Remove ProcessWallNP2 as NPOT textures are already handled elsewhere

This commit is contained in:
Magnus Norddahl 2019-11-15 22:28:59 +01:00
parent 9f9884d03c
commit 16c2d9366d
4 changed files with 8 additions and 96 deletions

View File

@ -881,7 +881,7 @@ namespace swrenderer
texcoords.ProjectTop(Thread->Viewport.get(), mFrontSector, mBackSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, mTopTexture);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mTopTexture, x1, x2, walltop.ScreenY, wallupper.ScreenY, texcoords, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, false, OPAQUE);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mTopTexture, x1, x2, walltop.ScreenY, wallupper.ScreenY, texcoords, false, false, OPAQUE);
}
void SWRenderLine::RenderMiddleTexture(int x1, int x2)
@ -893,7 +893,7 @@ namespace swrenderer
texcoords.ProjectMid(Thread->Viewport.get(), mFrontSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, mMiddleTexture);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mMiddleTexture, x1, x2, walltop.ScreenY, wallbottom.ScreenY, texcoords, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, false, OPAQUE);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mMiddleTexture, x1, x2, walltop.ScreenY, wallbottom.ScreenY, texcoords, false, false, OPAQUE);
}
void SWRenderLine::RenderBottomTexture(int x1, int x2)
@ -906,7 +906,7 @@ namespace swrenderer
texcoords.ProjectBottom(Thread->Viewport.get(), mFrontSector, mBackSector, mLineSegment, WallC.sx1, WallC.sx2, WallT, mBottomTexture);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mBottomTexture, x1, x2, walllower.ScreenY, wallbottom.ScreenY, texcoords, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, false, OPAQUE);
renderWallpart.Render(mFrontSector, mLineSegment, WallC, mBottomTexture, x1, x2, walllower.ScreenY, wallbottom.ScreenY, texcoords, false, false, OPAQUE);
}
////////////////////////////////////////////////////////////////////////////

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@ -196,14 +196,11 @@ namespace swrenderer
sector_t tempsec;
const sector_t* lightsector = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
fixed_t alpha = FLOAT2FIXED((float)MIN(curline->linedef->alpha, 1.));
bool additive = (curline->linedef->flags & ML_ADDTRANS) != 0;
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, top, bot, true, additive, alpha);
renderWallpart.Render(lightsector, curline, ds->WallC, tex, x1, x2, mceilingclip, mfloorclip, ds->texcoords, true, additive, alpha);
}
void RenderDrawSegment::Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
@ -223,11 +220,8 @@ namespace swrenderer
ProjectedWallTexcoords walltexcoords;
walltexcoords.Project3DFloor(Thread->Viewport.get(), rover, curline, ds->WallC.sx1, ds->WallC.sx2, ds->tmapvals, rw_pic);
double top, bot;
GetMaskedWallTopBottom(ds, top, bot);
RenderWallPart renderWallpart(Thread);
renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, top, bot, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
renderWallpart.Render(lightsector, curline, ds->WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, walltexcoords, true, (rover->flags & FF_ADDITIVETRANS) != 0, Alpha);
RenderDecal::RenderDecals(Thread, ds, curline, lightsector, wallupper.ScreenY, walllower.ScreenY, true);
}

View File

@ -446,7 +446,7 @@ namespace swrenderer
void RenderWallPart::ProcessWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords)
{
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0 || !(lightsector->e && lightsector->e->XFloor.lightlist.Size()))
if (cameraLight->FixedColormap() || cameraLight->FixedLightLevel() >= 0 || !(lightsector->e && lightsector->e->XFloor.lightlist.Size()))
{
ProcessNormalWall(uwal, dwal, texcoords);
}
@ -456,78 +456,6 @@ namespace swrenderer
}
}
//=============================================================================
//
// ProcessWallNP2
//
// This is a wrapper around ProcessWall that helps it tile textures whose heights
// are not powers of 2. It divides the wall into texture-sized strips and calls
// ProcessNormalWall for each of those. Since only one repetition of the texture fits
// in each strip, ProcessWall will not tile.
//
//=============================================================================
void RenderWallPart::ProcessWallNP2(const short *uwal, const short *dwal, ProjectedWallTexcoords texcoords, double top, double bot)
{
ProjectedWallLine most1, most2, most3;
double texheight = rw_pic->GetHeight();
double partition;
double scaledtexheight = texheight / texcoords.yscale;
if (texcoords.yscale >= 0)
{ // normal orientation: draw strips from top to bottom
partition = top - fmod(top - texcoords.texturemid / texcoords.yscale - Thread->Viewport->viewpoint.Pos.Z, scaledtexheight);
if (partition == top)
{
partition -= scaledtexheight;
}
const short *up = uwal;
short *down = most1.ScreenY;
texcoords.texturemid = (partition - Thread->Viewport->viewpoint.Pos.Z) * texcoords.yscale + texheight;
while (partition > bot)
{
ProjectedWallCull j = most3.Project(Thread->Viewport.get(), partition - Thread->Viewport->viewpoint.Pos.Z, &WallC);
if (j != ProjectedWallCull::OutsideAbove)
{
for (int j = x1; j < x2; ++j)
{
down[j] = clamp(most3.ScreenY[j], up[j], dwal[j]);
}
ProcessWall(up, down, texcoords);
up = down;
down = (down == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
}
partition -= scaledtexheight;
texcoords.texturemid -= texheight;
}
ProcessWall(up, dwal, texcoords);
}
else
{ // upside down: draw strips from bottom to top
partition = bot - fmod(bot - texcoords.texturemid / texcoords.yscale - Thread->Viewport->viewpoint.Pos.Z, scaledtexheight);
short *up = most1.ScreenY;
const short *down = dwal;
texcoords.texturemid = (partition - Thread->Viewport->viewpoint.Pos.Z) * texcoords.yscale + texheight;
while (partition < top)
{
ProjectedWallCull j = most3.Project(Thread->Viewport.get(), partition - Thread->Viewport->viewpoint.Pos.Z, &WallC);
if (j != ProjectedWallCull::OutsideBelow)
{
for (int j = x1; j < x2; ++j)
{
up[j] = clamp(most3.ScreenY[j], uwal[j], down[j]);
}
ProcessWall(up, down, texcoords);
down = up;
up = (up == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
}
partition -= scaledtexheight;
texcoords.texturemid -= texheight;
}
ProcessWall(uwal, down, texcoords);
}
}
FLightNode* RenderWallPart::GetLightList()
{
CameraLight* cameraLight = CameraLight::Instance();
@ -539,7 +467,7 @@ namespace swrenderer
return nullptr;
}
void RenderWallPart::Render(const sector_t *lightsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, const ProjectedWallTexcoords& texcoords, double top, double bottom, bool mask, bool additive, fixed_t alpha)
void RenderWallPart::Render(const sector_t *lightsector, seg_t *curline, const FWallCoords &WallC, FSoftwareTexture *pic, int x1, int x2, const short *walltop, const short *wallbottom, const ProjectedWallTexcoords& texcoords, bool mask, bool additive, fixed_t alpha)
{
this->x1 = x1;
this->x2 = x2;
@ -558,14 +486,7 @@ namespace swrenderer
Thread->PrepareTexture(pic, DefaultRenderStyle()); // Get correct render style? Shaded won't get here.
if (rw_pic->GetHeight() != (1 << rw_pic->GetHeightBits()))
{
ProcessWallNP2(walltop, wallbottom, texcoords, top, bottom);
}
else
{
ProcessWall(walltop, wallbottom, texcoords);
}
ProcessWall(walltop, wallbottom, texcoords);
}
RenderWallPart::RenderWallPart(RenderThread *thread)

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@ -55,8 +55,6 @@ namespace swrenderer
const short *walltop,
const short *wallbottom,
const ProjectedWallTexcoords &texcoords,
double top,
double bottom,
bool mask,
bool additive,
fixed_t alpha);
@ -64,7 +62,6 @@ namespace swrenderer
RenderThread *Thread = nullptr;
private:
void ProcessWallNP2(const short *uwal, const short *dwal, ProjectedWallTexcoords texcoords, double top, double bot);
void ProcessWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);
void ProcessStripedWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);
void ProcessNormalWall(const short *uwal, const short *dwal, const ProjectedWallTexcoords& texcoords);