mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 16:41:13 +00:00
Move AddSprites to r_bsp and R_ProjectSprite to r_sprite
This commit is contained in:
parent
82ee9e7399
commit
72762e583f
6 changed files with 525 additions and 537 deletions
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@ -35,6 +35,7 @@
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#include "swrenderer/r_main.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/things/r_particle.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/line/r_wallsetup.h"
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@ -76,12 +77,12 @@ namespace swrenderer
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// Similar for ceiling, only reflected.
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// [RH] allow per-plane lighting
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if (floorlightlevel != NULL)
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if (floorlightlevel != nullptr)
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{
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*floorlightlevel = sec->GetFloorLight();
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}
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if (ceilinglightlevel != NULL)
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if (ceilinglightlevel != nullptr)
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{
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*ceilinglightlevel = sec->GetCeilingLight();
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}
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@ -89,7 +90,7 @@ namespace swrenderer
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FakeSide = WaterFakeSide::Center;
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const sector_t *s = sec->GetHeightSec();
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if (s != NULL)
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if (s != nullptr)
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{
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sector_t *heightsec = viewsector->heightsec;
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bool underwater = r_fakingunderwater ||
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@ -116,12 +117,12 @@ namespace swrenderer
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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if (floorlightlevel != nullptr)
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{
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*floorlightlevel = s->GetFloorLight();
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}
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if (ceilinglightlevel != NULL)
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if (ceilinglightlevel != nullptr)
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{
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*ceilinglightlevel = s->GetCeilingLight();
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}
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@ -160,7 +161,7 @@ namespace swrenderer
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// are underwater but not in a water sector themselves.
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// Only works if you cannot see the top surface of any deep water
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// sectors at the same time.
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if (backline && !r_fakingunderwater && backline->frontsector->heightsec == NULL)
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if (backline && !r_fakingunderwater && backline->frontsector->heightsec == nullptr)
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{
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if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) &&
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frontcz2 <= s->floorplane.ZatPoint(backline->v2))
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@ -215,12 +216,12 @@ namespace swrenderer
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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if (floorlightlevel != nullptr)
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{
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*floorlightlevel = s->GetFloorLight();
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}
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if (ceilinglightlevel != NULL)
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if (ceilinglightlevel != nullptr)
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{
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*ceilinglightlevel = s->GetCeilingLight();
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}
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@ -252,12 +253,12 @@ namespace swrenderer
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{
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tempsec->lightlevel = s->lightlevel;
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if (floorlightlevel != NULL)
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if (floorlightlevel != nullptr)
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{
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*floorlightlevel = s->GetFloorLight();
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}
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if (ceilinglightlevel != NULL)
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if (ceilinglightlevel != nullptr)
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{
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*ceilinglightlevel = s->GetCeilingLight();
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}
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@ -376,7 +377,7 @@ namespace swrenderer
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void RenderBSP::AddPolyobjs(subsector_t *sub)
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{
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if (sub->BSP == NULL || sub->BSP->bDirty)
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if (sub->BSP == nullptr || sub->BSP->bDirty)
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{
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sub->BuildPolyBSP();
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}
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@ -430,8 +431,8 @@ namespace swrenderer
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//secplane_t templane;
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lightlist_t *light;
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if (InSubsector != NULL)
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{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
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if (InSubsector != nullptr)
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{ // InSubsector is not nullptr. This means we are rendering from a mini-BSP.
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outersubsector = false;
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}
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else
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@ -445,14 +446,14 @@ namespace swrenderer
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I_Error("RenderSubsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
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#endif
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assert(sub->sector != NULL);
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assert(sub->sector != nullptr);
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if (sub->polys)
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{ // Render the polyobjs in the subsector first
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AddPolyobjs(sub);
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if (outersubsector)
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{
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InSubsector = NULL;
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InSubsector = nullptr;
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}
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return;
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}
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@ -493,7 +494,7 @@ namespace swrenderer
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visplane_t *ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
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frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
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portal != NULL ||
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portal != nullptr ||
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(frontsector->heightsec &&
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!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
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@ -505,7 +506,7 @@ namespace swrenderer
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frontsector->planes[sector_t::ceiling].xform,
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frontsector->sky,
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portal
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) : NULL;
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) : nullptr;
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if (ceilingplane)
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R_AddPlaneLights(ceilingplane, frontsector->lighthead);
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@ -533,7 +534,7 @@ namespace swrenderer
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visplane_t *floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
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frontsector->GetTexture(sector_t::floor) == skyflatnum ||
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portal != NULL ||
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portal != nullptr ||
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(frontsector->heightsec &&
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!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
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@ -545,7 +546,7 @@ namespace swrenderer
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frontsector->planes[sector_t::floor].xform,
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frontsector->sky,
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portal
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) : NULL;
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) : nullptr;
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if (floorplane)
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R_AddPlaneLights(floorplane, frontsector->lighthead);
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@ -601,7 +602,7 @@ namespace swrenderer
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floorlightlevel = *light->p_lightlevel;
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}
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ceilingplane = NULL;
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ceilingplane = nullptr;
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floorplane = R_FindPlane(frontsector->floorplane,
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frontsector->GetTexture(sector_t::floor),
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floorlightlevel + r_actualextralight, // killough 3/16/98
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@ -609,7 +610,7 @@ namespace swrenderer
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!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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frontsector->sky,
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NULL);
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nullptr);
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if (floorplane)
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R_AddPlaneLights(floorplane, frontsector->lighthead);
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@ -666,7 +667,7 @@ namespace swrenderer
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}
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tempsec.ceilingplane.ChangeHeight(1 / 65536.);
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floorplane = NULL;
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floorplane = nullptr;
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ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
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frontsector->GetTexture(sector_t::ceiling),
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ceilinglightlevel + r_actualextralight, // killough 4/11/98
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@ -674,7 +675,7 @@ namespace swrenderer
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!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
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frontsector->planes[position].xform,
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frontsector->sky,
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NULL);
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nullptr);
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if (ceilingplane)
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R_AddPlaneLights(ceilingplane, frontsector->lighthead);
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@ -684,7 +685,7 @@ namespace swrenderer
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frontsector = sub->sector;
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}
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}
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clip3d->fakeFloor = NULL;
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clip3d->fakeFloor = nullptr;
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floorplane = backupfp;
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ceilingplane = backupcp;
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}
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@ -698,7 +699,7 @@ namespace swrenderer
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// lightlevels on floor & ceiling lightlevels in the surrounding area.
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// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
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// it, otherwise they are lit by the floor.
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R_AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
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AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
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// [RH] Add particles
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if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
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@ -715,15 +716,15 @@ namespace swrenderer
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while (count--)
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{
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if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
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if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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// kg3D - fake planes bounding calculation
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if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
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{
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backupfp = floorplane;
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backupcp = ceilingplane;
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floorplane = NULL;
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ceilingplane = NULL;
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floorplane = nullptr;
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ceilingplane = nullptr;
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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@ -742,7 +743,7 @@ namespace swrenderer
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}
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renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane); // fake
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}
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clip3d->fakeFloor = NULL;
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clip3d->fakeFloor = nullptr;
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clip3d->fake3D = 0;
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floorplane = backupfp;
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ceilingplane = backupcp;
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@ -753,7 +754,7 @@ namespace swrenderer
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}
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if (outersubsector)
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{
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InSubsector = NULL;
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InSubsector = nullptr;
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}
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}
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@ -802,4 +803,62 @@ namespace swrenderer
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fillshort(floorclip, viewwidth, viewheight);
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fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
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}
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void RenderBSP::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
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{
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F3DFloor *fakeceiling = nullptr;
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F3DFloor *fakefloor = nullptr;
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// BSP is traversed by subsector.
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// A sector might have been split into several
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// subsectors during BSP building.
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// Thus we check whether it was already added.
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if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
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return;
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// Well, now it will be done.
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sec->validcount = validcount;
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int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
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// Handle all things in sector.
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for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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auto thing = p->m_thing;
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if (thing->validcount == validcount) continue;
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thing->validcount = validcount;
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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{
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double dist = (thing->Pos() - ViewPos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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{
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continue;
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}
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}
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// find fake level
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for (auto rover : thing->Sector->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
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if (!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
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if (!fakefloor)
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{
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if (!rover->top.plane->isSlope())
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{
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if (rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
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}
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}
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if (!rover->bottom.plane->isSlope())
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{
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if (rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
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}
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}
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R_ProjectSprite(thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
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fakeceiling = nullptr;
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fakefloor = nullptr;
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}
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}
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}
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@ -57,6 +57,8 @@ namespace swrenderer
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void AddPolyobjs(subsector_t *sub);
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void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
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void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside);
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subsector_t *InSubsector = nullptr;
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sector_t *frontsector = nullptr;
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WaterFakeSide FakeSide = WaterFakeSide::Center;
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@ -66,6 +66,7 @@
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#include "swrenderer/things/r_playersprite.h"
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#include "swrenderer/things/r_wallsprite.h"
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#include "swrenderer/things/r_sprite.h"
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#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/r_memory.h"
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#include "g_levellocals.h"
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@ -172,503 +173,6 @@ bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
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return false;
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}
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//
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// R_ProjectSprite
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// Generates a vissprite for a thing if it might be visible.
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//
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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 == NULL ||
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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 = NULL;
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voxel = NULL;
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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 != NULL)
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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;
|
||||
}
|
||||
else
|
||||
{
|
||||
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
|
||||
// choose a different rotation based on player view
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
|
||||
DAngle ang = (pos - ViewPos).Angle();
|
||||
angle_t rot;
|
||||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
picnum = sprframe->Texture[rot];
|
||||
if (sprframe->Flip & (1 << rot))
|
||||
{
|
||||
renderflags ^= RF_XFLIP;
|
||||
}
|
||||
tex = TexMan[picnum]; // Do not animate the rotation
|
||||
if (r_drawvoxels)
|
||||
{
|
||||
voxel = sprframe->Voxel;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (spriteScale.X < 0)
|
||||
{
|
||||
spriteScale.X = -spriteScale.X;
|
||||
renderflags ^= RF_XFLIP;
|
||||
}
|
||||
if (voxel == NULL && (tex == NULL || tex->UseType == FTexture::TEX_Null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||
{
|
||||
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
|
||||
return;
|
||||
}
|
||||
|
||||
// transform the origin point
|
||||
tr_x = pos.X - ViewPos.X;
|
||||
tr_y = pos.Y - ViewPos.Y;
|
||||
|
||||
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
|
||||
|
||||
// thing is behind view plane?
|
||||
if (voxel == NULL && tz < MINZ)
|
||||
return;
|
||||
|
||||
tx = tr_x * ViewSin - tr_y * ViewCos;
|
||||
|
||||
// [RH] Flip for mirrors
|
||||
if (renderportal->MirrorFlags & RF_XFLIP)
|
||||
{
|
||||
tx = -tx;
|
||||
}
|
||||
//tx2 = tx >> 4;
|
||||
|
||||
// too far off the side?
|
||||
// if it's a voxel, it can be further off the side
|
||||
if ((voxel == NULL && (fabs(tx / 64) > fabs(tz))) ||
|
||||
(voxel != NULL && (fabs(tx / 128) > fabs(tz))))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (voxel == NULL)
|
||||
{
|
||||
// [RH] Added scaling
|
||||
int scaled_to = tex->GetScaledTopOffset();
|
||||
int scaled_bo = scaled_to - tex->GetScaledHeight();
|
||||
gzt = pos.Z + spriteScale.Y * scaled_to;
|
||||
gzb = pos.Z + spriteScale.Y * scaled_bo;
|
||||
}
|
||||
else
|
||||
{
|
||||
xscale = spriteScale.X * voxel->Scale;
|
||||
yscale = spriteScale.Y * voxel->Scale;
|
||||
double piv = voxel->Voxel->Mips[0].Pivot.Z;
|
||||
gzt = pos.Z + yscale * piv - thing->Floorclip;
|
||||
gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
|
||||
if (gzt <= gzb)
|
||||
return;
|
||||
}
|
||||
|
||||
// killough 3/27/98: exclude things totally separated
|
||||
// from the viewer, by either water or fake ceilings
|
||||
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
|
||||
|
||||
heightsec = thing->Sector->GetHeightSec();
|
||||
|
||||
if (heightsec != NULL) // only clip things which are in special sectors
|
||||
{
|
||||
if (fakeside == WaterFakeSide::AboveCeiling)
|
||||
{
|
||||
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
else if (fakeside == WaterFakeSide::BelowFloor)
|
||||
{
|
||||
if (gzb >= heightsec->floorplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gzt < heightsec->floorplane.ZatPoint(pos))
|
||||
return;
|
||||
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (voxel == NULL)
|
||||
{
|
||||
xscale = CenterX / tz;
|
||||
|
||||
// [RH] Reject sprites that are off the top or bottom of the screen
|
||||
if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// [RH] Flip for mirrors
|
||||
renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
|
||||
|
||||
// calculate edges of the shape
|
||||
const double thingxscalemul = spriteScale.X / tex->Scale.X;
|
||||
|
||||
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
|
||||
double dtx1 = tx * xscale;
|
||||
x1 = centerx + xs_RoundToInt(dtx1);
|
||||
|
||||
// off the right side?
|
||||
if (x1 >= renderportal->WindowRight)
|
||||
return;
|
||||
|
||||
tx += tex->GetWidth() * thingxscalemul;
|
||||
x2 = centerx + xs_RoundToInt(tx * xscale);
|
||||
|
||||
// off the left side or too small?
|
||||
if ((x2 < renderportal->WindowLeft || x2 <= x1))
|
||||
return;
|
||||
|
||||
xscale = spriteScale.X * xscale / tex->Scale.X;
|
||||
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
|
||||
|
||||
double yscale = spriteScale.Y / tex->Scale.Y;
|
||||
|
||||
// store information in a vissprite
|
||||
vis = R_NewVisSprite();
|
||||
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
vis->yscale = float(InvZtoScale * yscale / tz);
|
||||
vis->idepth = float(1 / tz);
|
||||
vis->floorclip = thing->Floorclip / yscale;
|
||||
vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
|
||||
vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
|
||||
vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
|
||||
vis->Angle = thing->Angles.Yaw;
|
||||
|
||||
if (renderflags & RF_XFLIP)
|
||||
{
|
||||
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
||||
vis->xiscale = -iscale;
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->startfrac = 0;
|
||||
vis->xiscale = iscale;
|
||||
}
|
||||
|
||||
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
|
||||
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 != NULL)
|
||||
{
|
||||
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 != NULL)
|
||||
{ // 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_AddSprites
|
||||
// During BSP traversal, this adds sprites by sector.
|
||||
//
|
||||
// killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
|
||||
// [RH] Save which side of heightsec sprite is on here.
|
||||
void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
|
||||
{
|
||||
F3DFloor *fakeceiling = NULL;
|
||||
F3DFloor *fakefloor = NULL;
|
||||
|
||||
// BSP is traversed by subsector.
|
||||
// A sector might have been split into several
|
||||
// subsectors during BSP building.
|
||||
// Thus we check whether it was already added.
|
||||
if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
|
||||
return;
|
||||
|
||||
// Well, now it will be done.
|
||||
sec->validcount = validcount;
|
||||
|
||||
int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
|
||||
|
||||
// Handle all things in sector.
|
||||
for(auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
|
||||
{
|
||||
auto thing = p->m_thing;
|
||||
if (thing->validcount == validcount) continue;
|
||||
thing->validcount = validcount;
|
||||
|
||||
FIntCVar *cvar = thing->GetClass()->distancecheck;
|
||||
if (cvar != NULL && *cvar >= 0)
|
||||
{
|
||||
double dist = (thing->Pos() - ViewPos).LengthSquared();
|
||||
double check = (double)**cvar;
|
||||
if (dist >= check * check)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// find fake level
|
||||
for(auto rover : thing->Sector->e->XFloor.ffloors)
|
||||
{
|
||||
if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
|
||||
if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
|
||||
if(!fakefloor)
|
||||
{
|
||||
if(!rover->top.plane->isSlope())
|
||||
{
|
||||
if(rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
|
||||
}
|
||||
}
|
||||
if(!rover->bottom.plane->isSlope())
|
||||
{
|
||||
if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
|
||||
}
|
||||
}
|
||||
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
|
||||
fakeceiling = NULL;
|
||||
fakefloor = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// R_SortVisSprites
|
||||
|
@ -1196,8 +700,6 @@ void R_DrawMaskedSingle (bool renew)
|
|||
}
|
||||
}
|
||||
|
||||
void R_DrawHeightPlanes(double height); // kg3D - fake planes
|
||||
|
||||
void R_DrawMasked ()
|
||||
{
|
||||
R_CollectPortals();
|
||||
|
@ -1255,11 +757,4 @@ void R_DrawMasked ()
|
|||
R_DrawPlayerSprites();
|
||||
}
|
||||
|
||||
extern double BaseYaspectMul;;
|
||||
|
||||
inline int sgn(int v)
|
||||
{
|
||||
return v < 0 ? -1 : v > 0 ? 1 : 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -43,7 +43,6 @@ bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr);
|
|||
|
||||
void R_CacheSprite (spritedef_t *sprite);
|
||||
void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
|
||||
void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside);
|
||||
void R_DrawSprites ();
|
||||
void R_ClearSprites ();
|
||||
void R_DrawMasked ();
|
||||
|
@ -52,6 +51,7 @@ enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
|
|||
|
||||
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
|
||||
|
||||
extern bool DrewAVoxel;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -55,8 +55,439 @@
|
|||
#include "swrenderer/things/r_sprite.h"
|
||||
#include "swrenderer/r_memory.h"
|
||||
|
||||
EXTERN_CVAR(Bool, r_drawvoxels)
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
|
||||
{
|
||||
double tr_x;
|
||||
double tr_y;
|
||||
|
||||
double gzt; // killough 3/27/98
|
||||
double gzb; // [RH] use bottom of sprite, not actor
|
||||
double tx;// , tx2;
|
||||
double tz;
|
||||
|
||||
double xscale = 1, yscale = 1;
|
||||
|
||||
int x1;
|
||||
int x2;
|
||||
|
||||
FTextureID picnum;
|
||||
FTexture *tex;
|
||||
FVoxelDef *voxel;
|
||||
|
||||
vissprite_t* vis;
|
||||
|
||||
fixed_t iscale;
|
||||
|
||||
sector_t* heightsec; // killough 3/27/98
|
||||
|
||||
// Don't waste time projecting sprites that are definitely not visible.
|
||||
if (thing == nullptr ||
|
||||
(thing->renderflags & RF_INVISIBLE) ||
|
||||
!thing->RenderStyle.IsVisible(thing->Alpha) ||
|
||||
!thing->IsVisibleToPlayer() ||
|
||||
!thing->IsInsideVisibleAngles())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RenderPortal *renderportal = RenderPortal::Instance();
|
||||
|
||||
// [ZZ] Or less definitely not visible (hue)
|
||||
// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
|
||||
if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
|
||||
return;
|
||||
|
||||
// [RH] Interpolate the sprite's position to make it look smooth
|
||||
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||||
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||||
|
||||
tex = nullptr;
|
||||
voxel = nullptr;
|
||||
|
||||
int spritenum = thing->sprite;
|
||||
DVector2 spriteScale = thing->Scale;
|
||||
int renderflags = thing->renderflags;
|
||||
if (spriteScale.Y < 0)
|
||||
{
|
||||
spriteScale.Y = -spriteScale.Y;
|
||||
renderflags ^= RF_YFLIP;
|
||||
}
|
||||
if (thing->player != nullptr)
|
||||
{
|
||||
P_CheckPlayerSprite(thing, spritenum, spriteScale);
|
||||
}
|
||||
|
||||
if (thing->picnum.isValid())
|
||||
{
|
||||
picnum = thing->picnum;
|
||||
|
||||
tex = TexMan(picnum);
|
||||
if (tex->UseType == FTexture::TEX_Null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (tex->Rotations != 0xFFFF)
|
||||
{
|
||||
// choose a different rotation based on player view
|
||||
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
|
||||
DAngle ang = (pos - ViewPos).Angle();
|
||||
angle_t rot;
|
||||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
picnum = sprframe->Texture[rot];
|
||||
if (sprframe->Flip & (1 << rot))
|
||||
{
|
||||
renderflags ^= RF_XFLIP;
|
||||
}
|
||||
tex = TexMan[picnum]; // Do not animate the rotation
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// decide which texture to use for the sprite
|
||||
if ((unsigned)spritenum >= sprites.Size())
|
||||
{
|
||||
DPrintf(DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
|
||||
return;
|
||||
}
|
||||
spritedef_t *sprdef = &sprites[spritenum];
|
||||
if (thing->frame >= sprdef->numframes)
|
||||
{
|
||||
// If there are no frames at all for this sprite, don't draw it.
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
|
||||
// choose a different rotation based on player view
|
||||
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
|
||||
DAngle ang = (pos - ViewPos).Angle();
|
||||
angle_t rot;
|
||||
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (thing->flags7 & MF7_SPRITEANGLE)
|
||||
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
else
|
||||
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||||
}
|
||||
picnum = sprframe->Texture[rot];
|
||||
if (sprframe->Flip & (1 << rot))
|
||||
{
|
||||
renderflags ^= RF_XFLIP;
|
||||
}
|
||||
tex = TexMan[picnum]; // Do not animate the rotation
|
||||
if (r_drawvoxels)
|
||||
{
|
||||
voxel = sprframe->Voxel;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (spriteScale.X < 0)
|
||||
{
|
||||
spriteScale.X = -spriteScale.X;
|
||||
renderflags ^= RF_XFLIP;
|
||||
}
|
||||
if (voxel == nullptr && (tex == nullptr || tex->UseType == FTexture::TEX_Null))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||
{
|
||||
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
|
||||
return;
|
||||
}
|
||||
|
||||
// transform the origin point
|
||||
tr_x = pos.X - ViewPos.X;
|
||||
tr_y = pos.Y - ViewPos.Y;
|
||||
|
||||
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
|
||||
|
||||
// thing is behind view plane?
|
||||
if (voxel == nullptr && tz < MINZ)
|
||||
return;
|
||||
|
||||
tx = tr_x * ViewSin - tr_y * ViewCos;
|
||||
|
||||
// [RH] Flip for mirrors
|
||||
if (renderportal->MirrorFlags & RF_XFLIP)
|
||||
{
|
||||
tx = -tx;
|
||||
}
|
||||
//tx2 = tx >> 4;
|
||||
|
||||
// too far off the side?
|
||||
// if it's a voxel, it can be further off the side
|
||||
if ((voxel == nullptr && (fabs(tx / 64) > fabs(tz))) ||
|
||||
(voxel != nullptr && (fabs(tx / 128) > fabs(tz))))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (voxel == nullptr)
|
||||
{
|
||||
// [RH] Added scaling
|
||||
int scaled_to = tex->GetScaledTopOffset();
|
||||
int scaled_bo = scaled_to - tex->GetScaledHeight();
|
||||
gzt = pos.Z + spriteScale.Y * scaled_to;
|
||||
gzb = pos.Z + spriteScale.Y * scaled_bo;
|
||||
}
|
||||
else
|
||||
{
|
||||
xscale = spriteScale.X * voxel->Scale;
|
||||
yscale = spriteScale.Y * voxel->Scale;
|
||||
double piv = voxel->Voxel->Mips[0].Pivot.Z;
|
||||
gzt = pos.Z + yscale * piv - thing->Floorclip;
|
||||
gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
|
||||
if (gzt <= gzb)
|
||||
return;
|
||||
}
|
||||
|
||||
// killough 3/27/98: exclude things totally separated
|
||||
// from the viewer, by either water or fake ceilings
|
||||
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
|
||||
|
||||
heightsec = thing->Sector->GetHeightSec();
|
||||
|
||||
if (heightsec != nullptr) // only clip things which are in special sectors
|
||||
{
|
||||
if (fakeside == WaterFakeSide::AboveCeiling)
|
||||
{
|
||||
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
else if (fakeside == WaterFakeSide::BelowFloor)
|
||||
{
|
||||
if (gzb >= heightsec->floorplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gzt < heightsec->floorplane.ZatPoint(pos))
|
||||
return;
|
||||
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (voxel == nullptr)
|
||||
{
|
||||
xscale = CenterX / tz;
|
||||
|
||||
// [RH] Reject sprites that are off the top or bottom of the screen
|
||||
if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// [RH] Flip for mirrors
|
||||
renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
|
||||
|
||||
// calculate edges of the shape
|
||||
const double thingxscalemul = spriteScale.X / tex->Scale.X;
|
||||
|
||||
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
|
||||
double dtx1 = tx * xscale;
|
||||
x1 = centerx + xs_RoundToInt(dtx1);
|
||||
|
||||
// off the right side?
|
||||
if (x1 >= renderportal->WindowRight)
|
||||
return;
|
||||
|
||||
tx += tex->GetWidth() * thingxscalemul;
|
||||
x2 = centerx + xs_RoundToInt(tx * xscale);
|
||||
|
||||
// off the left side or too small?
|
||||
if ((x2 < renderportal->WindowLeft || x2 <= x1))
|
||||
return;
|
||||
|
||||
xscale = spriteScale.X * xscale / tex->Scale.X;
|
||||
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
|
||||
|
||||
double yscale = spriteScale.Y / tex->Scale.Y;
|
||||
|
||||
// store information in a vissprite
|
||||
vis = R_NewVisSprite();
|
||||
|
||||
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
|
||||
vis->xscale = FLOAT2FIXED(xscale);
|
||||
vis->yscale = float(InvZtoScale * yscale / tz);
|
||||
vis->idepth = float(1 / tz);
|
||||
vis->floorclip = thing->Floorclip / yscale;
|
||||
vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
|
||||
vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
|
||||
vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
|
||||
vis->Angle = thing->Angles.Yaw;
|
||||
|
||||
if (renderflags & RF_XFLIP)
|
||||
{
|
||||
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
||||
vis->xiscale = -iscale;
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->startfrac = 0;
|
||||
vis->xiscale = iscale;
|
||||
}
|
||||
|
||||
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void R_DrawVisSprite(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip)
|
||||
{
|
||||
fixed_t frac;
|
||||
|
|
|
@ -17,5 +17,6 @@
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
|
||||
void R_DrawVisSprite(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue