2017-01-09 12:53:02 +00:00
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/things/r_wallsprite.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "swrenderer/scene/r_bsp.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "r_voxel.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/r_memory.h"
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2017-01-11 14:02:36 +00:00
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EXTERN_CVAR(Bool, r_drawvoxels)
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2017-01-09 12:53:02 +00:00
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namespace swrenderer
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{
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2017-01-11 14:02:36 +00:00
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void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
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{
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double tr_x;
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double tr_y;
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double gzt; // killough 3/27/98
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double gzb; // [RH] use bottom of sprite, not actor
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double tx;// , tx2;
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double tz;
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double xscale = 1, yscale = 1;
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int x1;
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int x2;
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FTextureID picnum;
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FTexture *tex;
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FVoxelDef *voxel;
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vissprite_t* vis;
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fixed_t iscale;
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sector_t* heightsec; // killough 3/27/98
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer() ||
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!thing->IsInsideVisibleAngles())
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{
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return;
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}
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RenderPortal *renderportal = RenderPortal::Instance();
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// [ZZ] Or less definitely not visible (hue)
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// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
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return;
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// [RH] Interpolate the sprite's position to make it look smooth
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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tex = nullptr;
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voxel = nullptr;
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int spritenum = thing->sprite;
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DVector2 spriteScale = thing->Scale;
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int renderflags = thing->renderflags;
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if (spriteScale.Y < 0)
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{
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spriteScale.Y = -spriteScale.Y;
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renderflags ^= RF_YFLIP;
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}
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if (thing->player != nullptr)
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{
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P_CheckPlayerSprite(thing, spritenum, spriteScale);
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}
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if (thing->picnum.isValid())
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{
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picnum = thing->picnum;
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tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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{
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return;
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}
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if (tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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renderflags ^= RF_XFLIP;
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}
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tex = TexMan[picnum]; // Do not animate the rotation
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}
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}
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else
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{
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// decide which texture to use for the sprite
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if ((unsigned)spritenum >= sprites.Size())
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{
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DPrintf(DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
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return;
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}
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spritedef_t *sprdef = &sprites[spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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if (thing->flags7 & MF7_SPRITEANGLE)
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rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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else
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rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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picnum = sprframe->Texture[rot];
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if (sprframe->Flip & (1 << rot))
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{
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renderflags ^= RF_XFLIP;
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}
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tex = TexMan[picnum]; // Do not animate the rotation
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if (r_drawvoxels)
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{
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voxel = sprframe->Voxel;
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}
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}
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}
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if (spriteScale.X < 0)
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{
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spriteScale.X = -spriteScale.X;
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renderflags ^= RF_XFLIP;
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}
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if (voxel == nullptr && (tex == nullptr || tex->UseType == FTexture::TEX_Null))
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{
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return;
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}
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if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
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return;
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}
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// transform the origin point
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tr_x = pos.X - ViewPos.X;
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tr_y = pos.Y - ViewPos.Y;
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tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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// thing is behind view plane?
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if (voxel == nullptr && tz < MINZ)
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return;
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tx = tr_x * ViewSin - tr_y * ViewCos;
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// [RH] Flip for mirrors
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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tx = -tx;
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}
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//tx2 = tx >> 4;
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// too far off the side?
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// if it's a voxel, it can be further off the side
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if ((voxel == nullptr && (fabs(tx / 64) > fabs(tz))) ||
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(voxel != nullptr && (fabs(tx / 128) > fabs(tz))))
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{
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return;
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}
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if (voxel == nullptr)
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{
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// [RH] Added scaling
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int scaled_to = tex->GetScaledTopOffset();
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int scaled_bo = scaled_to - tex->GetScaledHeight();
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gzt = pos.Z + spriteScale.Y * scaled_to;
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gzb = pos.Z + spriteScale.Y * scaled_bo;
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}
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else
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{
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xscale = spriteScale.X * voxel->Scale;
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yscale = spriteScale.Y * voxel->Scale;
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double piv = voxel->Voxel->Mips[0].Pivot.Z;
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gzt = pos.Z + yscale * piv - thing->Floorclip;
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gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
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if (gzt <= gzb)
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return;
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}
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// killough 3/27/98: exclude things totally separated
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// from the viewer, by either water or fake ceilings
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// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
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heightsec = thing->Sector->GetHeightSec();
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if (heightsec != nullptr) // only clip things which are in special sectors
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{
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if (fakeside == WaterFakeSide::AboveCeiling)
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{
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if (gzt < heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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else if (fakeside == WaterFakeSide::BelowFloor)
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{
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if (gzb >= heightsec->floorplane.ZatPoint(pos))
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return;
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}
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else
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{
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if (gzt < heightsec->floorplane.ZatPoint(pos))
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return;
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if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
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return;
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}
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}
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if (voxel == nullptr)
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{
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xscale = CenterX / tz;
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// [RH] Reject sprites that are off the top or bottom of the screen
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if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
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{
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return;
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}
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// [RH] Flip for mirrors
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renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
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// calculate edges of the shape
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const double thingxscalemul = spriteScale.X / tex->Scale.X;
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tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
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double dtx1 = tx * xscale;
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x1 = centerx + xs_RoundToInt(dtx1);
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// off the right side?
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if (x1 >= renderportal->WindowRight)
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return;
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tx += tex->GetWidth() * thingxscalemul;
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x2 = centerx + xs_RoundToInt(tx * xscale);
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// off the left side or too small?
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if ((x2 < renderportal->WindowLeft || x2 <= x1))
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return;
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xscale = spriteScale.X * xscale / tex->Scale.X;
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iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
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double yscale = spriteScale.Y / tex->Scale.Y;
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// store information in a vissprite
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vis = R_NewVisSprite();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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vis->yscale = float(InvZtoScale * yscale / tz);
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vis->idepth = float(1 / tz);
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vis->floorclip = thing->Floorclip / yscale;
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vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
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vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
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vis->Angle = thing->Angles.Yaw;
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if (renderflags & RF_XFLIP)
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{
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vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
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vis->xiscale = -iscale;
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}
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else
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{
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vis->startfrac = 0;
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vis->xiscale = iscale;
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}
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vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
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}
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else
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|
|
|
{
|
|
|
|
vis = R_NewVisSprite();
|
|
|
|
|
|
|
|
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
|
|
|
vis->xscale = FLOAT2FIXED(xscale);
|
|
|
|
vis->yscale = (float)yscale;
|
|
|
|
vis->x1 = renderportal->WindowLeft;
|
|
|
|
vis->x2 = renderportal->WindowRight;
|
|
|
|
vis->idepth = 1 / MINZ;
|
|
|
|
vis->floorclip = thing->Floorclip;
|
|
|
|
|
|
|
|
pos.Z -= thing->Floorclip;
|
|
|
|
|
|
|
|
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
|
|
|
|
|
|
|
|
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
|
|
|
|
if (voxelspin != 0)
|
|
|
|
{
|
|
|
|
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
|
|
|
|
vis->Angle -= ang;
|
|
|
|
}
|
|
|
|
|
|
|
|
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
|
|
|
|
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
|
|
|
|
}
|
|
|
|
|
|
|
|
// killough 3/27/98: save sector for special clipping later
|
|
|
|
vis->heightsec = heightsec;
|
|
|
|
vis->sector = thing->Sector;
|
|
|
|
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|
|
vis->depth = (float)tz;
|
|
|
|
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
|
|
|
|
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
|
|
|
|
vis->gzt = (float)gzt; // killough 3/27/98
|
|
|
|
vis->deltax = float(pos.X - ViewPos.X);
|
|
|
|
vis->deltay = float(pos.Y - ViewPos.Y);
|
|
|
|
vis->renderflags = renderflags;
|
|
|
|
if (thing->flags5 & MF5_BRIGHT)
|
|
|
|
vis->renderflags |= RF_FULLBRIGHT; // kg3D
|
|
|
|
vis->Style.RenderStyle = thing->RenderStyle;
|
|
|
|
vis->FillColor = thing->fillcolor;
|
|
|
|
vis->Translation = thing->Translation; // [RH] thing translation table
|
|
|
|
vis->FakeFlatStat = fakeside;
|
|
|
|
vis->Style.Alpha = float(thing->Alpha);
|
|
|
|
vis->fakefloor = fakefloor;
|
|
|
|
vis->fakeceiling = fakeceiling;
|
|
|
|
vis->Style.ColormapNum = 0;
|
|
|
|
vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
|
|
|
|
vis->bSplitSprite = false;
|
|
|
|
|
|
|
|
if (voxel != nullptr)
|
|
|
|
{
|
|
|
|
vis->voxel = voxel->Voxel;
|
|
|
|
vis->bIsVoxel = true;
|
|
|
|
vis->bWallSprite = false;
|
|
|
|
DrewAVoxel = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vis->pic = tex;
|
|
|
|
vis->bIsVoxel = false;
|
|
|
|
vis->bWallSprite = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// The software renderer cannot invert the source without inverting the overlay
|
|
|
|
// too. That means if the source is inverted, we need to do the reverse of what
|
|
|
|
// the invert overlay flag says to do.
|
|
|
|
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
|
|
|
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
|
|
|
{
|
|
|
|
invertcolormap = !invertcolormap;
|
|
|
|
}
|
|
|
|
|
|
|
|
FDynamicColormap *mybasecolormap = basecolormap;
|
|
|
|
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
|
|
|
|
{
|
|
|
|
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sprites that are added to the scene must fade to black.
|
|
|
|
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
|
|
|
{
|
|
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
|
|
|
{
|
|
|
|
if (invertcolormap)
|
|
|
|
{ // Fade to white
|
|
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
|
|
|
invertcolormap = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // Fade to black
|
|
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// get light level
|
|
|
|
if (fixedcolormap != nullptr)
|
|
|
|
{ // fixed map
|
|
|
|
vis->Style.BaseColormap = fixedcolormap;
|
|
|
|
vis->Style.ColormapNum = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (invertcolormap)
|
|
|
|
{
|
|
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
|
|
}
|
|
|
|
if (fixedlightlev >= 0)
|
|
|
|
{
|
|
|
|
vis->Style.BaseColormap = mybasecolormap;
|
|
|
|
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
|
|
|
}
|
|
|
|
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
|
|
|
{ // full bright
|
|
|
|
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
|
|
|
vis->Style.ColormapNum = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // diminished light
|
|
|
|
vis->Style.ColormapNum = GETPALOOKUP(
|
|
|
|
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
|
|
vis->Style.BaseColormap = mybasecolormap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-01-09 12:53:02 +00:00
|
|
|
void R_DrawVisSprite(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip)
|
|
|
|
{
|
|
|
|
fixed_t frac;
|
|
|
|
FTexture *tex;
|
|
|
|
int x2;
|
|
|
|
fixed_t xiscale;
|
|
|
|
bool ispsprite = (!vis->sector && vis->gpos != FVector3(0, 0, 0));
|
|
|
|
|
|
|
|
double spryscale, sprtopscreen;
|
|
|
|
bool sprflipvert;
|
|
|
|
|
|
|
|
if (vis->xscale == 0 || fabs(vis->yscale) < (1.0f / 32000.0f))
|
|
|
|
{ // scaled to 0; can't see
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
fixed_t centeryfrac = FLOAT2FIXED(CenterY);
|
|
|
|
R_SetColorMapLight(vis->Style.BaseColormap, 0, vis->Style.ColormapNum << FRACBITS);
|
|
|
|
|
|
|
|
bool visible = R_SetPatchStyle(vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
|
|
|
|
|
|
|
|
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
|
|
|
|
{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
|
|
|
|
// it is the brightest one. We need to get back to the proper light level for
|
|
|
|
// this sprite.
|
|
|
|
R_SetColorMapLight(drawerargs::dc_fcolormap, 0, vis->Style.ColormapNum << FRACBITS);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (visible)
|
|
|
|
{
|
|
|
|
tex = vis->pic;
|
|
|
|
spryscale = vis->yscale;
|
|
|
|
sprflipvert = false;
|
|
|
|
fixed_t iscale = FLOAT2FIXED(1 / vis->yscale);
|
|
|
|
frac = vis->startfrac;
|
|
|
|
xiscale = vis->xiscale;
|
|
|
|
dc_texturemid = vis->texturemid;
|
|
|
|
|
|
|
|
if (vis->renderflags & RF_YFLIP)
|
|
|
|
{
|
|
|
|
sprflipvert = true;
|
|
|
|
spryscale = -spryscale;
|
|
|
|
iscale = -iscale;
|
|
|
|
dc_texturemid -= vis->pic->GetHeight();
|
|
|
|
sprtopscreen = CenterY + dc_texturemid * spryscale;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sprflipvert = false;
|
|
|
|
sprtopscreen = CenterY - dc_texturemid * spryscale;
|
|
|
|
}
|
|
|
|
|
|
|
|
int x = vis->x1;
|
|
|
|
x2 = vis->x2;
|
|
|
|
|
|
|
|
if (x < x2)
|
|
|
|
{
|
|
|
|
while (x < x2)
|
|
|
|
{
|
2017-01-09 13:56:29 +00:00
|
|
|
if (ispsprite || !R_ClipSpriteColumnWithPortals(x, vis))
|
2017-01-09 12:53:02 +00:00
|
|
|
R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
|
|
|
|
x++;
|
|
|
|
frac += xiscale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
R_FinishSetPatchStyle();
|
|
|
|
|
|
|
|
NetUpdate();
|
|
|
|
}
|
|
|
|
}
|