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https://github.com/ZDoom/gzdoom-gles.git
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Draw things
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parent
b9d6fc6856
commit
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2 changed files with 255 additions and 2 deletions
251
src/r_poly.cpp
251
src/r_poly.cpp
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@ -149,13 +149,13 @@ void RenderPolyBsp::RenderSubsector(subsector_t *sub)
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if (ceiltex->UseType != FTexture::TEX_Null)
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if (ceiltex->UseType != FTexture::TEX_Null)
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TriangleDrawer::draw(worldToClip, ceilVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, ceiltex);
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TriangleDrawer::draw(worldToClip, ceilVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, ceiltex);
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/*for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
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for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
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{
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{
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if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(thing);
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AddWallSprite(thing);
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else
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else
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AddSprite(thing);
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AddSprite(thing);
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}*/
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}
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}
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}
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void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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@ -250,6 +250,253 @@ void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector)
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}
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}
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}
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}
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bool RenderPolyBsp::IsThingCulled(AActor *thing)
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{
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != nullptr && *cvar >= 0)
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{
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double dist = (thing->Pos() - ViewPos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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return true;
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}
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer())
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{
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return true;
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}
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return false;
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}
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void RenderPolyBsp::AddSprite(AActor *thing)
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{
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if (IsThingCulled(thing))
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return;
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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bool flipTextureX = false;
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FTexture *tex = GetSpriteTexture(thing, flipTextureX);
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if (tex == nullptr)
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return;
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DVector2 spriteScale = thing->Scale;
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double thingxscalemul = spriteScale.X / tex->Scale.X;
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double thingyscalemul = spriteScale.Y / tex->Scale.Y;
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if (flipTextureX)
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pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
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else
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pos.X -= tex->LeftOffset * thingxscalemul;
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//pos.Z -= tex->TopOffset * thingyscalemul;
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pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip;
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double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
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double spriteHeight = thingyscalemul * tex->GetHeight();
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pos.X += spriteHalfWidth;
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DVector2 points[2] =
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{
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{ pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth },
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{ pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth }
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};
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//double depth = 1.0;
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//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
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// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
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//R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
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TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
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if (!vertices)
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return;
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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std::pair<float, float> offsets[4] =
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{
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{ 0.0f, 1.0f },
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{ 1.0f, 1.0f },
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{ 1.0f, 0.0f },
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{ 0.0f, 0.0f },
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};
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for (int i = 0; i < 4; i++)
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{
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auto &p = (i == 0 || i == 3) ? points[0] : points[1];
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vertices[i].x = (float)p.X;
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vertices[i].y = (float)p.Y;
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vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
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vertices[i].w = 1.0f;
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vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
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vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
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if (flipTextureX)
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vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
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vertices[i].varying[2] = (thing->Sector->lightlevel + actualextralight) / 255.0f;
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}
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TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex);
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TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, false, 0, viewwidth, cliptop, clipbottom, tex);
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}
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void RenderPolyBsp::AddWallSprite(AActor *thing)
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{
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if (IsThingCulled(thing))
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return;
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}
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visstyle_t RenderPolyBsp::GetSpriteVisStyle(AActor *thing, double z)
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{
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visstyle_t visstyle;
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight);
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visstyle.RenderStyle = thing->RenderStyle;
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visstyle.Alpha = float(thing->Alpha);
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visstyle.ColormapNum = 0;
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// The software renderer cannot invert the source without inverting the overlay
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// too. That means if the source is inverted, we need to do the reverse of what
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// the invert overlay flag says to do.
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bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
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if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
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{
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invertcolormap = !invertcolormap;
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}
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FDynamicColormap *mybasecolormap = thing->Sector->ColorMap;
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// Sprites that are added to the scene must fade to black.
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if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
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}
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if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack)
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{
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if (invertcolormap)
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{ // Fade to white
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
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invertcolormap = false;
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}
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else
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{ // Fade to black
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
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}
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}
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// get light level
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if (fixedcolormap != NULL)
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{ // fixed map
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visstyle.BaseColormap = fixedcolormap;
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visstyle.ColormapNum = 0;
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}
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else
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{
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if (invertcolormap)
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{
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mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
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}
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if (fixedlightlev >= 0)
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{
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visstyle.BaseColormap = mybasecolormap;
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visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
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}
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else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
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{ // full bright
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visstyle.BaseColormap = mybasecolormap;
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visstyle.ColormapNum = 0;
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}
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else
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{ // diminished light
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double minz = double((2048 * 4) / double(1 << 20));
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visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade);
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visstyle.BaseColormap = mybasecolormap;
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}
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}
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return visstyle;
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}
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FTexture *RenderPolyBsp::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
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{
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flipX = false;
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if (thing->picnum.isValid())
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{
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FTexture *tex = TexMan(thing->picnum);
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if (tex->UseType == FTexture::TEX_Null)
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{
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return nullptr;
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}
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if (tex->Rotations != 0xFFFF)
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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flipX = (sprframe->Flip & (1 << rot)) != 0;
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tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
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}
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return tex;
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}
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else
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{
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// decide which texture to use for the sprite
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int spritenum = thing->sprite;
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if (spritenum >= (signed)sprites.Size() || spritenum < 0)
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return nullptr;
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spritedef_t *sprdef = &sprites[spritenum];
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if (thing->frame >= sprdef->numframes)
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{
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// If there are no frames at all for this sprite, don't draw it.
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return nullptr;
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}
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else
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{
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
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pos.Z += thing->GetBobOffset(r_TicFracF);
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DAngle ang = (pos - ViewPos).Angle();
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
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}
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else
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{
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rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
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}
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flipX = (sprframe->Flip & (1 << rot)) != 0;
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return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
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}
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}
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}
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void RenderPolyBsp::RenderNode(void *node)
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void RenderPolyBsp::RenderNode(void *node)
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{
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{
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while (!((size_t)node & 1)) // Keep going until found a subsector
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while (!((size_t)node & 1)) // Keep going until found a subsector
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@ -62,6 +62,12 @@ private:
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void AddLine(seg_t *line, sector_t *frontsector);
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void AddLine(seg_t *line, sector_t *frontsector);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane);
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TriVertex PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane);
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void AddSprite(AActor *thing);
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void AddWallSprite(AActor *thing);
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bool IsThingCulled(AActor *thing);
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visstyle_t GetSpriteVisStyle(AActor *thing, double z);
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FTexture *GetSpriteTexture(AActor *thing, /*out*/ bool &flipX);
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void RenderPlayerSprites();
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void RenderPlayerSprites();
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void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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void RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac);
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