gzdoom-gles/src/r_polymost.cpp

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/**************************************************************************************************
"POLYMOST" code written by Ken Silverman
Ken Silverman's official web site: http://www.advsys.net/ken
This file has been modified (severely) from Ken Silverman's original release
Motivation:
When 3D Realms released the Duke Nukem 3D source code, I thought somebody would do a OpenGL or
Direct3D port. Well, after a few months passed, I saw no sign of somebody working on a true
hardware-accelerated port of Build, just people saying it wasn't possible. Eventually, I realized
the only way this was going to happen was for me to do it myself. First, I needed to port Build to
Windows. I could have done it myself, but instead I thought I'd ask my Australian buddy, Jonathon
Fowler, if he would upgrade his Windows port to my favorite compiler (MSVC) - which he did. Once
that was done, I was ready to start the "POLYMOST" project.
About:
This source file is basically a complete rewrite of the entire rendering part of the Build engine.
There are small pieces in ENGINE.C to activate this code, and other minor hacks in other source
files, but most of it is in here. If you're looking for polymost-related code in the other source
files, you should find most of them by searching for either "polymost" or "rendmode". Speaking of
rendmode, there are now 4 rendering modes in Build:
rendmode 0: The original code I wrote from 1993-1997
rendmode 1: Solid-color rendering: my debug code before I did texture mapping
rendmode 2: Software rendering before I started the OpenGL code (Note: this is just a quick
hack to make testing easier - it's not optimized to my usual standards!)
rendmode 3: The OpenGL code
The original Build engine did hidden surface removal by using a vertical span buffer on the tops
and bottoms of walls. This worked nice back in the day, but it it's not suitable for a polygon
engine. So I decided to write a brand new hidden surface removal algorithm - using the same idea
as the original Build - but one that worked with vectors instead of already rasterized data.
Brief history:
06/20/2000: I release Build Source code
04/01/2003: 3D Realms releases Duke Nukem 3D source code
10/04/2003: Jonathon Fowler gets his Windows port working in Visual C
10/04/2003: I start writing POLYMOST.BAS, a new hidden surface removal algorithm for Build that
works on a polygon level instead of spans.
10/16/2003: Ported POLYMOST.BAS to C inside JonoF KenBuild's ENGINE.C; later this code was split
out of ENGINE.C and put in this file, POLYMOST.C.
12/10/2003: Started OpenGL code for POLYMOST (rendmode 3)
12/23/2003: 1st public release
01/01/2004: 2nd public release: fixed stray lines, status bar, mirrors, sky, and lots of other bugs.
----------------------------------------------------------------------------------------------------
Todo list (in approximate chronological order):
High priority:
* BOTH: Do accurate software sorting/chopping for sprites: drawing in wrong order is bad :/
* BOTH: Fix hall of mirrors near "zenith". Call polymost_drawrooms twice?
* OPENGL: drawmapview()
Low priority:
* SOFT6D: Do back-face culling of sprites during up/down/tilt transformation (top of drawpoly)
* SOFT6D: Fix depth shading: use saturation&LUT
* SOFT6D: Optimize using hyperbolic mapping (similar to KUBE algo)
* SOFT6D: Slab6-style voxel sprites. How to accelerate? :/
* OPENGL: KENBUILD: Write flipping code for floor mirrors
* BOTH: KENBUILD: Parallaxing sky modes 1&2
* BOTH: Masked/1-way walls don't clip correctly to sectors of intersecting ceiling/floor slopes
* BOTH: Editart x-center is not working correctly with Duke's camera/turret sprites
* BOTH: Get rid of horizontal line above Duke full-screen status bar
* BOTH: Combine ceilings/floors into a single triangle strip (should lower poly count by 2x)
* BOTH: Optimize/clean up texture-map setup equations
**************************************************************************************************/
#include <stdlib.h>
#include <assert.h>
#include <math.h>
#include "doomtype.h"
#include "r_polymost.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "r_main.h"
#include "r_draw.h"
#include "templates.h"
#include "r_sky.h"
EXTERN_CVAR (Int, r_polymost)
#define SCISDIST 1.0 //1.0: Close plane clipping distance
static double gyxscale, gxyaspect, gviewxrange, ghalfx, grhalfxdown10, grhalfxdown10x, ghoriz;
static double gcosang, gsinang, gcosang2, gsinang2;
static double gchang, gshang, gctang, gstang;
//static float gtang = 0.0;
CVAR (Float, gtang, 0, 0);
double guo, gux, guy; //Screen-based texture mapping parameters
double gvo, gvx, gvy;
double gdo, gdx, gdy;
#ifdef _MSC_VER
#pragma warning (disable:4244)
#endif
PolyClipper::PolyClipper ()
: vsps (&EmptyList)
{
UsedList.Next = UsedList.Prev = &UsedList;
}
PolyClipper::~PolyClipper ()
{
vspgroup *probe = vsps.NextGroup;
while (probe != NULL)
{
vspgroup *next = probe->NextGroup;
delete probe;
probe = next;
}
}
PolyClipper::vspgroup::vspgroup (vsptype *sentinel)
{
int i;
NextGroup = NULL;
vsp[0].Prev = sentinel;
vsp[0].Next = &vsp[1];
for (i = 1; i < GROUP_SIZE-1; ++i)
{
vsp[i].Next = &vsp[i+1];
vsp[i].Prev = &vsp[i-1];
}
vsp[i].Next = sentinel;
vsp[i].Prev = &vsp[i-1];
sentinel->Next = &vsp[0];
sentinel->Prev = &vsp[i];
}
/*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])
*/
void PolyClipper::InitMosts (double *px, double *py, int n)
{
int i, j, k, imin;
int vcnt;
vsptype *vsp[8];
EmptyAll ();
vcnt = 1; // 0 is dummy solid node
if (n < 3) return;
imin = (px[1] < px[0]);
for(i=n-1;i>=2;i--) if (px[i] < px[imin]) imin = i;
vsp[0] = &UsedList;
vsp[vcnt] = GetVsp ();
vsp[vcnt]->X = px[imin];
vsp[vcnt]->Cy[0] = vsp[vcnt]->Fy[0] = py[imin];
vsp[vcnt]->CTag = vsp[vcnt]->FTag = 1;
vcnt++;
i = imin+1; if (i >= n) i = 0;
j = imin-1; if (j < 0) j = n-1;
do
{
if (px[i] < px[j])
{
if ((vcnt > 1) && (px[i] - vsp[vcnt-1]->X < 0.00001)) vcnt--;
else vsp[vcnt] = GetVsp ();
vsp[vcnt]->X = px[i];
vsp[vcnt]->Cy[0] = py[i];
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];
if (vcnt > 1)
{
vsp[vcnt]->CTag = vsp[vcnt-1]->CTag + 1;
vsp[vcnt]->FTag = vsp[vcnt-1]->FTag;
}
vcnt++;
i++; if (i >= n) i = 0;
}
else if (px[j] < px[i])
{
if ((vcnt > 1) && (px[j] - vsp[vcnt-1]->X < 0.00001)) vcnt--;
else vsp[vcnt] = GetVsp ();
vsp[vcnt]->X = px[j];
vsp[vcnt]->Fy[0] = py[j];
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];
if (vcnt > 1)
{
vsp[vcnt]->FTag = vsp[vcnt-1]->FTag + 1;
vsp[vcnt]->CTag = vsp[vcnt-1]->CTag;
}
vcnt++;
j--; if (j < 0) j = n-1;
}
else
{
if ((vcnt > 1) && (px[i] - vsp[vcnt-1]->X < 0.00001)) vcnt--;
else vsp[vcnt] = GetVsp ();
vsp[vcnt]->X = px[i];
vsp[vcnt]->Cy[0] = py[i];
vsp[vcnt]->Fy[0] = py[j];
if (vcnt > 1)
{
vsp[vcnt]->CTag = vsp[vcnt-1]->CTag + 1;
vsp[vcnt]->FTag = vsp[vcnt-1]->FTag + 1;
}
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] = GetVsp ();
vsp[vcnt]->X = px[i];
vsp[vcnt]->Cy[0] = vsp[vcnt]->Fy[0] = py[i];
vsp[vcnt]->CTag = vsp[vcnt-1]->CTag + 1;
vsp[vcnt]->FTag = vsp[vcnt-1]->FTag + 1;
vcnt++;
}
assert (vcnt < 8);
vsp[vcnt-1]->CTag = vsp[vcnt-1]->FTag = vcnt-1;
for(i=0;i<vcnt-1;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]->Next = vsp[i+1]; vsp[i]->Prev = vsp[i-1];
}
vsp[vcnt-1]->Next = &UsedList; UsedList.Prev = vsp[vcnt-1];
GTag = vcnt;
}
void PolyClipper::EmptyAll ()
{
if (UsedList.Next != &UsedList)
{
if (EmptyList.Next != &EmptyList)
{
// Move the used list to the start of the empty list
UsedList.Prev->Next = EmptyList.Next;
EmptyList.Next = UsedList.Next;
UsedList.Next->Prev = &EmptyList;
}
else
{
// The empty list is empty, so we can just move the
// used list to the empty list.
EmptyList.Next = UsedList.Next;
EmptyList.Prev = UsedList.Prev;
}
UsedList.Next = UsedList.Prev = &UsedList;
}
}
void PolyClipper::AddGroup ()
{
vspgroup *group = new vspgroup (&EmptyList);
group->NextGroup = vsps.NextGroup;
vsps.NextGroup = group;
}
PolyClipper::vsptype *PolyClipper::GetVsp ()
{
vsptype *vsp;
if (EmptyList.Next == &EmptyList)
{
AddGroup ();
}
vsp = EmptyList.Next;
EmptyList.Next = vsp->Next;
vsp->Next->Prev = &EmptyList;
return vsp;
}
void PolyClipper::FreeVsp (vsptype *vsp)
{
vsp->Next->Prev = vsp->Prev;
vsp->Prev->Next = vsp->Next;
vsp->Next = EmptyList.Next;
vsp->Next->Prev = vsp;
vsp->Prev = &EmptyList;
EmptyList.Next = vsp;
}
PolyClipper::vsptype *PolyClipper::vsinsaft (vsptype *i)
{
vsptype *r;
// Get an element from the empty list
r = GetVsp ();
*r = *i; // Copy i to r
// Insert r after i
r->Prev = i;
r->Next = i->Next;
i->Next->Prev = r;
i->Next = r;
return r;
}
bool PolyClipper::TestVisibleMost (float x0, float x1)
{
vsptype *i, *newi;
for (i = UsedList.Next; i != &UsedList; i = newi)
{
newi = i->Next;
if ((x0 < newi->X) && (i->X < x1) && (i->CTag >= 0)) return true;
}
return false;
}
int PolyClipper::DoMost (float x0, float y0, float x1, float y1, pmostcallbacktype callback, void *callbackdata)
{
double dpx[4], dpy[4];
float f, slop, dx0, dx1, nx, nx0, ny0, nx1, ny1;
double dx, d, n, t;
float spx[4], spy[4], cy[2], cv[2];
int j, k, z, scnt, dir, spt[4];
vsptype *vsp, *nvsp, *vcnt = NULL, *ni;
int did = 1;
if (x0 < x1)
{
dir = 1; //clip dmost (floor)
y0 -= .01f; y1 -= .01f;
}
else
{
if (x0 == x1) return 0;
f = x0; x0 = x1; x1 = f;
f = y0; y0 = y1; y1 = f;
dir = 0; //clip umost (ceiling)
//y0 += .01f; y1 += .01f; //necessary?
}
slop = (y1-y0)/(x1-x0);
for (vsp = UsedList.Next; vsp != &UsedList; vsp = nvsp)
{
nvsp = vsp->Next; nx0 = vsp->X; nx1 = nvsp->X;
if ((x0 >= nx1) || (nx0 >= x1) || (vsp->CTag <= 0)) continue;
dx = nx1-nx0;
cy[0] = vsp->Cy[0]; cv[0] = vsp->Cy[1]-cy[0];
cy[1] = vsp->Fy[0]; cv[1] = vsp->Fy[1]-cy[1];
scnt = 0;
//Test if left edge requires split (x0,y0) (nx0,cy(0)),<dx,cv(0)>
if ((x0 > nx0) && (x0 < nx1))
{
t = (x0-nx0)*cv[dir] - (y0-cy[dir])*dx;
if (((!dir) && (t < 0)) || ((dir) && (t > 0)))
{ spx[scnt] = x0; spy[scnt] = y0; spt[scnt] = -1; scnt++; }
}
//Test for intersection on umost (j == 0) and dmost (j == 1)
for(j=0;j<2;j++)
{
d = (y0-y1)*dx - (x0-x1)*cv[j];
n = (y0-cy[j])*dx - (x0-nx0)*cv[j];
if ((fabsf(n) <= fabsf(d)) && (d*n >= 0) && (d != 0))
{
t = n/d; nx = (x1-x0)*t + x0;
if ((nx > nx0) && (nx < nx1))
{
spx[scnt] = nx; spy[scnt] = (y1-y0)*t + y0;
spt[scnt] = j; scnt++;
}
}
}
//Nice hack to avoid full sort later :)
if ((scnt >= 2) && (spx[scnt-1] < spx[scnt-2]))
{
f = spx[scnt-1]; spx[scnt-1] = spx[scnt-2]; spx[scnt-2] = f;
f = spy[scnt-1]; spy[scnt-1] = spy[scnt-2]; spy[scnt-2] = f;
j = spt[scnt-1]; spt[scnt-1] = spt[scnt-2]; spt[scnt-2] = j;
}
//Test if right edge requires split
if ((x1 > nx0) && (x1 < nx1))
{
t = (x1-nx0)*cv[dir] - (y1-cy[dir])*dx;
if (((!dir) && (t < 0)) || ((dir) && (t > 0)))
{ spx[scnt] = x1; spy[scnt] = y1; spt[scnt] = -1; scnt++; }
}
vsp->Tag = nvsp->Tag = -1;
for(z = 0; z <= scnt; z++, vsp = vcnt)
{
if (z < scnt)
{
vcnt = vsinsaft(vsp);
t = (spx[z]-nx0)/dx;
vsp->Cy[1] = t*cv[0] + cy[0];
vsp->Fy[1] = t*cv[1] + cy[1];
vcnt->X = spx[z];
vcnt->Cy[0] = vsp->Cy[1];
vcnt->Fy[0] = vsp->Fy[1];
vcnt->Tag = spt[z];
}
ni = vsp->Next; if (ni == &UsedList) continue; //this 'if' fixes many bugs!
dx0 = vsp->X; if (x0 > dx0) continue;
dx1 = ni->X; if (x1 < dx1) continue;
ny0 = (dx0-x0)*slop + y0;
ny1 = (dx1-x0)*slop + y0;
// dx0 dx1
// <20> <20>
//----------------------------
// 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 ?
k = 1+3;
if ((vsp->Tag == 0) || (ny0 <= vsp->Cy[0]+.01)) k--;
if ((vsp->Tag == 1) || (ny0 >= vsp->Fy[0]-.01)) k++;
if ((ni->Tag == 0) || (ny1 <= vsp->Cy[1]+.01)) k -= 3;
if ((ni->Tag == 1) || (ny1 >= vsp->Fy[1]-.01)) k += 3;
if (!dir)
{
switch(k)
{
case 1: case 2:
dpx[0] = dx0; dpy[0] = vsp->Cy[0];
dpx[1] = dx1; dpy[1] = vsp->Cy[1];
dpx[2] = dx0; dpy[2] = ny0;
if(callback) callback(dpx,dpy,3,callbackdata);
vsp->Cy[0] = ny0; vsp->CTag = GTag; break;
case 3: case 6:
dpx[0] = dx0; dpy[0] = vsp->Cy[0];
dpx[1] = dx1; dpy[1] = vsp->Cy[1];
dpx[2] = dx1; dpy[2] = ny1;
if(callback) callback(dpx,dpy,3,callbackdata);
vsp->Cy[1] = ny1; vsp->CTag = GTag; break;
case 4: case 5: case 7:
dpx[0] = dx0; dpy[0] = vsp->Cy[0];
dpx[1] = dx1; dpy[1] = vsp->Cy[1];
dpx[2] = dx1; dpy[2] = ny1;
dpx[3] = dx0; dpy[3] = ny0;
if(callback) callback(dpx,dpy,4,callbackdata);
vsp->Cy[0] = ny0; vsp->Cy[1] = ny1; vsp->CTag = GTag; break;
case 8:
dpx[0] = dx0; dpy[0] = vsp->Cy[0];
dpx[1] = dx1; dpy[1] = vsp->Cy[1];
dpx[2] = dx1; dpy[2] = vsp->Fy[1];
dpx[3] = dx0; dpy[3] = vsp->Fy[0];
if(callback) callback(dpx,dpy,4,callbackdata);
vsp->CTag = vsp->FTag = -1; break;
default: did = 0; break;
}
}
else
{
switch(k)
{
case 7: case 6:
dpx[0] = dx0; dpy[0] = ny0;
dpx[1] = dx1; dpy[1] = vsp->Fy[1];
dpx[2] = dx0; dpy[2] = vsp->Fy[0];
if(callback) callback(dpx,dpy,3,callbackdata);
vsp->Fy[0] = ny0; vsp->FTag = GTag; break;
case 5: case 2:
dpx[0] = dx0; dpy[0] = vsp->Fy[0];
dpx[1] = dx1; dpy[1] = ny1;
dpx[2] = dx1; dpy[2] = vsp->Fy[1];
if(callback) callback(dpx,dpy,3,callbackdata);
vsp->Fy[1] = ny1; vsp->FTag = GTag; break;
case 4: case 3: case 1:
dpx[0] = dx0; dpy[0] = ny0;
dpx[1] = dx1; dpy[1] = ny1;
dpx[2] = dx1; dpy[2] = vsp->Fy[1];
dpx[3] = dx0; dpy[3] = vsp->Fy[0];
if(callback) callback(dpx,dpy,4,callbackdata);
vsp->Fy[0] = ny0; vsp->Fy[1] = ny1; vsp->FTag = GTag; break;
case 0:
dpx[0] = dx0; dpy[0] = vsp->Cy[0];
dpx[1] = dx1; dpy[1] = vsp->Cy[1];
dpx[2] = dx1; dpy[2] = vsp->Fy[1];
dpx[3] = dx0; dpy[3] = vsp->Fy[0];
if(callback) callback(dpx,dpy,4,callbackdata);
vsp->CTag = vsp->FTag = -1; break;
default: did = 0; break;
}
}
}
}
GTag++;
//Combine neighboring vertical strips with matching collinear top&bottom edges
//This prevents x-splits from propagating through the entire scan
vsp = UsedList.Next;
while (vsp->Next != &UsedList)
{
ni = vsp->Next;
if ((vsp->Cy[0] >= vsp->Fy[0]) && (vsp->Cy[1] >= vsp->Fy[1]))
{ vsp->CTag = vsp->FTag = -1; }
if ((vsp->CTag == ni->CTag) && (vsp->FTag == ni->FTag))
{ vsp->Cy[1] = ni->Cy[1]; vsp->Fy[1] = ni->Fy[1]; FreeVsp (ni); }
else vsp = ni;
}
return did;
}
#include "d_event.h"
CVAR(Bool, testpolymost, false, 0)
static int pmx, pmy;
static int pt, px0, py0, px1, py1;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
static struct polypt { float x, y; } polypts[80];
static BYTE polysize[32];
static int numpoly, polypt;
PolyClipper TestPoly;
void drawline2d (float x1, float y1, float x2, float y2, BYTE col)
{
float dx, dy, fxresm1, fyresm1, f;
long i, x, y, xi, yi, xup16, yup16;
//Always draw lines in same direction
if ((y2 > y1) || ((y2 == y1) && (x2 > x1))) { f = x1; x1 = x2; x2 = f; f = y1; y1 = y2; y2 = f; }
dx = x2-x1; dy = y2-y1; if ((dx == 0) && (dy == 0)) return;
fxresm1 = (float)RenderTarget->GetWidth()-.5; fyresm1 = (float)RenderTarget->GetHeight()-.5;
if (x1 >= fxresm1) { if (x2 >= fxresm1) return; y1 += (fxresm1-x1)*dy/dx; x1 = fxresm1; }
else if (x1 < 0) { if (x2 < 0) return; y1 += ( 0-x1)*dy/dx; x1 = 0; }
if (x2 >= fxresm1) { y2 += (fxresm1-x2)*dy/dx; x2 = fxresm1; }
else if (x2 < 0) { y2 += ( 0-x2)*dy/dx; x2 = 0; }
if (y1 >= fyresm1) { if (y2 >= fyresm1) return; x1 += (fyresm1-y1)*dx/dy; y1 = fyresm1; }
else if (y1 < 0) { if (y2 < 0) return; x1 += ( 0-y1)*dx/dy; y1 = 0; }
if (y2 >= fyresm1) { x2 += (fyresm1-y2)*dx/dy; y2 = fyresm1; }
else if (y2 < 0) { x2 += ( 0-y2)*dx/dy; y2 = 0; }
dx = x2-x1; dy = y2-y1;
i = (long)(MAX(fabsf(dx)+1,fabsf(dy)+1)); f = 65536.f/((float)i);
x = (long)(x1*65536.f)+32768; xi = (long)(dx*f); xup16 = (RenderTarget->GetWidth()<<16);
y = (long)(y1*65536.f)+32768; yi = (long)(dy*f); yup16 = (RenderTarget->GetHeight()<<16);
do
{
if (((unsigned long)x < (unsigned long)xup16) && ((unsigned long)y < (unsigned long)yup16))
*(ylookup[y>>16]+(x>>16)+dc_destorg) = col;
x += xi; y += yi; i--;
} while (i >= 0);
}
static int maskhack;
void fillconvpoly (float x[], float y[], int n, int col, int bcol)
{
int mini = y[0] >= y[1], maxi = 1 - mini;
int i, j, y2, oz, z, yy, zz, ncol;
float area, xi, xx;
static int lastx[MAXHEIGHT+2];
for (z = 2; z < n; ++z)
{
if (y[z] < y[mini]) mini = z;
if (y[z] > y[maxi]) maxi = z;
}
area = 0; zz = n - 1;
for (z = 0; z < n; ++z)
{
area += (x[zz] - x[z]) * (y[z] + y[zz]); zz = z;
}
if (area <= 0) return;
i = maxi; y2 = int(y[i]);
do
{
j = i + 1; if (j == n) j = 0;
yy = int(ceilf(y[j]));
if (yy < 0) yy = 0;
if (yy < y2)
{
xi = (x[j] - x[i]) / (y[j] - y[i]);
xx = (y2 - y[j]) * xi + x[j];
if (y2 >= RenderTarget->GetHeight()) { xx = xx - (y2 - RenderTarget->GetHeight() + 1)*xi; y2 = RenderTarget->GetHeight()-1; }
for (; y2 >= yy; --y2)
{
lastx[y2] = MAX (0, int(ceilf(xx))); xx = xx - xi;
}
}
i = j;
} while (i != mini);
if (y2 == yy) lastx[yy] = lastx[yy+1];
do
{
j = i + 1; if (j == n) j = 0;
y2 = int(y[j]);
if (y2 >= RenderTarget->GetHeight()) y2 = RenderTarget->GetHeight()-1;
if (y2 > yy)
{
xi = (x[j] - x[i]) / (y[j] - y[i]);
xx = (yy - y[i]) * xi + x[i];
if (yy < 0) { xx = xx - xi*yy; yy = 0; }
ncol = col; if (yy & 1) ncol = ncol ^ maskhack;
for (; yy <= y2; ++yy)
{
//drawline2d(lastx[yy], yy, int(ceilf(xx)), yy, ncol); xx = xx + xi;
int xxx = MIN(RenderTarget->GetWidth(), int(ceilf(xx)));
if (yy < RenderTarget->GetHeight() && lastx[yy] < xxx) memset(RenderTarget->GetBuffer()+yy*RenderTarget->GetPitch()+lastx[yy], ncol, xxx-lastx[yy]);
xx = xx + xi;
ncol = ncol ^ maskhack;
}
}
i = j;
} while (i != maxi);
if (col != bcol)
{
oz = n - 1;
for (z = 0; z < n; ++z)
{
drawline2d(x[oz], y[oz], x[z], y[z], bcol);
oz = z;
}
}
}
void drawtri(float x0, float y0, float x1, float y1, float x2, float y2, int col, int bcol)
{
float x[3], y[3];
x[0] = x0; y[0] = y0;
x[1] = x1; y[1] = y1;
x[2] = x2; y[2] = y2;
fillconvpoly(x, y, 3, col, bcol);
}
void drawquad(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, int col, int bcol)
{
float x[4], y[4];
x[0] = x0; y[0] = y0;
x[1] = x1; y[1] = y1;
x[2] = x2; y[2] = y2;
x[3] = x3; y[3] = y3;
fillconvpoly(x, y, 4, col, bcol); // 2 triangles
if (col != bcol)
{
if (fabsf(y0-y2) < fabsf(y1-y3))
drawline2d(x0,y0,x2,y2,bcol);
else
drawline2d(x1,y1,x3,y3,bcol);
}
}
void printnum(int x, int y, int num)
{
char foo[16]; sprintf (foo, "%d", num);
RenderTarget->DrawText (CR_WHITE, x, y, foo);
}
void drawpolymosttest()
{
float cx0 = 0, cy0 = 0, fx0 = 0, fy0 = 0;
int ccol, fcol;
PolyClipper::vsptype *vsp, *ovsp = &TestPoly.UsedList, *nvsp;
fcol = 0; ccol = 0;
RenderTarget->Clear(0, 0, RenderTarget->GetWidth(), RenderTarget->GetHeight(), 0, 0);
for (vsp = ovsp->Next; vsp->Next != &TestPoly.UsedList; ovsp = vsp, vsp = nvsp)
{
nvsp = vsp->Next;
if (vsp->CTag == -1 && vsp->FTag == -1)
{ // Hide spans that have been clipped away
vsp->Cy[0] = vsp->Cy[1] = vsp->Fy[0] = vsp->Fy[1] = RenderTarget->GetHeight()/2;
}
if (vsp->CTag != ovsp->CTag) cx0 = vsp->X, cy0 = vsp->Cy[0];
if (vsp->CTag != nvsp->CTag)
{ // fill the ceiling region
maskhack = 0x18;
drawquad(cx0, 0, nvsp->X, 0, nvsp->X, vsp->Cy[1], cx0, cy0, ccol, ccol);
maskhack = 0; ccol ^= 0x18;
printnum(int(cx0 + nvsp->X) / 2, 2, vsp->CTag);
}
if(vsp->FTag != ovsp->FTag) fx0 = vsp->X, fy0 = vsp->Fy[0];
if(vsp->FTag != nvsp->FTag)
{ // fill the floor region
maskhack = 0x78;
drawquad(fx0, fy0+1, nvsp->X, vsp->Fy[1]+1, nvsp->X, RenderTarget->GetHeight(), fx0, RenderTarget->GetHeight(), fcol, fcol);
maskhack = 0; fcol ^= 0x78;
printnum(int(fx0 + nvsp->X) / 2, RenderTarget->GetHeight()-10, vsp->FTag);
}
// fill the unclipped middle region
drawquad(vsp->X, vsp->Cy[0], nvsp->X, vsp->Cy[1], nvsp->X, vsp->Fy[1], vsp->X, vsp->Fy[0], 0xC4, 0xE6);
}
int x = (pmx + 3) & ~7, y = (pmy + 3) & ~7;
drawline2d (x - 3, y, x + 3, y, 30);
drawline2d (x, y - 3, x, y + 3, 30);
printnum ( 0, 20, x);
printnum (50, 20, y);
if (pt > 0 && px0 != px1)
{
if (px0 < px1)
{
drawline2d (px0, py0, px0, RenderTarget->GetHeight()-1, 47);
drawline2d (px1, py1, px1, RenderTarget->GetHeight()-1, 47);
}
else
{
drawline2d (px0, py0, px0, 0, 47);
drawline2d (px1, py1, px1, 0, 47);
}
drawline2d (px0, py0, px1, py1, 47);
}
if (pt == 2)
{
int i = 0;
for (x = 0; x < numpoly; ++x)
{
if (polysize[x] == 3)
{
drawtri (polypts[i ].x, polypts[i ].y,
polypts[i+1].x, polypts[i+1].y,
polypts[i+2].x, polypts[i+2].y, 0x7f, 0x9f);
i += 3;
}
else
{
drawquad (polypts[i ].x, polypts[i ].y,
polypts[i+1].x, polypts[i+1].y,
polypts[i+2].x, polypts[i+2].y,
polypts[i+3].x, polypts[i+3].y, 0x7f, 0x9f);
i += 4;
}
}
}
}
CCMD(initpolymosttest)
{
double px[4], py[4];
int test = 0;
if (argv.argc() > 1)
test = atoi(argv[1]);
// Box
px[0] = px[3] = 0;
px[1] = px[2] = screen->GetWidth();
py[0] = py[1] = screen->GetHeight()/4;
py[2] = py[3] = screen->GetHeight()*3/4;
switch (test)
{
case 1: // Shorter top edge
px[0] = px[1]/6;
px[1] = px[1]*5/6;
break;
case 2: // Shorter bottom edge
px[3] = px[2]/6;
px[2] = px[2]*5/6;
break;
case 3: // Shorter left edge
py[0] = screen->GetHeight()*3/8;
py[3] = screen->GetHeight()*5/8;
break;
case 4: // Shorter right edge
py[1] = screen->GetHeight()*3/8;
py[2] = screen->GetHeight()*5/8;
break;
case 5:
px[0] = -1.0048981460288360/2+50; py[0] = -1.0/2+50;
px[1] = 643.00492866407262/2+50; py[1] = -1.0/2+50;
px[2] = 643.00492866407262/2+50; py[2] = 483/2+50;
px[3] = -1.0048981460288360/2+50; py[3] = 483/2+50;
break;
}
TestPoly.InitMosts (px, py, 4);
pmx = screen->GetWidth()/2;
pmy = screen->GetHeight()/2;
pt = 0;
}
static void testpolycallback (double *dpx, double *dpy, int n, void *foo)
{
if (numpoly == sizeof(polysize)) return;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
if (size_t(polypt + n) > countof(polypts)) return;
polysize[numpoly++] = n;
for (int i = 0; i < n; ++i)
{
polypts[polypt + i].x = dpx[i];
polypts[polypt + i].y = dpy[i];
}
polypt += n;
}
void Polymost_Responder (event_t *ev)
{
if (ev->type == EV_Mouse && pt < 2)
{
pmx = clamp (pmx + ev->x, 0, screen->GetWidth()-1);
pmy = clamp (pmy - ev->y, 0, screen->GetHeight()-1);
int x = (pmx + 3) & ~7, y = (pmy + 3) & ~7;
if (pt == 0) px0 = x, py0 = y;
if (pt <= 1) px1 = x, py1 = y;
}
else if (ev->type == EV_KeyDown && ev->data1 == KEY_MOUSE1)
{
if (pt == 0) pt = 1; else pt = 0;
}
else if (ev->type == EV_KeyUp && ev->data1 == KEY_MOUSE1)
{
if (pt == 1) { if (px0 != px1) pt++; else pt--; }
if (pt == 2)
{
numpoly = polypt = 0;
TestPoly.DoMost (px0, py0, px1, py1, testpolycallback, NULL);
}
}
}
extern fixed_t WallSZ1, WallSZ2, WallTX1, WallTX2, WallTY1, WallTY2, WallCX1, WallCX2, WallCY1, WallCY2;
extern int WallSX1, WallSX2;
extern float WallUoverZorg, WallUoverZstep, WallInvZorg, WallInvZstep, WallDepthScale, WallDepthOrg;
extern fixed_t rw_backcz1, rw_backcz2;
extern fixed_t rw_backfz1, rw_backfz2;
extern fixed_t rw_frontcz1, rw_frontcz2;
extern fixed_t rw_frontfz1, rw_frontfz2;
extern fixed_t rw_offset;
extern bool rw_markmirror;
extern bool rw_havehigh;
extern bool rw_havelow;
extern bool markfloor;
extern bool markceiling;
extern FTexture *toptexture;
extern FTexture *bottomtexture;
extern FTexture *midtexture;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern void R_NewWall(bool);
extern void R_GetExtraLight (int *light, const secplane_t &plane, FExtraLight *el);
extern int doorclosed;
extern int viewpitch;
#include "p_lnspec.h"
PolyClipper Mosts;
static bool drawback;
bool RP_SetupFrame (bool backside)
{
double ox, oy, oz, ox2, oy2, oz2, r, px[6], py[6], pz[6], px2[6], py2[6], pz2[6], sx[6], sy[6];
int i, j, n, n2;
drawback = backside;
if (backside)
{
viewangle += ANGLE_180;
viewsin = finesine[viewangle>>ANGLETOFINESHIFT];
viewcos = finecosine[viewangle>>ANGLETOFINESHIFT];
viewtansin = FixedMul (FocalTangent, viewsin);
viewtancos = FixedMul (FocalTangent, viewcos);
}
//Polymost supports true look up/down :) Here, we convert horizon to angle.
//gchang&gshang are cos&sin of this angle (respectively)
// gyxscale = ((double)xdimenscale)/131072.0;
gyxscale = double(InvZtoScale)/65536.0;///131072.0/320.0;
// gxyaspect = ((double)xyaspect*(double)viewingrange)*(5.0/(65536.0*262144.0));
// gviewxrange = ((double)viewingrange)*((double)xdimen)/(32768.0*128.0);
gcosang = double(viewcos)/65536.0;
gsinang = double(viewsin)/65536.0;
gcosang2 = gcosang*double(FocalTangent)/65536.0;
gsinang2 = gsinang*double(FocalTangent)/65536.0;
ghalfx = (double)viewwidth*0.5; grhalfxdown10 = 1.0/(((double)ghalfx)*1024);
//global cos/sin height angle
angle_t pitch = (angle_t)viewpitch;
if (backside) pitch = ANGLE_180 - pitch;
gshang = double(finesine[pitch>>ANGLETOFINESHIFT])/65536.0;
gchang = double(finecosine[pitch>>ANGLETOFINESHIFT])/65536.0;
ghoriz = double(viewheight)*0.5;
//global cos/sin tilt angle
gctang = cos(gtang);
gstang = sin(gtang);
if (fabs(gstang) < .001) //This hack avoids nasty precision bugs in domost()
{ gstang = 0; if (gctang > 0) gctang = 1.0; else gctang = -1.0; }
// Generate viewport trapezoid
px[0] = px[3] = 0-1; px[1] = px[2] = viewwidth+3;
py[0] = py[1] = 0-1; py[2] = py[3] = viewheight+3; n = 4;
for(i=0;i<n;i++)
{
ox = px[i]-ghalfx; oy = py[i]-ghoriz; oz = ghalfx;
//Tilt rotation (backwards)
ox2 = ox*gctang + oy*gstang;
oy2 = oy*gctang - ox*gstang;
oz2 = oz;
//Up/down rotation (backwards)
px[i] = ox2;
py[i] = oy2*gchang + oz2*gshang;
pz[i] = oz2*gchang - oy2*gshang;
}
//Clip to SCISDIST plane
n2 = 0;
bool clipped = false;
for(i=0;i<n;i++)
{
j = i+1; if (j >= n) j = 0;
if (pz[i] >= SCISDIST/16) { px2[n2] = px[i]; py2[n2] = py[i]; pz2[n2] = pz[i]; n2++; }
if ((pz[i] >= SCISDIST/16) != (pz[j] >= SCISDIST/16))
{
clipped = true;
r = (SCISDIST/16-pz[i])/(pz[j]-pz[i]);
px2[n2] = (px[j]-px[i])*r + px[i];
py2[n2] = (py[j]-py[i])*r + py[i];
pz2[n2] = SCISDIST/16;
if (backside) py2[n2] -= r;
n2++;
}
}
if (n2 < 3) { return true; }
for(i=0;i<n2;i++)
{
r = ghalfx / pz2[i];
sx[i] = px2[i]*r + ghalfx;
sy[i] = py2[i]*r + ghoriz;
}
Mosts.InitMosts (sx, sy, n2);
return clipped;
}
CVAR (Bool, r_nopolytilt, 0, 0)
static void wireframe (double *dpx, double *dpy, int n, void *data)
{
int wfc = (int)(size_t)data;
double f, r, ox, oy, oz, ox2, oy2, oz2;
float px[16], py[16];
int i, j, k;
if (n == 3)
{
if ((dpx[0]-dpx[1])*(dpy[2]-dpy[1]) >= (dpx[2]-dpx[1])*(dpy[0]-dpy[1])) return; //for triangle
}
else
{
f = 0; //f is area of polygon / 2
for(i=n-2,j=n-1,k=0;k<n;i=j,j=k,k++) f += (dpx[i]-dpx[k])*dpy[j];
if (f <= 0) return;
}
j = 0;
for(i=0;i<n;i++)
{
if (!r_nopolytilt)
{
ox = dpx[i]-ghalfx;
oy = dpy[i]-ghoriz;
oz = ghalfx;
//Up/down rotation
ox2 = ox;
oy2 = oy*gchang - oz*gshang;
oz2 = oy*gshang + oz*gchang;
//Tilt rotation
ox = ox2*gctang - oy2*gstang;
oy = ox2*gstang + oy2*gctang;
oz = oz2;
r = ghalfx / oz;
if (drawback)
{
ox = -ox;
oy = -oy;
}
px[j] = ox*r + ghalfx;
py[j] = oy*r + ghoriz;
}
else
{
px[j] = (dpx[i]-ghalfx)*0.5+ghalfx;
py[j] = (dpy[i]-ghoriz)*0.5+ghoriz;
}
if ((!j) || (px[j] != px[j-1]) || (py[j] != py[j-1])) j++;
}
if (r_polymost == 2 || r_polymost == 3)
{
fillconvpoly (px, py, j, wfc+4, r_polymost == 2 ? wfc : wfc+4);
}
if (r_polymost == 1)
{
for (i=0, k=j-1; i < j; k=i, ++i)
{
drawline2d (px[k], py[k], px[i], py[i], wfc);
}
}
}
void RP_AddLine (seg_t *line)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
fixed_t tx1, tx2, ty1, ty2;
fixed_t fcz0, ffz0, fcz1, ffz1, bcz0, bfz0, bcz1, bfz1;
double x0, x1, xp0, yp0, xp1, yp1, oxp0, oyp0, nx0, ny0, nx1, ny1, ryp0, ryp1;
double cy0, fy0, cy1, fy1, ocy0 = 0, ofy0 = 0, ocy1 = 0, ofy1 = 0;
double t0, t1;
double x, y;
curline = line;
if (line->linedef == NULL) return;
//Offset&Rotate 3D coordinates to screen 3D space
x = double(line->v1->x - viewx); y = double(line->v1->y - viewy);
xp0 = x*gsinang - y*gcosang;
yp0 = x*gcosang2 + y*gsinang2;
x = double(line->v2->x - viewx); y = double(line->v2->y - viewy);
xp1 = x*gsinang - y*gcosang;
yp1 = x*gcosang2 + y*gsinang2;
oxp0 = xp0; oyp0 = yp0;
//Clip to close parallel-screen plane
// [RH] Why oh why does clipping the left side of the wall against
// a small SCISDIST not work for me? Strictly speaking, it's not
// the clipping of the left side that's the problem, because if I
// rotate the view 180 degrees so the right side of the wall is on
// the left of the screen, then clipping the right side becomes
// problematic.
#define WCLIPDIST (SCISDIST*256.0)
if (yp0 < WCLIPDIST)
{
if (yp1 < WCLIPDIST) return;
t0 = (WCLIPDIST-yp0)/(yp1-yp0);
xp0 = (xp1-xp0)*t0+xp0;
yp0 = WCLIPDIST;
nx0 = (line->v2->x - line->v1->x)*t0 + line->v1->x;
ny0 = (line->v2->y - line->v1->y)*t0 + line->v1->y;
}
else { t0 = 0.f; nx0 = line->v1->x; ny0 = line->v1->y; }
if (yp1 < WCLIPDIST)
{
t1 = (WCLIPDIST-oyp0)/(yp1-oyp0);
xp1 = (xp1-oxp0)*t1+oxp0;
yp1 = WCLIPDIST;
nx1 = (line->v2->x - line->v1->x)*t1 + line->v1->x;
ny1 = (line->v2->y - line->v1->y)*t1 + line->v1->y;
}
else { t1 = 1.f; nx1 = line->v2->x; ny1 = line->v2->y; }
ryp0 = 1.0/yp0; ryp1 = 1.0/yp1;
//Generate screen coordinates for front side of wall
x0 = ghalfx*xp0*ryp0 + ghalfx;
x1 = ghalfx*xp1*ryp1 + ghalfx;
if (x1 <= x0) return;
ryp0 *= gyxscale; ryp1 *= gyxscale;
fixed_t fnx0 = fixed_t(nx0), fny0 = fixed_t(ny0);
fixed_t fnx1 = fixed_t(nx1), fny1 = fixed_t(ny1);
fcz0 = frontsector->ceilingplane.ZatPoint (fnx0, fny0);
ffz0 = frontsector->floorplane.ZatPoint (fnx0, fny0);
fcz1 = frontsector->ceilingplane.ZatPoint (fnx1, fny1);
ffz1 = frontsector->floorplane.ZatPoint (fnx1, fny1);
bool cc = (t0>0 && x1 > 0);
cy0 = ghoriz - double(fcz0 - viewz) * ryp0;
fy0 = ghoriz - double(ffz0 - viewz) * ryp0;
cy1 = ghoriz - double(fcz1 - viewz) * ryp1;
fy1 = ghoriz - double(ffz1 - viewz) * ryp1;
/*
tx1 = line->v1->x - viewx;
tx2 = line->v2->x - viewx;
ty1 = line->v1->y - viewy;
ty2 = line->v2->y - viewy;
// Reject lines not facing viewer
if (DMulScale32 (ty1, tx1-tx2, tx1, ty2-ty1) >= 0)
return;
WallTX1 = DMulScale20 (tx1, viewsin, -ty1, viewcos);
WallTX2 = DMulScale20 (tx2, viewsin, -ty2, viewcos);
WallTY1 = DMulScale20 (tx1, viewtancos, ty1, viewtansin);
WallTY2 = DMulScale20 (tx2, viewtancos, ty2, viewtansin);
if (MirrorFlags & RF_XFLIP)
{
int t = 256-WallTX1;
WallTX1 = 256-WallTX2;
WallTX2 = t;
swap (WallTY1, WallTY2);
}
if (WallTX1 >= -WallTY1)
{
if (WallTX1 > WallTY1) return; // left edge is off the right side
if (WallTY1 == 0) return;
WallSX1 = (centerxfrac + Scale (WallTX1, centerxfrac, WallTY1)) >> FRACBITS;
if (WallTX1 >= 0) WallSX1 = MIN (viewwidth, WallSX1+1); // fix for signed divide
WallSZ1 = WallTY1;
}
else
{
if (WallTX2 < -WallTY2) return; // wall is off the left side
fixed_t den = WallTX1 - WallTX2 - WallTY2 + WallTY1;
if (den == 0) return;
WallSX1 = 0;
WallSZ1 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 + WallTY1, den);
}
if (WallSZ1 < 32)
return;
if (WallTX2 <= WallTY2)
{
if (WallTX2 < -WallTY2) return; // right edge is off the left side
if (WallTY2 == 0) return;
WallSX2 = (centerxfrac + Scale (WallTX2, centerxfrac, WallTY2)) >> FRACBITS;
if (WallTX2 >= 0) WallSX2 = MIN (viewwidth, WallSX2+1); // fix for signed divide
WallSZ2 = WallTY2;
}
else
{
if (WallTX1 > WallTY1) return; // wall is off the right side
fixed_t den = WallTY2 - WallTY1 - WallTX2 + WallTX1;
if (den == 0) return;
WallSX2 = viewwidth;
WallSZ2 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 - WallTY1, den);
}
if (WallSZ2 < 32 || WallSX2 <= WallSX1)
return;
if (WallSX1 > WindowRight || WallSX2 < WindowLeft)
return;
if (line->linedef == NULL)
{
return;
}
*/
vertex_t *v1, *v2;
v1 = line->linedef->v1;
v2 = line->linedef->v2;
if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2))
{ // The seg is the entire wall.
if (MirrorFlags & RF_XFLIP)
{
WallUoverZorg = (float)WallTX2 * WallTMapScale;
WallUoverZstep = (float)(-WallTY2) * 32.f;
WallInvZorg = (float)(WallTX2 - WallTX1) * WallTMapScale;
WallInvZstep = (float)(WallTY1 - WallTY2) * 32.f;
}
else
{
WallUoverZorg = (float)WallTX1 * WallTMapScale;
WallUoverZstep = (float)(-WallTY1) * 32.f;
WallInvZorg = (float)(WallTX1 - WallTX2) * WallTMapScale;
WallInvZstep = (float)(WallTY2 - WallTY1) * 32.f;
}
}
else
{ // The seg is only part of the wall.
if (line->linedef->sidenum[0] != DWORD(line->sidedef - sides))
{
swap (v1, v2);
}
tx1 = v1->x - viewx;
tx2 = v2->x - viewx;
ty1 = v1->y - viewy;
ty2 = v2->y - viewy;
fixed_t fullx1 = DMulScale20 (tx1, viewsin, -ty1, viewcos);
fixed_t fullx2 = DMulScale20 (tx2, viewsin, -ty2, viewcos);
fixed_t fully1 = DMulScale20 (tx1, viewtancos, ty1, viewtansin);
fixed_t fully2 = DMulScale20 (tx2, viewtancos, ty2, viewtansin);
if (MirrorFlags & RF_XFLIP)
{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
WallUoverZorg = (float)fullx1 * WallTMapScale;
WallUoverZstep = (float)(-fully1) * 32.f;
WallInvZorg = (float)(fullx1 - fullx2) * WallTMapScale;
WallInvZstep = (float)(fully2 - fully1) * 32.f;
}
WallDepthScale = WallInvZstep * WallTMapScale2;
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
backsector = line->backsector;
rw_mustmarkfloor = rw_mustmarkceiling = false;
rw_havehigh = rw_havelow = false;
// Single sided line?
if (backsector == NULL)
{
solid = true;
}
else
{
// killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true);
doorclosed = 0; // killough 4/16/98
bcz0 = backsector->ceilingplane.ZatPoint (fnx0, fny0);
bfz0 = backsector->floorplane.ZatPoint (fnx0, fny0);
bcz1 = backsector->ceilingplane.ZatPoint (fnx1, fny1);
bfz1 = backsector->floorplane.ZatPoint (fnx1, fny1);
ocy0 = ghoriz - double(bcz0 - viewz) * ryp0;
ofy0 = ghoriz - double(bfz0 - viewz) * ryp0;
ocy1 = ghoriz - double(bcz1 - viewz) * ryp1;
ofy1 = ghoriz - double(bfz1 - viewz) * ryp1;
if (fcz0 > bcz0 || fcz1 > bcz1)
{
rw_havehigh = true;
}
if (ffz0 < bfz0 ||ffz1 < bfz1)
{
rw_havelow = true;
}
// Closed door.
if ((bcz0 <= ffz0 && bcz1 <= ffz1) || (bfz0 >= fcz0 && bfz1 >= fcz1))
{
solid = true;
}
else if (
(backsector->ceilingpic != skyflatnum ||
frontsector->ceilingpic != skyflatnum)
// if door is closed because back is shut:
&& bcz0 <= bfz0 && bcz1 <= bfz1
// preserve a kind of transparent door/lift special effect:
&& bcz0 >= fcz0 && bcz1 >= fcz1
&& ((bfz0 <= ffz0 && bfz1 <= ffz1) || line->sidedef->GetTexture(side_t::bottom).isValid()))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
doorclosed = true;
solid = true;
}
else if (frontsector->ceilingplane != backsector->ceilingplane ||
frontsector->floorplane != backsector->floorplane)
{
// Window.
solid = false;
}
else if (backsector->lightlevel != frontsector->lightlevel
|| backsector->floorpic != frontsector->floorpic
|| backsector->ceilingpic != frontsector->ceilingpic
|| curline->sidedef->GetTexture(side_t::mid).isValid()
// killough 3/7/98: Take flats offsets into account:
|| backsector->GetXOffset(sector_t::floor) != frontsector->GetXOffset(sector_t::floor)
|| backsector->GetYOffset(sector_t::floor) != frontsector->GetYOffset(sector_t::floor)
|| backsector->GetXOffset(sector_t::ceiling) != frontsector->GetXOffset(sector_t::ceiling)
|| backsector->GetYOffset(sector_t::ceiling) != frontsector->GetYOffset(sector_t::ceiling)
|| backsector->FloorLight != frontsector->FloorLight
|| backsector->CeilingLight != frontsector->CeilingLight
|| backsector->FloorFlags != frontsector->FloorFlags
|| backsector->CeilingFlags != frontsector->CeilingFlags
// [RH] Also consider colormaps
|| backsector->ColorMap != frontsector->ColorMap
// [RH] and scaling
|| backsector->GetXScale(sector_t::floor) != frontsector->GetXScale(sector_t::floor)
|| backsector->GetYScale(sector_t::floor) != frontsector->GetYScale(sector_t::floor)
|| backsector->GetXScale(sector_t::ceiling) != frontsector->GetXScale(sector_t::ceiling)
|| backsector->GetYScale(sector_t::ceiling) != frontsector->GetYScale(sector_t::ceiling)
// [RH] and rotation
|| backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor)
|| backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling)
)
{
solid = false;
}
else
{
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels
// on both sides, and no middle texture.
return;
}
}
if (line->linedef->special == Line_Horizon)
{
// Be aware: Line_Horizon does not work properly with sloped planes
fcz1 = fcz0 = ffz1 = ffz0 = viewz;
markceiling = markfloor = true;
}
// must be fixed in case the polymost renderer ever gets developed further!
rw_offset = line->sidedef->GetTextureXOffset(side_t::mid);
R_NewWall (false);
if (rw_markmirror)
{
WallMirrors.Push (ds_p - drawsegs);
}
// render it
if (markceiling)
{
Mosts.DoMost (x1, cy1, x0, cy0, wireframe, !cc||1?(void *)0xc3:(void*)0xca);
}
if (markfloor)
{
Mosts.DoMost (x0, fy0, x1, fy1, wireframe, (void *)0xd3);
}
if (midtexture)
{ // one sided line
//if(line->linedef-lines==1)Printf ("%g %g %g -> %g %g %g : %g %g -> %g %g\n", yp0, x0, fy0, yp1, x1, fy1, nx0, ny0, nx1, ny1);
if (viewpitch > 0)
Mosts.DoMost (x0, -10000, x1, -10000, wireframe, !cc||1?(void *)0x83:(void*)0x93);
else
Mosts.DoMost (x1, 10000, x0, 10000, wireframe, !cc||1?(void *)0x83:(void*)0x93);
}
else
{ // two sided line
if (toptexture != NULL && toptexture->UseType != FTexture::TEX_Null)
{ // top wall
Mosts.DoMost (x1, ocy1, x0, ocy0, wireframe, (void *)0xa3);
}
if (bottomtexture != NULL && bottomtexture->UseType != FTexture::TEX_Null)
{ // bottom wall
Mosts.DoMost (x0, ofy0, x1, ofy1, wireframe, (void *)0x93);
/* float bfz2 = float(-(rw_backfz2 - viewz)) / 65536.f;
float bfz1 = float(-(rw_backfz1 - viewz)) / 65536.f;
Mosts.DoMost (WallSX1, bfz1 * izs / sz1 + ghoriz,
WallSX2, bfz2 * izs / sz2 + ghoriz,
wireframe, (void *)0x93);*/
}
}
}
void RP_Subsector (subsector_t *sub)
{
int count;
seg_t* line;
sector_t tempsec; // killough 3/7/98: deep water hack
int floorlightlevel; // killough 3/16/98: set floor lightlevel
int ceilinglightlevel; // killough 4/11/98
frontsector = sub->sector;
count = sub->numlines;
line = &segs[sub->firstline];
// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
&ceilinglightlevel, false); // killough 4/11/98
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormap = frontsector->ColorMap;
R_GetExtraLight (&ceilinglightlevel, frontsector->ceilingplane, frontsector->ExtraLights);
// [RH] set foggy flag
foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
r_actualextralight = foggy ? 0 : extralight << 4;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormap = frontsector->ColorMap;
/* ceilingplane = frontsector->ceilingplane.ZatPoint (viewx, viewy) > viewz ||
frontsector->ceilingpic == skyflatnum ||
(frontsector->CeilingSkyBox != NULL && frontsector->CeilingSkyBox->bAlways) ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->floorpic == skyflatnum) ?
R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->ceilingpic,
ceilinglightlevel + r_actualextralight, // killough 4/11/98
frontsector->ceiling_xoffs, // killough 3/7/98
frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs,
frontsector->ceiling_xscale,
frontsector->ceiling_yscale,
frontsector->ceiling_angle + frontsector->base_ceiling_angle,
frontsector->sky,
frontsector->CeilingSkyBox
) : NULL;*/
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
basecolormap = frontsector->ColorMap;
R_GetExtraLight (&floorlightlevel, frontsector->floorplane, frontsector->ExtraLights);
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
// killough 3/16/98: add floorlightlevel
// killough 10/98: add support for skies transferred from sidedefs
/* floorplane = frontsector->floorplane.ZatPoint (viewx, viewy) < viewz || // killough 3/7/98
frontsector->floorpic == skyflatnum ||
(frontsector->FloorSkyBox != NULL && frontsector->FloorSkyBox->bAlways) ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->ceilingpic == skyflatnum) ?
R_FindPlane(frontsector->floorplane,
frontsector->floorpic,
floorlightlevel + r_actualextralight, // killough 3/16/98
frontsector->floor_xoffs, // killough 3/7/98
frontsector->floor_yoffs + frontsector->base_floor_yoffs,
frontsector->floor_xscale,
frontsector->floor_yscale,
frontsector->floor_angle + frontsector->base_floor_angle,
frontsector->sky,
frontsector->FloorSkyBox
) : NULL;*/
// killough 9/18/98: Fix underwater slowdown, by passing real sector
// instead of fake one. Improve sprite lighting by basing sprite
// lightlevels on floor & ceiling lightlevels in the surrounding area.
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
// it, otherwise they are lit by the floor.
// R_AddSprites (sub->sector, frontsector->ceilingpic == skyflatnum ?
// ceilinglightlevel : floorlightlevel, FakeSide);
// [RH] Add particles
// int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel)/2 + r_actualextralight);
// for (WORD i = ParticlesInSubsec[sub-subsectors]; i != NO_PARTICLE; i = Particles[i].snext)
// {
// R_ProjectParticle (Particles + i, subsectors[sub-subsectors].sector, shade, FakeSide);
// }
if (sub->poly)
{ // Render the polyobj in the subsector first
int polyCount = sub->poly->numsegs;
seg_t **polySeg = sub->poly->segs;
while (polyCount--)
{
RP_AddLine (*polySeg++);
}
}
while (count--)
{
if (!line->bPolySeg)
{
RP_AddLine (line);
}
line++;
}
}
extern "C" const int checkcoord[12][4];
static bool RP_CheckBBox (fixed_t *bspcoord)
{
int boxx;
int boxy;
int boxpos;
fixed_t x1, y1, x2, y2;
double x, y, xp0, yp0, xp1, yp1, t, sx0, sx1;
// Find the corners of the box
// that define the edges from current viewpoint.
if (viewx <= bspcoord[BOXLEFT])
boxx = 0;
else if (viewx < bspcoord[BOXRIGHT])
boxx = 1;
else
boxx = 2;
if (viewy >= bspcoord[BOXTOP])
boxy = 0;
else if (viewy > bspcoord[BOXBOTTOM])
boxy = 1;
else
boxy = 2;
boxpos = (boxy<<2)+boxx;
if (boxpos == 5)
return true;
x1 = bspcoord[checkcoord[boxpos][0]] - viewx;
y1 = bspcoord[checkcoord[boxpos][1]] - viewy;
x2 = bspcoord[checkcoord[boxpos][2]] - viewx;
y2 = bspcoord[checkcoord[boxpos][3]] - viewy;
// check clip list for an open space
// Sitting on a line?
if (DMulScale32 (y1, x1-x2, x1, y2-y1) >= 0)
return true;
//Offset&Rotate 3D coordinates to screen 3D space
x = double(x1); y = double(y1);
xp0 = x*gsinang - y*gcosang;
yp0 = x*gcosang2 + y*gsinang2;
x = double(x2); y = double(y2);
xp1 = x*gsinang - y*gcosang;
yp1 = x*gcosang2 + y*gsinang2;
//Clip to close parallel-screen plane
if (yp0 < SCISDIST)
{
if (yp1 < SCISDIST) return false;
t = (SCISDIST-yp0)/(yp1-yp0);
xp0 = (xp1-xp0)*t+xp0;
yp0 = SCISDIST;
}
if (yp1 < SCISDIST)
{
t = (SCISDIST-yp0)/(yp1-yp0);
xp1 = (xp1-xp0)*t+xp0;
yp1 = SCISDIST;
}
//Generate screen coordinates for front side of wall
sx0 = ghalfx*xp0/yp0 + ghalfx;
sx1 = ghalfx*xp1/yp1 + ghalfx;
// Does not cross a pixel.
if (sx1 <= sx0)
return false;
return Mosts.TestVisibleMost (sx0, sx1);
}
void RP_RenderBSPNode (void *node)
{
if (numnodes == 0)
{
RP_Subsector (subsectors);
return;
}
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = R_PointOnSide (viewx, viewy, bsp);
// Recursively divide front space (toward the viewer).
RP_RenderBSPNode (bsp->children[side]);
// Possibly divide back space (away from the viewer).
side ^= 1;
if (!RP_CheckBBox (bsp->bbox[side]))
return;
node = bsp->children[side];
}
RP_Subsector ((subsector_t *)((BYTE *)node - 1));
}