gzdoom/src/swrenderer/line/r_line.cpp

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#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_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_wallsetup.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/line/r_line.h"
namespace swrenderer
{
FWallCoords WallC;
FWallTmapVals WallT;
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double rw_backcz1;
double rw_backcz2;
double rw_backfz1;
double rw_backfz2;
double rw_frontcz1;
double rw_frontcz2;
double rw_frontfz1;
double rw_frontfz2;
fixed_t rw_offset_top;
fixed_t rw_offset_mid;
fixed_t rw_offset_bottom;
int rw_ceilstat, rw_floorstat;
bool rw_mustmarkfloor, rw_mustmarkceiling;
bool rw_prepped;
bool rw_markportal;
bool rw_havehigh;
bool rw_havelow;
float rw_light;
float rw_lightstep;
float rw_lightleft;
fixed_t rw_offset;
double rw_midtexturemid;
double rw_toptexturemid;
double rw_bottomtexturemid;
double rw_midtexturescalex;
double rw_midtexturescaley;
double rw_toptexturescalex;
double rw_toptexturescaley;
double rw_bottomtexturescalex;
double rw_bottomtexturescaley;
FTexture *rw_pic;
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// Transform and clip coordinates. Returns true if it was clipped away
bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
{
tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos);
tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos);
tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin);
tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin);
if (MirrorFlags & RF_XFLIP)
{
float t = -tleft.X;
tleft.X = -tright.X;
tright.X = t;
swapvalues(tleft.Y, tright.Y);
}
if (tleft.X >= -tleft.Y)
{
if (tleft.X > tleft.Y) return true; // left edge is off the right side
if (tleft.Y == 0) return true;
sx1 = xs_RoundToInt(CenterX + tleft.X * CenterX / tleft.Y);
sz1 = tleft.Y;
}
else
{
if (tright.X < -tright.Y) return true; // wall is off the left side
float den = tleft.X - tright.X - tright.Y + tleft.Y;
if (den == 0) return true;
sx1 = 0;
sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den;
}
if (sz1 < too_close)
return true;
if (tright.X <= tright.Y)
{
if (tright.X < -tright.Y) return true; // right edge is off the left side
if (tright.Y == 0) return true;
sx2 = xs_RoundToInt(CenterX + tright.X * CenterX / tright.Y);
sz2 = tright.Y;
}
else
{
if (tleft.X > tleft.Y) return true; // wall is off the right side
float den = tright.Y - tleft.Y - tright.X + tleft.X;
if (den == 0) return true;
sx2 = viewwidth;
sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den;
}
if (sz2 < too_close || sx2 <= sx1)
return true;
return false;
}
/////////////////////////////////////////////////////////////////////////
void FWallTmapVals::InitFromWallCoords(const FWallCoords *wallc)
{
const FVector2 *left = &wallc->tleft;
const FVector2 *right = &wallc->tright;
if (MirrorFlags & RF_XFLIP)
{
swapvalues(left, right);
}
UoverZorg = left->X * centerx;
UoverZstep = -left->Y;
InvZorg = (left->X - right->X) * centerx;
InvZstep = right->Y - left->Y;
}
void FWallTmapVals::InitFromLine(const DVector2 &left, const DVector2 &right)
{
// Coordinates should have already had viewx,viewy subtracted
double fullx1 = left.X * ViewSin - left.Y * ViewCos;
double fullx2 = right.X * ViewSin - right.Y * ViewCos;
double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin;
double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin;
if (MirrorFlags & RF_XFLIP)
{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
UoverZorg = float(fullx1 * centerx);
UoverZstep = float(-fully1);
InvZorg = float((fullx1 - fullx2) * centerx);
InvZstep = float(fully2 - fully1);
}
}