gzdoom/src/swrenderer/plane/r_visibleplane.cpp

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//
// 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.
//
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#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "gl/dynlights/gl_dynlight.h"
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#include "swrenderer/r_memory.h"
#include "swrenderer/r_renderthread.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/plane/r_flatplane.h"
#include "swrenderer/plane/r_slopeplane.h"
#include "swrenderer/plane/r_skyplane.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/drawers/r_draw.h"
CVAR(Bool, tilt, false, 0);
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namespace swrenderer
{
VisiblePlane::VisiblePlane(RenderThread *thread)
{
picnum.SetNull();
height.set(0.0, 0.0, 1.0, 0.0);
bottom = thread->FrameMemory->AllocMemory<uint16_t>(viewwidth);
top = thread->FrameMemory->AllocMemory<uint16_t>(viewwidth);
fillshort(bottom, viewwidth, 0);
fillshort(top, viewwidth, 0x7fff);
}
void VisiblePlane::AddLights(RenderThread *thread, FLightNode *node)
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{
if (!r_dynlights)
return;
while (node)
{
if (!(node->lightsource->flags2&MF2_DORMANT))
{
bool found = false;
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VisiblePlaneLight *light_node = lights;
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while (light_node)
{
if (light_node->lightsource == node->lightsource)
{
found = true;
break;
}
light_node = light_node->next;
}
if (!found)
{
VisiblePlaneLight *newlight = thread->FrameMemory->NewObject<VisiblePlaneLight>();
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newlight->next = lights;
newlight->lightsource = node->lightsource;
lights = newlight;
}
}
node = node->nextLight;
}
}
void VisiblePlane::Render(RenderThread *thread, fixed_t alpha, bool additive, bool masked)
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{
if (left >= right)
return;
if (picnum == skyflatnum) // sky flat
{
RenderSkyPlane renderer(thread);
renderer.Render(this);
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}
else // regular flat
{
FTexture *tex = TexMan(picnum, true);
if (tex->UseType == FTexture::TEX_Null)
{
return;
}
if (!masked && !additive)
{ // If we're not supposed to see through this plane, draw it opaque.
alpha = OPAQUE;
}
else if (!tex->bMasked)
{ // Don't waste time on a masked texture if it isn't really masked.
masked = false;
}
double xscale = xform.xScale * tex->Scale.X;
double yscale = xform.yScale * tex->Scale.Y;
if (!height.isSlope() && !tilt)
{
RenderFlatPlane renderer(thread);
renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap, tex);
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}
else
{
RenderSlopePlane renderer(thread);
renderer.Render(this, xscale, yscale, alpha, additive, masked, colormap, tex);
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}
}
if (thread->MainThread)
NetUpdate();
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}
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}