gzdoom-gles/src/r_segs.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// All the clipping: columns, horizontal spans, sky columns.
//
// This file contains some code from the Build Engine.
//
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
//-----------------------------------------------------------------------------
#include "m_alloc.h"
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "p_lnspec.h"
#include "r_local.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#define WALLYREPEAT 8
CVAR (Int, ty, 8, 0)
CVAR (Int, tx, 8, 0)
#define HEIGHTBITS 12
#define HEIGHTSHIFT (FRACBITS-HEIGHTBITS)
// The 3072 below is just an arbitrary value picked to avoid
// drawing lines the player is too close to that would overflow
// the texture calculations.
#define TOO_CLOSE_Z 3072
extern fixed_t globaluclip, globaldclip;
// OPTIMIZE: closed two sided lines as single sided
// killough 1/6/98: replaced globals with statics where appropriate
static BOOL segtextured; // True if any of the segs textures might be visible.
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
int OWallMost (short *mostbuf, fixed_t z);
int WallMost (short *mostbuf, const secplane_t &plane);
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat);
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat);
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;
int wallshade;
short walltop[MAXWIDTH]; // [RH] record max extents of wall
short wallbottom[MAXWIDTH];
short wallupper[MAXWIDTH];
short walllower[MAXWIDTH];
fixed_t swall[MAXWIDTH];
fixed_t lwall[MAXWIDTH];
int lwallscale;
//
// regular wall
//
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;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markmirror;
bool rw_havehigh;
bool rw_havelow;
fixed_t rw_light; // [RH] Scale lights with viewsize adjustments
fixed_t rw_lightstep;
fixed_t rw_lightleft;
static fixed_t rw_frontlowertop;
static int rw_x;
static int rw_stopx;
fixed_t rw_offset;
static fixed_t rw_scalestep;
static fixed_t rw_midtexturemid;
static fixed_t rw_toptexturemid;
static fixed_t rw_bottomtexturemid;
FTexture *rw_pic;
static short *maskedtexturecol;
static FTexture *WallSpriteTile;
static void R_RenderBoundWallSprite (AActor *first, drawseg_t *clipper, int pass);
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
//=============================================================================
//
// CVAR r_fogboundary
//
// If true, makes fog look more "real" by shading the walls separating two
// sectors with different fog.
//=============================================================================
CVAR(Bool, r_fogboundary, true, 0)
inline bool IsFogBoundary (sector_t *front, sector_t *back)
{
return r_fogboundary && !fixedcolormap && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade &&
(front->ceilingpic != skyflatnum || back->ceilingpic != skyflatnum);
}
//=============================================================================
//
// CVAR r_drawmirrors
//
// Set to false to disable rendering of mirrors
//=============================================================================
CVAR(Bool, r_drawmirrors, true, 0)
//
// R_RenderMaskedSegRange
//
fixed_t *MaskedSWall;
static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FTexture::Span *spans), FTexture *tex)
{
if (maskedtexturecol[dc_x] != SHRT_MAX)
{
// calculate lighting
if (!fixedcolormap)
{
dc_colormap = basecolormap + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
dc_iscale = MaskedSWall[dc_x];
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
// killough 1/25/98: here's where Medusa came in, because
// it implicitly assumed that the column was all one patch.
// Originally, Doom did not construct complete columns for
// multipatched textures, so there were no header or trailer
// bytes in the column referred to below, which explains
// the Medusa effect. The fix is to construct true columns
// when forming multipatched textures (see r_data.c).
// draw the texture
const FTexture::Span *spans;
const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x], &spans);
blastfunc (pixels, spans);
maskedtexturecol[dc_x] = SHRT_MAX;
}
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
FTexture *tex;
int i;
sector_t tempsec; // killough 4/13/98
fixed_t texheight, textop, scaley;
sprflipvert = false;
curline = ds->curline;
// killough 4/11/98: draw translucent 2s normal textures
// [RH] modified because we don't use user-definable translucency maps
ESPSResult drawmode;
drawmode = R_SetPatchStyle (curline->sidedef->Flags & WALLF_ADDTRANS ? STYLE_Add : STYLE_Translucent,
curline->linedef->alpha < 255 ? curline->linedef->alpha<<8 : FRACUNIT,
0, 0);
if ((drawmode == DontDraw && !ds->bFogBoundary))
{
return;
}
NetUpdate ();
frontsector = curline->frontsector;
backsector = curline->backsector;
tex = TexMan(curline->sidedef->midtexture);
// killough 4/13/98: get correct lightlevel for 2s normal textures
const sector_t *sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false);
basecolormap = sec->ColorMap->Maps; // [RH] Set basecolormap
wallshade = ds->shade;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
R_DrawFogBoundary (x1, x2, mceilingclip, mfloorclip);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
}
}
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
maskedtexturecol = openings + ds->maskedtexturecol - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
// find positioning
scaley = tex->ScaleY ? tex->ScaleY : ty;
texheight = SafeDivScale19 (tex->GetHeight(), scaley);
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
dc_texturemid = MAX (frontsector->floortexz, backsector->floortexz) + texheight;
}
else
{
dc_texturemid = MIN (frontsector->ceilingtexz, backsector->ceilingtexz);
}
if (tex->bWorldPanning)
{
// rowoffset is added before the MulScale3 so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid += curline->sidedef->rowoffset - viewz;
textop = dc_texturemid;
dc_texturemid = MulScale3 (dc_texturemid, scaley);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = dc_texturemid - viewz + SafeDivScale3 (curline->sidedef->rowoffset, scaley);
dc_texturemid = MulScale3 (dc_texturemid - viewz, scaley) + curline->sidedef->rowoffset;
}
// [RH] Don't bother drawing segs that are completely offscreen
if (MulScale12 (globaldclip, ds->sz1) < -textop &&
MulScale12 (globaldclip, ds->sz2) < -textop)
{ // Texture top is below the bottom of the screen
goto clearfog;
}
if (MulScale12 (globaluclip, ds->sz1) > texheight - textop &&
MulScale12 (globaluclip, ds->sz2) > texheight - textop)
{ // Texture bottom is above the top of the screen
goto clearfog;
}
WallSZ1 = ds->sz1;
WallSZ2 = ds->sz2;
WallSX1 = ds->sx1;
WallSX2 = ds->sx2;
OWallMost (wallupper, textop);
OWallMost (walllower, textop - texheight);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
mfloorclip = walllower;
mceilingclip = wallupper;
if (fixedlightlev)
dc_colormap = basecolormap + fixedlightlev;
else if (fixedcolormap)
dc_colormap = fixedcolormap;
// draw the columns one at a time
if (drawmode == DoDraw0)
{
for (dc_x = x1; dc_x <= x2; ++dc_x)
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
}
}
else
{
// [RH] Draw up to four columns at once
int stop = (x2+1) & ~3;
if (x1 > x2)
goto clearfog;
dc_x = x1;
while ((dc_x < stop) && (dc_x & 3))
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
dc_x++;
}
while (dc_x < stop)
{
rt_initcols();
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex);
rt_draw4cols (dc_x - 3);
dc_x++;
}
while (dc_x <= x2)
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
dc_x++;
}
}
clearfog:
R_FinishSetPatchStyle ();
//if (ds->bFogBoundary)
{
clearbufshort (openings + ds->sprtopclip - ds->x1 + x1, x2-x1+1, viewheight);
}
return;
}
extern int *texturewidthmask;
// prevlineasm1 is like vlineasm1 but skips the loop if only drawing one pixel
inline fixed_t prevline1 (fixed_t vince, byte *colormap, int count, fixed_t vplce, const byte *bufplce, byte *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
return doprevline1 ();
}
/*
esp+00 = edi
esp+04 = ebx
esp+08 = esi
esp+0c = ebp
esp+13 = bad
esp+14 = light
esp+18 = &uwal[x]
esp+1c = &lwal[x]
esp+20 = x2
esp+24 = &dwal[x]
esp+28 =
esp+2c = xoffset
esp+30 = yrepeat
esp+34 = texturemid
esp+40 = y1ve[]
esp+50 = y2ve[]
esp+54 =
esp+58 =
esp+5c =
esp+60 = <return address>
esp+64 = uwal
esp+68 = dwal
esp+6c = swal
esp+70 = lwal
esp+74 = getcol
esi = x
ebp = x2
*/
void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
const BYTE *(*getcol)(FTexture *tex, int x))
{
long x, shiftval;
long y1ve[4], y2ve[4], u4, d4, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD yrepeat, texturemid, xoffset;
// This function also gets used to draw skies. Unlike BUILD, skies are
// drawn by visplane instead of by bunch, so these checks are invalid.
//if ((uwal[x1] > viewheight) && (uwal[x2] > viewheight)) return;
//if ((dwal[x1] < 0) && (dwal[x2] < 0)) return;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setupvline (32-shiftval);
yrepeat = (rw_pic->ScaleY ? rw_pic->ScaleY : ty) << (11 - shiftval);
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
x = x1;
//while ((umost[x] > dmost[x]) && (x <= x2)) x++;
if (fixedcolormap)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && (x & 3); ++x)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
if (!fixedcolormap)
{ // calculate lighting
dc_colormap = basecolormap + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + x + dc_destorg;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
dovline1();
}
for(; x <= x2-3; x += 4)
{
bad = 0;
for (z = 3; z>= 0; --z)
{
y1ve[z] = uwal[x+z];//max(uwal[x+z],umost[x+z]);
y2ve[z] = dwal[x+z];//min(dwal[x+z],dmost[x+z])-1;
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
bufplce[z] = getcol (rw_pic, (lwal[x+z] + xoffset) >> FRACBITS);
vince[z] = swal[x+z] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixedcolormap)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
palookupoffse[z] = basecolormap + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
prevline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg);
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
vplce[z] = prevline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg);
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+x+dc_destorg;
dovline4();
}
BYTE *i = x+ylookup[d4]+dc_destorg;
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
prevline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
}
}
}
for(;x<=x2;x++)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
if (!fixedcolormap)
{ // calculate lighting
dc_colormap = basecolormap + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + x + dc_destorg;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
dovline1();
}
//unclock (WallScanCycles);
NetUpdate ();
}
void wallscan_striped (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal)
{
bool flooding = false;
byte *startcolormap = basecolormap;
int startshade = wallshade;
bool fogginess = foggy;
byte *floodcolormap = startcolormap;
int floodshade = startshade;
bool floodfoggy = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
FExtraLight *el = frontsector->ExtraLights;
up = uwal;
down = most1;
for (int i = 0; i < el->NumUsedLights; ++i)
{
if (flooding && !el->Lights[i].bFlooder)
{
continue;
}
if (!el->Lights[i].bOverlaps)
{
int j = WallMost (most3, el->Lights[i].Plane);
if (most3[x1] > dwal[x1] && most3[x2] > dwal[x2])
{ // Done - does not work as well as I thought it would
//break;
}
if (j != 3 && (most3[x1] > up[x1] || most3[x2] > up[x2]))
{
for (int j = x1; j <= x2; ++j)
{
down[j] = clamp (most3[j], up[j], dwal[j]);
}
wallscan (x1, x2, up, down, swal, lwal);
up = down;
down = (down == most1) ? most2 : most1;
}
}
if (el->Lights[i].Master == NULL)
{
basecolormap = floodcolormap;
wallshade = floodshade;
fogginess = floodfoggy;
}
else
{
basecolormap = el->Lights[i].Master->ColorMap->Maps;
fogginess = level.fadeto || el->Lights[i].Master->ColorMap->Fade;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess,
el->Lights[i].Master->lightlevel) + r_actualextralight);
if (el->Lights[i].bFlooder)
{
floodcolormap = basecolormap;
floodshade = wallshade;
flooding = true;
}
}
}
wallscan (x1, x2, up, dwal, swal, lwal);
basecolormap = startcolormap;
wallshade = startshade;
}
//
// R_RenderSegLoop
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
// CALLED: CORE LOOPING ROUTINE.
//
// [RH] Rewrote this to use Build's wallscan, so it's quite far
// removed from the original Doom routine.
//
void R_RenderSegLoop ()
{
int x1 = rw_x;
int x2 = rw_stopx;
int x;
int xscale;
fixed_t xoffset = rw_offset;
if (fixedlightlev)
dc_colormap = basecolormap + fixedlightlev;
else if (fixedcolormap)
dc_colormap = fixedcolormap;
// clip wall to the floor and ceiling
for (x = x1; x < x2; ++x)
{
if (walltop[x] < ceilingclip[x])
{
walltop[x] = ceilingclip[x];
}
if (wallbottom[x] > floorclip[x])
{
wallbottom[x] = floorclip[x];
}
}
// mark ceiling areas
if (markceiling)
{
for (x = x1; x < x2; ++x)
{
short top = ceilingclip[x];
short bottom = MIN (walltop[x], floorclip[x]);
if (top < bottom)
{
ceilingplane->top[x] = top;
ceilingplane->bottom[x] = bottom;
}
}
}
// mark floor areas
if (markfloor)
{
for (x = x1; x < x2; ++x)
{
short top = MAX (wallbottom[x], ceilingclip[x]);
short bottom = floorclip[x];
if (top < bottom)
{
floorplane->top[x] = top;
floorplane->bottom[x] = bottom;
}
}
}
// draw the wall tiers
if (midtexture)
{ // one sided line
if (midtexture->UseType != FTexture::TEX_Null && viewactive)
{
dc_texturemid = rw_midtexturemid;
rw_pic = midtexture;
xscale = rw_pic->ScaleX ? rw_pic->ScaleX : tx;
if (xscale != lwallscale)
{
PrepLWall (lwall, (curline->sidedef->TexelLength*xscale) << (FRACBITS-3));
lwallscale = xscale;
}
if (midtexture->bWorldPanning)
{
rw_offset = MulScale3 (xoffset, midtexture->ScaleX ? midtexture->ScaleX : tx);
}
if (fixedlightlev || fixedcolormap || !frontsector->ExtraLights)
{
wallscan (x1, x2-1, walltop, wallbottom, swall, lwall);
}
else
{
wallscan_striped (x1, x2-1, walltop, wallbottom, swall, lwall);
}
}
clearbufshort (ceilingclip+x1, x2-x1, viewheight);
clearbufshort (floorclip+x1, x2-x1, 0xffff);
}
else
{ // two sided line
if (toptexture != NULL && toptexture->UseType != FTexture::TEX_Null)
{ // top wall
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
if (viewactive)
{
dc_texturemid = rw_toptexturemid;
rw_pic = toptexture;
xscale = rw_pic->ScaleX ? rw_pic->ScaleX : tx;
if (xscale != lwallscale)
{
PrepLWall (lwall, (curline->sidedef->TexelLength*xscale) << (FRACBITS-3));
lwallscale = xscale;
}
if (toptexture->bWorldPanning)
{
rw_offset = MulScale3 (xoffset, toptexture->ScaleX ? toptexture->ScaleX : tx);
}
if (fixedlightlev || fixedcolormap || !frontsector->ExtraLights)
{
wallscan (x1, x2-1, walltop, wallupper, swall, lwall);
}
else
{
wallscan_striped (x1, x2-1, walltop, wallupper, swall, lwall);
}
}
memcpy (ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
else if (markceiling)
{ // no top wall
memcpy (ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
if (bottomtexture != NULL && bottomtexture->UseType != FTexture::TEX_Null)
{ // bottom wall
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
if (viewactive)
{
dc_texturemid = rw_bottomtexturemid;
rw_pic = bottomtexture;
xscale = rw_pic->ScaleX ? rw_pic->ScaleX : tx;
if (xscale != lwallscale)
{
PrepLWall (lwall, (curline->sidedef->TexelLength*xscale) << (FRACBITS-3));
lwallscale = xscale;
}
if (bottomtexture->bWorldPanning)
{
rw_offset = MulScale3 (xoffset, bottomtexture->ScaleX ? bottomtexture->ScaleX : tx);
}
else
{
rw_offset = xoffset;
}
if (fixedlightlev || fixedcolormap || !frontsector->ExtraLights)
{
wallscan (x1, x2-1, walllower, wallbottom, swall, lwall);
}
else
{
wallscan_striped (x1, x2-1, walllower, wallbottom, swall, lwall);
}
}
memcpy (floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
else if (markfloor)
{ // no bottom wall
memcpy (floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
}
rw_offset = xoffset;
}
void R_NewWall (bool needlights)
{
fixed_t rowoffset;
rw_markmirror = false;
sidedef = curline->sidedef;
linedef = curline->linedef;
// mark the segment as visible for auto map
linedef->flags |= ML_MAPPED;
midtexture = toptexture = bottomtexture = 0;
if (backsector == NULL)
{
// single sided line
// a single sided line is terminal, so it must mark ends
markfloor = markceiling = true;
// [RH] Render mirrors later, but mark them now.
if (linedef->special != Line_Mirror || !r_drawmirrors)
{
// [RH] Horizon lines do not need to be textured
if (linedef->special != Line_Horizon)
{
midtexture = TexMan(sidedef->midtexture);
rowoffset = sidedef->rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_midtexturemid = frontsector->floortexz + (midtexture->GetHeight() << FRACBITS);
}
else
{ // top of texture at top
rw_midtexturemid = frontsector->ceilingtexz;
if (rowoffset < 0 && midtexture != NULL)
{
rowoffset += midtexture->GetHeight() << FRACBITS;
}
}
if (midtexture->bWorldPanning)
{
rw_midtexturemid = MulScale3 (rw_midtexturemid - viewz + rowoffset,
midtexture->ScaleY ? midtexture->ScaleY : ty);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
rw_midtexturemid = MulScale3 (rw_midtexturemid - viewz,
midtexture->ScaleY ? midtexture->ScaleY : ty)
+ rowoffset;
}
}
}
else
{
rw_markmirror = true;
}
}
else
{ // two-sided line
// hack to allow height changes in outdoor areas
rw_frontlowertop = frontsector->ceilingtexz;
if (frontsector->ceilingpic == skyflatnum &&
backsector->ceilingpic == skyflatnum)
{
if (rw_havehigh)
{ // front ceiling is above back ceiling
memcpy (&walltop[WallSX1], &wallupper[WallSX1], (WallSX2 - WallSX1)*sizeof(walltop[0]));
rw_havehigh = false;
}
else
{ // back ceiling is above front ceiling
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
WallMost (walltop, backsector->ceilingplane);
}
// Putting sky ceilins on the front and back of a line alters the way unpegged
// positioning works.
rw_frontlowertop = backsector->ceilingtexz;
}
if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
// closed door
markceiling = markfloor = true;
}
else
{
markfloor = rw_mustmarkfloor
|| backsector->floorplane != frontsector->floorplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->floorpic != frontsector->floorpic
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->floor_xoffs != frontsector->floor_xoffs
|| (backsector->floor_yoffs + backsector->base_floor_yoffs) != (frontsector->floor_yoffs + frontsector->base_floor_yoffs)
// killough 4/15/98: prevent 2s normals
// from bleeding through deep water
|| frontsector->heightsec
|| backsector->FloorLight != frontsector->FloorLight
|| backsector->FloorFlags != frontsector->FloorFlags
// [RH] Add checks for colormaps
|| backsector->ColorMap != frontsector->ColorMap
|| backsector->floor_xscale != frontsector->floor_xscale
|| backsector->floor_yscale != frontsector->floor_yscale
|| (backsector->floor_angle + backsector->base_floor_angle) != (frontsector->floor_angle + frontsector->base_floor_angle)
|| (sidedef->midtexture && linedef->flags & ML_CLIP_MIDTEX)
;
markceiling = (frontsector->ceilingpic != skyflatnum ||
backsector->ceilingpic != skyflatnum) &&
(rw_mustmarkceiling
|| backsector->ceilingplane != frontsector->ceilingplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->ceilingpic != frontsector->ceilingpic
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->ceiling_xoffs != frontsector->ceiling_xoffs
|| (backsector->ceiling_yoffs + backsector->base_ceiling_yoffs) != (frontsector->ceiling_yoffs + frontsector->base_ceiling_yoffs)
// killough 4/15/98: prevent 2s normals
// from bleeding through fake ceilings
|| (frontsector->heightsec && frontsector->ceilingpic != skyflatnum)
|| backsector->CeilingLight != frontsector->CeilingLight
|| backsector->CeilingFlags != frontsector->CeilingFlags
// [RH] Add check for colormaps
|| backsector->ColorMap != frontsector->ColorMap
|| backsector->ceiling_xscale != frontsector->ceiling_xscale
|| backsector->ceiling_yscale != frontsector->ceiling_yscale
|| (backsector->ceiling_angle + backsector->base_ceiling_angle) != (frontsector->ceiling_angle + frontsector->base_ceiling_angle)
|| (sidedef->midtexture && linedef->flags & ML_CLIP_MIDTEX)
);
}
if (rw_havehigh)
{ // top texture
toptexture = TexMan(sidedef->toptexture);
const int scale = toptexture->ScaleY ? toptexture->ScaleY : ty;
rowoffset = sidedef->rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
rw_toptexturemid = MulScale3 (frontsector->ceilingtexz - viewz, scale);
if (rowoffset < 0 && toptexture != NULL)
{
rowoffset += toptexture->GetHeight() << FRACBITS;
}
}
else
{ // bottom of texture at bottom
rw_toptexturemid = MulScale3 (backsector->ceilingtexz - viewz, scale) + (toptexture->GetHeight() << FRACBITS);
}
if (toptexture->bWorldPanning)
{
rw_toptexturemid += MulScale3 (rowoffset, scale);
}
else
{
rw_toptexturemid += rowoffset;
}
}
if (rw_havelow)
{ // bottom texture
bottomtexture = TexMan(sidedef->bottomtexture);
rowoffset = sidedef->rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_bottomtexturemid = rw_frontlowertop;
}
else
{ // top of texture at top
rw_bottomtexturemid = backsector->floortexz;
if (rowoffset < 0 && bottomtexture != NULL)
{
rowoffset += bottomtexture->GetHeight() << FRACBITS;
}
}
if (bottomtexture->bWorldPanning)
{
rw_bottomtexturemid = MulScale3 (rw_bottomtexturemid - viewz + rowoffset,
bottomtexture->ScaleY ? bottomtexture->ScaleY : ty);
}
else
{
rw_bottomtexturemid = MulScale3 (rw_bottomtexturemid - viewz,
bottomtexture->ScaleY ? bottomtexture->ScaleY : ty)
+ rowoffset;
}
}
}
// if a floor / ceiling plane is on the wrong side of the view plane,
// it is definitely invisible and doesn't need to be marked.
// killough 3/7/98: add deep water check
if (frontsector->heightsec == NULL ||
(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
{
if (frontsector->floorplane.ZatPoint (viewx, viewy) >= viewz) // above view plane
markfloor = false;
if (frontsector->ceilingplane.ZatPoint (viewx, viewy) <= viewz &&
frontsector->ceilingpic != skyflatnum) // below view plane
markceiling = false;
}
segtextured = TexMan(sidedef->midtexture) != NULL || toptexture != NULL || bottomtexture != NULL;
// calculate light table
if (needlights && (segtextured || (backsector && IsFogBoundary (frontsector, backsector))))
{
lwallscale = TexMan(sidedef->midtexture) ? TexMan(sidedef->midtexture)->ScaleX :
toptexture ? toptexture->ScaleX :
bottomtexture ? bottomtexture->ScaleX : 0;
if (lwallscale == 0)
{
lwallscale = tx;
}
PrepWall (swall, lwall, (sidedef->TexelLength*lwallscale) << (FRACBITS-3));
if (!fixedcolormap)
{
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = SafeDivScale12 (GlobVis, WallSZ1);
rw_lightstep = (SafeDivScale12 (GlobVis, WallSZ2) - rw_lightleft) / (WallSX2 - WallSX1);
}
else
{
rw_lightleft = FRACUNIT;
rw_lightstep = 0;
}
}
}
int side_s::GetLightLevel (bool foggy, int baselight) const
{
// [RH] Get wall light level
if (this->Flags & WALLF_ABSLIGHTING)
{
return (BYTE)this->Light;
}
else
{
if (!foggy) // Don't do relative lighting in foggy sectors
{
baselight += this->Light * 2;
}
return baselight;
}
}
//
// R_CheckDrawSegs
//
void R_CheckDrawSegs ()
{
if (ds_p == &drawsegs[MaxDrawSegs])
{ // [RH] Grab some more drawsegs
size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs*2 : 32;
ptrdiff_t firstofs = firstdrawseg - drawsegs;
drawsegs = (drawseg_t *)Realloc (drawsegs, newdrawsegs * sizeof(drawseg_t));
firstdrawseg = drawsegs + firstofs;
ds_p = drawsegs + MaxDrawSegs;
MaxDrawSegs = newdrawsegs;
DPrintf ("MaxDrawSegs increased to %d\n", MaxDrawSegs);
}
}
//
// R_CheckOpenings
//
void R_CheckOpenings (size_t need)
{
need += lastopening;
if (need > maxopenings)
{
do
maxopenings = maxopenings ? maxopenings*2 : 16384;
while (need > maxopenings);
openings = (short *)Realloc (openings, maxopenings * sizeof(*openings));
DPrintf ("MaxOpenings increased to %u\n", maxopenings);
}
}
//
// R_StoreWallRange
// A wall segment will be drawn between start and stop pixels (inclusive).
//
void R_StoreWallRange (int start, int stop)
{
bool maskedtexture = false;
#ifdef RANGECHECK
if (start >= viewwidth || start >= stop)
I_FatalError ("Bad R_StoreWallRange: %i to %i", start , stop);
#endif
// don't overflow and crash
R_CheckDrawSegs ();
if (!rw_prepped)
{
rw_prepped = true;
R_NewWall (true);
}
rw_offset = sidedef->textureoffset;
rw_light = rw_lightleft + rw_lightstep * (start - WallSX1);
ds_p->sx1 = WallSX1;
ds_p->sx2 = WallSX2;
ds_p->sz1 = WallSZ1;
ds_p->sz2 = WallSZ2;
ds_p->siz1 = (DWORD)DivScale32 (1, WallSZ1) >> 1;
ds_p->siz2 = (DWORD)DivScale32 (1, WallSZ2) >> 1;
ds_p->x1 = rw_x = start;
ds_p->x2 = stop-1;
ds_p->curline = curline;
rw_stopx = stop;
ds_p->bFogBoundary = false;
// killough 1/6/98, 2/1/98: remove limit on openings
R_CheckOpenings ((stop - start)*6);
ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->swall = -1;
if (rw_markmirror)
{
WallMirrors.Push (ds_p - drawsegs);
ds_p->silhouette = SIL_BOTH;
}
else if (backsector == NULL)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
ds_p->sprbottomclip = R_NewOpening (stop - start);
clearbufshort (openings + ds_p->sprtopclip, stop-start, viewheight);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette = SIL_BOTH;
}
else
{
// two sided line
ds_p->silhouette = 0;
if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 ||
backsector->floorplane.ZatPoint (viewx, viewy) > viewz)
{
ds_p->silhouette = SIL_BOTTOM;
}
if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 ||
backsector->ceilingplane.ZatPoint (viewx, viewy) < viewz)
{
ds_p->silhouette |= SIL_TOP;
}
// killough 1/17/98: this test is required if the fix
// for the automap bug (r_bsp.c) is used, or else some
// sprites will be displayed behind closed doors. That
// fix prevents lines behind closed doors with dropoffs
// from being displayed on the automap.
//
// killough 4/7/98: make doorclosed external variable
{
extern int doorclosed; // killough 1/17/98, 2/8/98, 4/7/98
if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2))
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette |= SIL_BOTTOM;
}
if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{ // killough 1/17/98, 2/8/98
ds_p->sprtopclip = R_NewOpening (stop - start);
clearbufshort (openings + ds_p->sprtopclip, stop - start, viewheight);
ds_p->silhouette |= SIL_TOP;
}
}
// allocate space for masked texture tables, if needed
// [RH] Don't just allocate the space; fill it in too.
if ((TexMan(sidedef->midtexture)->UseType != FTexture::TEX_Null || IsFogBoundary (frontsector, backsector)) &&
(rw_ceilstat != 12 || sidedef->toptexture == 0) &&
(rw_floorstat != 3 || sidedef->bottomtexture == 0) &&
(WallSZ1 >= TOO_CLOSE_Z && WallSZ2 >= TOO_CLOSE_Z))
{
fixed_t *swal;
short *lwal;
int i;
maskedtexture = true;
ds_p->bFogBoundary = IsFogBoundary (frontsector, backsector);
if (sidedef->midtexture != 0)
{
ds_p->maskedtexturecol = R_NewOpening (stop - start);
ds_p->swall = R_NewOpening ((stop - start) * 2);
lwal = openings + ds_p->maskedtexturecol;
swal = (fixed_t *)(openings + ds_p->swall);
int scaley = TexMan(sidedef->midtexture)->ScaleY ?
TexMan(sidedef->midtexture)->ScaleY : ty;
int xoffset = rw_offset;
for (i = start; i < stop; i++)
{
*lwal++ = (short)((lwall[i] + xoffset) >> FRACBITS);
*swal++ = MulScale5 (swall[i], scaley);
}
fixed_t istart = *((fixed_t *)(openings + ds_p->swall));
fixed_t iend = *(swal - 1);
if (istart < 3 && istart >= 0) istart = 3;
if (istart > -3 && istart < 0) istart = -3;
if (iend < 3 && iend >= 0) iend = 3;
if (iend > -3 && iend < 0) iend = -3;
istart = DivScale32 (1, istart);
iend = DivScale32 (1, iend);
ds_p->iscale = istart;
if (stop - start > 1)
{
ds_p->iscalestep = (iend - istart) / (stop - start - 1);
}
else
{
ds_p->iscalestep = 0;
}
}
ds_p->light = rw_light;
ds_p->lightstep = rw_lightstep;
ds_p->shade = wallshade;
if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1)
{
InterestingDrawsegs.Push (ds_p - drawsegs);
}
}
}
// render it
if (markceiling)
{
if (ceilingplane)
{ // killough 4/11/98: add NULL ptr checks
ceilingplane = R_CheckPlane (ceilingplane, start, stop-1);
}
else
{
markceiling = false;
}
}
if (markfloor)
{
if (floorplane)
{ // killough 4/11/98: add NULL ptr checks
floorplane = R_CheckPlane (floorplane, start, stop-1);
}
else
{
markfloor = false;
}
}
R_RenderSegLoop ();
// save sprite clipping info
if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && ds_p->sprtopclip == -1)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprtopclip, &ceilingclip[start], sizeof(short)*(stop-start));
}
if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && ds_p->sprbottomclip == -1)
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprbottomclip, &floorclip[start], sizeof(short)*(stop-start));
}
if (maskedtexture && curline->sidedef->midtexture != 0)
{
ds_p->silhouette |= SIL_TOP | SIL_BOTTOM;
}
// [RH] Draw any decals bound to the seg
AActor *decal = (AActor *)curline->sidedef->BoundActors;
while (decal != NULL)
{
R_RenderBoundWallSprite (decal, ds_p, 0);
decal = decal->snext;
}
ds_p++;
}
int OWallMost (short *mostbuf, fixed_t z)
{
int bad, y, ix1, ix2, iy1, iy2;
fixed_t s1, s2, s3, s4;
z = -(z >> 4);
s1 = MulScale16 (globaluclip, WallSZ1); s2 = MulScale16 (globaluclip, WallSZ2);
s3 = MulScale16 (globaldclip, WallSZ1); s4 = MulScale16 (globaldclip, WallSZ2);
bad = (z<s1)+((z<s2)<<1)+((z>s3)<<2)+((z>s4)<<3);
if ((bad&3) == 3)
{
memset (&mostbuf[WallSX1], 0, (WallSX2 - WallSX1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
clearbufshort (&mostbuf[WallSX1], WallSX2 - WallSX1, viewheight);
return bad;
}
ix1 = WallSX1; iy1 = WallSZ1;
ix2 = WallSX2; iy2 = WallSZ2;
if (bad & 3)
{
int t = DivScale30 (z-s1, s2-s1);
int inty = WallSZ1 + MulScale30 (WallSZ2 - WallSZ1, t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2 - WallSX1, inty);
if ((bad & 3) == 2)
{
if (WallSX1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (WallSX2 > xcross) memset (&mostbuf[xcross], 0, (WallSX2-xcross)*sizeof(mostbuf[0]));
}
else
{
if (xcross <= WallSX2) { iy1 = inty; ix1 = xcross; }
if (xcross > WallSX1) memset (&mostbuf[WallSX1], 0, (xcross-WallSX1)*sizeof(mostbuf[0]));
}
}
if (bad & 12)
{
int t = DivScale30 (z-s3, s4-s3);
int inty = WallSZ1 + MulScale30 (WallSZ2 - WallSZ1, t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2 - WallSX1, inty);
if ((bad & 12) == 8)
{
if (WallSX1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (WallSX2 > xcross) clearbufshort (&mostbuf[xcross], WallSX2 - xcross, viewheight);
}
else
{
if (xcross <= WallSX2) { iy1 = inty; ix1 = xcross; }
if (xcross > WallSX1) clearbufshort (&mostbuf[WallSX1], xcross - WallSX1, viewheight);
}
}
y = Scale (z, InvZtoScale, iy1);
if (ix2 == ix1)
{
mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS);
}
else
{
fixed_t yinc = (Scale (z, InvZtoScale, iy2) - y) / (ix2 - ix1);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac, yinc);
}
if (mostbuf[ix1] < 0) mostbuf[ix1] = 0;
else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight;
if (mostbuf[ix2] < 0) mostbuf[ix2] = 0;
else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight;
return bad;
}
int WallMost (short *mostbuf, const secplane_t &plane)
{
if ((plane.a | plane.b) == 0)
{
return OWallMost (mostbuf, ((plane.c < 0) ? plane.d : -plane.d) - viewz);
}
fixed_t x, y, den, z1, z2, oz1, oz2;
fixed_t s1, s2, s3, s4;
int bad, ix1, ix2, iy1, iy2;
if (MirrorFlags & RF_XFLIP)
{
x = curline->v2->x;
y = curline->v2->y;
if (WallSX1 == 0 && 0 != (den = WallTX1 - WallTX2 + WallTY1 - WallTY2))
{
int frac = SafeDivScale30 (WallTY1 + WallTX1, den);
x -= MulScale30 (frac, x - curline->v1->x);
y -= MulScale30 (frac, y - curline->v1->y);
}
z1 = viewz - plane.ZatPoint (x, y);
if (WallSX2 > WallSX1 + 1)
{
x = curline->v1->x;
y = curline->v1->y;
if (WallSX2 == viewwidth && 0 != (den = WallTX1 - WallTX2 - WallTY1 + WallTY2))
{
int frac = SafeDivScale30 (WallTY2 - WallTX2, den);
x += MulScale30 (frac, curline->v2->x - x);
y += MulScale30 (frac, curline->v2->y - y);
}
z2 = viewz - plane.ZatPoint (x, y);
}
else
{
z2 = z1;
}
}
else
{
x = curline->v1->x;
y = curline->v1->y;
if (WallSX1 == 0 && 0 != (den = WallTX1 - WallTX2 + WallTY1 - WallTY2))
{
int frac = SafeDivScale30 (WallTY1 + WallTX1, den);
x += MulScale30 (frac, curline->v2->x - x);
y += MulScale30 (frac, curline->v2->y - y);
}
z1 = viewz - plane.ZatPoint (x, y);
if (WallSX2 > WallSX1 + 1)
{
x = curline->v2->x;
y = curline->v2->y;
if (WallSX2 == viewwidth && 0 != (den = WallTX1 - WallTX2 - WallTY1 + WallTY2))
{
int frac = SafeDivScale30 (WallTY2 - WallTX2, den);
x -= MulScale30 (frac, x - curline->v1->x);
y -= MulScale30 (frac, y - curline->v1->y);
}
z2 = viewz - plane.ZatPoint (x, y);
}
else
{
z2 = z1;
}
}
s1 = MulScale12 (globaluclip, WallSZ1); s2 = MulScale12 (globaluclip, WallSZ2);
s3 = MulScale12 (globaldclip, WallSZ1); s4 = MulScale12 (globaldclip, WallSZ2);
bad = (z1<s1)+((z2<s2)<<1)+((z1>s3)<<2)+((z2>s4)<<3);
ix1 = WallSX1; ix2 = WallSX2;
iy1 = WallSZ1; iy2 = WallSZ2;
oz1 = z1; oz2 = z2;
if ((bad&3) == 3)
{
memset (&mostbuf[ix1], -1, (ix2-ix1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
clearbufshort (&mostbuf[ix1], ix2-ix1, viewheight);
return bad;
}
if (bad&3)
{
//inty = intz / (globaluclip>>16)
int t = SafeDivScale30 (oz1-s1, s2-s1+oz1-oz2);
int inty = WallSZ1 + MulScale30 (WallSZ2-WallSZ1,t);
int intz = oz1 + MulScale30 (oz2-oz1,t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2-WallSX1, inty);
//t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4));
//inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t);
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&3) == 2)
{
if (WallSX1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
memset (&mostbuf[xcross], 0, (WallSX2-xcross)*sizeof(mostbuf[0]));
}
else
{
if (xcross <= WallSX2) { z1 = intz; iy1 = inty; ix1 = xcross; }
memset (&mostbuf[WallSX1], 0, (xcross-WallSX1)*sizeof(mostbuf[0]));
}
}
if (bad&12)
{
//inty = intz / (globaldclip>>16)
int t = SafeDivScale30 (oz1-s3, s4-s3+oz1-oz2);
int inty = WallSZ1 + MulScale30 (WallSZ2-WallSZ1,t);
int intz = oz1 + MulScale30 (oz2-oz1,t);
int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2-WallSX1,inty);
//t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4));
//inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t);
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&12) == 8)
{
if (WallSX1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
if (WallSX2 > xcross) clearbufshort (&mostbuf[xcross], WallSX2-xcross, viewheight);
}
else
{
if (xcross <= WallSX2) { z1 = intz; iy1 = inty; ix1 = xcross; }
if (xcross > WallSX1) clearbufshort (&mostbuf[WallSX1], xcross-WallSX1, viewheight);
}
}
y = Scale (z1>>4, InvZtoScale, iy1);
if (ix2 == ix1)
{
mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS);
}
else
{
fixed_t yinc = (Scale (z2>>4, InvZtoScale, iy2) - y) / (ix2-ix1);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac,yinc);
}
if (mostbuf[ix1] < 0) mostbuf[ix1] = 0;
else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight;
if (mostbuf[ix2] < 0) mostbuf[ix2] = 0;
else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight;
return bad;
}
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
{ // swall = scale, lwall = texturecolumn
int x;
float top, bot, i;
float xrepeat = (float)walxrepeat;
float ol, l, topinc, botinc;
i = (float)(WallSX1 - centerx);
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
topinc = WallUoverZstep * 4.f;
botinc = WallInvZstep * 4.f;
x = WallSX1;
l = top / bot;
swall[x] = quickertoint (l * WallDepthScale + WallDepthOrg);
lwall[x] = quickertoint (l * xrepeat);
// As long as l is invalid, step one column at a time so that
// we can get as many correct texture columns as possible.
while (l > 1.0 && x+1 < WallSX2)
{
l = (top += WallUoverZstep) / (bot += WallInvZstep);
x++;
swall[x] = quickertoint (l * WallDepthScale + WallDepthOrg);
lwall[x] = quickertoint (l * xrepeat);
}
l *= xrepeat;
while (x+4 < WallSX2)
{
top += topinc; bot += botinc;
ol = l; l = top / bot;
swall[x+4] = quickertoint (l * WallDepthScale + WallDepthOrg);
lwall[x+4] = quickertoint (l *= xrepeat);
i = (ol+l) * 0.5f;
lwall[x+2] = quickertoint (i);
lwall[x+1] = quickertoint ((ol+i) * 0.5f);
lwall[x+3] = quickertoint ((l+i) * 0.5f);
swall[x+2] = ((swall[x]+swall[x+4])>>1);
swall[x+1] = ((swall[x]+swall[x+2])>>1);
swall[x+3] = ((swall[x+4]+swall[x+2])>>1);
x += 4;
}
if (x+2 < WallSX2)
{
top += topinc * 0.5f; bot += botinc * 0.5f;
ol = l; l = top / bot;
swall[x+2] = quickertoint (l * WallDepthScale + WallDepthOrg);
lwall[x+2] = quickertoint (l *= xrepeat);
lwall[x+1] = quickertoint ((l+ol)*0.5f);
swall[x+1] = (swall[x]+swall[x+2])>>1;
x += 2;
}
if (x+1 < WallSX2)
{
l = (top + WallUoverZstep) / (bot + WallInvZstep);
swall[x+1] = quickertoint (l * WallDepthScale + WallDepthOrg);
lwall[x+1] = quickertoint (l * xrepeat);
}
/*
for (x = WallSX1; x < WallSX2; x++)
{
frac = top / bot;
lwall[x] = quickertoint (frac * xrepeat);
swall[x] = quickertoint (frac * WallDepthScale + WallDepthOrg);
top += WallUoverZstep;
bot += WallInvZstep;
}
*/
// fix for rounding errors
fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
if (WallSX1 > 0)
{
for (x = WallSX1; x < WallSX2; x++)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
fix = walxrepeat - 1 - fix;
for (x = WallSX2-1; x >= WallSX1; x--)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
{ // lwall = texturecolumn
int x;
float top, bot, i;
float xrepeat = (float)walxrepeat;
float ol, l, topinc, botinc;
i = (float)(WallSX1 - centerx);
top = WallUoverZorg + WallUoverZstep * i;
bot = WallInvZorg + WallInvZstep * i;
topinc = WallUoverZstep * 4.f;
botinc = WallInvZstep * 4.f;
x = WallSX1;
l = top / bot;
lwall[x] = quickertoint (l * xrepeat);
// As long as l is invalid, step one column at a time so that
// we can get as many correct texture columns as possible.
while (l > 1.0 && x+1 < WallSX2)
{
l = (top += WallUoverZstep) / (bot += WallInvZstep);
lwall[++x] = quickertoint (l * xrepeat);
}
l *= xrepeat;
while (x+4 < WallSX2)
{
top += topinc; bot += botinc;
ol = l; l = top / bot;
lwall[x+4] = quickertoint (l *= xrepeat);
i = (ol+l) * 0.5f;
lwall[x+2] = quickertoint (i);
lwall[x+1] = quickertoint ((ol+i) * 0.5f);
lwall[x+3] = quickertoint ((l+i) * 0.5f);
x += 4;
}
if (x+2 < WallSX2)
{
top += topinc * 0.5f; bot += botinc * 0.5f;
ol = l; l = top / bot;
lwall[x+2] = quickertoint (l *= xrepeat);
lwall[x+1] = quickertoint ((l+ol)*0.5f);
x += 2;
}
if (x+1 < WallSX2)
{
l = (top + WallUoverZstep) / (bot + WallInvZstep);
lwall[x+1] = quickertoint (l * xrepeat);
}
// fix for rounding errors
fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
if (WallSX1 > 0)
{
for (x = WallSX1; x < WallSX2; x++)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
fix = walxrepeat - 1 - fix;
for (x = WallSX2-1; x >= WallSX1; x--)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
// pass = 0: when seg is first drawn
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
static AActor *DecalActorForDebug;
static void R_RenderBoundWallSprite (AActor *actor, drawseg_t *clipper, int pass)
{
fixed_t lx, ly, lx2, ly2;
int x1, x2;
int xscale, yscale;
fixed_t topoff;
byte flipx;
fixed_t zpos;
int needrepeat = 0;
sector_t *front, *back;
if (actor->renderflags & RF_INVISIBLE || !viewactive)
return;
DecalActorForDebug = actor;
// Determine actor z
zpos = actor->z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
switch (actor->renderflags & RF_RELMASK)
{
default:
zpos = actor->z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = actor->z + front->ceilingtexz;
}
else
{
zpos = actor->z + back->ceilingtexz;
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = actor->z + front->ceilingtexz;
}
else
{
zpos = actor->z + back->floortexz;
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = actor->z + front->floortexz;
}
else
{
zpos = actor->z + front->ceilingtexz;
}
}
xscale = actor->xscale + 1;
yscale = actor->yscale + 1;
if (actor->picnum != 0xffff)
{
WallSpriteTile = TexMan(actor->picnum);
flipx = actor->renderflags & RF_XFLIP;
}
else
{
//WallSpriteTile = SpriteFrames[sprites[actor->sprite].spriteframes + actor->frame].lump[0];
//flipx = SpriteFrames[sprites[actor->sprite].spriteframes + actor->frame].flip & 1;
return;
}
if (WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the actor's. This is
// pretty much the same as what R_AddLine() does.
x2 = WallSpriteTile->GetWidth();
x1 = WallSpriteTile->LeftOffset;
x2 = x2 - x1;
x1 *= xscale;
x2 *= xscale;
angle_t ang = R_PointToAngle2 (curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y) >> ANGLETOFINESHIFT;
lx = actor->x - MulScale6 (x1, finecosine[ang]) - viewx;
lx2 = actor->x + MulScale6 (x2, finecosine[ang]) - viewx;
ly = actor->y - MulScale6 (x1, finesine[ang]) - viewy;
ly2 = actor->y + MulScale6 (x2, finesine[ang]) - viewy;
WallTX1 = DMulScale20 (lx, viewsin, -ly, viewcos);
WallTX2 = DMulScale20 (lx2, viewsin, -ly2, viewcos);
WallTY1 = DMulScale20 (lx, viewtancos, ly, viewtansin);
WallTY2 = DMulScale20 (lx2, viewtancos, ly2, 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;
x1 = (centerxfrac + Scale (WallTX1, centerxfrac, WallTY1)) >> FRACBITS;
if (WallTX1 >= 0) x1 = MIN (viewwidth, x1+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;
x1 = 0;
WallSZ1 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 + WallTY1, den);
}
if (WallSZ1 < TOO_CLOSE_Z)
return;
if (WallTX2 <= WallTY2)
{
if (WallTX2 < -WallTY2) return; // right edge is off the left side
if (WallTY2 == 0) return;
x2 = (centerxfrac + Scale (WallTX2, centerxfrac, WallTY2)) >> FRACBITS;
if (WallTX2 >= 0) x2 = MIN (viewwidth, x2+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;
x2 = viewwidth;
WallSZ2 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 - WallTY1, den);
}
if (x1 >= x2 || x1 > clipper->x2 || x2 <= clipper->x1 || WallSZ2 < TOO_CLOSE_Z)
return;
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;
}
WallDepthScale = WallInvZstep * WallTMapScale2;
WallDepthOrg = -WallUoverZstep * WallTMapScale2;
// Get the top and bottom clipping arrays
switch (actor->renderflags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
if (pass != 0)
{
return;
}
mceilingclip = walltop;
mfloorclip = wallbottom;
}
else if (pass == 0)
{
mceilingclip = walltop;
mfloorclip = ceilingclip;
needrepeat = 1;
}
else
{
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
}
break;
case RF_CLIPUPPER:
if (pass != 0)
{
return;
}
mceilingclip = walltop;
mfloorclip = ceilingclip;
break;
case RF_CLIPMID:
if (curline->backsector != NULL && pass != 2)
{
return;
}
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
break;
case RF_CLIPLOWER:
if (pass != 0)
{
return;
}
mceilingclip = floorclip;
mfloorclip = wallbottom;
break;
}
topoff = WallSpriteTile->TopOffset << FRACBITS;
dc_texturemid = topoff + SafeDivScale6 (zpos - viewz, yscale);
// Scale the texture size
rw_scalestep = MulScale6 (rw_scalestep, yscale);
// Clip sprite to drawseg
if (x1 < clipper->x1)
{
x1 = clipper->x1;
}
if (x2 > clipper->x2)
{
x2 = clipper->x2 + 1;
}
if (x1 >= x2)
{
return;
}
swap (x1, WallSX1);
swap (x2, WallSX2);
PrepWall (swall, lwall, WallSpriteTile->GetWidth() << FRACBITS);
swap (x1, WallSX1);
swap (x2, WallSX2);
if (flipx)
{
int i;
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
for (i = x1; i < x2; i++)
{
lwall[i] = right - lwall[i];
}
}
// Prepare lighting
bool calclighting = false;
rw_light = rw_lightleft + (x1 - WallSX1) * rw_lightstep;
if (fixedlightlev)
dc_colormap = basecolormap + fixedlightlev;
else if (fixedcolormap)
dc_colormap = fixedcolormap;
else if (!foggy && (actor->renderflags & RF_FULLBRIGHT))
dc_colormap = basecolormap;
else
calclighting = true;
// Draw it
if (actor->renderflags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
dc_texturemid = dc_texturemid - (WallSpriteTile->GetHeight() << FRACBITS);
}
else
{
sprflipvert = false;
}
rw_offset = 16*FRACUNIT/yscale;
do
{
dc_x = x1;
ESPSResult mode;
mode = R_SetPatchStyle (actor->RenderStyle, actor->alpha, actor->Translation, actor->alphacolor);
if (mode == DontDraw)
{
needrepeat = 0;
}
else
{
int stop4;
if (mode == DoDraw0)
{ // 1 column at a time
stop4 = dc_x;
}
else // DoDraw1
{ // up to 4 columns at a time
stop4 = x2 & ~3;
}
while ((dc_x < stop4) && (dc_x & 3))
{
if (calclighting)
{ // calculate lighting
dc_colormap = basecolormap + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
WallSpriteColumn (R_DrawMaskedColumn);
dc_x++;
}
while (dc_x < stop4)
{
if (calclighting)
{ // calculate lighting
dc_colormap = basecolormap + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
rt_initcols();
for (int zz = 4; zz; --zz)
{
WallSpriteColumn (R_DrawMaskedColumnHoriz);
dc_x++;
}
rt_draw4cols (dc_x - 4);
}
while (dc_x < x2)
{
if (calclighting)
{ // calculate lighting
dc_colormap = basecolormap + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
WallSpriteColumn (R_DrawMaskedColumn);
dc_x++;
}
}
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
// be set 1 if we need to draw on the lower wall. In all other cases,
// needrepeat will be 0, and the while will fail.
mceilingclip = floorclip;
mfloorclip = wallbottom;
R_FinishSetPatchStyle ();
} while (needrepeat--);
colfunc = basecolfunc;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
R_FinishSetPatchStyle ();
}
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans))
{
unsigned int texturecolumn = lwall[dc_x] >> FRACBITS;
#if 0
if (texturecolumn >= (unsigned)WallSpriteTile->GetWidth())
{
I_FatalError ("WallSpriteColumn tried to draw part of a decal that didn't exist.\n"
"Please report all of the following information, because\n"
"I want to get this fixed, yet I just can't get it happen to me:\n\n"
"%d->%d/%d"
" %s %04x %d\n"
"%d %d %d\n"
"%d %d %d %u\n",
dc_x, texturecolumn, TileCache[WallSpriteTile]->width,
WallSpriteTile->Name, DecalActorForDebug->renderflags, DecalActorForDebug->RenderStyle,
DecalActorForDebug->x, DecalActorForDebug->y, DecalActorForDebug->z,
viewx, viewy, viewz, viewangle);
texturecolumn = TileCache[WallSpriteTile]->width-1;
}
#endif
dc_iscale = MulScale16 (swall[dc_x], rw_offset);
spryscale = SafeDivScale32 (1, dc_iscale);
if (sprflipvert)
sprtopscreen = centeryfrac + FixedMul (dc_texturemid, spryscale);
else
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
const BYTE *column;
const FTexture::Span *spans;
column = WallSpriteTile->GetColumn (texturecolumn, &spans);
drawfunc (column, spans);
rw_light += rw_lightstep;
}