mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 16:41:13 +00:00
Remove foggy global
This commit is contained in:
parent
f912b4ab8b
commit
929e07697d
24 changed files with 81 additions and 71 deletions
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@ -55,7 +55,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane)
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void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane, bool infog)
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{
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static sector_t tempsec; // killough 3/8/98: ceiling/water hack
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bool solid;
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@ -66,6 +66,7 @@ namespace swrenderer
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backsector = fakebacksector;
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floorplane = linefloorplane;
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ceilingplane = lineceilingplane;
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foggy = infog;
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curline = line;
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@ -365,6 +366,7 @@ namespace swrenderer
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draw_segment->curline = curline;
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draw_segment->bFogBoundary = false;
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draw_segment->bFakeBoundary = false;
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draw_segment->foggy = foggy;
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
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if (clip3d->fake3D & FAKE3D_FAKEMASK) draw_segment->fake = 1;
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@ -589,7 +591,7 @@ namespace swrenderer
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// [ZZ] Only if not an active mirror
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if (!rw_markportal)
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{
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RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC);
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RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC, foggy);
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}
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if (rw_markportal)
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@ -1077,7 +1079,7 @@ namespace swrenderer
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{
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rw_offset = -rw_offset;
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}
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R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
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R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
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}
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fillshort(ceilingclip + x1, x2 - x1, viewheight);
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fillshort(floorclip + x1, x2 - x1, 0xffff);
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@ -1113,7 +1115,7 @@ namespace swrenderer
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{
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rw_offset = -rw_offset;
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}
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R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
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R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
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}
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memcpy(ceilingclip + x1, wallupper + x1, (x2 - x1) * sizeof(short));
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}
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@ -1152,7 +1154,7 @@ namespace swrenderer
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{
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rw_offset = -rw_offset;
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}
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R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
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R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
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}
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memcpy(floorclip + x1, walllower + x1, (x2 - x1) * sizeof(short));
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}
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@ -48,7 +48,7 @@ namespace swrenderer
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class SWRenderLine
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{
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public:
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void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane);
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void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy);
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private:
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bool RenderWallSegment(int x1, int x2);
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@ -116,5 +116,7 @@ namespace swrenderer
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FTexture *toptexture;
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FTexture *bottomtexture;
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FTexture *midtexture;
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bool foggy;
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};
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}
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@ -431,10 +431,9 @@ namespace swrenderer
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}
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}
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static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep)
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static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy)
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{
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FDynamicColormap *startcolormap = basecolormap;
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bool fogginess = foggy;
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short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
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short *up, *down;
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@ -464,14 +463,14 @@ namespace swrenderer
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = lit->extra_colormap;
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy));
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy));
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}
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ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
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basecolormap = startcolormap;
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}
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static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask)
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static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy)
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{
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if (mask)
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{
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@ -492,7 +491,7 @@ namespace swrenderer
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}
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else
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{
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ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
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ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, foggy);
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}
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}
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}
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@ -508,7 +507,7 @@ namespace swrenderer
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//
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//=============================================================================
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static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask)
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static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy)
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{
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short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
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short *up, *down;
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@ -535,14 +534,14 @@ namespace swrenderer
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{
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down[j] = clamp(most3[j], up[j], dwal[j]);
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
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up = down;
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down = (down == most1) ? most2 : most1;
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}
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partition -= scaledtexheight;
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dc_texturemid -= texheight;
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
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ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
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}
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else
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{ // upside down: draw strips from bottom to top
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@ -559,18 +558,18 @@ namespace swrenderer
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{
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up[j] = clamp(most3[j], uwal[j], down[j]);
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
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ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
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down = up;
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up = (up == most1) ? most2 : most1;
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}
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partition -= scaledtexheight;
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dc_texturemid -= texheight;
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}
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
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}
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}
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void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep)
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void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy)
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{
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rw_pic = pic;
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if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
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@ -590,26 +589,26 @@ namespace swrenderer
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{
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bot = MAX(bot, clip3d->sclipBottom);
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}
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true);
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true, foggy);
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}
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else
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{
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true);
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ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true, foggy);
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}
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}
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void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list)
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void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy)
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{
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rw_pic = pic;
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dc_light_list = light_list;
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if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
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{
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false);
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ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false, foggy);
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}
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else
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{
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ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false);
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ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false, foggy);
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}
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dc_light_list = nullptr;
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}
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@ -37,7 +37,7 @@ namespace swrenderer
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uint32_t height;
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};
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void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, 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, fixed_t xoffset, float light, float lightstep, FLightNode *light_list);
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void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, 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, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy);
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void R_DrawSkySegment(FTexture *rw_pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const uint8_t *(*getcol)(FTexture *tex, int col));
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void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep);
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void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy);
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}
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@ -50,8 +50,6 @@ namespace swrenderer
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FSWColormap *fixedcolormap;
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FSpecialColormap *realfixedcolormap;
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bool foggy; // [RH] ignore extralight and fullbright?
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namespace
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{
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double CurrentVisibility = 8.f;
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@ -57,7 +57,6 @@ namespace swrenderer
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extern float r_TiltVisibility;
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extern double r_SpriteVisibility;
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extern bool foggy;
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extern int fixedlightlev;
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extern FSWColormap *fixedcolormap;
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extern FSpecialColormap *realfixedcolormap;
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@ -398,7 +398,7 @@ namespace swrenderer
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}
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// kg3D - add fake segs, never rendered
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void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane)
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void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy)
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{
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int count;
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seg_t* line;
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@ -410,7 +410,7 @@ namespace swrenderer
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{
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if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
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{
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renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane);
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renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy);
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}
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line++;
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}
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@ -476,7 +476,7 @@ namespace swrenderer
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cll = ceilinglightlevel;
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// [RH] set foggy flag
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foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
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bool foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
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// kg3D - fake lights
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if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
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@ -620,7 +620,7 @@ namespace swrenderer
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if (floorplane)
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floorplane->AddLights(frontsector->lighthead);
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FakeDrawLoop(sub, floorplane, ceilingplane);
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FakeDrawLoop(sub, floorplane, ceilingplane, foggy);
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clip3d->fake3D = 0;
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frontsector = sub->sector;
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}
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@ -685,7 +685,7 @@ namespace swrenderer
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if (ceilingplane)
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ceilingplane->AddLights(frontsector->lighthead);
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FakeDrawLoop(sub, floorplane, ceilingplane);
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FakeDrawLoop(sub, floorplane, ceilingplane, foggy);
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clip3d->fake3D = 0;
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frontsector = sub->sector;
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}
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@ -704,7 +704,7 @@ 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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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, foggy);
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// [RH] Add particles
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if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
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@ -712,7 +712,7 @@ namespace swrenderer
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int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel) / 2 + R_ActualExtraLight(foggy));
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for (WORD i = ParticlesInSubsec[(unsigned int)(sub - subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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RenderParticle::Project(Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide);
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RenderParticle::Project(Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide, foggy);
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}
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}
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@ -746,14 +746,14 @@ namespace swrenderer
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clip3d->fakeFloor->validcount = validcount;
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clip3d->NewClip();
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}
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renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane); // fake
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renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane, foggy); // fake
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}
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||||
clip3d->fakeFloor = nullptr;
|
||||
clip3d->fake3D = 0;
|
||||
floorplane = backupfp;
|
||||
ceilingplane = backupcp;
|
||||
}
|
||||
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane); // now real
|
||||
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy); // now real
|
||||
}
|
||||
line++;
|
||||
}
|
||||
|
@ -809,7 +809,7 @@ namespace swrenderer
|
|||
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
|
||||
}
|
||||
|
||||
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
|
||||
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy)
|
||||
{
|
||||
F3DFloor *fakeceiling = nullptr;
|
||||
F3DFloor *fakefloor = nullptr;
|
||||
|
@ -869,15 +869,15 @@ namespace swrenderer
|
|||
{
|
||||
if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||||
{
|
||||
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade);
|
||||
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy);
|
||||
}
|
||||
else if (sprite.voxel)
|
||||
{
|
||||
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade);
|
||||
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade);
|
||||
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -68,9 +68,9 @@ namespace swrenderer
|
|||
|
||||
bool CheckBBox(float *bspcoord);
|
||||
void AddPolyobjs(subsector_t *sub);
|
||||
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
|
||||
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy);
|
||||
|
||||
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside);
|
||||
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy);
|
||||
|
||||
static bool IsPotentiallyVisible(AActor *thing);
|
||||
static bool GetThingSprite(AActor *thing, ThingSprite &sprite);
|
||||
|
|
|
@ -215,6 +215,7 @@ namespace swrenderer
|
|||
draw_segment->bFogBoundary = false;
|
||||
draw_segment->curline = nullptr;
|
||||
draw_segment->fake = 0;
|
||||
draw_segment->foggy = false;
|
||||
memcpy(openings + draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
|
||||
memcpy(openings + draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
|
||||
|
||||
|
|
|
@ -233,14 +233,14 @@ namespace swrenderer
|
|||
spr->Style.BaseColormap = mybasecolormap;
|
||||
spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
{ // full bright
|
||||
spr->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
spr->Style.ColormapNum = 0;
|
||||
}
|
||||
else
|
||||
{ // diminished light
|
||||
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(foggy));
|
||||
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
|
||||
spr->Style.BaseColormap = mybasecolormap;
|
||||
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
|
||||
}
|
||||
|
|
|
@ -189,7 +189,7 @@ namespace swrenderer
|
|||
{
|
||||
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -420,7 +420,7 @@ namespace swrenderer
|
|||
|
||||
rw_offset = 0;
|
||||
rw_pic = tex;
|
||||
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep);
|
||||
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy);
|
||||
}
|
||||
|
||||
clearfog:
|
||||
|
@ -547,7 +547,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
|
||||
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep);
|
||||
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy);
|
||||
R_FinishSetPatchStyle();
|
||||
}
|
||||
|
||||
|
@ -746,7 +746,7 @@ namespace swrenderer
|
|||
{
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -759,7 +759,7 @@ namespace swrenderer
|
|||
{
|
||||
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -920,7 +920,7 @@ namespace swrenderer
|
|||
{
|
||||
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -933,7 +933,7 @@ namespace swrenderer
|
|||
{
|
||||
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
|
||||
basecolormap = lit->extra_colormap;
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -32,6 +32,7 @@ namespace swrenderer
|
|||
uint8_t bFogBoundary;
|
||||
uint8_t bFakeBoundary; // for fake walls
|
||||
int shade;
|
||||
bool foggy;
|
||||
|
||||
// Pointers to lists for sprite clipping, all three adjusted so [x1] is first value.
|
||||
ptrdiff_t sprtopclip; // type short
|
||||
|
|
|
@ -47,11 +47,11 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC)
|
||||
void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy)
|
||||
{
|
||||
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
|
||||
{
|
||||
Render(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, 0);
|
||||
Render(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -59,7 +59,7 @@ namespace swrenderer
|
|||
// = 1: drawing masked textures (including sprites)
|
||||
// Currently, only pass = 0 is done or used
|
||||
|
||||
void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, int pass)
|
||||
void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, bool foggy, int pass)
|
||||
{
|
||||
DVector2 decal_left, decal_right, decal_pos;
|
||||
int x1, x2;
|
||||
|
|
|
@ -23,10 +23,10 @@ namespace swrenderer
|
|||
class RenderDecal
|
||||
{
|
||||
public:
|
||||
static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC);
|
||||
static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy);
|
||||
|
||||
private:
|
||||
static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, int pass);
|
||||
static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, bool foggy, int pass);
|
||||
static void DrawColumn(int x, FTexture *WallSpriteTile, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip);
|
||||
};
|
||||
}
|
||||
|
|
|
@ -59,7 +59,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderParticle::Project(particle_t *particle, const sector_t *sector, int shade, WaterFakeSide fakeside)
|
||||
void RenderParticle::Project(particle_t *particle, const sector_t *sector, int shade, WaterFakeSide fakeside, bool foggy)
|
||||
{
|
||||
double tr_x, tr_y;
|
||||
double tx, ty;
|
||||
|
@ -200,6 +200,7 @@ namespace swrenderer
|
|||
vis->FakeFlatStat = fakeside;
|
||||
vis->floorclip = 0;
|
||||
vis->Style.ColormapNum = 0;
|
||||
vis->foggy = foggy;
|
||||
|
||||
if (fixedlightlev >= 0)
|
||||
{
|
||||
|
|
|
@ -21,7 +21,7 @@ namespace swrenderer
|
|||
class RenderParticle
|
||||
{
|
||||
public:
|
||||
static void Project(particle_t *, const sector_t *sector, int shade, WaterFakeSide fakeside);
|
||||
static void Project(particle_t *, const sector_t *sector, int shade, WaterFakeSide fakeside, bool foggy);
|
||||
static void Render(vissprite_t *);
|
||||
|
||||
private:
|
||||
|
|
|
@ -136,7 +136,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
// [RH] set foggy flag
|
||||
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
|
||||
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
|
||||
|
||||
// get light level
|
||||
lightnum = ((floorlight + ceilinglight) >> 1) + R_ActualExtraLight(foggy);
|
||||
|
@ -478,7 +478,7 @@ namespace swrenderer
|
|||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && pspr->GetState()->GetFullbright())
|
||||
else if (!vis->foggy && pspr->GetState()->GetFullbright())
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
@ -535,7 +535,7 @@ namespace swrenderer
|
|||
// [SP] If emulating GZDoom fullbright, disable acceleration
|
||||
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
|
||||
mybasecolormap = &FullNormalLight;
|
||||
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
|
||||
if (r_fullbrightignoresectorcolor && !vis->foggy && pspr->GetState()->GetFullbright())
|
||||
mybasecolormap = &FullNormalLight;
|
||||
colormap_to_use = mybasecolormap;
|
||||
}
|
||||
|
|
|
@ -60,7 +60,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
|
||||
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
|
||||
{
|
||||
// transform the origin point
|
||||
double tr_x = pos.X - ViewPos.X;
|
||||
|
@ -209,6 +209,8 @@ namespace swrenderer
|
|||
vis->bIsVoxel = false;
|
||||
vis->bWallSprite = false;
|
||||
|
||||
vis->foggy = foggy;
|
||||
|
||||
// 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.
|
||||
|
@ -261,7 +263,7 @@ namespace swrenderer
|
|||
vis->Style.BaseColormap = mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||||
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace swrenderer
|
|||
class RenderSprite
|
||||
{
|
||||
public:
|
||||
static void Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
|
||||
static void Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy);
|
||||
static void Render(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip);
|
||||
};
|
||||
}
|
||||
|
|
|
@ -86,6 +86,8 @@ namespace swrenderer
|
|||
visstyle_t Style;
|
||||
int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
|
||||
|
||||
bool foggy;
|
||||
|
||||
vissprite_t() {}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -46,7 +46,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
|
||||
void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
|
||||
{
|
||||
// transform the origin point
|
||||
double tr_x = pos.X - ViewPos.X;
|
||||
|
@ -155,6 +155,8 @@ namespace swrenderer
|
|||
vis->voxel = voxel->Voxel;
|
||||
vis->bIsVoxel = true;
|
||||
vis->bWallSprite = false;
|
||||
vis->foggy = foggy;
|
||||
|
||||
RenderTranslucentPass::DrewAVoxel = true;
|
||||
|
||||
// The software renderer cannot invert the source without inverting the overlay
|
||||
|
@ -209,7 +211,7 @@ namespace swrenderer
|
|||
vis->Style.BaseColormap = mybasecolormap;
|
||||
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||||
}
|
||||
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||||
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||||
{ // full bright
|
||||
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
|
||||
vis->Style.ColormapNum = 0;
|
||||
|
|
|
@ -55,7 +55,7 @@ namespace swrenderer
|
|||
class RenderVoxel
|
||||
{
|
||||
public:
|
||||
static void Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
|
||||
static void Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy);
|
||||
static void Render(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom);
|
||||
|
||||
static void Deinit();
|
||||
|
|
|
@ -62,7 +62,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void RenderWallSprite::Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade)
|
||||
void RenderWallSprite::Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy)
|
||||
{
|
||||
FWallCoords wallc;
|
||||
double x1, x2;
|
||||
|
@ -136,6 +136,7 @@ namespace swrenderer
|
|||
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
||||
vis->Style.BaseColormap = basecolormap;
|
||||
vis->wallc = wallc;
|
||||
vis->foggy = foggy;
|
||||
}
|
||||
|
||||
void RenderWallSprite::Render(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip)
|
||||
|
@ -174,7 +175,7 @@ namespace swrenderer
|
|||
rereadcolormap = false;
|
||||
}
|
||||
|
||||
int shade = LIGHT2SHADE(spr->sector->lightlevel + R_ActualExtraLight(foggy));
|
||||
int shade = LIGHT2SHADE(spr->sector->lightlevel + R_ActualExtraLight(spr->foggy));
|
||||
double GlobVis = r_WallVisibility;
|
||||
float lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
|
@ -183,7 +184,7 @@ namespace swrenderer
|
|||
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||||
else if (fixedcolormap != NULL)
|
||||
R_SetColorMapLight(fixedcolormap, 0, 0);
|
||||
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
|
||||
else
|
||||
calclighting = true;
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace swrenderer
|
|||
class RenderWallSprite
|
||||
{
|
||||
public:
|
||||
static void Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade);
|
||||
static void Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy);
|
||||
static void Render(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip);
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue