mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Remove the ProjectedWallTexcoords arrays
This commit is contained in:
parent
370c185415
commit
5c21a6c973
8 changed files with 76 additions and 156 deletions
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@ -427,7 +427,9 @@ namespace swrenderer
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xoffset = xs_RoundToInt(xoffset * lwallscale);
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}
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draw_segment->texcoords.Set(Thread, walltexcoords, start, stop, xoffset, yscale);
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draw_segment->texcoords = walltexcoords;
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draw_segment->texcoords.xoffset = xoffset;
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draw_segment->texcoords.yscale = yscale;
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}
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draw_segment->light = mLight.GetLightPos(start);
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@ -54,7 +54,7 @@
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namespace swrenderer
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{
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void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal)
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void RenderWallPart::ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords)
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{
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if (rw_pic == nullptr)
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return;
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@ -114,12 +114,12 @@ namespace swrenderer
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if (!fixed)
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drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(texcoords.UPos(x + 1)) - FIXED2DBL(texcoords.UPos(x)));
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fixed_t xxoffset = (lwal[x] + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();
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fixed_t xxoffset = (texcoords.UPos(x) + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();
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// Normalize to 0-1 range:
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double uv_stepd = swal[x] * yrepeat;
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double uv_stepd = texcoords.VStep(x) * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / rw_pic->GetHeight();
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v = v - floor(v);
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double v_step = uv_stepd / rw_pic->GetHeight();
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@ -227,18 +227,18 @@ namespace swrenderer
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if (!fixed)
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drawerargs.SetLight(curlight, mLight.GetLightLevel(), mLight.GetFoggy(), viewport);
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(texcoords.UPos(x + 1)) - FIXED2DBL(texcoords.UPos(x)));
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uint32_t uv_pos;
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uint32_t uv_step;
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fixed_t xxoffset = (lwal[x] + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();
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fixed_t xxoffset = (texcoords.UPos(x) + xoffset + FLOAT2FIXED(xmagnitude * 0.5)) * rw_pic->GetPhysicalScale();
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if (uv_fracbits != 32)
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{
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// Find start uv in [0-base_height[ range.
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// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
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double uv_stepd = swal[x] * yrepeat;
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double uv_stepd = texcoords.VStep(x) * yrepeat;
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double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / rw_pic->GetHeight();
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v = v - floor(v);
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v *= height;
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@ -410,7 +410,7 @@ namespace swrenderer
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}
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}
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void RenderWallPart::ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal)
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void RenderWallPart::ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords)
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{
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ProjectedWallLine most1, most2, most3;
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const short *up;
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@ -434,7 +434,7 @@ namespace swrenderer
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{
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down[j] = clamp(most3.ScreenY[j], up[j], dwal[j]);
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}
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ProcessNormalWall(up, down, texturemid, swal, lwal);
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ProcessNormalWall(up, down, texturemid, texcoords);
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up = down;
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down = (down == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
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}
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@ -442,19 +442,19 @@ namespace swrenderer
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mLight.SetColormap(frontsector, curline, &frontsector->e->XFloor.lightlist[i]);
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}
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ProcessNormalWall(up, dwal, texturemid, swal, lwal);
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ProcessNormalWall(up, dwal, texturemid, texcoords);
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}
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void RenderWallPart::ProcessWall(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal)
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void RenderWallPart::ProcessWall(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords)
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{
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedColormap() != NULL || cameraLight->FixedLightLevel() >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
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{
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ProcessNormalWall(uwal, dwal, texturemid, swal, lwal);
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ProcessNormalWall(uwal, dwal, texturemid, texcoords);
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}
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else
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{
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ProcessStripedWall(uwal, dwal, texturemid, swal, lwal);
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ProcessStripedWall(uwal, dwal, texturemid, texcoords);
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}
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}
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@ -469,7 +469,7 @@ namespace swrenderer
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//
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//=============================================================================
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void RenderWallPart::ProcessWallNP2(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal, double top, double bot)
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void RenderWallPart::ProcessWallNP2(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords, double top, double bot)
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{
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ProjectedWallLine most1, most2, most3;
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double texheight = rw_pic->GetHeight();
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@ -495,14 +495,14 @@ namespace swrenderer
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{
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down[j] = clamp(most3.ScreenY[j], up[j], dwal[j]);
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}
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ProcessWall(up, down, texturemid, swal, lwal);
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ProcessWall(up, down, texturemid, texcoords);
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up = down;
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down = (down == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
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}
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partition -= scaledtexheight;
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texturemid -= texheight;
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}
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ProcessWall(up, dwal, texturemid, swal, lwal);
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ProcessWall(up, dwal, texturemid, texcoords);
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}
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else
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{ // upside down: draw strips from bottom to top
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@ -519,14 +519,14 @@ namespace swrenderer
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{
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up[j] = clamp(most3.ScreenY[j], uwal[j], down[j]);
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}
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ProcessWall(up, down, texturemid, swal, lwal);
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ProcessWall(up, down, texturemid, texcoords);
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down = up;
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up = (up == most1.ScreenY) ? most2.ScreenY : most1.ScreenY;
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}
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partition -= scaledtexheight;
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texturemid -= texheight;
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}
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ProcessWall(uwal, down, texturemid, swal, lwal);
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ProcessWall(uwal, down, texturemid, texcoords);
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}
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}
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@ -550,39 +550,11 @@ namespace swrenderer
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if (rw_pic->GetHeight() != 1 << rw_pic->GetHeightBits())
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{
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ProcessWallNP2(walltop, wallbottom, texturemid, texcoords.VStep, texcoords.UPos, top, bottom);
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ProcessWallNP2(walltop, wallbottom, texturemid, texcoords, top, bottom);
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}
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else
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{
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ProcessWall(walltop, wallbottom, texturemid, texcoords.VStep, texcoords.UPos);
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}
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}
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void RenderWallPart::Render(sector_t* frontsector, seg_t* curline, const FWallCoords& WallC, FSoftwareTexture* pic, int x1, int x2, const short* walltop, const short* wallbottom, double texturemid, const DrawSegmentWallTexcoords& texcoords, double yscale, double top, double bottom, bool mask, bool additive, fixed_t alpha, fixed_t xoffset, const ProjectedWallLight& light, FLightNode* light_list)
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{
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this->x1 = x1;
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this->x2 = x2;
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this->frontsector = frontsector;
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this->curline = curline;
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this->WallC = WallC;
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this->yrepeat = yscale;
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this->mLight = light;
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this->xoffset = xoffset;
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this->light_list = light_list;
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this->rw_pic = pic;
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this->mask = mask;
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this->additive = additive;
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this->alpha = alpha;
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Thread->PrepareTexture(pic, DefaultRenderStyle()); // Get correct render style? Shaded won't get here.
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if (rw_pic->GetHeight() != 1 << rw_pic->GetHeightBits())
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{
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ProcessWallNP2(walltop, wallbottom, texturemid, texcoords.VStep, texcoords.UPos, top, bottom);
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}
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else
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{
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ProcessWall(walltop, wallbottom, texturemid, texcoords.VStep, texcoords.UPos);
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ProcessWall(walltop, wallbottom, texturemid, texcoords);
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}
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}
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@ -66,34 +66,13 @@ namespace swrenderer
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const ProjectedWallLight &light,
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FLightNode *light_list);
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void Render(
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sector_t* frontsector,
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seg_t* curline,
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const FWallCoords& WallC,
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FSoftwareTexture* rw_pic,
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int x1,
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int x2,
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const short* walltop,
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const short* wallbottom,
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double texturemid,
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const DrawSegmentWallTexcoords& texcoords,
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double yscale,
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double top,
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double bottom,
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bool mask,
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bool additive,
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fixed_t alpha,
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fixed_t xoffset,
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const ProjectedWallLight& light,
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FLightNode* light_list);
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RenderThread *Thread = nullptr;
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private:
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void ProcessWallNP2(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal, double top, double bot);
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void ProcessWall(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal);
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void ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal);
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void ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, const float *swal, const fixed_t *lwal);
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void ProcessWallNP2(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords, double top, double bot);
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void ProcessWall(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords);
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void ProcessStripedWall(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords);
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void ProcessNormalWall(const short *uwal, const short *dwal, double texturemid, const ProjectedWallTexcoords& texcoords);
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void SetLights(WallDrawerArgs &drawerargs, int x, int y1);
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int x1 = 0;
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@ -223,65 +223,53 @@ namespace swrenderer
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void ProjectedWallTexcoords::Project(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT, bool flipx)
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{
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float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - viewport->CenterX);
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - viewport->CenterX);
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this->walxrepeat = walxrepeat;
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this->x1 = x1;
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this->x2 = x2;
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this->WallT = WallT;
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CenterX = viewport->CenterX;
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WallTMapScale2 = viewport->WallTMapScale2;
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valid = true;
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}
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float ProjectedWallTexcoords::VStep(int x) const
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{
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float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
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float uGradient = WallT.UoverZstep;
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float zGradient = WallT.InvZstep;
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float xrepeat = (float)fabs(walxrepeat);
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float depthScale = (float)(WallT.InvZstep * viewport->WallTMapScale2);
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float depthOrg = (float)(-WallT.UoverZstep * viewport->WallTMapScale2);
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float depthScale = (float)(WallT.InvZstep * WallTMapScale2);
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float depthOrg = (float)(-WallT.UoverZstep * WallTMapScale2);
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float u = (uOverZ + uGradient * (x - x1)) / (invZ + zGradient * (x - x1));
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return depthOrg + u * depthScale;
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}
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fixed_t ProjectedWallTexcoords::UPos(int x) const
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{
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float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
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float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
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float uGradient = WallT.UoverZstep;
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float zGradient = WallT.InvZstep;
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float u = (uOverZ + uGradient * (x - x1)) / (invZ + zGradient * (x - x1));
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fixed_t value;
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if (walxrepeat < 0.0)
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{
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for (int x = x1; x < x2; x++)
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{
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float u = uOverZ / invZ;
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UPos[x] = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT);
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VStep[x] = depthOrg + u * depthScale;
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uOverZ += uGradient;
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invZ += zGradient;
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}
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float xrepeat = -walxrepeat;
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value = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT);
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}
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else
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{
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for (int x = x1; x < x2; x++)
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{
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float u = uOverZ / invZ;
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UPos[x] = (fixed_t)(u * xrepeat * FRACUNIT);
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VStep[x] = depthOrg + u * depthScale;
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uOverZ += uGradient;
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invZ += zGradient;
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}
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value = (fixed_t)(u * walxrepeat * FRACUNIT);
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}
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if (flipx)
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{
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int right = (int)walxrepeat - 1;
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for (int i = x1; i < x2; i++)
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{
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UPos[i] = right - UPos[i];
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}
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}
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}
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/////////////////////////////////////////////////////////////////////////
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void DrawSegmentWallTexcoords::Set(RenderThread* thread, const ProjectedWallTexcoords& texcoords, int x1, int x2, fixed_t xoffset, double yscale)
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{
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UPos = thread->FrameMemory->AllocMemory<fixed_t>(x2 - x1) - x1;
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VStep = thread->FrameMemory->AllocMemory<float>(x2 - x1) - x1;
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for (int i = x1; i < x2; i++)
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{
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UPos[i] = texcoords.UPos[i] + xoffset;
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VStep[i] = texcoords.VStep[i];
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value = (int)walxrepeat - 1 - value;
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}
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this->yscale = (float)yscale;
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return value + xoffset;
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}
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/////////////////////////////////////////////////////////////////////////
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@ -63,27 +63,23 @@ namespace swrenderer
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public:
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void Project(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT, bool flipx = false);
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private:
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float VStep[MAXWIDTH]; // swall
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fixed_t UPos[MAXWIDTH]; // lwall
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float VStep(int x) const;
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fixed_t UPos(int x) const;
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friend class DrawSegmentWallTexcoords;
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friend class RenderWallPart;
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friend class SpriteDrawerArgs;
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};
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float yscale = 1.0f;
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fixed_t xoffset = 0;
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class DrawSegmentWallTexcoords
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{
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public:
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void Set(RenderThread *thread, const ProjectedWallTexcoords& texcoords, int x1, int x2, fixed_t xoffset, double yscale);
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float yscale;
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explicit operator bool() const { return UPos; }
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explicit operator bool() const { return valid; }
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private:
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float* VStep = nullptr; // swall
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fixed_t* UPos = nullptr; // maskedtexturecol
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bool valid = false;
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double CenterX;
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double WallTMapScale2;
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double walxrepeat;
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int x1;
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int x2;
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FWallTmapVals WallT;
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bool flipx;
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friend class RenderWallPart;
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friend class SpriteDrawerArgs;
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@ -34,7 +34,7 @@ namespace swrenderer
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uint8_t silhouette = 0; // 0=none, 1=bottom, 2=top, 3=both
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bool bFogBoundary = false;
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DrawSegmentWallTexcoords texcoords;
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ProjectedWallTexcoords texcoords;
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// Pointers to lists for sprite clipping, all three adjusted so [x1] is first value.
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short *sprtopclip = nullptr;
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@ -47,7 +47,7 @@ namespace swrenderer
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{
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auto viewport = thread->Viewport.get();
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float iscale = walltexcoords.VStep[x] * maskedScaleY;
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float iscale = walltexcoords.VStep(x) * maskedScaleY;
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double spryscale = 1 / iscale;
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double sprtopscreen;
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if (sprflipvert)
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@ -55,22 +55,7 @@ namespace swrenderer
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else
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sprtopscreen = viewport->CenterY - texturemid * spryscale;
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DrawMaskedColumn(thread, x, FLOAT2FIXED(iscale), WallSpriteTile, walltexcoords.UPos[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, style);
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}
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void SpriteDrawerArgs::DrawMaskedColumn(RenderThread* thread, int x, FSoftwareTexture* WallSpriteTile, const DrawSegmentWallTexcoords& walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short* mfloorclip, const short* mceilingclip, FRenderStyle style)
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{
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auto viewport = thread->Viewport.get();
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float iscale = walltexcoords.VStep[x] * maskedScaleY;
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double spryscale = 1 / iscale;
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double sprtopscreen;
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if (sprflipvert)
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sprtopscreen = viewport->CenterY + texturemid * spryscale;
|
||||
else
|
||||
sprtopscreen = viewport->CenterY - texturemid * spryscale;
|
||||
|
||||
DrawMaskedColumn(thread, x, FLOAT2FIXED(iscale), WallSpriteTile, walltexcoords.UPos[x], spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, style);
|
||||
DrawMaskedColumn(thread, x, FLOAT2FIXED(iscale), WallSpriteTile, walltexcoords.UPos(x), spryscale, sprtopscreen, sprflipvert, mfloorclip, mceilingclip, style);
|
||||
}
|
||||
|
||||
void SpriteDrawerArgs::DrawMaskedColumn(RenderThread *thread, int x, fixed_t iscale, FSoftwareTexture *tex, fixed_t col, double spryscale, double sprtopscreen, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, FRenderStyle style, bool unmasked)
|
||||
|
|
|
@ -10,7 +10,6 @@ namespace swrenderer
|
|||
{
|
||||
class RenderThread;
|
||||
class ProjectedWallTexcoords;
|
||||
class DrawSegmentWallTexcoords;
|
||||
|
||||
class VoxelBlock
|
||||
{
|
||||
|
@ -36,7 +35,6 @@ namespace swrenderer
|
|||
void SetDynamicLight(uint32_t color) { dynlightcolor = color; }
|
||||
|
||||
void DrawMaskedColumn(RenderThread* thread, int x, FSoftwareTexture* WallSpriteTile, const ProjectedWallTexcoords& walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short* mfloorclip, const short* mceilingclip, FRenderStyle style);
|
||||
void DrawMaskedColumn(RenderThread* thread, int x, FSoftwareTexture* WallSpriteTile, const DrawSegmentWallTexcoords& walltexcoords, double texturemid, float maskedScaleY, bool sprflipvert, const short* mfloorclip, const short* mceilingclip, FRenderStyle style);
|
||||
void DrawMaskedColumn(RenderThread *thread, int x, fixed_t iscale, FSoftwareTexture *texture, fixed_t column, double spryscale, double sprtopscreen, bool sprflipvert, const short *mfloorclip, const short *mceilingclip, FRenderStyle style, bool unmasked = false);
|
||||
void FillColumn(RenderThread *thread);
|
||||
void DrawVoxelBlocks(RenderThread *thread, const VoxelBlock *blocks, int blockcount);
|
||||
|
|
Loading…
Reference in a new issue