mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 16:41:22 +00:00
Decal rendering to r_decal
This commit is contained in:
parent
50c525161b
commit
99e263e1b3
6 changed files with 318 additions and 264 deletions
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@ -830,6 +830,7 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/scene/r_particle.cpp
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swrenderer/scene/r_playersprite.cpp
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swrenderer/scene/r_wallsprite.cpp
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swrenderer/scene/r_decal.cpp
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polyrenderer/poly_renderer.cpp
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polyrenderer/scene/poly_scene.cpp
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polyrenderer/scene/poly_portal.cpp
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@ -60,13 +60,6 @@ CVAR(Float, r_lod_bias, -1.5, 0); // To do: add CVAR_ARCHIVE | CVAR_GLOBALCONFIG
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namespace swrenderer
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{
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extern "C" short spanend[MAXHEIGHT];
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extern float rw_light;
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extern float rw_lightstep;
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extern int wallshade;
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/////////////////////////////////////////////////////////////////////////////
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DrawSpanLLVMCommand::DrawSpanLLVMCommand()
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{
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using namespace drawerargs;
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296
src/swrenderer/scene/r_decal.cpp
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296
src/swrenderer/scene/r_decal.cpp
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@ -0,0 +1,296 @@
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#include <stdlib.h>
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#include <stddef.h>
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#include "templates.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "p_lnspec.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "r_sky.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_decal.h"
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#include "r_3dfloors.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_walldraw.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "r_wallsprite.h"
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#include "r_draw_segment.h"
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#include "r_segs.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment)
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{
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for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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{
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R_RenderDecal(sidedef, decal, draw_segment, 0);
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}
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}
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// pass = 0: when seg is first drawn
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// = 1: drawing masked textures (including sprites)
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// Currently, only pass = 0 is done or used
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void R_RenderDecal(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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double yscale;
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BYTE flipx;
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double zpos;
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int needrepeat = 0;
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sector_t *front, *back;
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bool calclighting;
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bool rereadcolormap;
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FDynamicColormap *usecolormap;
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if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
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return;
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// Determine actor z
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zpos = decal->Z;
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front = curline->frontsector;
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back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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zpos = decal->Z;
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break;
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case RF_RELUPPER:
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if (curline->linedef->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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WallSpriteTile = TexMan(decal->PicNum, true);
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flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
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if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
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{
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return;
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}
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// Determine left and right edges of sprite. Since this sprite is bound
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// to a wall, we use the wall's angle instead of the decal's. This is
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// pretty much the same as what R_AddLine() does.
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FWallCoords savecoord = WallC;
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double edge_right = WallSpriteTile->GetWidth();
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double edge_left = WallSpriteTile->LeftOffset;
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edge_right = (edge_right - edge_left) * decal->ScaleX;
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edge_left *= decal->ScaleX;
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double dcx, dcy;
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decal->GetXY(wall, dcx, dcy);
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decal_pos = { dcx, dcy };
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DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
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decal_left = decal_pos - edge_left * angvec - ViewPos;
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decal_right = decal_pos + edge_right * angvec - ViewPos;
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if (WallC.Init(decal_left, decal_right, TOO_CLOSE_Z))
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goto done;
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x1 = WallC.sx1;
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x2 = WallC.sx2;
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if (x1 >= clipper->x2 || x2 <= clipper->x1)
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goto done;
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WallT.InitFromWallCoords(&WallC);
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// Get the top and bottom clipping arrays
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switch (decal->RenderFlags & RF_CLIPMASK)
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{
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case RF_CLIPFULL:
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if (curline->backsector == NULL)
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{
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = walltop;
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mfloorclip = wallbottom;
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}
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else if (pass == 0)
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{
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mceilingclip = walltop;
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mfloorclip = ceilingclip;
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needrepeat = 1;
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}
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else
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{
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mceilingclip = openings + clipper->sprtopclip - clipper->x1;
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mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
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}
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break;
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case RF_CLIPUPPER:
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = walltop;
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mfloorclip = ceilingclip;
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break;
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case RF_CLIPMID:
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if (curline->backsector != NULL && pass != 2)
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{
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goto done;
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}
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mceilingclip = openings + clipper->sprtopclip - clipper->x1;
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mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
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break;
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case RF_CLIPLOWER:
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = floorclip;
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mfloorclip = wallbottom;
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break;
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}
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yscale = decal->ScaleY;
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dc_texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
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// Clip sprite to drawseg
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x1 = MAX<int>(clipper->x1, x1);
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x2 = MIN<int>(clipper->x2, x2);
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if (x1 >= x2)
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{
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goto done;
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}
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PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
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if (flipx)
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{
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int i;
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int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
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for (i = x1; i < x2; i++)
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{
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lwall[i] = right - lwall[i];
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}
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}
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// Prepare lighting
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calclighting = false;
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usecolormap = basecolormap;
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rereadcolormap = true;
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// Decals that are added to the scene must fade to black.
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if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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{
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usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
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rereadcolormap = false;
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}
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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// Draw it
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if (decal->RenderFlags & RF_YFLIP)
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{
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sprflipvert = true;
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yscale = -yscale;
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dc_texturemid -= WallSpriteTile->GetHeight();
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}
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else
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{
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sprflipvert = false;
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}
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float maskedScaleY = float(1 / yscale);
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do
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{
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int x = x1;
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bool visible = R_SetPatchStyle(decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
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// R_SetPatchStyle can modify basecolormap.
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if (rereadcolormap)
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{
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usecolormap = basecolormap;
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}
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if (visible)
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{
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while (x < x2)
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{
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if (calclighting)
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{ // calculate lighting
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R_SetColorMapLight(usecolormap, rw_light, wallshade);
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}
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R_WallSpriteColumn(x, maskedScaleY);
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x++;
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}
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}
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// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
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// be set 1 if we need to draw on the lower wall. In all other cases,
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// needrepeat will be 0, and the while will fail.
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mceilingclip = floorclip;
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mfloorclip = wallbottom;
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R_FinishSetPatchStyle();
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} while (needrepeat--);
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colfunc = basecolfunc;
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R_FinishSetPatchStyle();
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done:
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WallC = savecoord;
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}
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}
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13
src/swrenderer/scene/r_decal.h
Normal file
13
src/swrenderer/scene/r_decal.h
Normal file
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#pragma once
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struct side_t;
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class DBaseDecal;
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namespace swrenderer
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{
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struct drawseg_t;
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void R_RenderDecals(side_t *wall, drawseg_t *draw_segment);
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void R_RenderDecal(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
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}
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@ -52,6 +52,7 @@
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "r_wallsprite.h"
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#include "r_decal.h"
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#include "swrenderer/r_memory.h"
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#define WALLYREPEAT 8
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@ -138,7 +139,6 @@ FTexture *rw_pic;
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static fixed_t *maskedtexturecol;
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static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
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inline bool IsFogBoundary (sector_t *front, sector_t *back)
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{
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@ -1810,10 +1810,7 @@ bool R_StoreWallRange (int start, int stop)
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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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for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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{
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R_RenderDecal (curline->sidedef, decal, draw_segment, 0);
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}
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R_RenderDecals(curline->sidedef, draw_segment);
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}
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if (rw_markportal)
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@ -2035,256 +2032,4 @@ void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
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}
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}
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// pass = 0: when seg is first drawn
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// = 1: drawing masked textures (including sprites)
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// Currently, only pass = 0 is done or used
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static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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double yscale;
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BYTE flipx;
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double zpos;
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int needrepeat = 0;
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sector_t *front, *back;
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bool calclighting;
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bool rereadcolormap;
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FDynamicColormap *usecolormap;
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if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
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return;
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// Determine actor z
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zpos = decal->Z;
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front = curline->frontsector;
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back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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zpos = decal->Z;
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break;
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case RF_RELUPPER:
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if (curline->linedef->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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WallSpriteTile = TexMan(decal->PicNum, true);
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flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
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if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
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{
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return;
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}
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// Determine left and right edges of sprite. Since this sprite is bound
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// to a wall, we use the wall's angle instead of the decal's. This is
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// pretty much the same as what R_AddLine() does.
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FWallCoords savecoord = WallC;
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double edge_right = WallSpriteTile->GetWidth();
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double edge_left = WallSpriteTile->LeftOffset;
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edge_right = (edge_right - edge_left) * decal->ScaleX;
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edge_left *= decal->ScaleX;
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double dcx, dcy;
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decal->GetXY(wall, dcx, dcy);
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decal_pos = { dcx, dcy };
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DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
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decal_left = decal_pos - edge_left * angvec - ViewPos;
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decal_right = decal_pos + edge_right * angvec - ViewPos;
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if (WallC.Init(decal_left, decal_right, TOO_CLOSE_Z))
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goto done;
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x1 = WallC.sx1;
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x2 = WallC.sx2;
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if (x1 >= clipper->x2 || x2 <= clipper->x1)
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goto done;
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WallT.InitFromWallCoords(&WallC);
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// Get the top and bottom clipping arrays
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switch (decal->RenderFlags & RF_CLIPMASK)
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{
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case RF_CLIPFULL:
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if (curline->backsector == NULL)
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{
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = walltop;
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mfloorclip = wallbottom;
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}
|
||||
else if (pass == 0)
|
||||
{
|
||||
mceilingclip = walltop;
|
||||
mfloorclip = ceilingclip;
|
||||
needrepeat = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
|
||||
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
|
||||
}
|
||||
break;
|
||||
|
||||
case RF_CLIPUPPER:
|
||||
if (pass != 0)
|
||||
{
|
||||
goto done;
|
||||
}
|
||||
mceilingclip = walltop;
|
||||
mfloorclip = ceilingclip;
|
||||
break;
|
||||
|
||||
case RF_CLIPMID:
|
||||
if (curline->backsector != NULL && pass != 2)
|
||||
{
|
||||
goto done;
|
||||
}
|
||||
mceilingclip = openings + clipper->sprtopclip - clipper->x1;
|
||||
mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
|
||||
break;
|
||||
|
||||
case RF_CLIPLOWER:
|
||||
if (pass != 0)
|
||||
{
|
||||
goto done;
|
||||
}
|
||||
mceilingclip = floorclip;
|
||||
mfloorclip = wallbottom;
|
||||
break;
|
||||
}
|
||||
|
||||
yscale = decal->ScaleY;
|
||||
dc_texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
|
||||
|
||||
// Clip sprite to drawseg
|
||||
x1 = MAX<int>(clipper->x1, x1);
|
||||
x2 = MIN<int>(clipper->x2, x2);
|
||||
if (x1 >= x2)
|
||||
{
|
||||
goto done;
|
||||
}
|
||||
|
||||
PrepWall (swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
|
||||
|
||||
if (flipx)
|
||||
{
|
||||
int i;
|
||||
int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
|
||||
|
||||
for (i = x1; i < x2; i++)
|
||||
{
|
||||
lwall[i] = right - lwall[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Prepare lighting
|
||||
calclighting = false;
|
||||
usecolormap = basecolormap;
|
||||
rereadcolormap = true;
|
||||
|
||||
// Decals that are added to the scene must fade to black.
|
||||
if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
|
||||
{
|
||||
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
|
||||
rereadcolormap = false;
|
||||
}
|
||||
|
||||
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
|
||||
if (fixedlightlev >= 0)
|
||||
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||||
else if (fixedcolormap != NULL)
|
||||
R_SetColorMapLight(fixedcolormap, 0, 0);
|
||||
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
|
||||
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
|
||||
else
|
||||
calclighting = true;
|
||||
|
||||
// Draw it
|
||||
if (decal->RenderFlags & RF_YFLIP)
|
||||
{
|
||||
sprflipvert = true;
|
||||
yscale = -yscale;
|
||||
dc_texturemid -= WallSpriteTile->GetHeight();
|
||||
}
|
||||
else
|
||||
{
|
||||
sprflipvert = false;
|
||||
}
|
||||
|
||||
float maskedScaleY = float(1 / yscale);
|
||||
do
|
||||
{
|
||||
int x = x1;
|
||||
|
||||
bool visible = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
|
||||
|
||||
// R_SetPatchStyle can modify basecolormap.
|
||||
if (rereadcolormap)
|
||||
{
|
||||
usecolormap = basecolormap;
|
||||
}
|
||||
|
||||
if (visible)
|
||||
{
|
||||
while (x < x2)
|
||||
{
|
||||
if (calclighting)
|
||||
{ // calculate lighting
|
||||
R_SetColorMapLight(usecolormap, rw_light, wallshade);
|
||||
}
|
||||
R_WallSpriteColumn(x, maskedScaleY);
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
||||
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
|
||||
// be set 1 if we need to draw on the lower wall. In all other cases,
|
||||
// needrepeat will be 0, and the while will fail.
|
||||
mceilingclip = floorclip;
|
||||
mfloorclip = wallbottom;
|
||||
R_FinishSetPatchStyle ();
|
||||
} while (needrepeat--);
|
||||
|
||||
colfunc = basecolfunc;
|
||||
|
||||
R_FinishSetPatchStyle ();
|
||||
done:
|
||||
WallC = savecoord;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -43,12 +43,18 @@ 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;
|
||||
extern fixed_t rw_offset;
|
||||
extern int wallshade;
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue