without having to permanently store actors in the wall object.
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static walltype* IsOnWall(tspritetype* tspr, int height, DVector2& outpos)
|
|
{
|
|
double maxorthdist = 3 * maptoworld; // maximum orthogonal distance to be considered an attached sprite.
|
|
double maxdistsq = maxorthdist * maxorthdist;
|
|
walltype* best = nullptr;
|
|
|
|
auto sect = tspr->sectp;
|
|
|
|
float tx = tspr->pos.X * (float)inttoworld;
|
|
float ty = tspr->pos.Y * (float)inttoworld;
|
|
|
|
for(auto& wal : wallsofsector(sect))
|
|
{
|
|
// Intentionally include two sided walls. Even on them the sprite should be projected onto the wall for better results.
|
|
auto d = wal.delta();
|
|
int walang = getangle(d.X, d.Y);
|
|
int deltaang = abs((((walang - tspr->ang) & 2047) << 21) >> 21);
|
|
const int maxangdelta = 1;
|
|
|
|
// angle of the sprite must either be the wall's normal or the negative wall's normal to be aligned.
|
|
if (deltaang >= 512 - maxangdelta && deltaang <= 512 + maxangdelta)
|
|
{
|
|
// orthogonal lines do not check the actual position so that certain off-sector sprites get handled properly.
|
|
// In Wanton Destruction's airplane level there's such a sprite assigned to the wrong sector.
|
|
if (d.X == 0)
|
|
{
|
|
double newdist = fabs(tx - wal.pos.X);
|
|
if (newdist < maxorthdist)
|
|
{
|
|
maxorthdist = newdist;
|
|
best = &wal;
|
|
}
|
|
}
|
|
else if (d.Y == 0)
|
|
{
|
|
double newdist = fabs(ty - wal.pos.Y);
|
|
if (newdist < maxorthdist)
|
|
{
|
|
maxorthdist = newdist;
|
|
best = &wal;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
double wdist = SquareDistToWall(tx, ty, &wal, &outpos);
|
|
if (wdist <= maxdistsq)
|
|
{
|
|
return &wal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// General purpose wall rendering function
|
|
// everything goes through here
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderWall(HWDrawInfo *di, FRenderState &state, int textured)
|
|
{
|
|
assert(vertcount > 0);
|
|
state.SetLightIndex(dynlightindex);
|
|
state.Draw(DT_TriangleFan, vertindex, vertcount);
|
|
vertexcount += vertcount;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderFogBoundary(HWDrawInfo *di, FRenderState &state)
|
|
{
|
|
if (gl_fogmode)// && !di->isFullbrightScene())
|
|
{
|
|
state.EnableDrawBufferAttachments(false);
|
|
SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
|
|
state.SetEffect(EFF_FOGBOUNDARY);
|
|
state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
state.SetDepthBias(-1, -128);
|
|
RenderWall(di, state, HWWall::RWF_BLANK);
|
|
state.ClearDepthBias();
|
|
state.SetEffect(EFF_NONE);
|
|
state.EnableDrawBufferAttachments(true);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::RenderMirrorSurface(HWDrawInfo *di, FRenderState &state)
|
|
{
|
|
if (!TexMan.mirrorTexture.isValid()) return;
|
|
|
|
state.SetDepthFunc(DF_LEqual);
|
|
|
|
// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
|
|
state.EnableTextureMatrix(true);
|
|
|
|
// Use sphere mapping for this
|
|
state.SetEffect(EFF_SPHEREMAP);
|
|
SetLightAndFog(di, state, fade, palette, min<int>(shade, numshades), visibility, alpha);
|
|
state.SetColor(PalEntry(25, globalr >> 1, globalg >> 1, globalb >> 1));
|
|
|
|
state.SetRenderStyle(STYLE_Add);
|
|
state.AlphaFunc(Alpha_Greater, 0);
|
|
|
|
auto tex = TexMan.GetGameTexture(TexMan.mirrorTexture, false);
|
|
state.SetMaterial(tex, UF_None, 0, CLAMP_NONE, 0, -1); // do not upscale the mirror texture.
|
|
|
|
RenderWall(di, state, HWWall::RWF_BLANK);
|
|
|
|
state.EnableTextureMatrix(false);
|
|
state.SetEffect(EFF_NONE);
|
|
state.AlphaFunc(Alpha_GEqual, 0.5f);
|
|
|
|
state.SetDepthFunc(DF_Less);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
|
|
{
|
|
SetLightAndFog(di, state, fade, palette, shade, visibility, alpha);
|
|
|
|
state.SetMaterial(texture, UF_Texture, 0, (flags & (HWF_CLAMPX | HWF_CLAMPY)), TRANSLATION(Translation_Remap + curbasepal, palette), -1);
|
|
|
|
if (Sprite == nullptr)
|
|
{
|
|
if (shade > numshades && (GlobalMapFog || (fade & 0xffffff)))
|
|
{
|
|
state.SetObjectColor(fade | 0xff000000);
|
|
state.EnableTexture(false);
|
|
}
|
|
|
|
int h = (int)texture->GetDisplayHeight();
|
|
int h2 = 1 << sizeToBits(h);
|
|
if (h2 < h) h2 *= 2;
|
|
if (h != h2)
|
|
{
|
|
float xOffset = 1.f / texture->GetDisplayWidth();
|
|
state.SetNpotEmulation(float(h2) / h, xOffset);
|
|
}
|
|
RenderWall(di, state, rflags);
|
|
}
|
|
else if (!(rflags & RWF_TRANS))
|
|
{
|
|
auto oldbias = state.GetDepthBias();
|
|
if (walldist) state.SetDepthBias(-1, -129);
|
|
else state.ClearDepthBias();
|
|
RenderWall(di, state, rflags);
|
|
state.SetDepthBias(oldbias);
|
|
|
|
}
|
|
else
|
|
RenderWall(di, state, rflags);
|
|
|
|
state.SetNpotEmulation(0.f, 0.f);
|
|
state.SetObjectColor(0xffffffff);
|
|
state.EnableTexture(true);
|
|
/* none of these functions is in use.
|
|
state.SetObjectColor2(0);
|
|
state.SetAddColor(0);
|
|
state.SetTextureMode(tmode);
|
|
state.EnableGlow(false);
|
|
state.EnableGradient(false);
|
|
state.ApplyTextureManipulation(nullptr);
|
|
*/
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::RenderTranslucentWall(HWDrawInfo *di, FRenderState &state)
|
|
{
|
|
if (RenderStyle.BlendOp != STYLEOP_Add)
|
|
{
|
|
state.EnableBrightmap(false);
|
|
}
|
|
|
|
state.SetRenderStyle(RenderStyle);
|
|
state.SetTextureMode(RenderStyle);
|
|
if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
|
|
else state.AlphaFunc(Alpha_GEqual, 0.f);
|
|
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
|
|
state.SetRenderStyle(STYLE_Translucent);
|
|
state.EnableBrightmap(true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::DrawWall(HWDrawInfo *di, FRenderState &state, bool translucent)
|
|
{
|
|
rendered_lines++;
|
|
if (screen->BuffersArePersistent())
|
|
{
|
|
/*
|
|
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
|
|
{
|
|
SetupLights(di, lightdata);
|
|
}
|
|
*/
|
|
MakeVertices(di, !!(flags & HWWall::HWF_TRANSLUCENT));
|
|
}
|
|
|
|
state.SetNormal(glseg.Normal());
|
|
if (!translucent)
|
|
{
|
|
RenderTexturedWall(di, state, HWWall::RWF_TEXTURED);
|
|
}
|
|
else
|
|
{
|
|
switch (type)
|
|
{
|
|
case RENDERWALL_MIRRORSURFACE:
|
|
RenderMirrorSurface(di, state);
|
|
break;
|
|
|
|
case RENDERWALL_FOGBOUNDARY:
|
|
RenderFogBoundary(di, state);
|
|
break;
|
|
|
|
default:
|
|
RenderTranslucentWall(di, state);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Collect lights for shader
|
|
//
|
|
//==========================================================================
|
|
#if 0
|
|
void HWWall::SetupLights(HWDrawInfo *di, FDynLightData &lightdata)
|
|
{
|
|
lightdata.Clear();
|
|
|
|
if (RenderStyle == STYLE_Add && !di->Level->lightadditivesurfaces) return; // no lights on additively blended surfaces.
|
|
|
|
// check for wall types which cannot have dynamic lights on them (portal types never get here so they don't need to be checked.)
|
|
switch (type)
|
|
{
|
|
case RENDERWALL_FOGBOUNDARY:
|
|
case RENDERWALL_MIRRORSURFACE:
|
|
case RENDERWALL_COLOR:
|
|
return;
|
|
}
|
|
|
|
float vtx[]={glseg.x1,zbottom[0],glseg.y1, glseg.x1,ztop[0],glseg.y1, glseg.x2,ztop[1],glseg.y2, glseg.x2,zbottom[1],glseg.y2};
|
|
Plane p;
|
|
|
|
|
|
auto normal = glseg.Normal();
|
|
p.Set(normal, -normal.X * glseg.x1 - normal.Z * glseg.y1);
|
|
|
|
FLightNode *node;
|
|
if (seg->sidedef == NULL)
|
|
{
|
|
node = NULL;
|
|
}
|
|
else if (!(seg->sidedef->Flags & WALLF_POLYOBJ))
|
|
{
|
|
node = seg->sidedef->lighthead;
|
|
}
|
|
else if (sub)
|
|
{
|
|
// Polobject segs cannot be checked per sidedef so use the subsector instead.
|
|
node = sub->section->lighthead;
|
|
}
|
|
else node = NULL;
|
|
|
|
// Iterate through all dynamic lights which touch this wall and render them
|
|
while (node)
|
|
{
|
|
if (node->lightsource->IsActive())
|
|
{
|
|
iter_dlight++;
|
|
|
|
DVector3 posrel = node->lightsource->PosRelative(seg->frontsector->PortalGroup);
|
|
float x = posrel.X;
|
|
float y = posrel.Y;
|
|
float z = posrel.Z;
|
|
float dist = fabsf(p.DistToPoint(x, z, y));
|
|
float radius = node->lightsource->GetRadius();
|
|
float scale = 1.0f / ((2.f * radius) - dist);
|
|
FVector3 fn, pos;
|
|
|
|
if (radius > 0.f && dist < radius)
|
|
{
|
|
FVector3 nearPt, up, right;
|
|
|
|
pos = { x, z, y };
|
|
fn = p.Normal();
|
|
|
|
fn.GetRightUp(right, up);
|
|
|
|
FVector3 tmpVec = fn * dist;
|
|
nearPt = pos + tmpVec;
|
|
|
|
FVector3 t1;
|
|
int outcnt[4]={0,0,0,0};
|
|
texcoord tcs[4];
|
|
|
|
// do a quick check whether the light touches this polygon
|
|
for(int i=0;i<4;i++)
|
|
{
|
|
t1 = FVector3(&vtx[i*3]);
|
|
FVector3 nearToVert = t1 - nearPt;
|
|
tcs[i].u = ((nearToVert | right) * scale) + 0.5f;
|
|
tcs[i].v = ((nearToVert | up) * scale) + 0.5f;
|
|
|
|
if (tcs[i].u<0) outcnt[0]++;
|
|
if (tcs[i].u>1) outcnt[1]++;
|
|
if (tcs[i].v<0) outcnt[2]++;
|
|
if (tcs[i].v>1) outcnt[3]++;
|
|
|
|
}
|
|
if (outcnt[0]!=4 && outcnt[1]!=4 && outcnt[2]!=4 && outcnt[3]!=4)
|
|
{
|
|
draw_dlight += GetLight(lightdata, seg->frontsector->PortalGroup, p, node->lightsource, true);
|
|
}
|
|
}
|
|
}
|
|
node = node->nextLight;
|
|
}
|
|
dynlightindex = screen->mLights->UploadLights(lightdata);
|
|
}
|
|
#endif
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::PutWall(HWDrawInfo *di, bool translucent)
|
|
{
|
|
if (translucent || (texture && texture->GetTranslucency() && type == RENDERWALL_M2S))
|
|
{
|
|
flags |= HWF_TRANSLUCENT;
|
|
ViewDistance = (di->Viewpoint.Pos.XY() - DVector2((glseg.x1 + glseg.x2) * 0.5f, (glseg.y1 + glseg.y2) * 0.5f)).LengthSquared();
|
|
}
|
|
|
|
if (texture->isHardwareCanvas())
|
|
{
|
|
tcs[UPLFT].v = 1.f - tcs[UPLFT].v;
|
|
tcs[LOLFT].v = 1.f - tcs[LOLFT].v;
|
|
tcs[UPRGT].v = 1.f - tcs[UPRGT].v;
|
|
tcs[LORGT].v = 1.f - tcs[LORGT].v;
|
|
}
|
|
|
|
|
|
if (!screen->BuffersArePersistent())
|
|
{
|
|
/*
|
|
if (di->Level->HasDynamicLights && !di->isFullbrightScene() && texture != nullptr)
|
|
{
|
|
SetupLights(di, lightdata);
|
|
}
|
|
*/
|
|
MakeVertices(di, translucent);
|
|
}
|
|
|
|
di->AddWall(this);
|
|
// make sure that following parts of the same linedef do not get this one's vertex and lighting info.
|
|
vertcount = 0;
|
|
dynlightindex = -1;
|
|
flags &= ~(HWF_TRANSLUCENT|HWF_CLAMPX|HWF_CLAMPY);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// will be done later.
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
|
|
{
|
|
HWPortal * portal = nullptr;
|
|
|
|
MakeVertices(di, false);
|
|
switch (ptype)
|
|
{
|
|
#if 0
|
|
// portals don't go into the draw list.
|
|
// Instead they are added to the portal manager
|
|
case PORTALTYPE_HORIZON:
|
|
horizon = portalState.UniqueHorizons.Get(horizon);
|
|
portal = di->FindPortal(horizon);
|
|
if (!portal)
|
|
{
|
|
portal = new HWHorizonPortal(&portalState, horizon, di->Viewpoint);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
case PORTALTYPE_SKYBOX:
|
|
portal = di->FindPortal(secportal);
|
|
if (!portal)
|
|
{
|
|
// either a regular skybox or an Eternity-style horizon
|
|
if (secportal->mType != PORTS_SKYVIEWPOINT) portal = new HWEEHorizonPortal(&portalState, secportal);
|
|
else
|
|
{
|
|
portal = new HWSkyboxPortal(&portalState, secportal);
|
|
di->Portals.Push(portal);
|
|
}
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
#endif
|
|
|
|
case PORTALTYPE_SECTORSTACK:
|
|
portal = di->FindPortal(this->portal);
|
|
if (!portal)
|
|
{
|
|
portal = new HWSectorStackPortal(&portalState, this->portal);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
#if 0
|
|
case PORTALTYPE_PLANEMIRROR:
|
|
if (portalState.PlaneMirrorMode * planemirror->fC() <= 0)
|
|
{
|
|
planemirror = portalState.UniquePlaneMirrors.Get(planemirror);
|
|
portal = di->FindPortal(planemirror);
|
|
if (!portal)
|
|
{
|
|
portal = new HWPlaneMirrorPortal(&portalState, planemirror);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
}
|
|
break;
|
|
#endif
|
|
case PORTALTYPE_MIRROR:
|
|
// These are unique. No need to look existing ones up.
|
|
portal = new HWMirrorPortal(&portalState, seg);
|
|
di->Portals.Push(portal);
|
|
portal->AddLine(this);
|
|
if (gl_mirror_envmap)
|
|
{
|
|
// draw a reflective layer over the mirror
|
|
di->AddMirrorSurface(this);
|
|
}
|
|
break;
|
|
|
|
case PORTALTYPE_LINETOLINE:
|
|
// These are also unique.
|
|
portal = new HWLineToLinePortal(&portalState, seg, &wall[seg->portalnum]);
|
|
di->Portals.Push(portal);
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
case PORTALTYPE_LINETOSPRITE:
|
|
// These are also unique.
|
|
assert(seg->portalnum >= 0 && seg->portalnum < 8);
|
|
portal = new HWLineToSpritePortal(&portalState, seg, wall_to_sprite_actors[seg->portalnum]);
|
|
di->Portals.Push(portal);
|
|
portal->AddLine(this);
|
|
break;
|
|
|
|
case PORTALTYPE_SKY:
|
|
sky = portalState.UniqueSkies.Get(sky);
|
|
portal = di->FindPortal(sky);
|
|
if (!portal)
|
|
{
|
|
portal = new HWSkyPortal(screen->mSkyData, &portalState, sky);
|
|
di->Portals.Push(portal);
|
|
}
|
|
portal->AddLine(this);
|
|
break;
|
|
}
|
|
vertcount = 0;
|
|
|
|
if (plane != -1 && portal)
|
|
{
|
|
portal->planesused |= (1<<plane);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Build does not have horizon effects.
|
|
//
|
|
//==========================================================================
|
|
bool HWWall::DoHorizon(HWDrawInfo* di, walltype* seg, sectortype* fs, DVector2& v1, DVector2& v2)
|
|
{
|
|
#if 0
|
|
HWHorizonInfo hi;
|
|
lightlist_t * light;
|
|
|
|
// ZDoom doesn't support slopes in a horizon sector so I won't either!
|
|
ztop[1] = ztop[0] = fs->GetPlaneTexZ(sector_t::ceiling);
|
|
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
|
|
|
auto vpz = di->Viewpoint.Pos.Z;
|
|
if (vpz < fs->GetPlaneTexZ(sector_t::ceiling))
|
|
{
|
|
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
|
zbottom[1] = zbottom[0] = vpz;
|
|
|
|
if (fs->GetTexture(sector_t::ceiling) == skyflatnum)
|
|
{
|
|
SkyPlane(di, fs, sector_t::ceiling, false);
|
|
}
|
|
else
|
|
{
|
|
horizon = &hi;
|
|
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
|
}
|
|
ztop[1] = ztop[0] = zbottom[0];
|
|
}
|
|
|
|
if (vpz > fs->GetPlaneTexZ(sector_t::floor))
|
|
{
|
|
zbottom[1] = zbottom[0] = fs->GetPlaneTexZ(sector_t::floor);
|
|
if (fs->GetTexture(sector_t::floor) == skyflatnum)
|
|
{
|
|
SkyPlane(di, fs, sector_t::floor, false);
|
|
}
|
|
else
|
|
{
|
|
horizon = &hi;
|
|
PutPortal(di, PORTALTYPE_HORIZON, -1);
|
|
}
|
|
}
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool HWWall::SetWallCoordinates(walltype * seg, float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
//
|
|
//
|
|
// set up coordinates for the left side of the polygon
|
|
//
|
|
// check left side for intersections
|
|
if (topleft >= bottomleft)
|
|
{
|
|
// normal case
|
|
ztop[0] = topleft;
|
|
zbottom[0] = bottomleft;
|
|
}
|
|
else
|
|
{
|
|
// ceiling below floor - clip to the visible part of the wall
|
|
float dch = topright - topleft;
|
|
float dfh = bottomright - bottomleft;
|
|
float inter_x = (bottomleft - topleft) / (dch - dfh);
|
|
float inter_y = topleft + inter_x * dch;
|
|
|
|
glseg.x1 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
|
|
glseg.y1 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
|
|
glseg.fracleft = inter_x;
|
|
|
|
zbottom[0] = ztop[0] = inter_y;
|
|
}
|
|
|
|
//
|
|
//
|
|
// set up coordinates for the right side of the polygon
|
|
//
|
|
// check left side for intersections
|
|
if (topright >= bottomright)
|
|
{
|
|
// normal case
|
|
ztop[1] = topright;
|
|
zbottom[1] = bottomright;
|
|
}
|
|
else
|
|
{
|
|
// ceiling below floor - clip to the visible part of the wall
|
|
float dch = topright - topleft;
|
|
float dfh = bottomright - bottomleft;
|
|
float inter_x = (bottomleft - topleft) / (dch - dfh);
|
|
|
|
float inter_y = topleft + inter_x * dch;
|
|
|
|
glseg.x2 = glseg.x1 + inter_x * (glseg.x2 - glseg.x1);
|
|
glseg.y2 = glseg.y1 + inter_x * (glseg.y2 - glseg.y1);
|
|
glseg.fracright = inter_x;
|
|
|
|
zbottom[1] = ztop[1] = inter_y;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Do some tweaks with the texture coordinates to reduce visual glitches
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::CheckTexturePosition()
|
|
{
|
|
float sub;
|
|
|
|
if (texture->isHardwareCanvas()) return;
|
|
|
|
// clamp texture coordinates to a reasonable range.
|
|
// Extremely large values can cause visual problems
|
|
if (tcs[UPLFT].v < tcs[LOLFT].v || tcs[UPRGT].v < tcs[LORGT].v)
|
|
{
|
|
if (tcs[UPLFT].v < tcs[UPRGT].v)
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[UPLFT].v));
|
|
}
|
|
else
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[UPRGT].v));
|
|
}
|
|
tcs[UPLFT].v -= sub;
|
|
tcs[UPRGT].v -= sub;
|
|
tcs[LOLFT].v -= sub;
|
|
tcs[LORGT].v -= sub;
|
|
}
|
|
else
|
|
{
|
|
if (tcs[LOLFT].v < tcs[LORGT].v)
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[LOLFT].v));
|
|
}
|
|
else
|
|
{
|
|
sub = float(xs_FloorToInt(tcs[LORGT].v));
|
|
}
|
|
tcs[UPLFT].v -= sub;
|
|
tcs[UPRGT].v -= sub;
|
|
tcs[LOLFT].v -= sub;
|
|
tcs[LORGT].v -= sub;
|
|
}
|
|
if (tcs[UPLFT].u >= 0.f && tcs[UPRGT].u >= 0.f && tcs[LOLFT].u >= 0.f && tcs[LORGT].u >= 0.f &&
|
|
tcs[UPLFT].u <= 1.f && tcs[UPRGT].u <= 1.f && tcs[LOLFT].u <= 1.f && tcs[LORGT].u <= 1.f)
|
|
{
|
|
flags |= HWF_CLAMPX;
|
|
}
|
|
|
|
if (tcs[UPLFT].v >= 0.f && tcs[UPRGT].v >= 0.f && tcs[LOLFT].v >= 0.f && tcs[LORGT].v >= 0.f &&
|
|
tcs[UPLFT].v <= 1.f && tcs[UPRGT].v <= 1.f && tcs[LOLFT].v <= 1.f && tcs[LORGT].v <= 1.f)
|
|
{
|
|
flags |= HWF_CLAMPY;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Common part of wall drawers
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoTexture(HWDrawInfo* di, walltype* wal, walltype* refwall, float refheight, float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
auto glsave = glseg;
|
|
SetWallCoordinates(wal, topleft, topright, bottomleft, bottomright);
|
|
|
|
bool xflipped = (wal->cstat & CSTAT_WALL_XFLIP);
|
|
float leftdist = xflipped ? 1.f - glseg.fracleft : glseg.fracleft;
|
|
float rightdist = xflipped ? 1.f - glseg.fracright : glseg.fracright;
|
|
|
|
float tw = texture->GetDisplayWidth();
|
|
float th = texture->GetDisplayHeight();
|
|
int pow2size = 1 << sizeToBits(th);
|
|
if (pow2size < th) pow2size *= 2;
|
|
float ypanning = refwall->ypan_ ? pow2size * refwall->ypan_ / (256.0f * th) : 0;
|
|
|
|
tcs[LOLFT].u = tcs[UPLFT].u = ((leftdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
|
|
tcs[LORGT].u = tcs[UPRGT].u = ((rightdist * 8.f * wal->xrepeat) + refwall->xpan_) / tw;
|
|
|
|
auto setv = [=](float hl, float hr, float frac) -> float
|
|
{
|
|
float h = hl + (hr - hl) * frac;
|
|
h = (-(float)(refheight + (h * 256)) / ((th * 2048.0f) / (float)(wal->yrepeat))) + ypanning;
|
|
if (refwall->cstat & CSTAT_WALL_YFLIP) h = -h;
|
|
return h;
|
|
};
|
|
|
|
tcs[UPLFT].v = setv(topleft, topright, glseg.fracleft);
|
|
tcs[LOLFT].v = setv(bottomleft, bottomright, glseg.fracleft);
|
|
tcs[UPRGT].v = setv(topleft, topright, glseg.fracright);
|
|
tcs[LORGT].v = setv(bottomleft, bottomright, glseg.fracright);
|
|
if (th == pow2size) CheckTexturePosition(); // for NPOT textures this adjustment can break things.
|
|
bool trans = type == RENDERWALL_M2S && maskWallHasTranslucency(wal);
|
|
if (trans)
|
|
{
|
|
RenderStyle = GetRenderStyle(0, !!(wal->cstat & CSTAT_WALL_TRANS_FLIP));
|
|
alpha = GetAlphaFromBlend((wal->cstat & CSTAT_WALL_TRANS_FLIP) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
|
}
|
|
PutWall(di, trans);
|
|
flags = 0;
|
|
glseg = glsave;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Handle one sided walls
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoOneSidedTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
|
float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
// get the alignment reference position.
|
|
int refheight;
|
|
|
|
if ((wal->cstat & CSTAT_WALL_1WAY) && backsector)
|
|
{
|
|
if ((!(wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->cstat & CSTAT_WALL_1WAY)) ||
|
|
((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && (wal->nextWall()->cstat & CSTAT_WALL_ALIGN_BOTTOM)))
|
|
refheight = frontsector->ceilingz;
|
|
else
|
|
refheight = backsector->floorz;
|
|
}
|
|
else
|
|
{
|
|
refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->floorz : frontsector->ceilingz;
|
|
}
|
|
|
|
type = RENDERWALL_M1S;
|
|
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoUpperTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
|
float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
// get the alignment reference position.
|
|
int refheight = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->ceilingz;
|
|
|
|
type = RENDERWALL_TOP;
|
|
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoLowerTexture(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector,
|
|
float topleft, float topright, float bottomleft, float bottomright)
|
|
{
|
|
// get the alignment reference position.
|
|
int refheight;
|
|
auto refwall = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? wal->nextWall() : wal;
|
|
refheight = (refwall->cstat & CSTAT_WALL_ALIGN_BOTTOM) ? frontsector->ceilingz : backsector->floorz;
|
|
|
|
shade = refwall->shade;
|
|
palette = refwall->pal;
|
|
type = RENDERWALL_BOTTOM;
|
|
DoTexture(di, wal, refwall, refheight, topleft, topright, bottomleft, bottomright);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::DoMidTexture(HWDrawInfo* di, walltype* wal,
|
|
sectortype* front, sectortype* back,
|
|
float fch1, float fch2, float ffh1, float ffh2,
|
|
float bch1, float bch2, float bfh1, float bfh2)
|
|
{
|
|
float topleft,bottomleft,topright,bottomright;
|
|
int refheight;
|
|
|
|
const int swapit = (wal->cstat & CSTAT_WALL_ALIGN_BOTTOM);
|
|
|
|
if (wal->cstat & CSTAT_WALL_1WAY)
|
|
{
|
|
// 1-sided wall
|
|
refheight = swapit ? front->ceilingz : back->ceilingz;
|
|
}
|
|
else
|
|
{
|
|
// masked wall
|
|
if (swapit)
|
|
refheight = min(front->floorz, back->floorz);
|
|
else
|
|
refheight = max(front->ceilingz, back->ceilingz);
|
|
}
|
|
if ((bch1 - fch1) * (bch2 - fch2) >= 0)
|
|
{
|
|
topleft = min(bch1, fch1);
|
|
topright = min(bch2, fch2);
|
|
}
|
|
else
|
|
{
|
|
// Front ceiling slope obstructs part of the wall
|
|
topleft = bch1;
|
|
topright = bch2;
|
|
}
|
|
if ((bfh1 - ffh1) * (bfh2 - ffh2) >= 0)
|
|
{
|
|
bottomleft = max(bfh1, ffh1);
|
|
bottomright = max(bfh2, ffh2);
|
|
}
|
|
else
|
|
{
|
|
// Front floor slope obstructs part of the wall
|
|
bottomleft = bfh1;
|
|
bottomright = bfh2;
|
|
}
|
|
if (topleft<=bottomleft && topright<=bottomright) return;
|
|
type = seg->cstat & CSTAT_WALL_1WAY ? RENDERWALL_M1S : RENDERWALL_M2S;
|
|
|
|
// todo: transparency.
|
|
|
|
DoTexture(di, wal, wal, refheight, topleft, topright, bottomleft, bottomright);
|
|
RenderStyle = STYLE_Translucent;
|
|
alpha = 1.f;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sectortype* backsector)
|
|
{
|
|
auto backwall = wal->twoSided()? wal->nextWall() : nullptr;
|
|
auto p2wall = wal->point2Wall();
|
|
|
|
float fch1;
|
|
float ffh1;
|
|
float fch2;
|
|
float ffh2;
|
|
|
|
FVector2 v1(WallStartX(wal), WallStartY(wal));
|
|
FVector2 v2(WallEndX(wal), WallEndY(wal));
|
|
|
|
PlanesAtPoint(frontsector, wal->pos.X, wal->pos.Y, &fch1, &ffh1);
|
|
PlanesAtPoint(frontsector, p2wall->pos.X, p2wall->pos.Y, &fch2, &ffh2);
|
|
|
|
|
|
#ifdef _DEBUG
|
|
if (wallnum(wal) == 34)
|
|
{
|
|
int a = 0;
|
|
}
|
|
#endif
|
|
|
|
this->seg = wal;
|
|
this->frontsector = frontsector;
|
|
this->backsector = backsector;
|
|
Sprite = nullptr;
|
|
vertindex = 0;
|
|
vertcount = 0;
|
|
|
|
glseg.x1 = v1.X;
|
|
glseg.y1 = v1.Y;
|
|
glseg.x2 = v2.X;
|
|
glseg.y2 = v2.Y;
|
|
glseg.fracleft = 0;
|
|
glseg.fracright = 1;
|
|
flags = 0;
|
|
dynlightindex = -1;
|
|
shade = wal->shade;
|
|
palette = wal->pal;
|
|
fade = lookups.getFade(wal->pal);
|
|
visibility = sectorVisibility(frontsector);
|
|
|
|
alpha = 1.0f;
|
|
RenderStyle = STYLE_Translucent;
|
|
texture = NULL;
|
|
|
|
if (gl_seamless)
|
|
{
|
|
auto v = &vertices[vertexMap[wallnum(wal)]];
|
|
if (v->dirty) v->RecalcVertexHeights();
|
|
v = &vertices[vertexMap[wal->point2]];
|
|
if (v->dirty) v->RecalcVertexHeights();
|
|
}
|
|
|
|
/*
|
|
if (wal->linedef->special == Line_Horizon)
|
|
{
|
|
SkyNormal(di, frontsector, v1, v2);
|
|
DoHorizon(di, wal, frontsector, v1, v2);
|
|
return;
|
|
}
|
|
*/
|
|
|
|
bool isportal = false;// wal->linedef->isVisualPortal() && wal->sidedef == wal->linedef->sidedef[0];
|
|
|
|
if (seg->portalflags)
|
|
{
|
|
int ptype = -1;
|
|
if (seg->portalflags == PORTAL_WALL_MIRROR) ptype = PORTALTYPE_MIRROR;
|
|
else if (seg->portalflags == PORTAL_WALL_VIEW) ptype = PORTALTYPE_LINETOLINE;
|
|
else if (seg->portalflags == PORTAL_WALL_TO_SPRITE) ptype = PORTALTYPE_LINETOSPRITE;
|
|
if (ptype != -1)
|
|
{
|
|
ztop[0] = fch1;
|
|
ztop[1] = fch2;
|
|
zbottom[0] = ffh1;
|
|
zbottom[1] = ffh2;
|
|
PutPortal(di, ptype, -1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
if (!backsector || !backwall)
|
|
{
|
|
// sector's sky
|
|
SkyNormal(di, frontsector, v1, v2, fch1, fch2, ffh1, ffh2);
|
|
|
|
// normal texture
|
|
|
|
int tilenum = ((wal->cstat & CSTAT_WALL_1WAY) && wal->nextwall != -1) ? wal->overpicnum : wal->picnum;
|
|
gotpic.Set(tilenum);
|
|
tileUpdatePicnum(&tilenum, wallnum(wal) + 16384, wal->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoOneSidedTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2);
|
|
}
|
|
}
|
|
else // two sided
|
|
{
|
|
float bfh1;
|
|
float bfh2;
|
|
float bch1;
|
|
float bch2;
|
|
PlanesAtPoint(backsector, wal->pos.X, wal->pos.Y, &bch1, &bfh1);
|
|
PlanesAtPoint(backsector, p2wall->pos.X, p2wall->pos.Y, &bch2, &bfh2);
|
|
|
|
SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
|
|
SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
|
|
|
|
// upper texture
|
|
if (!(frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
float bch1a = bch1;
|
|
float bch2a = bch2;
|
|
if (ffh1 > bch1 || ffh2 > bch2)
|
|
{
|
|
// the back sector's floor obstructs part of this wall. Todo: Handle the portal case better.
|
|
if ((ffh1 > bch1 && ffh2 > bch2) || frontsector->portalflags == PORTAL_SECTOR_FLOOR)
|
|
{
|
|
bch2a = ffh2;
|
|
bch1a = ffh1;
|
|
}
|
|
}
|
|
|
|
if (bch1a < fch1 || bch2a < fch2)
|
|
{
|
|
int tilenum = wal->picnum;
|
|
gotpic.Set(tilenum);
|
|
tileUpdatePicnum(&tilenum, wallnum(wal) + 16384, wal->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoUpperTexture(di, wal, frontsector, backsector, fch1, fch2, bch1a, bch2a);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (wal->cstat & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY))
|
|
{
|
|
int tilenum = wal->overpicnum;
|
|
gotpic.Set(tilenum);
|
|
tileUpdatePicnum(&tilenum, wallnum(wal) + 16384, wal->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoMidTexture(di, wal, frontsector, backsector, fch1, fch2, ffh1, ffh2, bch1, bch2, bfh1, bfh2);
|
|
}
|
|
}
|
|
|
|
// lower texture
|
|
if (!(frontsector->floorstat & backsector->floorstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
if (fch1 < bfh1 || fch2 < bfh2)
|
|
{
|
|
// the back sector's ceiling obstructs part of this wall. Todo: Handle the portal case better.
|
|
if ((fch1 < bfh1 && fch2 < bfh2) || frontsector->portalflags == PORTAL_SECTOR_CEILING)
|
|
{
|
|
bfh1 = fch1;
|
|
bfh2 = fch2;
|
|
}
|
|
}
|
|
|
|
if (bfh1 > ffh1 || bfh2 > ffh2)
|
|
{
|
|
auto w = (wal->cstat & CSTAT_WALL_BOTTOM_SWAP) ? backwall : wal;
|
|
int tilenum = w->picnum;
|
|
gotpic.Set(tilenum);
|
|
tileUpdatePicnum(&tilenum, wallnum(wal) + 16384, w->cstat);
|
|
texture = tileGetTexture(tilenum);
|
|
if (texture && texture->isValid())
|
|
{
|
|
DoLowerTexture(di, wal, frontsector, backsector, bfh1, bfh2, ffh1, ffh2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// checks if the wall sprite has changed since the last call.
|
|
// Returns:
|
|
// 0 if identical or only render style changed
|
|
// 1 if vertical orientation changed
|
|
// 2 if horizontal orientation changed
|
|
// 3 if positioning changed
|
|
//
|
|
//==========================================================================
|
|
|
|
int HWWall::CheckWallSprite(tspritetype* spr, tspritetype* last)
|
|
{
|
|
// If the position changed we need to recalculate everything.
|
|
if (spr->pos.X != last->pos.X || spr->pos.Y != last->pos.Y || spr->sectp != last->sectp || spr->ang != last->ang) return 3;
|
|
|
|
// if the horizontal orientation changes we need to recalculate the walls this attaches to, but not the positioning.
|
|
if (spr->xrepeat != last->xrepeat || spr->xoffset != last->xoffset || spr->picnum != last->picnum || ((spr->cstat ^ last->cstat) & CSTAT_SPRITE_XFLIP)) return 2;
|
|
|
|
// only y-positioning changed - we need to re-check the wall tiers this sprite attaches to
|
|
if(spr->yrepeat != last->yrepeat || spr->yoffset != last->yoffset || ((spr->cstat ^ last->cstat) & (CSTAT_SPRITE_YFLIP|CSTAT_SPRITE_YCENTER))) return 1;
|
|
|
|
// all remaining properties only affect the render style which is not relevant for positioning a wall sprite
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void HWWall::ProcessWallSprite(HWDrawInfo* di, tspritetype* spr, sectortype* sector)
|
|
{
|
|
auto tex = tileGetTexture(spr->picnum);
|
|
if (!tex || !tex->isValid()) return;
|
|
|
|
seg = nullptr;
|
|
Sprite = spr;
|
|
vec2_t pos[2];
|
|
int sprz = spr->pos.Z;
|
|
|
|
GetWallSpritePosition(spr, spr->pos.vec2, pos, true);
|
|
glseg.x1 = pos[0].X * (1 / 16.f);
|
|
glseg.y1 = pos[0].Y * (1 / -16.f);
|
|
glseg.x2 = pos[1].X * (1 / 16.f);
|
|
glseg.y2 = pos[1].Y * (1 / -16.f);
|
|
|
|
if (spr->cstat & CSTAT_SPRITE_ONE_SIDE)
|
|
{
|
|
if (PointOnLineSide(di->Viewpoint.Pos.X, di->Viewpoint.Pos.Y, glseg.x1, glseg.y1, glseg.x2 - glseg.x1, glseg.y2 - glseg.y1) <= 0)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
vertindex = 0;
|
|
vertcount = 0;
|
|
type = RENDERWALL_M2S;
|
|
frontsector = sector;
|
|
backsector = sector;
|
|
texture = tex;
|
|
|
|
flags = HWF_CLAMPX|HWF_CLAMPY;
|
|
dynlightindex = -1;
|
|
shade = spr->shade;
|
|
palette = spr->pal;
|
|
fade = lookups.getFade(sector->floorpal); // fog is per sector.
|
|
visibility = sectorVisibility(sector);
|
|
|
|
SetSpriteTranslucency(Sprite, alpha, RenderStyle);
|
|
|
|
int height, topofs;
|
|
if (hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize)
|
|
{
|
|
height = TileFiles.tiledata[spr->picnum].hiofs.ysize;
|
|
topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + spr->yoffset);
|
|
}
|
|
else
|
|
{
|
|
height = (int)tex->GetDisplayHeight();
|
|
topofs = ((int)tex->GetDisplayTopOffset() + spr->yoffset);
|
|
}
|
|
|
|
DVector2 vec{};
|
|
walldist = IsOnWall(spr, height, vec);
|
|
if (walldist)
|
|
{
|
|
// project the sprite right onto the wall.
|
|
auto v1 = NearestPointLine(glseg.x1, -glseg.y1, walldist);
|
|
auto v2 = NearestPointLine(glseg.x2, -glseg.y2, walldist);
|
|
glseg.x1 = v1.X;
|
|
glseg.y1 = -v1.Y;
|
|
glseg.x2 = v2.X;
|
|
glseg.y2 = -v2.Y;
|
|
|
|
}
|
|
|
|
if (spr->cstat & CSTAT_SPRITE_YFLIP)
|
|
topofs = -topofs;
|
|
|
|
sprz -= ((topofs * spr->yrepeat) << 2);
|
|
|
|
if (spr->cstat & CSTAT_SPRITE_YCENTER)
|
|
{
|
|
sprz += ((height * spr->yrepeat) << 1);
|
|
if (height & 1) sprz += (spr->yrepeat << 1); // Odd yspans (taken from polymost as-is)
|
|
}
|
|
|
|
glseg.fracleft = 0;
|
|
glseg.fracright = 1;
|
|
tcs[LOLFT].u = tcs[UPLFT].u = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 1.f : 0.f;
|
|
tcs[LORGT].u = tcs[UPRGT].u = (spr->cstat & CSTAT_SPRITE_XFLIP) ? 0.f : 1.f;
|
|
tcs[UPLFT].v = tcs[UPRGT].v = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 1.f : 0.f;
|
|
tcs[LOLFT].v = tcs[LORGT].v = (spr->cstat & CSTAT_SPRITE_YFLIP) ? 0.f : 1.f;
|
|
|
|
zbottom[0] = zbottom[1] = (sprz) * (1 / -256.);
|
|
ztop[0] = ztop[1] = (sprz - ((height * spr->yrepeat) << 2)) * (1 / -256.);
|
|
if (zbottom[0] > ztop[0])
|
|
{
|
|
// reorder coordinates to make the clipping code below behave.
|
|
auto zz = zbottom[0];
|
|
zbottom[0] = zbottom[1] = ztop[0];
|
|
ztop[0] = ztop[1] = zz;
|
|
tcs[UPLFT].v = tcs[UPRGT].v = 1.f - tcs[UPLFT].v;
|
|
tcs[LOLFT].v = tcs[LORGT].v = 1.f - tcs[LOLFT].v;
|
|
}
|
|
|
|
// Clip sprites to ceilings/floors
|
|
if (!(sector->ceilingstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
float polyh = (ztop[0] - zbottom[0]);
|
|
float ceilingz = sector->ceilingz * (1 / -256.f);
|
|
if (ceilingz < ztop[0] && ceilingz >= zbottom[0])
|
|
{
|
|
float newv = (ceilingz - zbottom[0]) / polyh;
|
|
tcs[UPLFT].v = tcs[UPRGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
|
|
ztop[0] = ztop[1] = ceilingz;
|
|
}
|
|
}
|
|
if (!(sector->floorstat & CSTAT_SECTOR_SKY))
|
|
{
|
|
float polyh = (ztop[0] - zbottom[0]);
|
|
float floorz = sector->floorz * (1 / -256.f);
|
|
if (floorz <= ztop[0] && floorz > zbottom[0])
|
|
{
|
|
float newv = (floorz - zbottom[0]) / polyh;
|
|
tcs[LOLFT].v = tcs[LORGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
|
|
zbottom[0] = zbottom[1] = floorz;
|
|
}
|
|
}
|
|
if (zbottom[0] >= ztop[0])
|
|
return; // nothing left to render.
|
|
|
|
// If the sprite is backward, flip it around so that we have guaranteed orientation when this is about to be sorted.
|
|
if (PointOnLineSide(di->Viewpoint.Pos.XY(), DVector2(glseg.x1, glseg.y1), DVector2(glseg.x2, glseg.y2)) < 0)
|
|
{
|
|
std::swap(glseg.x1, glseg.x2);
|
|
std::swap(glseg.y1, glseg.y2);
|
|
// z is always the same on both sides.
|
|
std::swap(tcs[LOLFT], tcs[LORGT]);
|
|
std::swap(tcs[UPLFT], tcs[UPRGT]);
|
|
}
|
|
|
|
PutWall(di, spriteHasTranslucency(Sprite));
|
|
}
|