Convert r_visiblesprite to classes

This commit is contained in:
Magnus Norddahl 2017-01-11 19:33:02 +01:00
parent 8ed66791e7
commit 32b91dd978
8 changed files with 170 additions and 139 deletions

View file

@ -92,7 +92,6 @@ namespace swrenderer
// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void R_SpanInitData (); void R_SpanInitData ();
void R_DeinitSprites();
// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
@ -385,7 +384,7 @@ void R_InitRenderer()
static void R_ShutdownRenderer() static void R_ShutdownRenderer()
{ {
R_DeinitSprites(); RenderTranslucent::Deinit();
R_DeinitPlanes(); R_DeinitPlanes();
Clip3DFloors::Instance()->Cleanup(); Clip3DFloors::Instance()->Cleanup();
R_DeinitOpenings(); R_DeinitOpenings();
@ -528,7 +527,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
R_ClearClipSegs (0, viewwidth); R_ClearClipSegs (0, viewwidth);
R_ClearDrawSegs (); R_ClearDrawSegs ();
R_ClearPlanes (true); R_ClearPlanes (true);
R_ClearSprites (); RenderTranslucent::Clear();
// opening / clipping determination // opening / clipping determination
RenderBSP::Instance()->ClearClip(); RenderBSP::Instance()->ClearClip();
@ -577,7 +576,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
NetUpdate (); NetUpdate ();
MaskedCycles.Clock(); MaskedCycles.Clock();
R_DrawMasked (); RenderTranslucent::Render();
MaskedCycles.Unclock(); MaskedCycles.Unclock();
NetUpdate (); NetUpdate ();

View file

@ -96,7 +96,7 @@ namespace swrenderer
int savedextralight = extralight; int savedextralight = extralight;
DVector3 savedpos = ViewPos; DVector3 savedpos = ViewPos;
DAngle savedangle = ViewAngle; DAngle savedangle = ViewAngle;
ptrdiff_t savedvissprite_p = vissprite_p - vissprites; ptrdiff_t savedvissprite_p = VisibleSpriteList::vissprite_p - VisibleSpriteList::vissprites;
ptrdiff_t savedds_p = ds_p - drawsegs; ptrdiff_t savedds_p = ds_p - drawsegs;
size_t savedinteresting = FirstInterestingDrawseg; size_t savedinteresting = FirstInterestingDrawseg;
double savedvisibility = R_GetVisibility(); double savedvisibility = R_GetVisibility();
@ -212,14 +212,14 @@ namespace swrenderer
memcpy(openings + draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short)); memcpy(openings + draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
memcpy(openings + draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short)); memcpy(openings + draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
firstvissprite = vissprite_p; VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprite_p;
firstdrawseg = draw_segment; firstdrawseg = draw_segment;
FirstInterestingDrawseg = InterestingDrawsegs.Size(); FirstInterestingDrawseg = InterestingDrawsegs.Size();
interestingStack.Push(FirstInterestingDrawseg); interestingStack.Push(FirstInterestingDrawseg);
ptrdiff_t diffnum = firstdrawseg - drawsegs; ptrdiff_t diffnum = firstdrawseg - drawsegs;
drawsegStack.Push(diffnum); drawsegStack.Push(diffnum);
diffnum = firstvissprite - vissprites; diffnum = VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites;
visspriteStack.Push(diffnum); visspriteStack.Push(diffnum);
viewposStack.Push(ViewPos); viewposStack.Push(ViewPos);
visplaneStack.Push(pl); visplaneStack.Push(pl);
@ -242,15 +242,15 @@ namespace swrenderer
drawsegStack.Pop(pd); drawsegStack.Pop(pd);
firstdrawseg = drawsegs + pd; firstdrawseg = drawsegs + pd;
visspriteStack.Pop(pd); visspriteStack.Pop(pd);
firstvissprite = vissprites + pd; VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites + pd;
// Masked textures and planes need the view coordinates restored for proper positioning. // Masked textures and planes need the view coordinates restored for proper positioning.
viewposStack.Pop(ViewPos); viewposStack.Pop(ViewPos);
R_DrawMasked(); RenderTranslucent::Render();
ds_p = firstdrawseg; ds_p = firstdrawseg;
vissprite_p = firstvissprite; VisibleSpriteList::vissprite_p = VisibleSpriteList::firstvissprite;
visplaneStack.Pop(pl); visplaneStack.Pop(pl);
if (pl->Alpha > 0 && pl->picnum != skyflatnum) if (pl->Alpha > 0 && pl->picnum != skyflatnum)
@ -260,8 +260,8 @@ namespace swrenderer
*freehead = pl; *freehead = pl;
freehead = &pl->next; freehead = &pl->next;
} }
firstvissprite = vissprites; VisibleSpriteList::firstvissprite = VisibleSpriteList::vissprites;
vissprite_p = vissprites + savedvissprite_p; VisibleSpriteList::vissprite_p = VisibleSpriteList::vissprites + savedvissprite_p;
firstdrawseg = drawsegs; firstdrawseg = drawsegs;
ds_p = drawsegs + savedds_p; ds_p = drawsegs + savedds_p;
InterestingDrawsegs.Resize((unsigned int)FirstInterestingDrawseg); InterestingDrawsegs.Resize((unsigned int)FirstInterestingDrawseg);
@ -469,7 +469,7 @@ namespace swrenderer
NetUpdate(); NetUpdate();
MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones. MaskedCycles.Clock(); // [ZZ] count sprites in portals/mirrors along with normal ones.
R_DrawMasked(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal. RenderTranslucent::Render(); // this is required since with portals there often will be cases when more than 80% of the view is inside a portal.
MaskedCycles.Unclock(); MaskedCycles.Unclock();
NetUpdate(); NetUpdate();

View file

@ -177,7 +177,7 @@ namespace swrenderer
return; return;
// store information in a vissprite // store information in a vissprite
vis = R_NewVisSprite(); vis = VisibleSpriteList::Add();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq; vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->heightsec = heightsec; vis->heightsec = heightsec;
vis->xscale = FLOAT2FIXED(xscale); vis->xscale = FLOAT2FIXED(xscale);
@ -253,7 +253,7 @@ namespace swrenderer
{ {
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx) for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
{ {
if (R_ClipSpriteColumnWithPortals(x, vis)) if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
continue; continue;
uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg; uint32_t *dest = ylookup[yl] + x + (uint32_t*)dc_destorg;
DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx); DrawerCommandQueue::QueueCommand<DrawParticleColumnRGBACommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);
@ -263,7 +263,7 @@ namespace swrenderer
{ {
for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx) for (int x = x1; x < (x1 + countbase); x++, fracposx += fracstepx)
{ {
if (R_ClipSpriteColumnWithPortals(x, vis)) if (RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
continue; continue;
uint8_t *dest = ylookup[yl] + x + dc_destorg; uint8_t *dest = ylookup[yl] + x + dc_destorg;
DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx); DrawerCommandQueue::QueueCommand<DrawParticleColumnPalCommand>(dest, yl, spacing, ycount, fg, alpha, fracposx);

View file

@ -153,7 +153,7 @@ namespace swrenderer
double yscale = spriteScale.Y / tex->Scale.Y; double yscale = spriteScale.Y / tex->Scale.Y;
// store information in a vissprite // store information in a vissprite
vissprite_t *vis = R_NewVisSprite(); vissprite_t *vis = VisibleSpriteList::Add();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq; vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->xscale = FLOAT2FIXED(xscale); vis->xscale = FLOAT2FIXED(xscale);
@ -330,7 +330,7 @@ namespace swrenderer
{ {
while (x < x2) while (x < x2)
{ {
if (ispsprite || !R_ClipSpriteColumnWithPortals(x, vis)) if (ispsprite || !RenderTranslucent::ClipSpriteColumnWithPortals(x, vis))
R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false); R_DrawMaskedColumn(x, iscale, tex, frac, spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, false);
x++; x++;
frac += xiscale; frac += xiscale;

View file

@ -43,24 +43,7 @@ CVAR(Bool, r_splitsprites, true, CVAR_ARCHIVE)
namespace swrenderer namespace swrenderer
{ {
int MaxVisSprites; void VisibleSpriteList::Deinit()
vissprite_t **vissprites;
vissprite_t **firstvissprite;
vissprite_t **vissprite_p;
vissprite_t **lastvissprite;
bool DrewAVoxel;
namespace
{
vissprite_t **spritesorter;
int spritesortersize = 0;
int vsprcount;
TArray<drawseg_t *> portaldrawsegs;
}
void R_DeinitVisSprites()
{ {
// Free vissprites // Free vissprites
for (int i = 0; i < MaxVisSprites; ++i) for (int i = 0; i < MaxVisSprites; ++i)
@ -73,12 +56,12 @@ namespace swrenderer
MaxVisSprites = 0; MaxVisSprites = 0;
} }
void R_ClearVisSprites() void VisibleSpriteList::Clear()
{ {
vissprite_p = firstvissprite; vissprite_p = firstvissprite;
} }
vissprite_t *R_NewVisSprite() vissprite_t *VisibleSpriteList::Add()
{ {
if (vissprite_p == lastvissprite) if (vissprite_p == lastvissprite)
{ {
@ -103,27 +86,97 @@ namespace swrenderer
return *(vissprite_p - 1); return *(vissprite_p - 1);
} }
void R_DeinitSprites() int VisibleSpriteList::MaxVisSprites;
{ vissprite_t **VisibleSpriteList::vissprites;
R_DeinitVisSprites(); vissprite_t **VisibleSpriteList::firstvissprite;
RenderVoxel::Deinit(); vissprite_t **VisibleSpriteList::vissprite_p;
vissprite_t **VisibleSpriteList::lastvissprite;
// Free vissprites sorter /////////////////////////////////////////////////////////////////////////
if (spritesorter != nullptr)
void SortedVisibleSpriteList::Deinit()
{ {
delete[] spritesorter; delete[] spritesorter;
spritesortersize = 0; spritesortersize = 0;
spritesorter = nullptr; spritesorter = nullptr;
} }
// This is the standard version, which does a simple test based on depth.
bool SortedVisibleSpriteList::sv_compare(vissprite_t *a, vissprite_t *b)
{
return a->idepth > b->idepth;
} }
void R_ClearSprites() // This is an alternate version, for when one or more voxel is in view.
// It does a 2D distance test based on whichever one is furthest from
// the viewpoint.
bool SortedVisibleSpriteList::sv_compare2d(vissprite_t *a, vissprite_t *b)
{ {
R_ClearVisSprites(); return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
}
void SortedVisibleSpriteList::Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first)
{
int i;
vissprite_t **spr;
vsprcount = int(VisibleSpriteList::vissprite_p - &VisibleSpriteList::vissprites[first]);
if (vsprcount == 0)
return;
if (spritesortersize < VisibleSpriteList::MaxVisSprites)
{
if (spritesorter != nullptr)
delete[] spritesorter;
spritesorter = new vissprite_t *[VisibleSpriteList::MaxVisSprites];
spritesortersize = VisibleSpriteList::MaxVisSprites;
}
if (!(i_compatflags & COMPATF_SPRITESORT))
{
for (i = 0, spr = VisibleSpriteList::firstvissprite; i < vsprcount; i++, spr++)
{
spritesorter[i] = *spr;
}
}
else
{
// If the compatibility option is on sprites of equal distance need to
// be sorted in inverse order. This is most easily achieved by
// filling the sort array backwards before the sort.
for (i = 0, spr = VisibleSpriteList::firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--)
{
spritesorter[i] = *spr;
}
}
std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
}
vissprite_t **SortedVisibleSpriteList::spritesorter;
int SortedVisibleSpriteList::spritesortersize = 0;
int SortedVisibleSpriteList::vsprcount;
/////////////////////////////////////////////////////////////////////////
bool RenderTranslucent::DrewAVoxel;
TArray<drawseg_t *> RenderTranslucent::portaldrawsegs;
void RenderTranslucent::Deinit()
{
VisibleSpriteList::Deinit();
SortedVisibleSpriteList::Deinit();
RenderVoxel::Deinit();
}
void RenderTranslucent::Clear()
{
VisibleSpriteList::Clear();
DrewAVoxel = false; DrewAVoxel = false;
} }
void R_CollectPortals() void RenderTranslucent::CollectPortals()
{ {
// This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals // This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals
// Having that function over the entire list of drawsegs can break down performance quite drastically. // Having that function over the entire list of drawsegs can break down performance quite drastically.
@ -153,7 +206,7 @@ namespace swrenderer
} }
} }
bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr) bool RenderTranslucent::ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
{ {
RenderPortal *renderportal = RenderPortal::Instance(); RenderPortal *renderportal = RenderPortal::Instance();
@ -181,60 +234,7 @@ namespace swrenderer
return false; return false;
} }
// This is the standard version, which does a simple test based on depth. void RenderTranslucent::DrawSprite(vissprite_t *spr)
bool sv_compare(vissprite_t *a, vissprite_t *b)
{
return a->idepth > b->idepth;
}
// This is an alternate version, for when one or more voxel is in view.
// It does a 2D distance test based on whichever one is furthest from
// the viewpoint.
bool sv_compare2d(vissprite_t *a, vissprite_t *b)
{
return DVector2(a->deltax, a->deltay).LengthSquared() < DVector2(b->deltax, b->deltay).LengthSquared();
}
void R_SortVisSprites(bool(*compare)(vissprite_t *, vissprite_t *), size_t first)
{
int i;
vissprite_t **spr;
vsprcount = int(vissprite_p - &vissprites[first]);
if (vsprcount == 0)
return;
if (spritesortersize < MaxVisSprites)
{
if (spritesorter != nullptr)
delete[] spritesorter;
spritesorter = new vissprite_t *[MaxVisSprites];
spritesortersize = MaxVisSprites;
}
if (!(i_compatflags & COMPATF_SPRITESORT))
{
for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
{
spritesorter[i] = *spr;
}
}
else
{
// If the compatibility option is on sprites of equal distance need to
// be sorted in inverse order. This is most easily achieved by
// filling the sort array backwards before the sort.
for (i = 0, spr = firstvissprite + vsprcount - 1; i < vsprcount; i++, spr--)
{
spritesorter[i] = *spr;
}
}
std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
}
void R_DrawSprite(vissprite_t *spr)
{ {
static short clipbot[MAXWIDTH]; static short clipbot[MAXWIDTH];
static short cliptop[MAXWIDTH]; static short cliptop[MAXWIDTH];
@ -639,15 +639,15 @@ namespace swrenderer
spr->Style.ColormapNum = colormapnum; spr->Style.ColormapNum = colormapnum;
} }
void R_DrawMaskedSingle(bool renew) void RenderTranslucent::DrawMaskedSingle(bool renew)
{ {
RenderPortal *renderportal = RenderPortal::Instance(); RenderPortal *renderportal = RenderPortal::Instance();
for (int i = vsprcount; i > 0; i--) for (int i = SortedVisibleSpriteList::vsprcount; i > 0; i--)
{ {
if (spritesorter[i - 1]->CurrentPortalUniq != renderportal->CurrentPortalUniq) if (SortedVisibleSpriteList::spritesorter[i - 1]->CurrentPortalUniq != renderportal->CurrentPortalUniq)
continue; // probably another time continue; // probably another time
R_DrawSprite(spritesorter[i - 1]); DrawSprite(SortedVisibleSpriteList::spritesorter[i - 1]);
} }
// render any remaining masked mid textures // render any remaining masked mid textures
@ -676,15 +676,15 @@ namespace swrenderer
} }
} }
void R_DrawMasked() void RenderTranslucent::Render()
{ {
R_CollectPortals(); CollectPortals();
R_SortVisSprites(DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites); SortedVisibleSpriteList::Sort(DrewAVoxel ? SortedVisibleSpriteList::sv_compare2d : SortedVisibleSpriteList::sv_compare, VisibleSpriteList::firstvissprite - VisibleSpriteList::vissprites);
Clip3DFloors *clip3d = Clip3DFloors::Instance(); Clip3DFloors *clip3d = Clip3DFloors::Instance();
if (clip3d->height_top == nullptr) if (clip3d->height_top == nullptr)
{ // kg3D - no visible 3D floors, normal rendering { // kg3D - no visible 3D floors, normal rendering
R_DrawMaskedSingle(false); DrawMaskedSingle(false);
} }
else else
{ // kg3D - correct sorting { // kg3D - correct sorting
@ -701,14 +701,14 @@ namespace swrenderer
clip3d->fake3D = FAKE3D_CLIPBOTTOM; clip3d->fake3D = FAKE3D_CLIPBOTTOM;
} }
clip3d->sclipBottom = hl->height; clip3d->sclipBottom = hl->height;
R_DrawMaskedSingle(true); DrawMaskedSingle(true);
R_DrawHeightPlanes(hl->height); R_DrawHeightPlanes(hl->height);
} }
// floors // floors
clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP; clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP;
clip3d->sclipTop = clip3d->height_top->height; clip3d->sclipTop = clip3d->height_top->height;
R_DrawMaskedSingle(true); DrawMaskedSingle(true);
for (HeightLevel *hl = clip3d->height_top; hl != nullptr && hl->height < ViewPos.Z; hl = hl->next) for (HeightLevel *hl = clip3d->height_top; hl != nullptr && hl->height < ViewPos.Z; hl = hl->next)
{ {
R_DrawHeightPlanes(hl->height); R_DrawHeightPlanes(hl->height);
@ -722,7 +722,7 @@ namespace swrenderer
clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPBOTTOM; clip3d->fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPBOTTOM;
} }
clip3d->sclipBottom = hl->height; clip3d->sclipBottom = hl->height;
R_DrawMaskedSingle(true); DrawMaskedSingle(true);
} }
clip3d->DeleteHeights(); clip3d->DeleteHeights();
clip3d->fake3D = 0; clip3d->fake3D = 0;

View file

@ -23,6 +23,8 @@ struct FVoxel;
namespace swrenderer namespace swrenderer
{ {
struct drawseg_t;
struct vissprite_t struct vissprite_t
{ {
struct posang struct posang
@ -88,25 +90,55 @@ namespace swrenderer
vissprite_t() {} vissprite_t() {}
}; };
extern int MaxVisSprites; class VisibleSpriteList
extern vissprite_t **vissprites, **firstvissprite; {
extern vissprite_t **vissprite_p; public:
static int MaxVisSprites;
static vissprite_t **vissprites;
static vissprite_t **firstvissprite;
static vissprite_t **vissprite_p;
extern bool DrewAVoxel; static void Deinit();
static void Clear();
static vissprite_t *Add();
void R_DeinitVisSprites(); private:
void R_ClearVisSprites(); static vissprite_t **lastvissprite;
vissprite_t *R_NewVisSprite(); };
void R_DeinitSprites(); class SortedVisibleSpriteList
void R_ClearSprites(); {
void R_CollectPortals(); public:
bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr); static void Deinit();
void R_SortVisSprites(bool(*compare)(vissprite_t *, vissprite_t *), size_t first);
void R_DrawSprite(vissprite_t *spr);
void R_DrawMaskedSingle(bool renew);
void R_DrawMasked();
bool sv_compare(vissprite_t *a, vissprite_t *b); static void Sort(bool(*compare)(vissprite_t *, vissprite_t *), size_t first);
bool sv_compare2d(vissprite_t *a, vissprite_t *b);
static bool sv_compare(vissprite_t *a, vissprite_t *b);
static bool sv_compare2d(vissprite_t *a, vissprite_t *b);
static vissprite_t **spritesorter;
static int vsprcount;
private:
static int spritesortersize;
};
class RenderTranslucent
{
public:
static void Deinit();
static void Clear();
static void Render();
static bool DrewAVoxel;
static bool ClipSpriteColumnWithPortals(int x, vissprite_t* spr);
private:
static void CollectPortals();
static void DrawSprite(vissprite_t *spr);
static void DrawMaskedSingle(bool renew);
static TArray<drawseg_t *> portaldrawsegs;
};
} }

View file

@ -101,7 +101,7 @@ namespace swrenderer
} }
} }
vissprite_t *vis = R_NewVisSprite(); vissprite_t *vis = VisibleSpriteList::Add();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq; vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->xscale = FLOAT2FIXED(xscale); vis->xscale = FLOAT2FIXED(xscale);
@ -152,7 +152,7 @@ namespace swrenderer
vis->voxel = voxel->Voxel; vis->voxel = voxel->Voxel;
vis->bIsVoxel = true; vis->bIsVoxel = true;
vis->bWallSprite = false; vis->bWallSprite = false;
DrewAVoxel = true; RenderTranslucent::DrewAVoxel = true;
// The software renderer cannot invert the source without inverting the overlay // 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 // too. That means if the source is inverted, we need to do the reverse of what

View file

@ -102,7 +102,7 @@ namespace swrenderer
gzt = pos.Z + scale.Y * scaled_to; gzt = pos.Z + scale.Y * scaled_to;
gzb = pos.Z + scale.Y * scaled_bo; gzb = pos.Z + scale.Y * scaled_bo;
vis = R_NewVisSprite(); vis = VisibleSpriteList::Add();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq; vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1; vis->x1 = wallc.sx1 < renderportal->WindowLeft ? renderportal->WindowLeft : wallc.sx1;
vis->x2 = wallc.sx2 >= renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2; vis->x2 = wallc.sx2 >= renderportal->WindowRight ? renderportal->WindowRight : wallc.sx2;
@ -222,7 +222,7 @@ namespace swrenderer
{ // calculate lighting { // calculate lighting
R_SetColorMapLight(usecolormap, light, shade); R_SetColorMapLight(usecolormap, light, shade);
} }
if (!R_ClipSpriteColumnWithPortals(x, spr)) if (!RenderTranslucent::ClipSpriteColumnWithPortals(x, spr))
DrawColumn(x, WallSpriteTile, maskedScaleY, sprflipvert, mfloorclip, mceilingclip); DrawColumn(x, WallSpriteTile, maskedScaleY, sprflipvert, mfloorclip, mceilingclip);
light += lightstep; light += lightstep;
x++; x++;