2017-01-03 06:17:54 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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2016-12-30 07:11:06 +00:00
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/things/r_wallsprite.h"
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2016-12-30 07:11:06 +00:00
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_3dfloors.h"
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2016-12-30 07:11:06 +00:00
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "r_voxel.h"
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2016-12-31 11:45:07 +00:00
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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2017-01-01 09:28:35 +00:00
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#include "swrenderer/line/r_wallsetup.h"
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#include "swrenderer/line/r_walldraw.h"
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2016-12-30 07:11:06 +00:00
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags)
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{
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FWallCoords wallc;
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double x1, x2;
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DVector2 left, right;
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double gzb, gzt, tz;
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FTexture *pic = TexMan(picnum, true);
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DAngle ang = thing->Angles.Yaw + 90;
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double angcos = ang.Cos();
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double angsin = ang.Sin();
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vissprite_t *vis;
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// Determine left and right edges of sprite. The sprite's angle is its normal,
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// so the edges are 90 degrees each side of it.
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x2 = pic->GetScaledWidth();
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x1 = pic->GetScaledLeftOffset();
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x1 *= scale.X;
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x2 *= scale.X;
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left.X = pos.X - x1 * angcos - ViewPos.X;
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left.Y = pos.Y - x1 * angsin - ViewPos.Y;
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right.X = left.X + x2 * angcos;
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right.Y = right.Y + x2 * angsin;
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// Is it off-screen?
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if (wallc.Init(left, right, TOO_CLOSE_Z))
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return;
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2017-01-05 03:55:26 +00:00
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RenderPortal *renderportal = RenderPortal::Instance();
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2016-12-30 07:11:06 +00:00
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2017-01-05 03:55:26 +00:00
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if (wallc.sx1 >= renderportal->WindowRight || wallc.sx2 <= renderportal->WindowLeft)
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2016-12-30 07:11:06 +00:00
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return;
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// Sprite sorting should probably treat these as walls, not sprites,
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// but right now, I just want to get them drawing.
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tz = (pos.X - ViewPos.X) * ViewTanCos + (pos.Y - ViewPos.Y) * ViewTanSin;
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int scaled_to = pic->GetScaledTopOffset();
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int scaled_bo = scaled_to - pic->GetScaledHeight();
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gzt = pos.Z + scale.Y * scaled_to;
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gzb = pos.Z + scale.Y * scaled_bo;
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vis = R_NewVisSprite();
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2017-01-05 03:55:26 +00:00
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1;
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vis->x2 = wallc.sx2 >= renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2;
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2016-12-30 07:11:06 +00:00
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vis->yscale = (float)scale.Y;
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vis->idepth = float(1 / tz);
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vis->depth = (float)tz;
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vis->sector = thing->Sector;
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vis->heightsec = NULL;
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vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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vis->gzb = (float)gzb;
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vis->gzt = (float)gzt;
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vis->deltax = float(pos.X - ViewPos.X);
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if (thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation;
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2017-01-04 18:03:33 +00:00
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vis->FakeFlatStat = WaterFakeSide::Center;
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2016-12-30 07:11:06 +00:00
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = NULL;
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vis->fakeceiling = NULL;
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2017-01-05 03:55:26 +00:00
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vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
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2016-12-30 07:11:06 +00:00
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vis->pic = pic;
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vis->bIsVoxel = false;
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vis->bWallSprite = true;
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vis->Style.ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.BaseColormap = basecolormap;
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vis->wallc = wallc;
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}
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void R_DrawWallSprite(vissprite_t *spr)
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{
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int x1, x2;
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double iyscale;
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x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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x2 = MIN<int>(spr->x2, spr->wallc.sx2);
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if (x1 >= x2)
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return;
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2017-01-03 17:57:48 +00:00
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FWallTmapVals WallT;
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2016-12-30 07:11:06 +00:00
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WallT.InitFromWallCoords(&spr->wallc);
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2017-01-03 17:57:48 +00:00
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PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2, WallT);
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2016-12-30 07:11:06 +00:00
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iyscale = 1 / spr->yscale;
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dc_texturemid = (spr->gzt - ViewPos.Z) * iyscale;
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if (spr->renderflags & RF_XFLIP)
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{
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int right = (spr->pic->GetWidth() << FRACBITS) - 1;
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for (int i = x1; i < x2; i++)
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{
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lwall[i] = right - lwall[i];
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}
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}
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// Prepare lighting
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bool calclighting = false;
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FDynamicColormap *usecolormap = basecolormap;
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bool rereadcolormap = true;
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// Decals that are added to the scene must fade to black.
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if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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{
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usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
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rereadcolormap = false;
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}
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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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GlobVis = r_WallVisibility;
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2017-01-03 17:57:48 +00:00
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float lightleft = float(GlobVis / spr->wallc.sz1);
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float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
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2016-12-30 07:11:06 +00:00
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if (fixedlightlev >= 0)
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R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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// Draw it
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WallSpriteTile = spr->pic;
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if (spr->renderflags & RF_YFLIP)
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{
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sprflipvert = true;
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iyscale = -iyscale;
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dc_texturemid -= spr->pic->GetHeight();
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}
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else
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{
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sprflipvert = false;
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}
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float maskedScaleY = (float)iyscale;
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int x = x1;
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bool visible = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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// R_SetPatchStyle can modify basecolormap.
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if (rereadcolormap)
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{
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usecolormap = basecolormap;
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}
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if (!visible)
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{
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return;
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}
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else
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{
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while (x < x2)
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{
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if (calclighting)
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{ // calculate lighting
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2017-01-03 17:57:48 +00:00
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R_SetColorMapLight(usecolormap, light, shade);
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2016-12-30 07:11:06 +00:00
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}
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if (!R_ClipSpriteColumnWithPortals(spr))
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R_WallSpriteColumn(x, maskedScaleY);
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2017-01-03 17:57:48 +00:00
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light += lightstep;
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2016-12-30 07:11:06 +00:00
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x++;
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}
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}
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R_FinishSetPatchStyle();
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}
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void R_WallSpriteColumn(int x, float maskedScaleY)
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{
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using namespace drawerargs;
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dc_x = x;
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float iscale = swall[dc_x] * maskedScaleY;
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dc_iscale = FLOAT2FIXED(iscale);
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spryscale = 1 / iscale;
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if (sprflipvert)
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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else
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sprtopscreen = CenterY - dc_texturemid * spryscale;
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dc_texturefrac = 0;
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R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
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}
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}
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