gzdoom-gles/src/r_segs.cpp

3257 lines
91 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// All the clipping: columns, horizontal spans, sky columns.
//
// This file contains some code from the Build Engine.
//
// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
// Ken Silverman's official web site: "http://www.advsys.net/ken"
// See the included license file "BUILDLIC.TXT" for license info.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "r_local.h"
#include "r_sky.h"
#include "v_video.h"
#include "m_swap.h"
#include "w_wad.h"
#include "stats.h"
#include "a_sharedglobal.h"
#include "d_net.h"
#include "g_level.h"
#include "r_bsp.h"
#include "r_plane.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#define WALLYREPEAT 8
CVAR(Bool, r_np2, true, 0)
//CVAR (Int, ty, 8, 0)
//CVAR (Int, tx, 8, 0)
#define HEIGHTBITS 12
#define HEIGHTSHIFT (FRACBITS-HEIGHTBITS)
extern fixed_t globaluclip, globaldclip;
// OPTIMIZE: closed two sided lines as single sided
// killough 1/6/98: replaced globals with statics where appropriate
static bool segtextured; // True if any of the segs textures might be visible.
bool markfloor; // False if the back side is the same plane.
bool markceiling;
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int wallshade;
short walltop[MAXWIDTH]; // [RH] record max extents of wall
short wallbottom[MAXWIDTH];
short wallupper[MAXWIDTH];
short walllower[MAXWIDTH];
fixed_t swall[MAXWIDTH];
fixed_t lwall[MAXWIDTH];
fixed_t lwallscale;
//
// regular wall
//
extern fixed_t rw_backcz1, rw_backcz2;
extern fixed_t rw_backfz1, rw_backfz2;
extern fixed_t rw_frontcz1, rw_frontcz2;
extern fixed_t rw_frontfz1, rw_frontfz2;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markmirror;
bool rw_havehigh;
bool rw_havelow;
fixed_t rw_light; // [RH] Scale lights with viewsize adjustments
fixed_t rw_lightstep;
fixed_t rw_lightleft;
static fixed_t rw_frontlowertop;
static int rw_x;
static int rw_stopx;
fixed_t rw_offset;
static fixed_t rw_scalestep;
static fixed_t rw_midtexturemid;
static fixed_t rw_toptexturemid;
static fixed_t rw_bottomtexturemid;
static fixed_t rw_midtexturescalex;
static fixed_t rw_midtexturescaley;
static fixed_t rw_toptexturescalex;
static fixed_t rw_toptexturescaley;
static fixed_t rw_bottomtexturescalex;
static fixed_t rw_bottomtexturescaley;
FTexture *rw_pic;
static fixed_t *maskedtexturecol;
static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, fixed_t top, fixed_t bot, bool mask);
static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat);
static void call_wallscan(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, bool mask);
//=============================================================================
//
// CVAR r_fogboundary
//
// If true, makes fog look more "real" by shading the walls separating two
// sectors with different fog.
//=============================================================================
CVAR(Bool, r_fogboundary, true, 0)
inline bool IsFogBoundary (sector_t *front, sector_t *back)
{
return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade &&
front->ColorMap->Fade != back->ColorMap->Fade &&
(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
}
//=============================================================================
//
// CVAR r_drawmirrors
//
// Set to false to disable rendering of mirrors
//=============================================================================
CVAR(Bool, r_drawmirrors, true, 0)
//
// R_RenderMaskedSegRange
//
fixed_t *MaskedSWall;
fixed_t MaskedScaleY;
static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FTexture::Span *spans), FTexture *tex)
{
if (maskedtexturecol[dc_x] != FIXED_MAX)
{
// calculate lighting
if (fixedcolormap == NULL && fixedlightlev < 0)
{
dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
dc_iscale = MulScale18 (MaskedSWall[dc_x], MaskedScaleY);
sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
// killough 1/25/98: here's where Medusa came in, because
// it implicitly assumed that the column was all one patch.
// Originally, Doom did not construct complete columns for
// multipatched textures, so there were no header or trailer
// bytes in the column referred to below, which explains
// the Medusa effect. The fix is to construct true columns
// when forming multipatched textures (see r_data.c).
// draw the texture
const FTexture::Span *spans;
const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans);
blastfunc (pixels, spans);
// maskedtexturecol[dc_x] = FIXED_MAX; // kg3D - seems to be useless
}
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
// Clip a midtexture to the floor and ceiling of the sector in front of it.
void ClipMidtex(int x1, int x2)
{
short most[MAXWIDTH];
WallMost(most, curline->frontsector->ceilingplane, &WallC);
for (int i = x1; i <= x2; ++i)
{
if (wallupper[i] < most[i])
wallupper[i] = most[i];
}
WallMost(most, curline->frontsector->floorplane, &WallC);
for (int i = x1; i <= x2; ++i)
{
if (walllower[i] > most[i])
walllower[i] = most[i];
}
}
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2);
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
{
FTexture *tex;
int i;
sector_t tempsec; // killough 4/13/98
fixed_t texheight, textop, texheightscale;
bool notrelevant = false;
const sector_t *sec;
sprflipvert = false;
curline = ds->curline;
// killough 4/11/98: draw translucent 2s normal textures
// [RH] modified because we don't use user-definable translucency maps
ESPSResult drawmode;
drawmode = R_SetPatchStyle (LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
MIN(curline->linedef->Alpha, FRACUNIT), 0, 0);
if ((drawmode == DontDraw && !ds->bFogBoundary && !ds->bFakeBoundary))
{
return;
}
NetUpdate ();
frontsector = curline->frontsector;
backsector = curline->backsector;
tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false);
basecolormap = sec->ColorMap; // [RH] Set basecolormap
wallshade = ds->shade;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
if (fixedlightlev < 0)
{
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = sec->ceilingplane.ZatPoint(viewx, viewy);
}
if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.ZatPoint(viewx, viewy))
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
break;
}
}
}
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
R_DrawFogBoundary (x1, x2, mceilingclip, mfloorclip);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
}
}
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || drawmode == DontDraw)
{
goto clearfog;
}
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
MaskedScaleY = ds->yrepeat;
maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
// find positioning
texheight = tex->GetScaledHeight() << FRACBITS;
texheightscale = curline->sidedef->GetTextureYScale(side_t::mid);
if (texheightscale != FRACUNIT)
{
texheight = FixedDiv(texheight, texheightscale);
}
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
dc_texturemid = MAX (frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
}
else
{
dc_texturemid = MIN (frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
}
{ // encapsulate the lifetime of rowoffset
fixed_t rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
if (tex->bWorldPanning)
{
// rowoffset is added before the MulScale3 so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid += rowoffset - viewz;
textop = dc_texturemid;
dc_texturemid = MulScale16 (dc_texturemid, MaskedScaleY);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = dc_texturemid - viewz + SafeDivScale16 (rowoffset, MaskedScaleY);
dc_texturemid = MulScale16 (dc_texturemid - viewz, MaskedScaleY) + rowoffset;
}
}
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
if (!(curline->linedef->flags & ML_WRAP_MIDTEX) &&
!(curline->sidedef->Flags & WALLF_WRAP_MIDTEX))
{ // Texture does not wrap vertically.
// [RH] Don't bother drawing segs that are completely offscreen
if (MulScale12 (globaldclip, ds->sz1) < -textop &&
MulScale12 (globaldclip, ds->sz2) < -textop)
{ // Texture top is below the bottom of the screen
goto clearfog;
}
if (MulScale12 (globaluclip, ds->sz1) > texheight - textop &&
MulScale12 (globaluclip, ds->sz2) > texheight - textop)
{ // Texture bottom is above the top of the screen
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPBOTTOM) && textop < sclipBottom - viewz)
{
notrelevant = true;
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPTOP) && textop - texheight > sclipTop - viewz)
{
notrelevant = true;
goto clearfog;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (fake3D & FAKE3D_CLIPTOP)
{
OWallMost(wallupper, textop < sclipTop - viewz ? textop : sclipTop - viewz, &WallC);
}
else
{
OWallMost(wallupper, textop, &WallC);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
OWallMost(walllower, textop - texheight > sclipBottom - viewz ? textop - texheight : sclipBottom - viewz, &WallC);
}
else
{
OWallMost(walllower, textop - texheight, &WallC);
}
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
mfloorclip = walllower;
mceilingclip = wallupper;
// draw the columns one at a time
if (drawmode == DoDraw0)
{
for (dc_x = x1; dc_x <= x2; ++dc_x)
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
}
}
else
{
// [RH] Draw up to four columns at once
int stop = (x2+1) & ~3;
if (x1 > x2)
goto clearfog;
dc_x = x1;
while ((dc_x < stop) && (dc_x & 3))
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
dc_x++;
}
while (dc_x < stop)
{
rt_initcols();
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++;
BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex);
rt_draw4cols (dc_x - 3);
dc_x++;
}
while (dc_x <= x2)
{
BlastMaskedColumn (R_DrawMaskedColumn, tex);
dc_x++;
}
}
}
else
{ // Texture does wrap vertically.
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
if (fake3D & FAKE3D_CLIPTOP)
{
OWallMost(wallupper, sclipTop - viewz, &WallC);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
mceilingclip = wallupper;
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
OWallMost(walllower, sclipBottom - viewz, &WallC);
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
mfloorclip = walllower;
}
rw_offset = 0;
rw_pic = tex;
wallscan_np2_ds(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yrepeat);
}
clearfog:
R_FinishSetPatchStyle ();
if (ds->bFakeBoundary & 3)
{
R_RenderFakeWallRange(ds, x1, x2);
}
if (!notrelevant)
{
if (fake3D & FAKE3D_REFRESHCLIP)
{
assert(ds->bkup >= 0);
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2-ds->x1+1) * 2);
}
else
{
clearbufshort(openings + ds->sprtopclip - ds->x1 + x1, x2-x1+1, viewheight);
}
}
return;
}
// kg3D - render one fake wall
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
{
int i;
fixed_t xscale, yscale;
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
ESPSResult drawmode;
drawmode = R_SetPatchStyle (LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
Alpha, 0, 0);
if(drawmode == DontDraw) {
R_FinishSetPatchStyle();
return;
}
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1;
// find positioning
xscale = FixedMul(rw_pic->xScale, sidedef->GetTextureXScale(side_t::mid));
yscale = FixedMul(rw_pic->yScale, sidedef->GetTextureYScale(side_t::mid));
// encapsulate the lifetime of rowoffset
fixed_t rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
dc_texturemid = rover->model->GetPlaneTexZ(sector_t::ceiling);
rw_offset = curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid);
if (rowoffset < 0)
{
rowoffset += rw_pic->GetHeight() << FRACBITS;
}
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the MulScale3 so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = MulScale16(dc_texturemid - viewz + rowoffset, yscale);
rw_offset = MulScale16 (rw_offset, xscale);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid = MulScale16(dc_texturemid - viewz, yscale) + rowoffset;
}
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
WallC.tx1 = ds->cx;
WallC.ty1 = ds->cy;
WallC.tx2 = ds->cx + ds->cdx;
WallC.ty2 = ds->cy + ds->cdy;
WallT = ds->tmapvals;
OWallMost(wallupper, sclipTop - viewz, &WallC);
OWallMost(walllower, sclipBottom - viewz, &WallC);
for (i = x1; i <= x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i <= x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2);
wallscan_np2_ds(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale);
R_FinishSetPatchStyle();
}
// kg3D - walls of fake floors
void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
{
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
int i,j;
F3DFloor *rover, *fover = NULL;
int passed, last;
fixed_t floorheight;
fixed_t ceilingheight;
sprflipvert = false;
curline = ds->curline;
frontsector = curline->frontsector;
backsector = curline->backsector;
if (backsector == NULL)
{
return;
}
if ((ds->bFakeBoundary & 3) == 2)
{
sector_t *sec = backsector;
backsector = frontsector;
frontsector = sec;
}
floorheight = backsector->CenterFloor();
ceilingheight = backsector->CenterCeiling();
// maybe fix clipheights
if (!(fake3D & FAKE3D_CLIPBOTTOM)) sclipBottom = floorheight;
if (!(fake3D & FAKE3D_CLIPTOP)) sclipTop = ceilingheight;
// maybe not visible
if (sclipBottom >= frontsector->CenterCeiling()) return;
if (sclipTop <= frontsector->CenterFloor()) return;
if (fake3D & FAKE3D_DOWN2UP)
{ // bottom to viewz
last = 0;
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->a || rover->top.plane->b ||
rover->bottom.plane->a || rover->bottom.plane->b ||
rover->top.plane->Zat0() <= sclipBottom ||
rover->bottom.plane->Zat0() >= ceilingheight ||
rover->top.plane->Zat0() <= floorheight)
{
if (!i)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->bottom.plane->Zat0() >= sclipTop || passed)
{
if (last)
{
break;
}
// maybe wall from inside rendering?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || j == -1)
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
else if(fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if(fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{
// maybe not visible?
fover = NULL;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model) // never
{
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && j != -1)
{
fover = NULL;
last = 1;
continue; // not visible
}
}
if (!rw_pic)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if(rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource == NULL) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else rw_pic = NULL;
break;
}
}
else
{ // top to viewz
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->a || rover->top.plane->b ||
rover->bottom.plane->a || rover->bottom.plane->b ||
rover->bottom.plane->Zat0() >= sclipTop ||
rover->top.plane->Zat0() <= floorheight ||
rover->bottom.plane->Zat0() >= ceilingheight)
{
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = NULL;
if (rover->top.plane->Zat0() <= sclipBottom || passed)
{ // maybe wall from inside rendering?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = NULL;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // no, last possible
fover = NULL;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES|FF_INVERTPLANES)))
{ // no
fover = NULL;
}
break;
}
// nothing
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{ // maybe not visible?
fover = NULL;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, its bugged
if(fover->top.plane->a || fover->top.plane->b || fover->bottom.plane->a || fover->bottom.plane->b) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // visible, last possible
fover = NULL;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = NULL; // visible
break;
}
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
{ // not visible
break;
}
}
if (rw_pic == NULL)
{
fover = NULL;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if(sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover);
}
else
{
rw_pic = NULL;
}
break;
}
}
return;
}
// prevlineasm1 is like vlineasm1 but skips the loop if only drawing one pixel
inline fixed_t prevline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
return doprevline1 ();
}
void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
fixed_t yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
{
int x, shiftval;
int y1ve[4], y2ve[4], u4, d4, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
BYTE *basecolormapdata;
// This function also gets used to draw skies. Unlike BUILD, skies are
// drawn by visplane instead of by bunch, so these checks are invalid.
//if ((uwal[x1] > viewheight) && (uwal[x2] > viewheight)) return;
//if ((dwal[x1] < 0) && (dwal[x2] < 0)) return;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setupvline (32-shiftval);
yrepeat >>= 2 + shiftval;
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
basecolormapdata = basecolormap->Maps;
x = x1;
//while ((umost[x] > dmost[x]) && (x <= x2)) x++;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && (x & 3); ++x)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
assert (y1ve[0] < viewheight);
assert (y2ve[0] <= viewheight);
if (!fixed)
{ // calculate lighting
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + x + dc_destorg;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
dovline1();
}
for(; x <= x2-3; x += 4)
{
bad = 0;
for (z = 3; z>= 0; --z)
{
y1ve[z] = uwal[x+z];//max(uwal[x+z],umost[x+z]);
y2ve[z] = dwal[x+z];//min(dwal[x+z],dmost[x+z])-1;
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
assert (y1ve[z] < viewheight);
assert (y2ve[z] <= viewheight);
bufplce[z] = getcol (rw_pic, (lwal[x+z] + xoffset) >> FRACBITS);
vince[z] = swal[x+z] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixed)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
prevline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg);
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
vplce[z] = prevline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg);
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+x+dc_destorg;
dovline4();
}
BYTE *i = x+ylookup[d4]+dc_destorg;
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
prevline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
}
}
}
for(;x<=x2;x++)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
assert (y1ve[0] < viewheight);
assert (y2ve[0] <= viewheight);
if (!fixed)
{ // calculate lighting
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + x + dc_destorg;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
dovline1();
}
//unclock (WallScanCycles);
NetUpdate ();
}
void wallscan_striped (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat)
{
FDynamicColormap *startcolormap = basecolormap;
int startshade = wallshade;
bool fogginess = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
up = uwal;
down = most1;
assert(WallC.sx1 <= x1);
assert(WallC.sx2 > x2);
// kg3D - fake floors instead of zdoom light list
for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
{
int j = WallMost (most3, frontsector->e->XFloor.lightlist[i].plane, &WallC);
if (j != 3)
{
for (int j = x1; j <= x2; ++j)
{
down[j] = clamp (most3[j], up[j], dwal[j]);
}
wallscan (x1, x2, up, down, swal, lwal, yrepeat);
up = down;
down = (down == most1) ? most2 : most1;
}
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess,
*lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
}
wallscan (x1, x2, up, dwal, swal, lwal, yrepeat);
basecolormap = startcolormap;
wallshade = startshade;
}
static void call_wallscan(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, bool mask)
{
if (mask)
{
if (colfunc == basecolfunc)
{
maskwallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
else
{
transmaskwallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
}
else
{
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
{
wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
else
{
wallscan_striped(x1, x2, uwal, dwal, swal, lwal, yrepeat);
}
}
}
//=============================================================================
//
// wallscan_np2
//
// This is a wrapper around wallscan that helps it tile textures whose heights
// are not powers of 2. It divides the wall into texture-sized strips and calls
// wallscan for each of those. Since only one repetition of the texture fits
// in each strip, wallscan will not tile.
//
//=============================================================================
void wallscan_np2(int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat, fixed_t top, fixed_t bot, bool mask)
{
if (!r_np2)
{
call_wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat, mask);
}
else
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
fixed_t texheight = rw_pic->GetHeight() << FRACBITS;
fixed_t scaledtexheight = FixedDiv(texheight, yrepeat);
fixed_t partition;
if (yrepeat >= 0)
{ // normal orientation: draw strips from top to bottom
partition = top - (top - FixedDiv(dc_texturemid, yrepeat) - viewz) % scaledtexheight;
up = uwal;
down = most1;
dc_texturemid = FixedMul(partition - viewz, yrepeat) + texheight;
while (partition > bot)
{
int j = OWallMost(most3, partition - viewz, &WallC);
if (j != 3)
{
for (int j = x1; j <= x2; ++j)
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
call_wallscan(x1, x2, up, down, swal, lwal, yrepeat, mask);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
call_wallscan(x1, x2, up, dwal, swal, lwal, yrepeat, mask);
}
else
{ // upside down: draw strips from bottom to top
partition = bot - (bot - FixedDiv(dc_texturemid, yrepeat) - viewz) % scaledtexheight;
up = most1;
down = dwal;
dc_texturemid = FixedMul(partition - viewz, yrepeat) + texheight;
while (partition < top)
{
int j = OWallMost(most3, partition - viewz, &WallC);
if (j != 12)
{
for (int j = x1; j <= x2; ++j)
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
call_wallscan(x1, x2, up, down, swal, lwal, yrepeat, mask);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
call_wallscan(x1, x2, uwal, down, swal, lwal, yrepeat, mask);
}
}
}
static void wallscan_np2_ds(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, fixed_t yrepeat)
{
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
fixed_t frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1->x, ds->curline->v1->y);
fixed_t frontfz1 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v1->x, ds->curline->v1->y);
fixed_t frontcz2 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v2->x, ds->curline->v2->y);
fixed_t frontfz2 = ds->curline->frontsector->floorplane.ZatPoint(ds->curline->v2->x, ds->curline->v2->y);
fixed_t top = MAX(frontcz1, frontcz2);
fixed_t bot = MIN(frontfz1, frontfz2);
if (fake3D & FAKE3D_CLIPTOP)
{
top = MIN(top, sclipTop);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
bot = MAX(bot, sclipBottom);
}
wallscan_np2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, true);
}
else
{
call_wallscan(x1, x2, uwal, dwal, swal, lwal, yrepeat, true);
}
}
inline fixed_t mvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
return domvline1 ();
}
void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
fixed_t yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
{
int x, shiftval;
BYTE *p;
int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
BYTE *basecolormapdata;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
if (!rw_pic->bMasked)
{ // Textures that aren't masked can use the faster wallscan.
wallscan (x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setupmvline (32-shiftval);
yrepeat >>= 2 + shiftval;
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
basecolormapdata = basecolormap->Maps;
x = startx = x1;
p = x + dc_destorg;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && ((size_t)p & 3); ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
domvline1();
}
for(; x <= x2-3; x += 4, p+= 4)
{
bad = 0;
for (z = 3, dax = x+3; z >= 0; --z, --dax)
{
y1ve[z] = uwal[dax];
y2ve[z] = dwal[dax];
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
bufplce[z] = getcol (rw_pic, (lwal[dax] + xoffset) >> FRACBITS);
vince[z] = swal[dax] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixed)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
mvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
vplce[z] = mvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+p;
domvline4();
}
BYTE *i = p+ylookup[d4];
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
mvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
}
}
}
for(; x <= x2; ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];
y2ve[0] = dwal[x];
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
domvline1();
}
//unclock(WallScanCycles);
NetUpdate ();
}
inline void preptmvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest)
{
dc_iscale = vince;
dc_colormap = colormap;
dc_count = count;
dc_texturefrac = vplce;
dc_source = bufplce;
dc_dest = dest;
}
void transmaskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal,
fixed_t yrepeat, const BYTE *(*getcol)(FTexture *tex, int x))
{
fixed_t (*tmvline1)();
void (*tmvline4)();
int x, shiftval;
BYTE *p;
int y1ve[4], y2ve[4], u4, d4, startx, dax, z;
char bad;
fixed_t light = rw_light - rw_lightstep;
SDWORD texturemid, xoffset;
BYTE *basecolormapdata;
if (rw_pic->UseType == FTexture::TEX_Null)
{
return;
}
if (!R_GetTransMaskDrawers (&tmvline1, &tmvline4))
{
// The current translucency is unsupported, so draw with regular maskwallscan instead.
maskwallscan (x1, x2, uwal, dwal, swal, lwal, yrepeat, getcol);
return;
}
//extern cycle_t WallScanCycles;
//clock (WallScanCycles);
rw_pic->GetHeight(); // Make sure texture size is loaded
shiftval = rw_pic->HeightBits;
setuptmvline (32-shiftval);
yrepeat >>= 2 + shiftval;
texturemid = dc_texturemid << (16 - shiftval);
xoffset = rw_offset;
basecolormapdata = basecolormap->Maps;
x = startx = x1;
p = x + dc_destorg;
bool fixed = (fixedcolormap != NULL || fixedlightlev >= 0);
if (fixed)
{
palookupoffse[0] = dc_colormap;
palookupoffse[1] = dc_colormap;
palookupoffse[2] = dc_colormap;
palookupoffse[3] = dc_colormap;
}
for(; (x <= x2) && ((size_t)p & 3); ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];//max(uwal[x],umost[x]);
y2ve[0] = dwal[x];//min(dwal[x],dmost[x]);
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
tmvline1();
}
for(; x <= x2-3; x += 4, p+= 4)
{
bad = 0;
for (z = 3, dax = x+3; z >= 0; --z, --dax)
{
y1ve[z] = uwal[dax];
y2ve[z] = dwal[dax];
if (y2ve[z] <= y1ve[z]) { bad += 1<<z; continue; }
bufplce[z] = getcol (rw_pic, (lwal[dax] + xoffset) >> FRACBITS);
vince[z] = swal[dax] * yrepeat;
vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<<FRACBITS)-centeryfrac+FRACUNIT);
}
if (bad == 15)
{
light += rw_lightstep << 2;
continue;
}
if (!fixed)
{
for (z = 0; z < 4; ++z)
{
light += rw_lightstep;
palookupoffse[z] = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
}
u4 = MAX(MAX(y1ve[0],y1ve[1]),MAX(y1ve[2],y1ve[3]));
d4 = MIN(MIN(y2ve[0],y2ve[1]),MIN(y2ve[2],y2ve[3]));
if ((bad != 0) || (u4 >= d4))
{
for (z = 0; z < 4; ++z)
{
if (!(bad & 1))
{
preptmvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
tmvline1();
}
bad >>= 1;
}
continue;
}
for (z = 0; z < 4; ++z)
{
if (u4 > y1ve[z])
{
preptmvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z);
vplce[z] = tmvline1();
}
}
if (d4 > u4)
{
dc_count = d4-u4;
dc_dest = ylookup[u4]+p;
tmvline4();
}
BYTE *i = p+ylookup[d4];
for (z = 0; z < 4; ++z)
{
if (y2ve[z] > d4)
{
preptmvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z);
tmvline1();
}
}
}
for(; x <= x2; ++x, ++p)
{
light += rw_lightstep;
y1ve[0] = uwal[x];
y2ve[0] = dwal[x];
if (y2ve[0] <= y1ve[0]) continue;
if (!fixed)
{ // calculate lighting
dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT);
}
dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS);
dc_dest = ylookup[y1ve[0]] + p;
dc_iscale = swal[x] * yrepeat;
dc_count = y2ve[0] - y1ve[0];
dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<<FRACBITS)-centeryfrac+FRACUNIT);
tmvline1();
}
//unclock(WallScanCycles);
NetUpdate ();
}
//
// R_RenderSegLoop
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
// CALLED: CORE LOOPING ROUTINE.
//
// [RH] Rewrote this to use Build's wallscan, so it's quite far
// removed from the original Doom routine.
//
void R_RenderSegLoop ()
{
int x1 = rw_x;
int x2 = rw_stopx;
int x;
fixed_t xscale, yscale;
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
dc_colormap = basecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
// clip wall to the floor and ceiling
for (x = x1; x < x2; ++x)
{
if (walltop[x] < ceilingclip[x])
{
walltop[x] = ceilingclip[x];
}
if (wallbottom[x] > floorclip[x])
{
wallbottom[x] = floorclip[x];
}
}
// mark ceiling areas
if (markceiling)
{
for (x = x1; x < x2; ++x)
{
short top = (fakeFloor && fake3D & 2) ? fakeFloor->ceilingclip[x] : ceilingclip[x];
short bottom = MIN (walltop[x], floorclip[x]);
if (top < bottom)
{
ceilingplane->top[x] = top;
ceilingplane->bottom[x] = bottom;
}
}
}
// mark floor areas
if (markfloor)
{
for (x = x1; x < x2; ++x)
{
short top = MAX (wallbottom[x], ceilingclip[x]);
short bottom = (fakeFloor && fake3D & 1) ? fakeFloor->floorclip[x] : floorclip[x];
if (top < bottom)
{
assert (bottom <= viewheight);
floorplane->top[x] = top;
floorplane->bottom[x] = bottom;
}
}
}
// kg3D - fake planes clipping
if (fake3D & FAKE3D_REFRESHCLIP)
{
if (fake3D & FAKE3D_CLIPBOTFRONT)
{
memcpy (fakeFloor->floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
memcpy (fakeFloor->floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
if (fake3D & FAKE3D_CLIPTOPFRONT)
{
memcpy (fakeFloor->ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
else
{
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
memcpy (fakeFloor->ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
}
if(fake3D & 7) return;
// draw the wall tiers
if (midtexture)
{ // one sided line
if (midtexture->UseType != FTexture::TEX_Null && viewactive)
{
dc_texturemid = rw_midtexturemid;
rw_pic = midtexture;
xscale = FixedMul(rw_pic->xScale, rw_midtexturescalex);
yscale = FixedMul(rw_pic->yScale, rw_midtexturescaley);
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
lwallscale = xscale;
}
if (midtexture->bWorldPanning)
{
rw_offset = MulScale16 (rw_offset_mid, xscale);
}
else
{
rw_offset = rw_offset_mid;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
wallscan_np2(x1, x2-1, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false);
}
else
{
call_wallscan(x1, x2-1, walltop, wallbottom, swall, lwall, yscale, false);
}
}
clearbufshort (ceilingclip+x1, x2-x1, viewheight);
clearbufshort (floorclip+x1, x2-x1, 0xffff);
}
else
{ // two sided line
if (toptexture != NULL && toptexture->UseType != FTexture::TEX_Null)
{ // top wall
for (x = x1; x < x2; ++x)
{
wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]);
}
if (viewactive)
{
dc_texturemid = rw_toptexturemid;
rw_pic = toptexture;
xscale = FixedMul(rw_pic->xScale, rw_toptexturescalex);
yscale = FixedMul(rw_pic->yScale, rw_toptexturescaley);
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
lwallscale = xscale;
}
if (toptexture->bWorldPanning)
{
rw_offset = MulScale16 (rw_offset_top, xscale);
}
else
{
rw_offset = rw_offset_top;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
wallscan_np2(x1, x2-1, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false);
}
else
{
call_wallscan(x1, x2-1, walltop, wallupper, swall, lwall, yscale, false);
}
}
memcpy (ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short));
}
else if (markceiling)
{ // no top wall
memcpy (ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short));
}
if (bottomtexture != NULL && bottomtexture->UseType != FTexture::TEX_Null)
{ // bottom wall
for (x = x1; x < x2; ++x)
{
walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]);
}
if (viewactive)
{
dc_texturemid = rw_bottomtexturemid;
rw_pic = bottomtexture;
xscale = FixedMul(rw_pic->xScale, rw_bottomtexturescalex);
yscale = FixedMul(rw_pic->yScale, rw_bottomtexturescaley);
if (xscale != lwallscale)
{
PrepLWall (lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
lwallscale = xscale;
}
if (bottomtexture->bWorldPanning)
{
rw_offset = MulScale16 (rw_offset_bottom, xscale);
}
else
{
rw_offset = rw_offset_bottom;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
wallscan_np2(x1, x2-1, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false);
}
else
{
call_wallscan(x1, x2-1, walllower, wallbottom, swall, lwall, yscale, false);
}
}
memcpy (floorclip+x1, walllower+x1, (x2-x1)*sizeof(short));
}
else if (markfloor)
{ // no bottom wall
memcpy (floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short));
}
}
rw_offset = xoffset;
}
void R_NewWall (bool needlights)
{
fixed_t rowoffset, yrepeat;
rw_markmirror = false;
sidedef = curline->sidedef;
linedef = curline->linedef;
// mark the segment as visible for auto map
if (!r_dontmaplines) linedef->flags |= ML_MAPPED;
midtexture = toptexture = bottomtexture = 0;
if (backsector == NULL)
{
// single sided line
// a single sided line is terminal, so it must mark ends
markfloor = markceiling = true;
// [RH] Render mirrors later, but mark them now.
if (linedef->special != Line_Mirror || !r_drawmirrors)
{
// [RH] Horizon lines do not need to be textured
if (linedef->special != Line_Horizon)
{
midtexture = TexMan(sidedef->GetTexture(side_t::mid), true);
rw_offset_mid = sidedef->GetTextureXOffset(side_t::mid);
rowoffset = sidedef->GetTextureYOffset(side_t::mid);
rw_midtexturescalex = sidedef->GetTextureXScale(side_t::mid);
rw_midtexturescaley = sidedef->GetTextureYScale(side_t::mid);
yrepeat = FixedMul(midtexture->yScale, rw_midtexturescaley);
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat) + (midtexture->GetHeight() << FRACBITS);
}
else
{ // top of texture at top
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat);
if (rowoffset < 0 && midtexture != NULL)
{
rowoffset += midtexture->GetHeight() << FRACBITS;
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat);
}
else
{ // bottom of texture at top
rw_midtexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat) + (midtexture->GetHeight() << FRACBITS);
}
}
if (midtexture->bWorldPanning)
{
rw_midtexturemid += MulScale16(rowoffset, yrepeat);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
rw_midtexturemid += rowoffset;
}
}
}
else
{
rw_markmirror = true;
}
}
else
{ // two-sided line
// hack to allow height changes in outdoor areas
rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
backsector->GetTexture(sector_t::ceiling) == skyflatnum)
{
if (rw_havehigh)
{ // front ceiling is above back ceiling
memcpy (&walltop[WallC.sx1], &wallupper[WallC.sx1], (WallC.sx2 - WallC.sx1)*sizeof(walltop[0]));
rw_havehigh = false;
}
else if (rw_havelow && frontsector->ceilingplane != backsector->ceilingplane)
{ // back ceiling is above front ceiling
// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
// would otherwise occur because there is space made available for this
// wall but nothing to draw for it.
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
WallMost (walltop, backsector->ceilingplane, &WallC);
}
// Putting sky ceilings on the front and back of a line alters the way unpegged
// positioning works.
rw_frontlowertop = backsector->GetPlaneTexZ(sector_t::ceiling);
}
if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
// closed door
markceiling = markfloor = true;
}
else
{
markfloor = rw_mustmarkfloor
|| backsector->floorplane != frontsector->floorplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->GetXOffset(sector_t::floor) != frontsector->GetXOffset(sector_t::floor)
|| backsector->GetYOffset(sector_t::floor) != frontsector->GetYOffset(sector_t::floor)
|| backsector->GetAlpha(sector_t::floor) != frontsector->GetAlpha(sector_t::floor)
// killough 4/15/98: prevent 2s normals
// from bleeding through deep water
|| frontsector->heightsec
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|| backsector->GetFlags(sector_t::floor) != frontsector->GetFlags(sector_t::floor)
// [RH] Add checks for colormaps
|| backsector->ColorMap != frontsector->ColorMap
|| backsector->GetXScale(sector_t::floor) != frontsector->GetXScale(sector_t::floor)
|| backsector->GetYScale(sector_t::floor) != frontsector->GetYScale(sector_t::floor)
|| backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor)
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
;
markceiling = (frontsector->GetTexture(sector_t::ceiling) != skyflatnum ||
backsector->GetTexture(sector_t::ceiling) != skyflatnum) &&
(rw_mustmarkceiling
|| backsector->ceilingplane != frontsector->ceilingplane
|| backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->GetXOffset(sector_t::ceiling) != frontsector->GetXOffset(sector_t::ceiling)
|| backsector->GetYOffset(sector_t::ceiling) != frontsector->GetYOffset(sector_t::ceiling)
|| backsector->GetAlpha(sector_t::ceiling) != frontsector->GetAlpha(sector_t::ceiling)
// killough 4/15/98: prevent 2s normals
// from bleeding through fake ceilings
|| (frontsector->heightsec && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|| backsector->GetFlags(sector_t::ceiling) != frontsector->GetFlags(sector_t::ceiling)
// [RH] Add check for colormaps
|| backsector->ColorMap != frontsector->ColorMap
|| backsector->GetXScale(sector_t::ceiling) != frontsector->GetXScale(sector_t::ceiling)
|| backsector->GetYScale(sector_t::ceiling) != frontsector->GetYScale(sector_t::ceiling)
|| backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling)
// kg3D - add fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|| (sidedef->GetTexture(side_t::mid).isValid() &&
((linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ||
(sidedef->Flags & (WALLF_CLIP_MIDTEX|WALLF_WRAP_MIDTEX))))
);
}
if (rw_havehigh)
{ // top texture
toptexture = TexMan(sidedef->GetTexture(side_t::top), true);
rw_offset_top = sidedef->GetTextureXOffset(side_t::top);
rowoffset = sidedef->GetTextureYOffset(side_t::top);
rw_toptexturescalex = sidedef->GetTextureXScale(side_t::top);
rw_toptexturescaley = sidedef->GetTextureYScale(side_t::top);
yrepeat = FixedMul(toptexture->yScale, rw_toptexturescaley);
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
rw_toptexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat);
if (rowoffset < 0 && toptexture != NULL)
{
rowoffset += toptexture->GetHeight() << FRACBITS;
}
}
else
{ // bottom of texture at bottom
rw_toptexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat) + (toptexture->GetHeight() << FRACBITS);
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
rw_toptexturemid = MulScale16(frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat) + (toptexture->GetHeight() << FRACBITS);
}
else
{ // top of texture at bottom
rw_toptexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::ceiling) - viewz, yrepeat);
}
}
if (toptexture->bWorldPanning)
{
rw_toptexturemid += MulScale16(rowoffset, yrepeat);
}
else
{
rw_toptexturemid += rowoffset;
}
}
if (rw_havelow)
{ // bottom texture
bottomtexture = TexMan(sidedef->GetTexture(side_t::bottom), true);
rw_offset_bottom = sidedef->GetTextureXOffset(side_t::bottom);
rowoffset = sidedef->GetTextureYOffset(side_t::bottom);
rw_bottomtexturescalex = sidedef->GetTextureXScale(side_t::bottom);
rw_bottomtexturescaley = sidedef->GetTextureYScale(side_t::bottom);
yrepeat = FixedMul(bottomtexture->yScale, rw_bottomtexturescaley);
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_bottomtexturemid = MulScale16(rw_frontlowertop - viewz, yrepeat);
}
else
{ // top of texture at top
rw_bottomtexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat);
if (rowoffset < 0 && bottomtexture != NULL)
{
rowoffset += bottomtexture->GetHeight() << FRACBITS;
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_bottomtexturemid = MulScale16(rw_frontlowertop - viewz, yrepeat);
}
else
{ // bottom of texture at top
rw_bottomtexturemid = MulScale16(backsector->GetPlaneTexZ(sector_t::floor) - viewz, yrepeat) + (bottomtexture->GetHeight() << FRACBITS);
}
}
if (bottomtexture->bWorldPanning)
{
rw_bottomtexturemid += MulScale16(rowoffset, yrepeat);
}
else
{
rw_bottomtexturemid += rowoffset;
}
}
}
// if a floor / ceiling plane is on the wrong side of the view plane,
// it is definitely invisible and doesn't need to be marked.
// killough 3/7/98: add deep water check
if (frontsector->GetHeightSec() == NULL)
{
int planeside;
planeside = frontsector->floorplane.PointOnSide(viewx, viewy, viewz);
if (frontsector->floorplane.c < 0) // 3D floors have the floor backwards
planeside = -planeside;
if (planeside <= 0) // above view plane
markfloor = false;
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
{
planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
planeside = -planeside;
if (planeside <= 0) // below view plane
markceiling = false;
}
}
FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
segtextured = midtex != NULL || toptexture != NULL || bottomtexture != NULL;
// calculate light table
if (needlights && (segtextured || (backsector && IsFogBoundary(frontsector, backsector))))
{
lwallscale =
midtex ? FixedMul(midtex->xScale, sidedef->GetTextureXScale(side_t::mid)) :
toptexture ? FixedMul(toptexture->xScale, sidedef->GetTextureXScale(side_t::top)) :
bottomtexture ? FixedMul(bottomtexture->xScale, sidedef->GetTextureXScale(side_t::bottom)) :
FRACUNIT;
PrepWall (swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2);
if (fixedcolormap == NULL && fixedlightlev < 0)
{
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
+ r_actualextralight);
GlobVis = r_WallVisibility;
rw_lightleft = SafeDivScale12 (GlobVis, WallC.sz1);
rw_lightstep = (SafeDivScale12 (GlobVis, WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
}
else
{
rw_lightleft = FRACUNIT;
rw_lightstep = 0;
}
}
}
//
// R_CheckDrawSegs
//
void R_CheckDrawSegs ()
{
if (ds_p == &drawsegs[MaxDrawSegs])
{ // [RH] Grab some more drawsegs
size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs*2 : 32;
ptrdiff_t firstofs = firstdrawseg - drawsegs;
drawsegs = (drawseg_t *)M_Realloc (drawsegs, newdrawsegs * sizeof(drawseg_t));
firstdrawseg = drawsegs + firstofs;
ds_p = drawsegs + MaxDrawSegs;
MaxDrawSegs = newdrawsegs;
DPrintf ("MaxDrawSegs increased to %zu\n", MaxDrawSegs);
}
}
//
// R_CheckOpenings
//
ptrdiff_t R_NewOpening (ptrdiff_t len)
{
ptrdiff_t res = lastopening;
lastopening += len;
if ((size_t)lastopening > maxopenings)
{
do
maxopenings = maxopenings ? maxopenings*2 : 16384;
while ((size_t)lastopening > maxopenings);
openings = (short *)M_Realloc (openings, maxopenings * sizeof(*openings));
DPrintf ("MaxOpenings increased to %zu\n", maxopenings);
}
return res;
}
//
// R_StoreWallRange
// A wall segment will be drawn between start and stop pixels (inclusive).
//
void R_StoreWallRange (int start, int stop)
{
int i;
bool maskedtexture = false;
#ifdef RANGECHECK
if (start >= viewwidth || start >= stop)
I_FatalError ("Bad R_StoreWallRange: %i to %i", start , stop);
#endif
// don't overflow and crash
R_CheckDrawSegs ();
if (!rw_prepped)
{
rw_prepped = true;
R_NewWall (true);
}
rw_offset = sidedef->GetTextureXOffset(side_t::mid);
rw_light = rw_lightleft + rw_lightstep * (start - WallC.sx1);
ds_p->sx1 = WallC.sx1;
ds_p->sx2 = WallC.sx2;
ds_p->sz1 = WallC.sz1;
ds_p->sz2 = WallC.sz2;
ds_p->cx = WallC.tx1;
ds_p->cy = WallC.ty1;
ds_p->cdx = WallC.tx2 - WallC.tx1;
ds_p->cdy = WallC.ty2 - WallC.ty1;
ds_p->tmapvals = WallT;
ds_p->siz1 = (DWORD)DivScale32 (1, WallC.sz1) >> 1;
ds_p->siz2 = (DWORD)DivScale32 (1, WallC.sz2) >> 1;
ds_p->x1 = rw_x = start;
ds_p->x2 = stop-1;
ds_p->curline = curline;
rw_stopx = stop;
ds_p->bFogBoundary = false;
ds_p->bFakeBoundary = false;
if(fake3D & 7) ds_p->fake = 1;
else ds_p->fake = 0;
// killough 1/6/98, 2/1/98: remove limit on openings
ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->bkup = ds_p->swall = -1;
if (rw_markmirror)
{
size_t drawsegnum = ds_p - drawsegs;
WallMirrors.Push (drawsegnum);
ds_p->silhouette = SIL_BOTH;
}
else if (backsector == NULL)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
ds_p->sprbottomclip = R_NewOpening (stop - start);
clearbufshort (openings + ds_p->sprtopclip, stop-start, viewheight);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette = SIL_BOTH;
}
else
{
// two sided line
ds_p->silhouette = 0;
if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 ||
backsector->floorplane.PointOnSide(viewx, viewy, viewz) < 0)
{
ds_p->silhouette = SIL_BOTTOM;
}
if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 ||
backsector->ceilingplane.PointOnSide(viewx, viewy, viewz) < 0)
{
ds_p->silhouette |= SIL_TOP;
}
// killough 1/17/98: this test is required if the fix
// for the automap bug (r_bsp.c) is used, or else some
// sprites will be displayed behind closed doors. That
// fix prevents lines behind closed doors with dropoffs
// from being displayed on the automap.
//
// killough 4/7/98: make doorclosed external variable
{
extern int doorclosed; // killough 1/17/98, 2/8/98, 4/7/98
if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2))
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short));
ds_p->silhouette |= SIL_BOTTOM;
}
if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{ // killough 1/17/98, 2/8/98
ds_p->sprtopclip = R_NewOpening (stop - start);
clearbufshort (openings + ds_p->sprtopclip, stop - start, viewheight);
ds_p->silhouette |= SIL_TOP;
}
}
if(!ds_p->fake && r_3dfloors && backsector->e && backsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = backsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) {
ds_p->bFakeBoundary |= 1;
break;
}
}
}
if(!ds_p->fake && r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) {
for(i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
F3DFloor *rover = frontsector->e->XFloor.ffloors[i];
if(rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) {
ds_p->bFakeBoundary |= 2;
break;
}
}
}
// kg3D - no for fakes
if(!ds_p->fake)
// allocate space for masked texture tables, if needed
// [RH] Don't just allocate the space; fill it in too.
if ((TexMan(sidedef->GetTexture(side_t::mid), true)->UseType != FTexture::TEX_Null || ds_p->bFakeBoundary || IsFogBoundary (frontsector, backsector)) &&
(rw_ceilstat != 12 || !sidedef->GetTexture(side_t::top).isValid()) &&
(rw_floorstat != 3 || !sidedef->GetTexture(side_t::bottom).isValid()) &&
(WallC.sz1 >= TOO_CLOSE_Z && WallC.sz2 >= TOO_CLOSE_Z))
{
fixed_t *swal;
fixed_t *lwal;
int i;
maskedtexture = true;
// kg3D - backup for mid and fake walls
ds_p->bkup = R_NewOpening(stop - start);
memcpy(openings + ds_p->bkup, &ceilingclip[start], sizeof(short)*(stop - start));
ds_p->bFogBoundary = IsFogBoundary (frontsector, backsector);
if (sidedef->GetTexture(side_t::mid).isValid() || ds_p->bFakeBoundary)
{
if(sidedef->GetTexture(side_t::mid).isValid())
ds_p->bFakeBoundary |= 4; // it is also mid texture
ds_p->maskedtexturecol = R_NewOpening ((stop - start) * 2);
ds_p->swall = R_NewOpening ((stop - start) * 2);
lwal = (fixed_t *)(openings + ds_p->maskedtexturecol);
swal = (fixed_t *)(openings + ds_p->swall);
FTexture *pic = TexMan(sidedef->GetTexture(side_t::mid), true);
fixed_t yrepeat = FixedMul(pic->yScale, sidedef->GetTextureYScale(side_t::mid));
fixed_t xoffset = sidedef->GetTextureXOffset(side_t::mid);
if (pic->bWorldPanning)
{
xoffset = MulScale16 (xoffset, lwallscale);
}
for (i = start; i < stop; i++)
{
*lwal++ = lwall[i] + xoffset;
*swal++ = swall[i];
}
fixed_t istart = MulScale18 (*((fixed_t *)(openings + ds_p->swall)), yrepeat);
fixed_t iend = MulScale18 (*(swal - 1), yrepeat);
if (istart < 3 && istart >= 0) istart = 3;
if (istart > -3 && istart < 0) istart = -3;
if (iend < 3 && iend >= 0) iend = 3;
if (iend > -3 && iend < 0) iend = -3;
istart = DivScale32 (1, istart);
iend = DivScale32 (1, iend);
ds_p->yrepeat = yrepeat;
ds_p->iscale = istart;
if (stop - start > 1)
{
ds_p->iscalestep = (iend - istart) / (stop - start - 1);
}
else
{
ds_p->iscalestep = 0;
}
}
ds_p->light = rw_light;
ds_p->lightstep = rw_lightstep;
// Masked midtextures should get the light level from the sector they reference,
// not from the current subsector, which is what the current wallshade value
// comes from. We make an exeption for polyobjects, however, since their "home"
// sector should be whichever one they move into.
if (curline->sidedef->Flags & WALLF_POLYOBJ)
{
ds_p->shade = wallshade;
}
else
{
ds_p->shade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, curline->frontsector->lightlevel)
+ r_actualextralight);
}
if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1)
{
size_t drawsegnum = ds_p - drawsegs;
InterestingDrawsegs.Push (drawsegnum);
}
}
}
// render it
if (markceiling)
{
if (ceilingplane)
{ // killough 4/11/98: add NULL ptr checks
ceilingplane = R_CheckPlane (ceilingplane, start, stop-1);
}
else
{
markceiling = false;
}
}
if (markfloor)
{
if (floorplane)
{ // killough 4/11/98: add NULL ptr checks
floorplane = R_CheckPlane (floorplane, start, stop-1);
}
else
{
markfloor = false;
}
}
R_RenderSegLoop ();
if(fake3D & 7) {
ds_p++;
return;
}
// save sprite clipping info
if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && ds_p->sprtopclip == -1)
{
ds_p->sprtopclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprtopclip, &ceilingclip[start], sizeof(short)*(stop-start));
}
if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && ds_p->sprbottomclip == -1)
{
ds_p->sprbottomclip = R_NewOpening (stop - start);
memcpy (openings + ds_p->sprbottomclip, &floorclip[start], sizeof(short)*(stop-start));
}
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
{
ds_p->silhouette |= SIL_TOP | SIL_BOTTOM;
}
// [RH] Draw any decals bound to the seg
for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
R_RenderDecal (curline->sidedef, decal, ds_p, 0);
}
ds_p++;
}
int OWallMost (short *mostbuf, fixed_t z, const FWallCoords *wallc)
{
int bad, y, ix1, ix2, iy1, iy2;
fixed_t s1, s2, s3, s4;
z = -(z >> 4);
s1 = MulScale16 (globaluclip, wallc->sz1); s2 = MulScale16 (globaluclip, wallc->sz2);
s3 = MulScale16 (globaldclip, wallc->sz1); s4 = MulScale16 (globaldclip, wallc->sz2);
bad = (z<s1)+((z<s2)<<1)+((z>s3)<<2)+((z>s4)<<3);
#if 1
if ((bad&3) == 3)
{
memset (&mostbuf[wallc->sx1], 0, (wallc->sx2 - wallc->sx1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
clearbufshort (&mostbuf[wallc->sx1], wallc->sx2 - wallc->sx1, viewheight);
return bad;
}
#endif
ix1 = wallc->sx1; iy1 = wallc->sz1;
ix2 = wallc->sx2; iy2 = wallc->sz2;
#if 1
if (bad & 3)
{
int t = DivScale30 (z-s1, s2-s1);
int inty = wallc->sz1 + MulScale30 (wallc->sz2 - wallc->sz1, t);
int xcross = wallc->sx1 + Scale (MulScale30 (wallc->sz2, t), wallc->sx2 - wallc->sx1, inty);
if ((bad & 3) == 2)
{
if (wallc->sx1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (wallc->sx2 > xcross) memset (&mostbuf[xcross], 0, (wallc->sx2-xcross)*sizeof(mostbuf[0]));
}
else
{
if (xcross <= wallc->sx2) { iy1 = inty; ix1 = xcross; }
if (xcross > wallc->sx1) memset (&mostbuf[wallc->sx1], 0, (xcross-wallc->sx1)*sizeof(mostbuf[0]));
}
}
if (bad & 12)
{
int t = DivScale30 (z-s3, s4-s3);
int inty = wallc->sz1 + MulScale30 (wallc->sz2 - wallc->sz1, t);
int xcross = wallc->sx1 + Scale (MulScale30 (wallc->sz2, t), wallc->sx2 - wallc->sx1, inty);
if ((bad & 12) == 8)
{
if (wallc->sx1 <= xcross) { iy2 = inty; ix2 = xcross; }
if (wallc->sx2 > xcross) clearbufshort (&mostbuf[xcross], wallc->sx2 - xcross, viewheight);
}
else
{
if (xcross <= wallc->sx2) { iy1 = inty; ix1 = xcross; }
if (xcross > wallc->sx1) clearbufshort (&mostbuf[wallc->sx1], xcross - wallc->sx1, viewheight);
}
}
y = Scale (z, InvZtoScale, iy1);
if (ix2 == ix1)
{
mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS);
}
else
{
fixed_t yinc = (Scale (z, InvZtoScale, iy2) - y) / (ix2 - ix1);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac, yinc);
}
#else
double max = viewheight;
double zz = z / 65536.0;
#if 0
double z1 = zz * InvZtoScale / wallc->sz1;
double z2 = zz * InvZtoScale / wallc->sz2 - z1;
z2 /= (wallc->sx2 - wallc->sx1);
z1 += centeryfrac / 65536.0;
for (int x = wallc->sx1; x < wallc->sx2; ++x)
{
mostbuf[x] = xs_RoundToInt(clamp(z1, 0.0, max));
z1 += z2;
}
#else
double top, bot, i;
i = wallc->sx1 - centerx;
top = WallT.UoverZorg + WallT.UoverZstep * i;
bot = WallT.InvZorg + WallT.InvZstep * i;
double cy = centeryfrac / 65536.0;
for (int x = wallc->sx1; x < wallc->sx2; x++)
{
double frac = top / bot;
double scale = frac * WallT.DepthScale + WallT.DepthOrg;
mostbuf[x] = xs_RoundToInt(clamp(zz / scale + cy, 0.0, max));
top += WallT.UoverZstep;
bot += WallT.InvZstep;
}
#endif
#endif
if (mostbuf[ix1] < 0) mostbuf[ix1] = 0;
else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight;
if (mostbuf[ix2] < 0) mostbuf[ix2] = 0;
else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight;
return bad;
}
int WallMost (short *mostbuf, const secplane_t &plane, const FWallCoords *wallc)
{
if ((plane.a | plane.b) == 0)
{
return OWallMost (mostbuf, ((plane.c < 0) ? plane.d : -plane.d) - viewz, wallc);
}
fixed_t x, y, den, z1, z2, oz1, oz2;
fixed_t s1, s2, s3, s4;
int bad, ix1, ix2, iy1, iy2;
if (MirrorFlags & RF_XFLIP)
{
x = curline->v2->x;
y = curline->v2->y;
if (wallc->sx1 == 0 && 0 != (den = wallc->tx1 - wallc->tx2 + wallc->ty1 - wallc->ty2))
{
int frac = SafeDivScale30 (wallc->ty1 + wallc->tx1, den);
x -= MulScale30 (frac, x - curline->v1->x);
y -= MulScale30 (frac, y - curline->v1->y);
}
z1 = viewz - plane.ZatPoint (x, y);
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v1->x;
y = curline->v1->y;
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tx1 - wallc->tx2 - wallc->ty1 + wallc->ty2))
{
int frac = SafeDivScale30 (wallc->ty2 - wallc->tx2, den);
x += MulScale30 (frac, curline->v2->x - x);
y += MulScale30 (frac, curline->v2->y - y);
}
z2 = viewz - plane.ZatPoint (x, y);
}
else
{
z2 = z1;
}
}
else
{
x = curline->v1->x;
y = curline->v1->y;
if (wallc->sx1 == 0 && 0 != (den = wallc->tx1 - wallc->tx2 + wallc->ty1 - wallc->ty2))
{
int frac = SafeDivScale30 (wallc->ty1 + wallc->tx1, den);
x += MulScale30 (frac, curline->v2->x - x);
y += MulScale30 (frac, curline->v2->y - y);
}
z1 = viewz - plane.ZatPoint (x, y);
if (wallc->sx2 > wallc->sx1 + 1)
{
x = curline->v2->x;
y = curline->v2->y;
if (wallc->sx2 == viewwidth && 0 != (den = wallc->tx1 - wallc->tx2 - wallc->ty1 + wallc->ty2))
{
int frac = SafeDivScale30 (wallc->ty2 - wallc->tx2, den);
x -= MulScale30 (frac, x - curline->v1->x);
y -= MulScale30 (frac, y - curline->v1->y);
}
z2 = viewz - plane.ZatPoint (x, y);
}
else
{
z2 = z1;
}
}
s1 = MulScale12 (globaluclip, wallc->sz1); s2 = MulScale12 (globaluclip, wallc->sz2);
s3 = MulScale12 (globaldclip, wallc->sz1); s4 = MulScale12 (globaldclip, wallc->sz2);
bad = (z1<s1)+((z2<s2)<<1)+((z1>s3)<<2)+((z2>s4)<<3);
ix1 = wallc->sx1; ix2 = wallc->sx2;
iy1 = wallc->sz1; iy2 = wallc->sz2;
oz1 = z1; oz2 = z2;
if ((bad&3) == 3)
{
memset (&mostbuf[ix1], -1, (ix2-ix1)*sizeof(mostbuf[0]));
return bad;
}
if ((bad&12) == 12)
{
clearbufshort (&mostbuf[ix1], ix2-ix1, viewheight);
return bad;
}
if (bad&3)
{
//inty = intz / (globaluclip>>16)
int t = SafeDivScale30 (oz1-s1, s2-s1+oz1-oz2);
int inty = wallc->sz1 + MulScale30 (wallc->sz2-wallc->sz1,t);
int intz = oz1 + MulScale30 (oz2-oz1,t);
int xcross = wallc->sx1 + Scale (MulScale30 (wallc->sz2, t), wallc->sx2-wallc->sx1, inty);
//t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4));
//inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t);
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&3) == 2)
{
if (wallc->sx1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
memset (&mostbuf[xcross], 0, (wallc->sx2-xcross)*sizeof(mostbuf[0]));
}
else
{
if (xcross <= wallc->sx2) { z1 = intz; iy1 = inty; ix1 = xcross; }
memset (&mostbuf[wallc->sx1], 0, (xcross-wallc->sx1)*sizeof(mostbuf[0]));
}
}
if (bad&12)
{
//inty = intz / (globaldclip>>16)
int t = SafeDivScale30 (oz1-s3, s4-s3+oz1-oz2);
int inty = wallc->sz1 + MulScale30 (wallc->sz2-wallc->sz1,t);
int intz = oz1 + MulScale30 (oz2-oz1,t);
int xcross = wallc->sx1 + Scale (MulScale30 (wallc->sz2, t), wallc->sx2-wallc->sx1,inty);
//t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4));
//inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t);
//intz = z1 + mulscale30(z2-z1,t);
if ((bad&12) == 8)
{
if (wallc->sx1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; }
if (wallc->sx2 > xcross) clearbufshort (&mostbuf[xcross], wallc->sx2-xcross, viewheight);
}
else
{
if (xcross <= wallc->sx2) { z1 = intz; iy1 = inty; ix1 = xcross; }
if (xcross > wallc->sx1) clearbufshort (&mostbuf[wallc->sx1], xcross-wallc->sx1, viewheight);
}
}
y = Scale (z1>>4, InvZtoScale, iy1);
if (ix2 == ix1)
{
mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS);
}
else
{
fixed_t yinc = (Scale (z2>>4, InvZtoScale, iy2) - y) / (ix2-ix1);
qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac,yinc);
}
if (mostbuf[ix1] < 0) mostbuf[ix1] = 0;
else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight;
if (mostbuf[ix2] < 0) mostbuf[ix2] = 0;
else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight;
return bad;
}
static void PrepWallRoundFix(fixed_t *lwall, fixed_t walxrepeat, int x1, int x2)
{
// fix for rounding errors
walxrepeat = abs(walxrepeat);
fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
int x;
if (x1 > 0)
{
for (x = x1; x < x2; x++)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
fix = walxrepeat - 1 - fix;
for (x = x2-1; x >= x1; x--)
{
if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
{
lwall[x] = fix;
}
else
{
break;
}
}
}
void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat, int x1, int x2)
{ // swall = scale, lwall = texturecolumn
double top, bot, i;
double xrepeat = fabs((double)walxrepeat);
double depth_scale = WallT.InvZstep * WallTMapScale2;
double depth_org = -WallT.UoverZstep * WallTMapScale2;
i = x1 - centerx;
top = WallT.UoverZorg + WallT.UoverZstep * i;
bot = WallT.InvZorg + WallT.InvZstep * i;
for (int x = x1; x < x2; x++)
{
double frac = top / bot;
if (walxrepeat < 0)
{
lwall[x] = xs_RoundToInt(xrepeat - frac * xrepeat);
}
else
{
lwall[x] = xs_RoundToInt(frac * xrepeat);
}
swall[x] = xs_RoundToInt(frac * depth_scale + depth_org);
top += WallT.UoverZstep;
bot += WallT.InvZstep;
}
PrepWallRoundFix(lwall, walxrepeat, x1, x2);
}
void PrepLWall (fixed_t *lwall, fixed_t walxrepeat, int x1, int x2)
{ // lwall = texturecolumn
double top, bot, i;
double xrepeat = fabs((double)walxrepeat);
double topstep;
i = x1 - centerx;
top = WallT.UoverZorg + WallT.UoverZstep * i;
bot = WallT.InvZorg + WallT.InvZstep * i;
top *= xrepeat;
topstep = WallT.UoverZstep * xrepeat;
for (int x = x1; x < x2; x++)
{
if (walxrepeat < 0)
{
lwall[x] = xs_RoundToInt(xrepeat - top / bot);
}
else
{
lwall[x] = xs_RoundToInt(top / bot);
}
top += topstep;
bot += WallT.InvZstep;
}
PrepWallRoundFix(lwall, walxrepeat, x1, x2);
}
// pass = 0: when seg is first drawn
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
{
fixed_t lx, ly, lx2, ly2, decalx, decaly;
int x1, x2;
fixed_t xscale, yscale;
fixed_t topoff;
BYTE flipx;
fixed_t zpos;
int needrepeat = 0;
sector_t *front, *back;
bool calclighting;
bool rereadcolormap;
FDynamicColormap *usecolormap;
if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
return;
// Determine actor z
zpos = decal->Z;
front = curline->frontsector;
back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
switch (decal->RenderFlags & RF_RELMASK)
{
default:
zpos = decal->Z;
break;
case RF_RELUPPER:
if (curline->linedef->flags & ML_DONTPEGTOP)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
}
break;
case RF_RELLOWER:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
else
{
zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
}
break;
case RF_RELMID:
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
}
else
{
zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
}
}
xscale = decal->ScaleX;
yscale = decal->ScaleY;
WallSpriteTile = TexMan(decal->PicNum, true);
flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
{
return;
}
// Determine left and right edges of sprite. Since this sprite is bound
// to a wall, we use the wall's angle instead of the decal's. This is
// pretty much the same as what R_AddLine() does.
FWallCoords savecoord = WallC;
x2 = WallSpriteTile->GetWidth();
x1 = WallSpriteTile->LeftOffset;
x2 = x2 - x1;
x1 *= xscale;
x2 *= xscale;
decal->GetXY (wall, decalx, decaly);
angle_t ang = R_PointToAngle2 (curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y) >> ANGLETOFINESHIFT;
lx = decalx - FixedMul (x1, finecosine[ang]) - viewx;
lx2 = decalx + FixedMul (x2, finecosine[ang]) - viewx;
ly = decaly - FixedMul (x1, finesine[ang]) - viewy;
ly2 = decaly + FixedMul (x2, finesine[ang]) - viewy;
if (WallC.Init(lx, ly, lx2, ly2, TOO_CLOSE_Z))
goto done;
x1 = WallC.sx1;
x2 = WallC.sx2;
if (x1 > clipper->x2 || x2 <= clipper->x1)
goto done;
WallT.InitFromWallCoords(&WallC);
// Get the top and bottom clipping arrays
switch (decal->RenderFlags & RF_CLIPMASK)
{
case RF_CLIPFULL:
if (curline->backsector == NULL)
{
if (pass != 0)
{
goto done;
}
mceilingclip = walltop;
mfloorclip = wallbottom;
}
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;
}
topoff = WallSpriteTile->TopOffset << FRACBITS;
dc_texturemid = topoff + FixedDiv (zpos - viewz, yscale);
// Clip sprite to drawseg
if (x1 < clipper->x1)
{
x1 = clipper->x1;
}
if (x2 > clipper->x2)
{
x2 = clipper->x2 + 1;
}
if (x1 >= x2)
{
goto done;
}
PrepWall (swall, lwall, WallSpriteTile->GetWidth() << FRACBITS, 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 - WallC.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
dc_colormap = usecolormap->Maps + fixedlightlev;
else if (fixedcolormap != NULL)
dc_colormap = fixedcolormap;
else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
dc_colormap = usecolormap->Maps;
else
calclighting = true;
// Draw it
if (decal->RenderFlags & RF_YFLIP)
{
sprflipvert = true;
yscale = -yscale;
dc_texturemid = dc_texturemid - (WallSpriteTile->GetHeight() << FRACBITS);
}
else
{
sprflipvert = false;
}
// rw_offset is used as the texture's vertical scale
rw_offset = SafeDivScale30(1, yscale);
do
{
dc_x = x1;
ESPSResult mode;
mode = R_SetPatchStyle (decal->RenderStyle, decal->Alpha, decal->Translation, decal->AlphaColor);
// R_SetPatchStyle can modify basecolormap.
if (rereadcolormap)
{
usecolormap = basecolormap;
}
if (mode == DontDraw)
{
needrepeat = 0;
}
else
{
int stop4;
if (mode == DoDraw0)
{ // 1 column at a time
stop4 = dc_x;
}
else // DoDraw1
{ // up to 4 columns at a time
stop4 = x2 & ~3;
}
while ((dc_x < stop4) && (dc_x & 3))
{
if (calclighting)
{ // calculate lighting
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
R_WallSpriteColumn (R_DrawMaskedColumn);
dc_x++;
}
while (dc_x < stop4)
{
if (calclighting)
{ // calculate lighting
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
rt_initcols();
for (int zz = 4; zz; --zz)
{
R_WallSpriteColumn (R_DrawMaskedColumnHoriz);
dc_x++;
}
rt_draw4cols (dc_x - 4);
}
while (dc_x < x2)
{
if (calclighting)
{ // calculate lighting
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
}
R_WallSpriteColumn (R_DrawMaskedColumn);
dc_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;
hcolfunc_post1 = rt_map1col;
hcolfunc_post4 = rt_map4cols;
R_FinishSetPatchStyle ();
done:
WallC = savecoord;
}