Move line handling to more files

This commit is contained in:
Magnus Norddahl 2017-01-01 10:28:35 +01:00
parent 4b41b9c9dc
commit 81658d7c88
21 changed files with 1051 additions and 973 deletions

View file

@ -769,6 +769,7 @@ file( GLOB HEADER_FILES
swrenderer/drawers/*.h
swrenderer/scene/*.h
swrenderer/segments/*.h
swrenderer/line/*.h
swrenderer/plane/*.h
swrenderer/things/*.h
polyrenderer/*.h
@ -821,8 +822,10 @@ set( FASTMATH_PCH_SOURCES
swrenderer/scene/r_bsp.cpp
swrenderer/scene/r_segs.cpp
swrenderer/scene/r_things.cpp
swrenderer/scene/r_walldraw.cpp
swrenderer/scene/r_portal.cpp
swrenderer/line/r_line.cpp
swrenderer/line/r_walldraw.cpp
swrenderer/line/r_wallsetup.cpp
swrenderer/segments/r_clipsegment.cpp
swrenderer/segments/r_drawsegment.cpp
swrenderer/segments/r_portalsegment.cpp
@ -1474,6 +1477,7 @@ source_group("Software Renderer" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR
source_group("Software Renderer\\Drawers" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/swrenderer/drawers/.+")
source_group("Software Renderer\\Scene" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/swrenderer/scene/.+")
source_group("Software Renderer\\Segments" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/swrenderer/segments/.+")
source_group("Software Renderer\\Line" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/swrenderer/line/.+")
source_group("Software Renderer\\Plane" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/swrenderer/plane/.+")
source_group("Software Renderer\\Things" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/swrenderer/things/.+")
source_group("Poly Renderer" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/polyrenderer/.+")

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@ -0,0 +1,126 @@
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "r_wallsetup.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/line/r_line.h"
namespace swrenderer
{
FWallCoords WallC;
FWallTmapVals WallT;
// Transform and clip coordinates. Returns true if it was clipped away
bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
{
tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos);
tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos);
tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin);
tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin);
if (MirrorFlags & RF_XFLIP)
{
float t = -tleft.X;
tleft.X = -tright.X;
tright.X = t;
swapvalues(tleft.Y, tright.Y);
}
if (tleft.X >= -tleft.Y)
{
if (tleft.X > tleft.Y) return true; // left edge is off the right side
if (tleft.Y == 0) return true;
sx1 = xs_RoundToInt(CenterX + tleft.X * CenterX / tleft.Y);
sz1 = tleft.Y;
}
else
{
if (tright.X < -tright.Y) return true; // wall is off the left side
float den = tleft.X - tright.X - tright.Y + tleft.Y;
if (den == 0) return true;
sx1 = 0;
sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den;
}
if (sz1 < too_close)
return true;
if (tright.X <= tright.Y)
{
if (tright.X < -tright.Y) return true; // right edge is off the left side
if (tright.Y == 0) return true;
sx2 = xs_RoundToInt(CenterX + tright.X * CenterX / tright.Y);
sz2 = tright.Y;
}
else
{
if (tleft.X > tleft.Y) return true; // wall is off the right side
float den = tright.Y - tleft.Y - tright.X + tleft.X;
if (den == 0) return true;
sx2 = viewwidth;
sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den;
}
if (sz2 < too_close || sx2 <= sx1)
return true;
return false;
}
/////////////////////////////////////////////////////////////////////////
void FWallTmapVals::InitFromWallCoords(const FWallCoords *wallc)
{
const FVector2 *left = &wallc->tleft;
const FVector2 *right = &wallc->tright;
if (MirrorFlags & RF_XFLIP)
{
swapvalues(left, right);
}
UoverZorg = left->X * centerx;
UoverZstep = -left->Y;
InvZorg = (left->X - right->X) * centerx;
InvZstep = right->Y - left->Y;
}
void FWallTmapVals::InitFromLine(const DVector2 &left, const DVector2 &right)
{
// Coordinates should have already had viewx,viewy subtracted
double fullx1 = left.X * ViewSin - left.Y * ViewCos;
double fullx2 = right.X * ViewSin - right.Y * ViewCos;
double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin;
double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin;
if (MirrorFlags & RF_XFLIP)
{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
UoverZorg = float(fullx1 * centerx);
UoverZstep = float(-fully1);
InvZorg = float((fullx1 - fullx2) * centerx);
InvZstep = float(fully2 - fully1);
}
}

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@ -0,0 +1,28 @@
#pragma once
namespace swrenderer
{
struct FWallCoords
{
FVector2 tleft; // coords at left of wall in view space rx1,ry1
FVector2 tright; // coords at right of wall in view space rx2,ry2
float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2
short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2
bool Init(const DVector2 &pt1, const DVector2 &pt2, double too_close);
};
struct FWallTmapVals
{
float UoverZorg, UoverZstep;
float InvZorg, InvZstep;
void InitFromWallCoords(const FWallCoords *wallc);
void InitFromLine(const DVector2 &left, const DVector2 &right);
};
extern FWallCoords WallC;
extern FWallTmapVals WallT;
}

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@ -0,0 +1,604 @@
/*
** Wall drawing stuff
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include <stddef.h>
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "swrenderer/r_main.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "r_walldraw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/drawers/r_drawers.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/line/r_wallsetup.h"
namespace swrenderer
{
using namespace drawerargs;
extern FTexture *rw_pic;
static const uint8_t *R_GetColumn(FTexture *tex, int col)
{
int width;
// If the texture's width isn't a power of 2, then we need to make it a
// positive offset for proper clamping.
if (col < 0 && (width = tex->GetWidth()) != (1 << tex->WidthBits))
{
col = width + (col % width);
}
if (r_swtruecolor)
return (const uint8_t *)tex->GetColumnBgra(col, nullptr);
else
return tex->GetColumn(col, nullptr);
}
WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, double xmagnitude, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x))
{
xoffset += FLOAT2FIXED(xmagnitude * 0.5);
if (!r_swtruecolor)
{
height = texture->GetHeight();
int uv_fracbits = 32 - texture->HeightBits;
if (uv_fracbits != 32)
{
uv_max = height << uv_fracbits;
// Find start uv in [0-base_height[ range.
// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
double uv_stepd = swal * yrepeat;
double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
v = v - floor(v);
v *= height;
v *= (1 << uv_fracbits);
uv_pos = (uint32_t)v;
uv_step = xs_ToFixed(uv_fracbits, uv_stepd);
if (uv_step == 0) // To prevent divide by zero elsewhere
uv_step = 1;
}
else
{ // Hack for one pixel tall textures
uv_pos = 0;
uv_step = 0;
uv_max = 1;
}
source = getcol(texture, xoffset >> FRACBITS);
source2 = nullptr;
texturefracx = 0;
}
else
{
// Normalize to 0-1 range:
double uv_stepd = swal * yrepeat;
double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / texture->GetHeight();
v = v - floor(v);
double v_step = uv_stepd / texture->GetHeight();
if (isnan(v) || isnan(v_step)) // this should never happen, but it apparently does..
{
uv_stepd = 0.0;
v = 0.0;
v_step = 0.0;
}
// Convert to uint32:
uv_pos = (uint32_t)(v * 0x100000000LL);
uv_step = (uint32_t)(v_step * 0x100000000LL);
uv_max = 0;
// Texture mipmap and filter selection:
if (getcol != R_GetColumn)
{
source = getcol(texture, xoffset >> FRACBITS);
source2 = nullptr;
height = texture->GetHeight();
texturefracx = 0;
}
else
{
double ymagnitude = fabs(uv_stepd);
double magnitude = MAX(ymagnitude, xmagnitude);
double min_lod = -1000.0;
double lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
bool magnifying = lod < 0.0f;
int mipmap_offset = 0;
int mip_width = texture->GetWidth();
int mip_height = texture->GetHeight();
if (r_mipmap && texture->Mipmapped() && mip_width > 1 && mip_height > 1)
{
uint32_t xpos = (uint32_t)((((uint64_t)xoffset) << FRACBITS) / mip_width);
int level = (int)lod;
while (level > 0 && mip_width > 1 && mip_height > 1)
{
mipmap_offset += mip_width * mip_height;
level--;
mip_width = MAX(mip_width >> 1, 1);
mip_height = MAX(mip_height >> 1, 1);
}
xoffset = (xpos >> FRACBITS) * mip_width;
}
const uint32_t *pixels = texture->GetPixelsBgra() + mipmap_offset;
bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
if (filter_nearest)
{
int tx = (xoffset >> FRACBITS) % mip_width;
if (tx < 0)
tx += mip_width;
source = (BYTE*)(pixels + tx * mip_height);
source2 = nullptr;
height = mip_height;
texturefracx = 0;
}
else
{
xoffset -= FRACUNIT / 2;
int tx0 = (xoffset >> FRACBITS) % mip_width;
if (tx0 < 0)
tx0 += mip_width;
int tx1 = (tx0 + 1) % mip_width;
source = (BYTE*)(pixels + tx0 * mip_height);
source2 = (BYTE*)(pixels + tx1 * mip_height);
height = mip_height;
texturefracx = (xoffset >> (FRACBITS - 4)) & 15;
}
}
}
}
// Draw a column with support for non-power-of-two ranges
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
{
if (r_dynlights)
{
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
dc_viewpos.Y = zcol;
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
}
}
cur_node = cur_node->nextLight;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{
dc_num_lights = 0;
}
if (r_swtruecolor)
{
int count = y2 - y1;
dc_source = sampler.source;
dc_source2 = sampler.source2;
dc_texturefracx = sampler.texturefracx;
dc_dest = (ylookup[y1] + x) * 4 + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = sampler.uv_pos;
dc_textureheight = sampler.height;
(R_Drawers()->*draw1column)();
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
}
else
{
if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
{
int count = y2 - y1;
dc_source = sampler.source;
dc_source2 = sampler.source2;
dc_texturefracx = sampler.texturefracx;
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = sampler.uv_pos;
(R_Drawers()->*draw1column)();
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
}
else
{
uint32_t uv_pos = sampler.uv_pos;
uint32_t left = y2 - y1;
while (left > 0)
{
uint32_t available = sampler.uv_max - uv_pos;
uint32_t next_uv_wrap = available / sampler.uv_step;
if (available % sampler.uv_step != 0)
next_uv_wrap++;
uint32_t count = MIN(left, next_uv_wrap);
dc_source = sampler.source;
dc_source2 = sampler.source2;
dc_texturefracx = sampler.texturefracx;
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = uv_pos;
(R_Drawers()->*draw1column)();
left -= count;
uv_pos += sampler.uv_step * count;
if (uv_pos >= sampler.uv_max)
uv_pos -= sampler.uv_max;
}
sampler.uv_pos = uv_pos;
}
}
}
static void ProcessWallWorker(
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade,
const BYTE *(*getcol)(FTexture *tex, int x), DrawerFunc drawcolumn)
{
if (rw_pic->UseType == FTexture::TEX_Null)
return;
fixed_t xoffset = rw_offset;
rw_pic->GetHeight(); // To ensure that rw_pic->HeightBits has been set
int fracbits = 32 - rw_pic->HeightBits;
if (fracbits == 32)
{ // Hack for one pixel tall textures
fracbits = 0;
yrepeat = 0;
dc_texturemid = 0;
}
dc_wall_fracbits = r_swtruecolor ? FRACBITS : fracbits;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
dc_wall_colormap[0] = dc_colormap;
dc_wall_colormap[1] = dc_colormap;
dc_wall_colormap[2] = dc_colormap;
dc_wall_colormap[3] = dc_colormap;
dc_wall_light[0] = 0;
dc_wall_light[1] = 0;
dc_wall_light[2] = 0;
dc_wall_light[3] = 0;
}
if (fixedcolormap)
R_SetColorMapLight(fixedcolormap, 0, 0);
else
R_SetColorMapLight(basecolormap, 0, 0);
float light = rw_light;
double xmagnitude = 1.0;
for (int x = x1; x < x2; x++, light += rw_lightstep)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 <= y1)
continue;
if (!fixed)
R_SetColorMapLight(basecolormap, light, wallshade);
if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic, getcol);
Draw1Column(x, y1, y2, sampler, drawcolumn);
}
NetUpdate();
}
static void ProcessNormalWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallColumn);
}
static void ProcessMaskedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
}
}
static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
DrawerFunc drawcol1 = R_GetTransMaskDrawer();
if (drawcol1 == nullptr)
{
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, drawcol1);
}
}
static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
{
FDynamicColormap *startcolormap = basecolormap;
bool fogginess = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
up = uwal;
down = most1;
assert(WallC.sx1 <= x1);
assert(WallC.sx2 >= x2);
// kg3D - fake floors instead of zdoom light list
for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
{
int j = R_CreateWallSegmentYSloped(most3, frontsector->e->XFloor.lightlist[i].plane, &WallC, curline, MirrorFlags & RF_XFLIP);
if (j != 3)
{
for (int j = x1; j < x2; ++j)
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessNormalWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade);
up = down;
down = (down == most1) ? most2 : most1;
}
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
}
ProcessNormalWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade);
basecolormap = startcolormap;
}
static void ProcessWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, bool mask)
{
if (mask)
{
if (colfunc == basecolfunc)
{
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
else
{
ProcessTranslucentWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
}
else
{
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
else
{
ProcessStripedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
}
}
//=============================================================================
//
// ProcessWallNP2
//
// This is a wrapper around ProcessWall that helps it tile textures whose heights
// are not powers of 2. It divides the wall into texture-sized strips and calls
// ProcessNormalWall for each of those. Since only one repetition of the texture fits
// in each strip, ProcessWall will not tile.
//
//=============================================================================
static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, bool mask)
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
double texheight = rw_pic->GetHeight();
double partition;
double scaledtexheight = texheight / yrepeat;
if (yrepeat >= 0)
{ // normal orientation: draw strips from top to bottom
partition = top - fmod(top - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight);
if (partition == top)
{
partition -= scaledtexheight;
}
up = uwal;
down = most1;
dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
while (partition > bot)
{
int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
if (j != 3)
{
for (int j = x1; j < x2; ++j)
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, mask);
}
else
{ // upside down: draw strips from bottom to top
partition = bot - fmod(bot - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight);
up = most1;
down = dwal;
dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
while (partition < top)
{
int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
if (j != 12)
{
for (int j = x1; j < x2; ++j)
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, mask);
}
}
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
{
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
double top = MAX(frontcz1, frontcz2);
double bot = MIN(frontfz1, frontfz2);
if (fake3D & FAKE3D_CLIPTOP)
{
top = MIN(top, sclipTop);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
bot = MAX(bot, sclipBottom);
}
ProcessWallNP2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, true);
}
else
{
ProcessWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, true);
}
}
void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, FLightNode *light_list)
{
dc_light_list = light_list;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
ProcessWallNP2(x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, false);
}
else
{
ProcessWall(x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, false);
}
dc_light_list = nullptr;
}
void R_DrawSkySegment(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x))
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
}
}

View file

@ -6,6 +6,8 @@ struct FLightNode;
namespace swrenderer
{
struct drawseg_t;
struct WallSampler
{
WallSampler() { }

View file

@ -0,0 +1,227 @@
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "r_wallsetup.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_walldraw.h"
#include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/line/r_line.h"
namespace swrenderer
{
short walltop[MAXWIDTH];
short wallbottom[MAXWIDTH];
short wallupper[MAXWIDTH];
short walllower[MAXWIDTH];
float swall[MAXWIDTH];
fixed_t lwall[MAXWIDTH];
double lwallscale;
int R_CreateWallSegmentY(short *outbuf, double z, const FWallCoords *wallc)
{
return R_CreateWallSegmentY(outbuf, z, z, wallc);
}
int R_CreateWallSegmentY(short *outbuf, double z1, double z2, const FWallCoords *wallc)
{
float y1 = (float)(CenterY - z1 * InvZtoScale / wallc->sz1);
float y2 = (float)(CenterY - z2 * InvZtoScale / wallc->sz2);
if (y1 < 0 && y2 < 0) // entire line is above screen
{
memset(&outbuf[wallc->sx1], 0, (wallc->sx2 - wallc->sx1) * sizeof(outbuf[0]));
return 3;
}
else if (y1 > viewheight && y2 > viewheight) // entire line is below screen
{
fillshort(&outbuf[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight);
return 12;
}
if (wallc->sx2 <= wallc->sx1)
return 0;
float rcp_delta = 1.0f / (wallc->sx2 - wallc->sx1);
if (y1 >= 0.0f && y2 >= 0.0f && xs_RoundToInt(y1) <= viewheight && xs_RoundToInt(y2) <= viewheight)
{
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
float t = (x - wallc->sx1) * rcp_delta;
float y = y1 * (1.0f - t) + y2 * t;
outbuf[x] = (short)xs_RoundToInt(y);
}
}
else
{
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
float t = (x - wallc->sx1) * rcp_delta;
float y = y1 * (1.0f - t) + y2 * t;
outbuf[x] = (short)clamp(xs_RoundToInt(y), 0, viewheight);
}
}
return 0;
}
int R_CreateWallSegmentYSloped(short *outbuf, const secplane_t &plane, const FWallCoords *wallc, seg_t *curline, bool xflip)
{
if (!plane.isSlope())
{
return R_CreateWallSegmentY(outbuf, plane.Zat0() - ViewPos.Z, wallc);
}
else
{
// Get Z coordinates at both ends of the line
double x, y, den, z1, z2;
if (xflip)
{
x = curline->v2->fX();
y = curline->v2->fY();
if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
{
double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v1->fX();
y = curline->v1->fY();
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
{
double frac = (wallc->tright.Y - wallc->tright.X) / den;
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
}
else
{
z2 = z1;
}
}
else
{
x = curline->v1->fX();
y = curline->v1->fY();
if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
{
double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v2->fX();
y = curline->v2->fY();
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
{
double frac = (wallc->tright.Y - wallc->tright.X) / den;
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
}
else
{
z2 = z1;
}
}
return R_CreateWallSegmentY(outbuf, z1, z2, wallc);
}
}
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
float uGradient = WallT.UoverZstep;
float zGradient = WallT.InvZstep;
float xrepeat = (float)walxrepeat;
float depthScale = (float)(WallT.InvZstep * WallTMapScale2);
float depthOrg = (float)(-WallT.UoverZstep * WallTMapScale2);
if (xrepeat < 0.0f)
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ;
upos[x] = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT);
vstep[x] = depthOrg + u * depthScale;
uOverZ += uGradient;
invZ += zGradient;
}
}
else
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ;
upos[x] = (fixed_t)(u * xrepeat * FRACUNIT);
vstep[x] = depthOrg + u * depthScale;
uOverZ += uGradient;
invZ += zGradient;
}
}
}
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
float uGradient = WallT.UoverZstep;
float zGradient = WallT.InvZstep;
float xrepeat = (float)walxrepeat;
if (xrepeat < 0.0f)
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ * xrepeat - xrepeat;
upos[x] = (fixed_t)(u * FRACUNIT);
uOverZ += uGradient;
invZ += zGradient;
}
}
else
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ * xrepeat;
upos[x] = (fixed_t)(u * FRACUNIT);
uOverZ += uGradient;
invZ += zGradient;
}
}
}
}

View file

@ -0,0 +1,24 @@
#pragma once
#include "r_defs.h"
namespace swrenderer
{
struct FWallCoords;
extern short walltop[MAXWIDTH];
extern short wallbottom[MAXWIDTH];
extern short wallupper[MAXWIDTH];
extern short walllower[MAXWIDTH];
extern float swall[MAXWIDTH];
extern fixed_t lwall[MAXWIDTH];
extern double lwallscale;
int R_CreateWallSegmentY(short *outbuf, double z1, double z2, const FWallCoords *wallc);
int R_CreateWallSegmentYSloped(short *outbuf, const secplane_t &plane, const FWallCoords *wallc, seg_t *line, bool xflip);
int R_CreateWallSegmentY(short *outbuf, double z, const FWallCoords *wallc);
void PrepWall(float *swall, fixed_t *lwall, double walxrepeat, int x1, int x2);
void PrepLWall(fixed_t *lwall, double walxrepeat, int x1, int x2);
}

View file

@ -24,7 +24,6 @@
#include "r_data/colormaps.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/scene/r_walldraw.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"

View file

@ -24,7 +24,6 @@
#include "r_data/colormaps.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/scene/r_walldraw.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"

View file

@ -24,9 +24,10 @@
#include "r_data/colormaps.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/scene/r_walldraw.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/r_memory.h"

View file

@ -24,7 +24,6 @@
#include "r_data/colormaps.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/scene/r_walldraw.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"

View file

@ -37,6 +37,7 @@
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/things/r_particle.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/line/r_wallsetup.h"
#include "r_things.h"
#include "r_3dfloors.h"
#include "r_portal.h"
@ -76,19 +77,12 @@ extern bool rw_prepped;
extern bool rw_havehigh, rw_havelow;
extern int rw_floorstat, rw_ceilstat;
extern bool rw_mustmarkfloor, rw_mustmarkceiling;
extern short walltop[MAXWIDTH]; // [RH] record max extents of wall
extern short wallbottom[MAXWIDTH];
extern short wallupper[MAXWIDTH];
extern short walllower[MAXWIDTH];
double rw_backcz1, rw_backcz2;
double rw_backfz1, rw_backfz2;
double rw_frontcz1, rw_frontcz2;
double rw_frontfz1, rw_frontfz2;
FWallCoords WallC;
FWallTmapVals WallT;
static BYTE FakeSide;
int WindowLeft, WindowRight;
@ -435,12 +429,12 @@ void R_AddLine (seg_t *line)
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
{
rw_havehigh = true;
R_CreateWallSegmentYSloped (wallupper, backsector->ceilingplane, &WallC);
R_CreateWallSegmentYSloped (wallupper, backsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
}
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
{
rw_havelow = true;
R_CreateWallSegmentYSloped (walllower, backsector->floorplane, &WallC);
R_CreateWallSegmentYSloped (walllower, backsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
}
// Portal
@ -541,8 +535,8 @@ void R_AddLine (seg_t *line)
}
else
{
rw_ceilstat = R_CreateWallSegmentYSloped (walltop, frontsector->ceilingplane, &WallC);
rw_floorstat = R_CreateWallSegmentYSloped (wallbottom, frontsector->floorplane, &WallC);
rw_ceilstat = R_CreateWallSegmentYSloped (walltop, frontsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
rw_floorstat = R_CreateWallSegmentYSloped (wallbottom, frontsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
// [RH] treat off-screen walls as solid
#if 0 // Maybe later...
@ -568,125 +562,26 @@ void R_AddLine (seg_t *line)
}
}
//
// FWallCoords :: Init
//
// Transform and clip coordinates. Returns true if it was clipped away
//
bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
{
tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos);
tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos);
tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin);
tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin);
if (MirrorFlags & RF_XFLIP)
{
float t = -tleft.X;
tleft.X = -tright.X;
tright.X = t;
swapvalues(tleft.Y, tright.Y);
}
if (tleft.X >= -tleft.Y)
{
if (tleft.X > tleft.Y) return true; // left edge is off the right side
if (tleft.Y == 0) return true;
sx1 = xs_RoundToInt(CenterX + tleft.X * CenterX / tleft.Y);
sz1 = tleft.Y;
}
else
{
if (tright.X < -tright.Y) return true; // wall is off the left side
float den = tleft.X - tright.X - tright.Y + tleft.Y;
if (den == 0) return true;
sx1 = 0;
sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den;
}
if (sz1 < too_close)
return true;
if (tright.X <= tright.Y)
{
if (tright.X < -tright.Y) return true; // right edge is off the left side
if (tright.Y == 0) return true;
sx2 = xs_RoundToInt(CenterX + tright.X * CenterX / tright.Y);
sz2 = tright.Y;
}
else
{
if (tleft.X > tleft.Y) return true; // wall is off the right side
float den = tright.Y - tleft.Y - tright.X + tleft.X;
if (den == 0) return true;
sx2 = viewwidth;
sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den;
}
if (sz2 < too_close || sx2 <= sx1)
return true;
return false;
}
void FWallTmapVals::InitFromWallCoords(const FWallCoords *wallc)
{
const FVector2 *left = &wallc->tleft;
const FVector2 *right = &wallc->tright;
if (MirrorFlags & RF_XFLIP)
{
swapvalues(left, right);
}
UoverZorg = left->X * centerx;
UoverZstep = -left->Y;
InvZorg = (left->X - right->X) * centerx;
InvZstep = right->Y - left->Y;
}
void FWallTmapVals::InitFromLine(const DVector2 &left, const DVector2 &right)
{ // Coordinates should have already had viewx,viewy subtracted
double fullx1 = left.X * ViewSin - left.Y * ViewCos;
double fullx2 = right.X * ViewSin - right.Y * ViewCos;
double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin;
double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin;
if (MirrorFlags & RF_XFLIP)
{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
UoverZorg = float(fullx1 * centerx);
UoverZstep = float(-fully1);
InvZorg = float((fullx1 - fullx2) * centerx);
InvZstep = float(fully2 - fully1);
}
//
// R_CheckBBox
// Checks BSP node/subtree bounding box.
// Returns true if some part of the bbox might be visible.
//
extern "C" const int checkcoord[12][4] =
{
{3,0,2,1},
{3,0,2,0},
{3,1,2,0},
{0},
{2,0,2,1},
{0,0,0,0},
{3,1,3,0},
{0},
{2,0,3,1},
{2,1,3,1},
{2,1,3,0}
};
static bool R_CheckBBox (float *bspcoord) // killough 1/28/98: static
{
static const int checkcoord[12][4] =
{
{ 3,0,2,1 },
{ 3,0,2,0 },
{ 3,1,2,0 },
{ 0 },
{ 2,0,2,1 },
{ 0,0,0,0 },
{ 3,1,3,0 },
{ 0 },
{ 2,0,3,1 },
{ 2,1,3,1 },
{ 2,1,3,0 }
};
int boxx;
int boxy;
int boxpos;

View file

@ -37,29 +37,6 @@ namespace swrenderer
// the texture calculations.
#define TOO_CLOSE_Z (3072.0 / (1<<12))
struct FWallCoords
{
FVector2 tleft; // coords at left of wall in view space rx1,ry1
FVector2 tright; // coords at right of wall in view space rx2,ry2
float sz1, sz2; // depth at left, right of wall in screen space yb1,yb2
short sx1, sx2; // x coords at left, right of wall in screen space xb1,xb2
bool Init(const DVector2 &pt1, const DVector2 &pt2, double too_close);
};
struct FWallTmapVals
{
float UoverZorg, UoverZstep;
float InvZorg, InvZstep;
void InitFromWallCoords(const FWallCoords *wallc);
void InitFromLine(const DVector2 &left, const DVector2 &right);
};
extern FWallCoords WallC;
extern FWallTmapVals WallT;
enum
{
FAKED_Center,
@ -78,8 +55,6 @@ extern sector_t* backsector;
extern int WindowLeft, WindowRight;
extern WORD MirrorFlags;
typedef void (*drawfunc_t) (int start, int stop);
void R_RenderBSPNode (void *node);
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:

View file

@ -38,6 +38,7 @@
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h"

View file

@ -48,7 +48,9 @@
#include "swrenderer/drawers/r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "r_walldraw.h"
#include "swrenderer/line/r_line.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "r_portal.h"
#include "swrenderer/things/r_wallsprite.h"
@ -93,13 +95,6 @@ fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
short walltop[MAXWIDTH]; // [RH] record max extents of wall
short wallbottom[MAXWIDTH];
short wallupper[MAXWIDTH];
short walllower[MAXWIDTH];
float swall[MAXWIDTH];
fixed_t lwall[MAXWIDTH];
double lwallscale;
//
// regular wall
@ -198,13 +193,13 @@ void ClipMidtex(int x1, int x2)
{
short most[MAXWIDTH];
R_CreateWallSegmentYSloped(most, curline->frontsector->ceilingplane, &WallC);
R_CreateWallSegmentYSloped(most, curline->frontsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (wallupper[i] < most[i])
wallupper[i] = most[i];
}
R_CreateWallSegmentYSloped(most, curline->frontsector->floorplane, &WallC);
R_CreateWallSegmentYSloped(most, curline->frontsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (walllower[i] > most[i])
@ -1327,7 +1322,7 @@ void R_NewWall (bool needlights)
// wall but nothing to draw for it.
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
R_CreateWallSegmentYSloped (walltop, backsector->ceilingplane, &WallC);
R_CreateWallSegmentYSloped (walltop, backsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
}
// Putting sky ceilings on the front and back of a line alters the way unpegged
// positioning works.
@ -1856,191 +1851,5 @@ bool R_StoreWallRange (int start, int stop)
return !(fake3D & FAKE3D_FAKEMASK);
}
int R_CreateWallSegmentY(short *outbuf, double z1, double z2, const FWallCoords *wallc)
{
float y1 = (float)(CenterY - z1 * InvZtoScale / wallc->sz1);
float y2 = (float)(CenterY - z2 * InvZtoScale / wallc->sz2);
if (y1 < 0 && y2 < 0) // entire line is above screen
{
memset(&outbuf[wallc->sx1], 0, (wallc->sx2 - wallc->sx1) * sizeof(outbuf[0]));
return 3;
}
else if (y1 > viewheight && y2 > viewheight) // entire line is below screen
{
fillshort(&outbuf[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight);
return 12;
}
if (wallc->sx2 <= wallc->sx1)
return 0;
float rcp_delta = 1.0f / (wallc->sx2 - wallc->sx1);
if (y1 >= 0.0f && y2 >= 0.0f && xs_RoundToInt(y1) <= viewheight && xs_RoundToInt(y2) <= viewheight)
{
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
float t = (x - wallc->sx1) * rcp_delta;
float y = y1 * (1.0f - t) + y2 * t;
outbuf[x] = (short)xs_RoundToInt(y);
}
}
else
{
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
float t = (x - wallc->sx1) * rcp_delta;
float y = y1 * (1.0f - t) + y2 * t;
outbuf[x] = (short)clamp(xs_RoundToInt(y), 0, viewheight);
}
}
return 0;
}
int R_CreateWallSegmentYSloped(short *outbuf, const secplane_t &plane, const FWallCoords *wallc)
{
if (!plane.isSlope())
{
return R_CreateWallSegmentY(outbuf, plane.Zat0() - ViewPos.Z, wallc);
}
else
{
// Get Z coordinates at both ends of the line
double x, y, den, z1, z2;
if (MirrorFlags & RF_XFLIP)
{
x = curline->v2->fX();
y = curline->v2->fY();
if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
{
double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v1->fX();
y = curline->v1->fY();
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
{
double frac = (wallc->tright.Y - wallc->tright.X) / den;
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
}
else
{
z2 = z1;
}
}
else
{
x = curline->v1->fX();
y = curline->v1->fY();
if (wallc->sx1 == 0 && 0 != (den = wallc->tleft.X - wallc->tright.X + wallc->tleft.Y - wallc->tright.Y))
{
double frac = (wallc->tleft.Y + wallc->tleft.X) / den;
x += frac * (curline->v2->fX() - x);
y += frac * (curline->v2->fY() - y);
}
z1 = plane.ZatPoint(x, y) - ViewPos.Z;
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v2->fX();
y = curline->v2->fY();
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tleft.X - wallc->tright.X - wallc->tleft.Y + wallc->tright.Y))
{
double frac = (wallc->tright.Y - wallc->tright.X) / den;
x -= frac * (x - curline->v1->fX());
y -= frac * (y - curline->v1->fY());
}
z2 = plane.ZatPoint(x, y) - ViewPos.Z;
}
else
{
z2 = z1;
}
}
return R_CreateWallSegmentY(outbuf, z1, z2, wallc);
}
}
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
float uGradient = WallT.UoverZstep;
float zGradient = WallT.InvZstep;
float xrepeat = (float)walxrepeat;
float depthScale = (float)(WallT.InvZstep * WallTMapScale2);
float depthOrg = (float)(-WallT.UoverZstep * WallTMapScale2);
if (xrepeat < 0.0f)
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ;
upos[x] = (fixed_t)((xrepeat - u * xrepeat) * FRACUNIT);
vstep[x] = depthOrg + u * depthScale;
uOverZ += uGradient;
invZ += zGradient;
}
}
else
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ;
upos[x] = (fixed_t)(u * xrepeat * FRACUNIT);
vstep[x] = depthOrg + u * depthScale;
uOverZ += uGradient;
invZ += zGradient;
}
}
}
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
{
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
float uGradient = WallT.UoverZstep;
float zGradient = WallT.InvZstep;
float xrepeat = (float)walxrepeat;
if (xrepeat < 0.0f)
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ * xrepeat - xrepeat;
upos[x] = (fixed_t)(u * FRACUNIT);
uOverZ += uGradient;
invZ += zGradient;
}
}
else
{
for (int x = x1; x < x2; x++)
{
float u = uOverZ / invZ * xrepeat;
upos[x] = (fixed_t)(u * FRACUNIT);
uOverZ += uGradient;
invZ += zGradient;
}
}
}
}

View file

@ -32,25 +32,10 @@ struct visplane_t;
bool R_StoreWallRange(int start, int stop);
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2);
int R_CreateWallSegmentY (short *outbuf, double z1, double z2, const FWallCoords *wallc);
int R_CreateWallSegmentYSloped (short *outbuf, const secplane_t &plane, const FWallCoords *wallc);
inline int R_CreateWallSegmentY(short *outbuf, double z, const FWallCoords *wallc)
{
return R_CreateWallSegmentY(outbuf, z, z, wallc);
}
void PrepWall (float *swall, fixed_t *lwall, double walxrepeat, int x1, int x2);
void PrepLWall (fixed_t *lwall, double walxrepeat, int x1, int x2);
void R_RenderSegLoop ();
extern short walltop[MAXWIDTH]; // [RH] record max extents of wall
extern short wallbottom[MAXWIDTH];
extern short wallupper[MAXWIDTH];
extern short walllower[MAXWIDTH];
extern float swall[MAXWIDTH];
extern fixed_t lwall[MAXWIDTH];
extern double lwallscale;
extern float rw_light; // [RH] Scale lights with viewsize adjustments
extern float rw_lightstep;
extern float rw_lightleft;

View file

@ -1,603 +0,0 @@
/*
** Wall drawing stuff free of Build pollution
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include <stddef.h>
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "swrenderer/r_main.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "swrenderer/drawers/r_draw.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/drawers/r_drawers.h"
#include "r_walldraw.h"
#include "swrenderer/segments/r_drawsegment.h"
namespace swrenderer
{
using namespace drawerargs;
extern FTexture *rw_pic;
static const uint8_t *R_GetColumn(FTexture *tex, int col)
{
int width;
// If the texture's width isn't a power of 2, then we need to make it a
// positive offset for proper clamping.
if (col < 0 && (width = tex->GetWidth()) != (1 << tex->WidthBits))
{
col = width + (col % width);
}
if (r_swtruecolor)
return (const uint8_t *)tex->GetColumnBgra(col, nullptr);
else
return tex->GetColumn(col, nullptr);
}
WallSampler::WallSampler(int y1, float swal, double yrepeat, fixed_t xoffset, double xmagnitude, FTexture *texture, const BYTE*(*getcol)(FTexture *texture, int x))
{
xoffset += FLOAT2FIXED(xmagnitude * 0.5);
if (!r_swtruecolor)
{
height = texture->GetHeight();
int uv_fracbits = 32 - texture->HeightBits;
if (uv_fracbits != 32)
{
uv_max = height << uv_fracbits;
// Find start uv in [0-base_height[ range.
// Not using xs_ToFixed because it rounds the result and we need something that always rounds down to stay within the range.
double uv_stepd = swal * yrepeat;
double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / height;
v = v - floor(v);
v *= height;
v *= (1 << uv_fracbits);
uv_pos = (uint32_t)v;
uv_step = xs_ToFixed(uv_fracbits, uv_stepd);
if (uv_step == 0) // To prevent divide by zero elsewhere
uv_step = 1;
}
else
{ // Hack for one pixel tall textures
uv_pos = 0;
uv_step = 0;
uv_max = 1;
}
source = getcol(texture, xoffset >> FRACBITS);
source2 = nullptr;
texturefracx = 0;
}
else
{
// Normalize to 0-1 range:
double uv_stepd = swal * yrepeat;
double v = (dc_texturemid + uv_stepd * (y1 - CenterY + 0.5)) / texture->GetHeight();
v = v - floor(v);
double v_step = uv_stepd / texture->GetHeight();
if (isnan(v) || isnan(v_step)) // this should never happen, but it apparently does..
{
uv_stepd = 0.0;
v = 0.0;
v_step = 0.0;
}
// Convert to uint32:
uv_pos = (uint32_t)(v * 0x100000000LL);
uv_step = (uint32_t)(v_step * 0x100000000LL);
uv_max = 0;
// Texture mipmap and filter selection:
if (getcol != R_GetColumn)
{
source = getcol(texture, xoffset >> FRACBITS);
source2 = nullptr;
height = texture->GetHeight();
texturefracx = 0;
}
else
{
double ymagnitude = fabs(uv_stepd);
double magnitude = MAX(ymagnitude, xmagnitude);
double min_lod = -1000.0;
double lod = MAX(log2(magnitude) + r_lod_bias, min_lod);
bool magnifying = lod < 0.0f;
int mipmap_offset = 0;
int mip_width = texture->GetWidth();
int mip_height = texture->GetHeight();
if (r_mipmap && texture->Mipmapped() && mip_width > 1 && mip_height > 1)
{
uint32_t xpos = (uint32_t)((((uint64_t)xoffset) << FRACBITS) / mip_width);
int level = (int)lod;
while (level > 0 && mip_width > 1 && mip_height > 1)
{
mipmap_offset += mip_width * mip_height;
level--;
mip_width = MAX(mip_width >> 1, 1);
mip_height = MAX(mip_height >> 1, 1);
}
xoffset = (xpos >> FRACBITS) * mip_width;
}
const uint32_t *pixels = texture->GetPixelsBgra() + mipmap_offset;
bool filter_nearest = (magnifying && !r_magfilter) || (!magnifying && !r_minfilter);
if (filter_nearest)
{
int tx = (xoffset >> FRACBITS) % mip_width;
if (tx < 0)
tx += mip_width;
source = (BYTE*)(pixels + tx * mip_height);
source2 = nullptr;
height = mip_height;
texturefracx = 0;
}
else
{
xoffset -= FRACUNIT / 2;
int tx0 = (xoffset >> FRACBITS) % mip_width;
if (tx0 < 0)
tx0 += mip_width;
int tx1 = (tx0 + 1) % mip_width;
source = (BYTE*)(pixels + tx0 * mip_height);
source2 = (BYTE*)(pixels + tx1 * mip_height);
height = mip_height;
texturefracx = (xoffset >> (FRACBITS - 4)) & 15;
}
}
}
}
// Draw a column with support for non-power-of-two ranges
static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
{
if (r_dynlights)
{
// Find column position in view space
float w1 = 1.0f / WallC.sz1;
float w2 = 1.0f / WallC.sz2;
float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
float wcol = w1 * (1.0f - t) + w2 * t;
float zcol = 1.0f / wcol;
dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
dc_viewpos.Y = zcol;
dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
static TriLight lightbuffer[64 * 1024];
static int nextlightindex = 0;
// Setup lights for column
dc_num_lights = 0;
dc_lights = lightbuffer + nextlightindex;
FLightNode *cur_node = dc_light_list;
while (cur_node && nextlightindex < 64 * 1024)
{
if (!(cur_node->lightsource->flags2&MF2_DORMANT))
{
double lightX = cur_node->lightsource->X() - ViewPos.X;
double lightY = cur_node->lightsource->Y() - ViewPos.Y;
double lightZ = cur_node->lightsource->Z() - ViewPos.Z;
float lx = (float)(lightX * ViewSin - lightY * ViewCos) - dc_viewpos.X;
float ly = (float)(lightX * ViewTanCos + lightY * ViewTanSin) - dc_viewpos.Y;
float lz = (float)lightZ;
// Precalculate the constant part of the dot here so the drawer doesn't have to.
float lconstant = lx * lx + ly * ly;
// Include light only if it touches this column
float radius = cur_node->lightsource->GetRadius();
if (radius * radius >= lconstant)
{
uint32_t red = cur_node->lightsource->GetRed();
uint32_t green = cur_node->lightsource->GetGreen();
uint32_t blue = cur_node->lightsource->GetBlue();
nextlightindex++;
auto &light = dc_lights[dc_num_lights++];
light.x = lconstant;
light.z = lz;
light.radius = 256.0f / cur_node->lightsource->GetRadius();
light.color = (red << 16) | (green << 8) | blue;
}
}
cur_node = cur_node->nextLight;
}
if (nextlightindex == 64 * 1024)
nextlightindex = 0;
}
else
{
dc_num_lights = 0;
}
if (r_swtruecolor)
{
int count = y2 - y1;
dc_source = sampler.source;
dc_source2 = sampler.source2;
dc_texturefracx = sampler.texturefracx;
dc_dest = (ylookup[y1] + x) * 4 + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = sampler.uv_pos;
dc_textureheight = sampler.height;
(R_Drawers()->*draw1column)();
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
}
else
{
if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
{
int count = y2 - y1;
dc_source = sampler.source;
dc_source2 = sampler.source2;
dc_texturefracx = sampler.texturefracx;
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = sampler.uv_pos;
(R_Drawers()->*draw1column)();
uint64_t step64 = sampler.uv_step;
uint64_t pos64 = sampler.uv_pos;
sampler.uv_pos = (uint32_t)(pos64 + step64 * count);
}
else
{
uint32_t uv_pos = sampler.uv_pos;
uint32_t left = y2 - y1;
while (left > 0)
{
uint32_t available = sampler.uv_max - uv_pos;
uint32_t next_uv_wrap = available / sampler.uv_step;
if (available % sampler.uv_step != 0)
next_uv_wrap++;
uint32_t count = MIN(left, next_uv_wrap);
dc_source = sampler.source;
dc_source2 = sampler.source2;
dc_texturefracx = sampler.texturefracx;
dc_dest = (ylookup[y1] + x) + dc_destorg;
dc_count = count;
dc_iscale = sampler.uv_step;
dc_texturefrac = uv_pos;
(R_Drawers()->*draw1column)();
left -= count;
uv_pos += sampler.uv_step * count;
if (uv_pos >= sampler.uv_max)
uv_pos -= sampler.uv_max;
}
sampler.uv_pos = uv_pos;
}
}
}
static void ProcessWallWorker(
int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade,
const BYTE *(*getcol)(FTexture *tex, int x), DrawerFunc drawcolumn)
{
if (rw_pic->UseType == FTexture::TEX_Null)
return;
fixed_t xoffset = rw_offset;
rw_pic->GetHeight(); // To ensure that rw_pic->HeightBits has been set
int fracbits = 32 - rw_pic->HeightBits;
if (fracbits == 32)
{ // Hack for one pixel tall textures
fracbits = 0;
yrepeat = 0;
dc_texturemid = 0;
}
dc_wall_fracbits = r_swtruecolor ? FRACBITS : fracbits;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
dc_wall_colormap[0] = dc_colormap;
dc_wall_colormap[1] = dc_colormap;
dc_wall_colormap[2] = dc_colormap;
dc_wall_colormap[3] = dc_colormap;
dc_wall_light[0] = 0;
dc_wall_light[1] = 0;
dc_wall_light[2] = 0;
dc_wall_light[3] = 0;
}
if (fixedcolormap)
R_SetColorMapLight(fixedcolormap, 0, 0);
else
R_SetColorMapLight(basecolormap, 0, 0);
float light = rw_light;
double xmagnitude = 1.0;
for (int x = x1; x < x2; x++, light += rw_lightstep)
{
int y1 = uwal[x];
int y2 = dwal[x];
if (y2 <= y1)
continue;
if (!fixed)
R_SetColorMapLight(basecolormap, light, wallshade);
if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic, getcol);
Draw1Column(x, y1, y2, sampler, drawcolumn);
}
NetUpdate();
}
static void ProcessNormalWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallColumn);
}
static void ProcessMaskedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
}
}
static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
{
DrawerFunc drawcol1 = R_GetTransMaskDrawer();
if (drawcol1 == nullptr)
{
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
}
else
{
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, drawcol1);
}
}
static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
{
FDynamicColormap *startcolormap = basecolormap;
bool fogginess = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
up = uwal;
down = most1;
assert(WallC.sx1 <= x1);
assert(WallC.sx2 >= x2);
// kg3D - fake floors instead of zdoom light list
for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
{
int j = R_CreateWallSegmentYSloped (most3, frontsector->e->XFloor.lightlist[i].plane, &WallC);
if (j != 3)
{
for (int j = x1; j < x2; ++j)
{
down[j] = clamp (most3[j], up[j], dwal[j]);
}
ProcessNormalWall (x1, x2, up, down, swal, lwal, yrepeat, wallshade);
up = down;
down = (down == most1) ? most2 : most1;
}
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
}
ProcessNormalWall (x1, x2, up, dwal, swal, lwal, yrepeat, wallshade);
basecolormap = startcolormap;
}
static void ProcessWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, bool mask)
{
if (mask)
{
if (colfunc == basecolfunc)
{
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
else
{
ProcessTranslucentWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
}
else
{
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
else
{
ProcessStripedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
}
}
}
//=============================================================================
//
// ProcessWallNP2
//
// This is a wrapper around ProcessWall that helps it tile textures whose heights
// are not powers of 2. It divides the wall into texture-sized strips and calls
// ProcessNormalWall for each of those. Since only one repetition of the texture fits
// in each strip, ProcessWall will not tile.
//
//=============================================================================
static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, bool mask)
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
double texheight = rw_pic->GetHeight();
double partition;
double scaledtexheight = texheight / yrepeat;
if (yrepeat >= 0)
{ // normal orientation: draw strips from top to bottom
partition = top - fmod(top - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight);
if (partition == top)
{
partition -= scaledtexheight;
}
up = uwal;
down = most1;
dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
while (partition > bot)
{
int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
if (j != 3)
{
for (int j = x1; j < x2; ++j)
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, mask);
}
else
{ // upside down: draw strips from bottom to top
partition = bot - fmod(bot - dc_texturemid / yrepeat - ViewPos.Z, scaledtexheight);
up = most1;
down = dwal;
dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
while (partition < top)
{
int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
if (j != 12)
{
for (int j = x1; j < x2; ++j)
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, mask);
}
}
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
{
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
double frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1);
double frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2);
double frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2);
double top = MAX(frontcz1, frontcz2);
double bot = MIN(frontfz1, frontfz2);
if (fake3D & FAKE3D_CLIPTOP)
{
top = MIN(top, sclipTop);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
bot = MAX(bot, sclipBottom);
}
ProcessWallNP2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, true);
}
else
{
ProcessWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, true);
}
}
void R_DrawWallSegment(FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, FLightNode *light_list)
{
dc_light_list = light_list;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
ProcessWallNP2(x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, false);
}
else
{
ProcessWall(x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, false);
}
dc_light_list = nullptr;
}
void R_DrawSkySegment(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x))
{
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
}
}

View file

@ -1,7 +1,7 @@
#pragma once
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/line/r_line.h"
namespace swrenderer
{

View file

@ -23,7 +23,8 @@
#include "swrenderer/drawers/r_draw.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "swrenderer/scene/r_walldraw.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "r_wallsprite.h"

View file

@ -1,7 +1,7 @@
#pragma once
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/line/r_line.h"
struct particle_t;
struct FVoxel;

View file

@ -41,6 +41,8 @@
#include "r_voxel.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/r_memory.h"
namespace swrenderer