mirror of
https://github.com/ZDoom/gzdoom.git
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1872 lines
50 KiB
C++
1872 lines
50 KiB
C++
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "sbar.h"
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#include "r_data/r_translate.h"
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#include "r_swrenderer2.h"
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#include "r_draw.h"
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#include "r_plane.h" // for yslope
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#include "r_sky.h" // for skyflatnum
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#include "r_things.h" // for pspritexscale
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EXTERN_CVAR(Bool, r_drawplayersprites)
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EXTERN_CVAR(Bool, r_deathcamera)
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EXTERN_CVAR(Bool, st_scale)
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DVector3 ViewPosTransform::WorldToEye(const DVector3 &worldPoint) const
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{
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double tr_x = worldPoint.X - ViewPos.X;
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double tr_y = worldPoint.Y - ViewPos.Y;
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double tr_z = worldPoint.Z - ViewPos.Z;
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double tx = tr_x * ViewSin - tr_y * ViewCos;
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double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
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return DVector3(tx, tr_z, tz);
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}
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DVector3 ViewPosTransform::EyeToViewport(const DVector3 &eyePoint) const
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{
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double rcp_z = 1.0 / eyePoint.Z;
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return DVector3(eyePoint.X * rcp_z, eyePoint.Y * rcp_z, rcp_z);
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}
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DVector3 ViewPosTransform::ViewportToScreen(const DVector3 &viewportPoint) const
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{
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return DVector3(CenterX + viewportPoint.X * CenterX, CenterY - viewportPoint.Y * InvZtoScale, viewportPoint.Z);
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}
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double ViewPosTransform::ScreenXToEye(int x, double z) const
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{
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return (x + 0.5 - CenterX) / CenterX * z;
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}
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double ViewPosTransform::ScreenYToEye(int y, double z) const
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{
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return -(y + 0.5 - CenterY) / InvZtoScale * z;
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}
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/////////////////////////////////////////////////////////////////////////////
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WallCoords::WallCoords(const ViewPosTransform &transform, const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2) : Transform(transform)
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{
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// Transform wall to eye space
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DVector3 top1 = transform.WorldToEye(DVector3(v1, ceil1));
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DVector3 top2 = transform.WorldToEye(DVector3(v2, ceil2));
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DVector3 bottom1 = transform.WorldToEye(DVector3(v1, floor1));
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DVector3 bottom2 = transform.WorldToEye(DVector3(v2, floor2));
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double clipNearZ = transform.NearZ();
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// Is entire wall behind znear clipping plane? If so, wall is culled
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if ((top1.Z < clipNearZ && top2.Z < clipNearZ))
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return;
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PlaneNormal = (top2 - top1) ^ (top1 - bottom1);
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PlaneD = -(PlaneNormal | top1);
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// Clip wall to znear clipping plane
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if (top1.Z < clipNearZ)
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{
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double t = (clipNearZ - top1.Z) / (top2.Z - top1.Z);
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top1 = Mix(top1, top2, t);
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bottom1 = Mix(bottom1, bottom2, t);
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VaryingXScale = 1.0 - t;
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VaryingXOffset = t;
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}
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else if (top2.Z < clipNearZ)
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{
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double t = (clipNearZ - top1.Z) / (top2.Z - top1.Z);
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top2 = Mix(top1, top2, t);
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bottom2 = Mix(bottom1, bottom2, t);
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VaryingXScale = t;
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VaryingXOffset = 0.0;
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}
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NearZ = MIN(top1.Z, top2.Z);
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FarZ = MAX(top1.Z, top2.Z);
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// Transform to screen coordinates
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ScreenTopLeft = transform.EyeToScreen(top1);
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ScreenTopRight = transform.EyeToScreen(top2);
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ScreenBottomLeft = transform.EyeToScreen(bottom1);
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ScreenBottomRight = transform.EyeToScreen(bottom2);
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if (ScreenTopLeft.X > ScreenTopRight.X)
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{
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std::swap(ScreenTopLeft, ScreenTopRight);
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std::swap(ScreenBottomLeft, ScreenBottomRight);
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}
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ScreenX1 = xs_RoundToInt(MAX(ScreenTopLeft.X, 0.0));
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ScreenX2 = xs_RoundToInt(MIN(ScreenTopRight.X, (double)viewwidth));
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ScreenY1 = xs_RoundToInt(MAX(MIN(ScreenTopLeft.Y, ScreenTopRight.Y), 0.0));
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ScreenY2 = xs_RoundToInt(MIN(MAX(ScreenBottomLeft.Y, ScreenBottomRight.Y), (double)viewheight));
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// Cull if nothing of the wall is visible
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if (ScreenX2 <= ScreenX1 || ScreenY2 <= ScreenY1)
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return;
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RcpDeltaScreenX = 1.0 / (ScreenTopRight.X - ScreenTopLeft.X);
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Culled = false;
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}
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DVector3 WallCoords::Mix(const DVector3 &a, const DVector3 &b, double t)
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{
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double invt = 1.0 - t;
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return DVector3(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t);
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}
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double WallCoords::Mix(double a, double b, double t)
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{
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return a * (1.0 - t) + b * t;
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}
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short WallCoords::Y1(int x) const
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{
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double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
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return (short)MAX(xs_RoundToInt(Mix(ScreenTopLeft.Y, ScreenTopRight.Y, t)), 0);
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}
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short WallCoords::Y2(int x) const
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{
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double t = (x + 0.5 - ScreenBottomLeft.X) * RcpDeltaScreenX;
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return (short)MIN(xs_RoundToInt(Mix(ScreenBottomLeft.Y, ScreenBottomRight.Y, t)), viewheight);
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}
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double WallCoords::Z(int x) const
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{
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double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
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double rcp_z = Mix(ScreenTopLeft.Z, ScreenTopRight.Z, t);
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return 1.0 / rcp_z;
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}
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double WallCoords::VaryingX(int x, double start, double end) const
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{
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double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
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double rcp_z = Mix(ScreenTopLeft.Z, ScreenTopRight.Z, t);
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double t2 = VaryingXOffset + t / rcp_z * ScreenTopRight.Z * VaryingXScale;
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return Mix(start, end, t2);
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}
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double WallCoords::VaryingY(int x, int y, double start, double end) const
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{
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double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
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double y1 = Mix(ScreenTopLeft.Y, ScreenTopRight.Y, t);
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double y2 = Mix(ScreenBottomLeft.Y, ScreenBottomRight.Y, t);
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if (y1 == y2 || y1 == -y2)
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return start;
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double t2 = (y + 0.5 - y1) / (y2 - y1);
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return Mix(start, end, t2);
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}
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/////////////////////////////////////////////////////////////////////////////
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void RenderBsp::Render()
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{
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Clip.Clear(0, viewwidth);
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Planes.Clear();
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VisibleSprites.clear();
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ScreenSprites.clear();
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if (numnodes == 0)
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RenderSubsector(subsectors);
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else
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RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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Planes.Render();
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RenderMaskedObjects();
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RenderPlayerSprites();
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RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
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}
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void RenderBsp::RenderScreenSprites()
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{
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for (auto &sprite : ScreenSprites)
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sprite.Render();
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}
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void RenderBsp::RenderMaskedObjects()
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{
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Clip.DrawMaskedWall = [&](short x1, short x2, int drawIndex, const short *clipTop, const short *clipBottom)
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{
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VisibleMaskedWalls[drawIndex].RenderMasked(x1, x2, clipTop, clipBottom);
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};
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std::stable_sort(VisibleSprites.begin(), VisibleSprites.end(), [](const auto &a, const auto &b) { return a.EyePos.Z > b.EyePos.Z; });
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for (auto &sprite : VisibleSprites)
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sprite.Render(&Clip);
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Clip.RenderMaskedWalls();
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}
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void RenderBsp::RenderPlayerSprites()
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{
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if (!r_drawplayersprites ||
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!camera ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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float bobx, boby;
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P_BobWeapon(camera->player, &bobx, &boby, r_TicFracF);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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double wx, wy;
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DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON);
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if (weapon)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
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// because it didn't tick yet (if we typed 'take all' while in the console for example).
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// In this case let's simply not draw it to avoid crashing.
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if ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
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{
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RenderPlayerSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF);
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}
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}
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}
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void RenderBsp::RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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{
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// decide which patch to use
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if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
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{
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DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
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return;
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}
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spritedef_t *def = &sprites[sprite->GetSprite()];
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if (sprite->GetFrame() >= def->numframes)
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{
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DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
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return;
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}
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spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
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FTextureID picnum = frame->Texture[0];
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bool flip = (frame->Flip & 1) != 0;
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FTexture *tex = TexMan(picnum);
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if (tex->UseType == FTexture::TEX_Null)
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return;
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// Can't interpolate the first tic.
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if (sprite->firstTic)
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{
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sprite->firstTic = false;
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sprite->oldx = sprite->x;
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sprite->oldy = sprite->y;
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}
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double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
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double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
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if (sprite->Flags & PSPF_ADDBOB)
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{
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sx += bobx;
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sy += boby;
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}
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if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
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{
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sx += wx;
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sy += wy;
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}
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// calculate edges of the shape
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double tx = sx - BaseXCenter;
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tx -= tex->GetScaledLeftOffset();
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int x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the right side
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if (x1 > viewwidth)
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return;
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tx += tex->GetScaledWidth();
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int x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
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// off the left side
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if (x2 <= 0)
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return;
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double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
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// Adjust PSprite for fullscreen views
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if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
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{
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AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
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if (weapon != nullptr && weapon->YAdjust != 0)
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{
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if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
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{
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texturemid -= weapon->YAdjust;
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}
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else
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{
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texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
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}
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}
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}
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// Move the weapon down for 1280x1024.
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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texturemid -= AspectPspriteOffset(WidescreenRatio);
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}
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int clipped_x1 = MAX(x1, 0);
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int clipped_x2 = MIN(x2, viewwidth);
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double xscale = pspritexscale / tex->Scale.X;
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double yscale = pspriteyscale / tex->Scale.Y;
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uint32_t translation = 0; // [RH] Use default colors
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double xiscale, startfrac;
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if (flip)
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{
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xiscale = -pspritexiscale * tex->Scale.X;
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startfrac = 1;
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}
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else
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{
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xiscale = pspritexiscale * tex->Scale.X;
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startfrac = 0;
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}
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if (clipped_x1 > x1)
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startfrac += xiscale * (clipped_x1 - x1);
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bool noaccel = false;
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FDynamicColormap *basecolormap = viewsector->ColorMap;
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FDynamicColormap *colormap_to_use = basecolormap;
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visstyle_t visstyle;
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visstyle.ColormapNum = 0;
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visstyle.BaseColormap = basecolormap;
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visstyle.Alpha = 0;
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visstyle.RenderStyle = STYLE_Normal;
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bool foggy = false;
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int actualextralight = foggy ? 0 : extralight << 4;
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int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
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double minz = double((2048 * 4) / double(1 << 20));
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visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / minz, spriteshade);
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if (sprite->GetID() < PSP_TARGETCENTER)
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{
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// Lots of complicated style and noaccel stuff
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}
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// Check for hardware-assisted 2D. If it's available, and this sprite is not
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// fuzzy, don't draw it until after the switch to 2D mode.
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if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
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{
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FRenderStyle style = visstyle.RenderStyle;
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style.CheckFuzz();
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if (style.BlendOp != STYLEOP_Fuzz)
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{
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ScreenSprite screenSprite;
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screenSprite.Pic = tex;
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screenSprite.X1 = viewwindowx + x1;
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screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
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screenSprite.Width = tex->GetWidth() * xscale;
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screenSprite.Height = tex->GetHeight() * yscale;
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screenSprite.Translation = TranslationToTable(translation);
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screenSprite.Flip = xiscale < 0;
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screenSprite.visstyle = visstyle;
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screenSprite.Colormap = colormap_to_use;
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ScreenSprites.push_back(screenSprite);
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return;
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}
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}
|
||
|
|
||
|
//R_DrawVisSprite(vis);
|
||
|
}
|
||
|
|
||
|
bool RenderBsp::IsThingCulled(AActor *thing)
|
||
|
{
|
||
|
FIntCVar *cvar = thing->GetClass()->distancecheck;
|
||
|
if (cvar != nullptr && *cvar >= 0)
|
||
|
{
|
||
|
double dist = (thing->Pos() - ViewPos).LengthSquared();
|
||
|
double check = (double)**cvar;
|
||
|
if (dist >= check * check)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Don't waste time projecting sprites that are definitely not visible.
|
||
|
if (thing == nullptr ||
|
||
|
(thing->renderflags & RF_INVISIBLE) ||
|
||
|
!thing->RenderStyle.IsVisible(thing->Alpha) ||
|
||
|
!thing->IsVisibleToPlayer())
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void RenderBsp::AddSprite(AActor *thing)
|
||
|
{
|
||
|
if (IsThingCulled(thing))
|
||
|
return;
|
||
|
|
||
|
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||
|
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||
|
|
||
|
DVector3 eyePos = Transform.WorldToEye(pos);
|
||
|
|
||
|
// thing is behind view plane?
|
||
|
if (eyePos.Z < Transform.NearZ())
|
||
|
return;
|
||
|
|
||
|
// too far off the side?
|
||
|
if (fabs(eyePos.X / 64) > eyePos.Z)
|
||
|
return;
|
||
|
|
||
|
VisibleSprites.push_back({ thing, eyePos });
|
||
|
}
|
||
|
|
||
|
void RenderBsp::AddWallSprite(AActor *thing)
|
||
|
{
|
||
|
if (IsThingCulled(thing))
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
void RenderBsp::RenderSubsector(subsector_t *sub)
|
||
|
{
|
||
|
sector_t *frontsector = sub->sector;
|
||
|
frontsector->MoreFlags |= SECF_DRAWN;
|
||
|
|
||
|
for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
|
||
|
{
|
||
|
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
||
|
AddWallSprite(thing);
|
||
|
else
|
||
|
AddSprite(thing);
|
||
|
}
|
||
|
|
||
|
for (uint32_t i = 0; i < sub->numlines; i++)
|
||
|
{
|
||
|
seg_t *line = &sub->firstline[i];
|
||
|
if (line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
|
||
|
AddLine(line, frontsector);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderBsp::AddLine(seg_t *line, sector_t *frontsector)
|
||
|
{
|
||
|
// Reject lines not facing viewer
|
||
|
DVector2 pt1 = line->v1->fPos() - ViewPos;
|
||
|
DVector2 pt2 = line->v2->fPos() - ViewPos;
|
||
|
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
|
||
|
return;
|
||
|
|
||
|
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
|
||
|
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
|
||
|
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
|
||
|
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
|
||
|
|
||
|
WallCoords entireWall(Transform, line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
|
||
|
if (entireWall.Culled)
|
||
|
return;
|
||
|
|
||
|
VisiblePlaneKey ceilingPlaneKey(frontsector->GetTexture(sector_t::ceiling), frontsector->ColorMap, frontsector->lightlevel, frontsector->ceilingplane, frontsector->planes[sector_t::ceiling].xform);
|
||
|
VisiblePlaneKey floorPlaneKey(frontsector->GetTexture(sector_t::floor), frontsector->ColorMap, frontsector->lightlevel, frontsector->floorplane, frontsector->planes[sector_t::floor].xform);
|
||
|
|
||
|
RenderWall wall;
|
||
|
wall.Line = line;
|
||
|
wall.Colormap = frontsector->ColorMap;
|
||
|
wall.Masked = false;
|
||
|
|
||
|
if (line->backsector == nullptr)
|
||
|
{
|
||
|
Planes.MarkCeilingPlane(ceilingPlaneKey, Clip, entireWall);
|
||
|
Planes.MarkFloorPlane(floorPlaneKey, Clip, entireWall);
|
||
|
|
||
|
wall.Coords = entireWall;
|
||
|
wall.TopZ = frontceilz1;
|
||
|
wall.BottomZ = frontfloorz1;
|
||
|
wall.UnpeggedCeil = frontceilz1;
|
||
|
wall.Texpart = side_t::mid;
|
||
|
wall.Render(Clip);
|
||
|
|
||
|
Clip.MarkSegmentCulled(entireWall, -1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
|
||
|
|
||
|
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
|
||
|
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
|
||
|
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
|
||
|
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
|
||
|
|
||
|
double topceilz1 = frontceilz1;
|
||
|
double topceilz2 = frontceilz2;
|
||
|
double topfloorz1 = MIN(backceilz1, frontceilz1);
|
||
|
double topfloorz2 = MIN(backceilz2, frontceilz2);
|
||
|
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
|
||
|
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
|
||
|
double bottomfloorz1 = frontfloorz1;
|
||
|
double bottomfloorz2 = frontfloorz2;
|
||
|
double middleceilz1 = topfloorz1;
|
||
|
double middleceilz2 = topfloorz2;
|
||
|
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
|
||
|
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
|
||
|
|
||
|
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
|
||
|
bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
|
||
|
|
||
|
int maskedWallIndex = -1;
|
||
|
|
||
|
if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && !bothSkyCeiling && line->sidedef)
|
||
|
{
|
||
|
WallCoords topwall(Transform, line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
|
||
|
if (!topwall.Culled)
|
||
|
{
|
||
|
wall.Coords = topwall;
|
||
|
wall.TopZ = topceilz1;
|
||
|
wall.BottomZ = topfloorz1;
|
||
|
wall.UnpeggedCeil = topceilz1;
|
||
|
wall.Texpart = side_t::top;
|
||
|
wall.Render(Clip);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && !bothSkyFloor && line->sidedef)
|
||
|
{
|
||
|
WallCoords bottomwall(Transform, line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
|
||
|
if (!bottomwall.Culled)
|
||
|
{
|
||
|
wall.Coords = bottomwall;
|
||
|
wall.TopZ = bottomceilz1;
|
||
|
wall.BottomZ = bottomfloorz2;
|
||
|
wall.UnpeggedCeil = topceilz1;
|
||
|
wall.Texpart = side_t::bottom;
|
||
|
wall.Render(Clip);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
WallCoords midwall(Transform, line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
|
||
|
if (!midwall.Culled && line->sidedef)
|
||
|
{
|
||
|
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
|
||
|
if (midtex && midtex->UseType != FTexture::TEX_Null)
|
||
|
{
|
||
|
DVector3 v1 = Transform.WorldToEye({ line->v1->fPos(), 0.0 });
|
||
|
DVector3 v2 = Transform.WorldToEye({ line->v2->fPos(), 0.0 });
|
||
|
wall.Coords = midwall;
|
||
|
wall.TopZ = middleceilz1;
|
||
|
wall.BottomZ = middlefloorz1;
|
||
|
wall.UnpeggedCeil = topceilz1;
|
||
|
wall.Texpart = side_t::mid;
|
||
|
wall.Masked = true;
|
||
|
|
||
|
maskedWallIndex = (int)VisibleMaskedWalls.size();
|
||
|
VisibleMaskedWalls.push_back(wall);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!bothSkyCeiling && !bothSkyFloor)
|
||
|
{
|
||
|
Planes.MarkCeilingPlane(ceilingPlaneKey, Clip, entireWall);
|
||
|
Planes.MarkFloorPlane(floorPlaneKey, Clip, entireWall);
|
||
|
if (!midwall.Culled)
|
||
|
Clip.ClipVertical(midwall, maskedWallIndex);
|
||
|
else
|
||
|
Clip.MarkSegmentCulled(entireWall, maskedWallIndex);
|
||
|
}
|
||
|
else if (bothSkyCeiling)
|
||
|
{
|
||
|
Planes.MarkFloorPlane(floorPlaneKey, Clip, entireWall);
|
||
|
if (!midwall.Culled)
|
||
|
Clip.ClipBottom(midwall, maskedWallIndex);
|
||
|
else
|
||
|
Clip.MarkSegmentCulled(entireWall, maskedWallIndex);
|
||
|
}
|
||
|
else if (bothSkyFloor)
|
||
|
{
|
||
|
Planes.MarkCeilingPlane(ceilingPlaneKey, Clip, entireWall);
|
||
|
if (!midwall.Culled)
|
||
|
Clip.ClipTop(midwall, maskedWallIndex);
|
||
|
else
|
||
|
Clip.MarkSegmentCulled(entireWall, maskedWallIndex);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderBsp::RenderNode(void *node)
|
||
|
{
|
||
|
while (!((size_t)node & 1)) // Keep going until found a subsector
|
||
|
{
|
||
|
node_t *bsp = (node_t *)node;
|
||
|
|
||
|
// Decide which side the view point is on.
|
||
|
int side = PointOnSide(ViewPos, bsp);
|
||
|
|
||
|
// Recursively divide front space (toward the viewer).
|
||
|
RenderNode(bsp->children[side]);
|
||
|
|
||
|
// Possibly divide back space (away from the viewer).
|
||
|
side ^= 1;
|
||
|
if (!CheckBBox(bsp->bbox[side]))
|
||
|
return;
|
||
|
|
||
|
node = bsp->children[side];
|
||
|
}
|
||
|
RenderSubsector((subsector_t *)((BYTE *)node - 1));
|
||
|
}
|
||
|
|
||
|
int RenderBsp::PointOnSide(const DVector2 &pos, const node_t *node)
|
||
|
{
|
||
|
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
|
||
|
}
|
||
|
|
||
|
bool RenderBsp::CheckBBox(float *bspcoord)
|
||
|
{
|
||
|
static const int checkcoord[12][4] =
|
||
|
{
|
||
|
{ 3,0,2,1 },
|
||
|
{ 3,0,2,0 },
|
||
|
{ 3,1,2,0 },
|
||
|
{ 0 },
|
||
|
{ 2,0,2,1 },
|
||
|
{ 0,0,0,0 },
|
||
|
{ 3,1,3,0 },
|
||
|
{ 0 },
|
||
|
{ 2,0,3,1 },
|
||
|
{ 2,1,3,1 },
|
||
|
{ 2,1,3,0 }
|
||
|
};
|
||
|
|
||
|
int boxx;
|
||
|
int boxy;
|
||
|
int boxpos;
|
||
|
|
||
|
double x1, y1, x2, y2;
|
||
|
double rx1, ry1, rx2, ry2;
|
||
|
int sx1, sx2;
|
||
|
|
||
|
// Find the corners of the box
|
||
|
// that define the edges from current viewpoint.
|
||
|
if (ViewPos.X <= bspcoord[BOXLEFT])
|
||
|
boxx = 0;
|
||
|
else if (ViewPos.X < bspcoord[BOXRIGHT])
|
||
|
boxx = 1;
|
||
|
else
|
||
|
boxx = 2;
|
||
|
|
||
|
if (ViewPos.Y >= bspcoord[BOXTOP])
|
||
|
boxy = 0;
|
||
|
else if (ViewPos.Y > bspcoord[BOXBOTTOM])
|
||
|
boxy = 1;
|
||
|
else
|
||
|
boxy = 2;
|
||
|
|
||
|
boxpos = (boxy << 2) + boxx;
|
||
|
if (boxpos == 5)
|
||
|
return true;
|
||
|
|
||
|
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X;
|
||
|
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y;
|
||
|
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X;
|
||
|
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y;
|
||
|
|
||
|
// check clip list for an open space
|
||
|
|
||
|
// Sitting on a line?
|
||
|
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
|
||
|
return true;
|
||
|
|
||
|
rx1 = x1 * ViewSin - y1 * ViewCos;
|
||
|
rx2 = x2 * ViewSin - y2 * ViewCos;
|
||
|
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
|
||
|
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
|
||
|
|
||
|
/*if (MirrorFlags & RF_XFLIP)
|
||
|
{
|
||
|
double t = -rx1;
|
||
|
rx1 = -rx2;
|
||
|
rx2 = t;
|
||
|
swapvalues(ry1, ry2);
|
||
|
}*/
|
||
|
|
||
|
if (rx1 >= -ry1)
|
||
|
{
|
||
|
if (rx1 > ry1) return false; // left edge is off the right side
|
||
|
if (ry1 == 0) return false;
|
||
|
sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (rx2 < -ry2) return false; // wall is off the left side
|
||
|
if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
|
||
|
sx1 = 0;
|
||
|
}
|
||
|
|
||
|
if (rx2 <= ry2)
|
||
|
{
|
||
|
if (rx2 < -ry2) return false; // right edge is off the left side
|
||
|
if (ry2 == 0) return false;
|
||
|
sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (rx1 > ry1) return false; // wall is off the right side
|
||
|
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
|
||
|
sx2 = viewwidth;
|
||
|
}
|
||
|
|
||
|
// Find the first clippost that touches the source post
|
||
|
// (adjacent pixels are touching).
|
||
|
|
||
|
// Does not cross a pixel.
|
||
|
if (sx2 <= sx1)
|
||
|
return false;
|
||
|
|
||
|
return !Clip.IsSegmentCulled(sx1, sx2);
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
WallTextureCoords::WallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||
|
{
|
||
|
CalcU(tex, line, texpart);
|
||
|
CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
|
||
|
}
|
||
|
|
||
|
void WallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
|
||
|
{
|
||
|
double lineLength = line->sidedef->TexelLength;
|
||
|
double lineStart = 0.0;
|
||
|
|
||
|
bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
|
||
|
if (!entireSegment)
|
||
|
{
|
||
|
lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
|
||
|
lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
|
||
|
}
|
||
|
|
||
|
int texWidth = tex->GetWidth();
|
||
|
double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
|
||
|
u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
|
||
|
u2 = u1 + lineLength;
|
||
|
u1 *= uscale;
|
||
|
u2 *= uscale;
|
||
|
u1 /= texWidth;
|
||
|
u2 /= texWidth;
|
||
|
}
|
||
|
|
||
|
void WallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
|
||
|
{
|
||
|
double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
|
||
|
|
||
|
double yoffset = line->sidedef->GetTextureYOffset(texpart);
|
||
|
if (tex->bWorldPanning)
|
||
|
yoffset *= vscale;
|
||
|
|
||
|
switch (texpart)
|
||
|
{
|
||
|
default:
|
||
|
case side_t::mid:
|
||
|
CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
|
||
|
break;
|
||
|
case side_t::top:
|
||
|
CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
|
||
|
break;
|
||
|
case side_t::bottom:
|
||
|
CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
int texHeight = tex->GetHeight();
|
||
|
v1 /= texHeight;
|
||
|
v2 /= texHeight;
|
||
|
}
|
||
|
|
||
|
void WallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||
|
{
|
||
|
bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
|
||
|
if (pegged) // bottom to top
|
||
|
{
|
||
|
int texHeight = tex->GetHeight();
|
||
|
v1 = -yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
v1 = texHeight - v1;
|
||
|
v2 = texHeight - v2;
|
||
|
std::swap(v1, v2);
|
||
|
}
|
||
|
else // top to bottom
|
||
|
{
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void WallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
|
||
|
{
|
||
|
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||
|
if (pegged) // top to bottom
|
||
|
{
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
else // bottom to top
|
||
|
{
|
||
|
int texHeight = tex->GetHeight();
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
v1 = texHeight - v1;
|
||
|
v2 = texHeight - v2;
|
||
|
std::swap(v1, v2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void WallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
|
||
|
{
|
||
|
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
|
||
|
if (pegged) // top to bottom
|
||
|
{
|
||
|
v1 = yoffset;
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
v1 = yoffset + (unpeggedceil - topz);
|
||
|
v2 = v1 + (topz - bottomz);
|
||
|
v1 *= vscale;
|
||
|
v2 *= vscale;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void RenderClipBuffer::Clear(short left, short right)
|
||
|
{
|
||
|
SolidSegments.clear();
|
||
|
SolidSegments.reserve(MAXWIDTH / 2 + 2);
|
||
|
SolidSegments.push_back({ -0x7fff, left });
|
||
|
SolidSegments.push_back({ right, 0x7fff });
|
||
|
|
||
|
DrawSegments.clear();
|
||
|
ClipValues.clear();
|
||
|
|
||
|
for (int x = left; x < right; x++)
|
||
|
{
|
||
|
Top[x] = 0;
|
||
|
Bottom[x] = viewheight;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool RenderClipBuffer::IsSegmentCulled(short x1, short x2) const
|
||
|
{
|
||
|
int next = 0;
|
||
|
while (SolidSegments[next].X2 <= x2)
|
||
|
next++;
|
||
|
return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::MarkSegmentCulled(const WallCoords &wallCoords, int drawIndex)
|
||
|
{
|
||
|
if (wallCoords.Culled)
|
||
|
return;
|
||
|
|
||
|
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
Bottom[x] = Top[x];
|
||
|
}
|
||
|
|
||
|
AddDrawSegment(it.X1, it.X2, wallCoords, true, true, drawIndex);
|
||
|
}
|
||
|
|
||
|
short x1 = wallCoords.ScreenX1;
|
||
|
short x2 = wallCoords.ScreenX2;
|
||
|
|
||
|
if (x1 >= x2)
|
||
|
return;
|
||
|
|
||
|
int cur = 1;
|
||
|
while (true)
|
||
|
{
|
||
|
if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
else if (cur + 1 != SolidSegments.size() && SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments
|
||
|
{
|
||
|
// Find last segment
|
||
|
int merge = cur;
|
||
|
while (merge + 2 != SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2)
|
||
|
merge++;
|
||
|
|
||
|
// Apply new merged range
|
||
|
SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1);
|
||
|
SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2);
|
||
|
|
||
|
// Remove additional segments we merged with
|
||
|
if (merge > cur)
|
||
|
SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1));
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
else if (SolidSegments[cur].X1 > x1) // Insert new segment
|
||
|
{
|
||
|
SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 });
|
||
|
break;
|
||
|
}
|
||
|
cur++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::ClipVertical(const WallCoords &wallCoords, int drawIndex)
|
||
|
{
|
||
|
if (wallCoords.Culled)
|
||
|
return;
|
||
|
|
||
|
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
Top[x] = MAX(wallCoords.Y1(x), Top[x]);
|
||
|
Bottom[x] = MIN(wallCoords.Y2(x), Bottom[x]);
|
||
|
}
|
||
|
AddDrawSegment(it.X1, it.X2, wallCoords, true, true, drawIndex);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::ClipTop(const WallCoords &wallCoords, int drawIndex)
|
||
|
{
|
||
|
if (wallCoords.Culled)
|
||
|
return;
|
||
|
|
||
|
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
Top[x] = MAX(wallCoords.Y1(x), Top[x]);
|
||
|
}
|
||
|
AddDrawSegment(it.X1, it.X2, wallCoords, true, false, drawIndex);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::ClipBottom(const WallCoords &wallCoords, int drawIndex)
|
||
|
{
|
||
|
if (wallCoords.Culled)
|
||
|
return;
|
||
|
|
||
|
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
Bottom[x] = MIN(wallCoords.Y2(x), Bottom[x]);
|
||
|
}
|
||
|
AddDrawSegment(it.X1, it.X2, wallCoords, false, true, drawIndex);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::AddDrawSegment(short x1, short x2, const WallCoords &wall, bool clipTop, bool clipBottom, int drawIndex)
|
||
|
{
|
||
|
if (drawIndex != -1) // DrawMaskedWall needs both clipping ranges
|
||
|
{
|
||
|
clipTop = true;
|
||
|
clipBottom = true;
|
||
|
}
|
||
|
|
||
|
DrawSegment segment;
|
||
|
segment.X1 = x1;
|
||
|
segment.X2 = x2;
|
||
|
segment.ClipOffset = (int)ClipValues.size();
|
||
|
segment.ClipTop = clipTop;
|
||
|
segment.ClipBottom = clipBottom;
|
||
|
segment.PlaneNormal = wall.PlaneNormal;
|
||
|
segment.PlaneD = wall.PlaneD;
|
||
|
segment.NearZ = wall.NearZ;
|
||
|
segment.FarZ = wall.FarZ;
|
||
|
segment.DrawIndex = drawIndex;
|
||
|
|
||
|
if (clipTop)
|
||
|
{
|
||
|
ClipValues.insert(ClipValues.end(), Top + x1, Top + x2);
|
||
|
}
|
||
|
|
||
|
if (clipBottom)
|
||
|
{
|
||
|
ClipValues.insert(ClipValues.end(), Bottom + x1, Bottom + x2);
|
||
|
}
|
||
|
|
||
|
DrawSegments.push_back(segment);
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::SetupSpriteClip(short x1, short x2, const DVector3 &pos, bool wallSprite)
|
||
|
{
|
||
|
for (int i = x1; i < x2; i++)
|
||
|
{
|
||
|
Top[i] = 0;
|
||
|
Bottom[i] = viewheight;
|
||
|
}
|
||
|
|
||
|
for (auto it = DrawSegments.crbegin(); it != DrawSegments.crend(); ++it)
|
||
|
{
|
||
|
const auto &segment = *it;
|
||
|
|
||
|
int r1 = MAX<int>(segment.X1, x1);
|
||
|
int r2 = MIN<int>(segment.X2, x2);
|
||
|
if (r2 <= r1)
|
||
|
continue;
|
||
|
|
||
|
short *clipTop = ClipValues.data() + segment.ClipOffset;
|
||
|
short *clipBottom = segment.ClipTop ? clipTop + (segment.X2 - segment.X1) : clipTop;
|
||
|
|
||
|
double side = (pos | segment.PlaneNormal) + segment.PlaneD;
|
||
|
bool segBehindSprite;
|
||
|
if (!wallSprite)
|
||
|
segBehindSprite = (segment.NearZ >= pos.Z) || (segment.FarZ >= pos.Z && side <= 0.0);
|
||
|
else
|
||
|
segBehindSprite = side <= 0.0;
|
||
|
|
||
|
if (segBehindSprite)
|
||
|
{
|
||
|
if (segment.DrawIndex != -1 && DrawMaskedWall)
|
||
|
DrawMaskedWall(r1, r2, segment.DrawIndex, clipTop + (r1 - segment.X1), clipBottom + (r1 - segment.X1));
|
||
|
|
||
|
if (segment.ClipTop)
|
||
|
{
|
||
|
for (int i = r1 - segment.X1; i < r2 - segment.X1; i++)
|
||
|
clipTop[i] = 0;
|
||
|
}
|
||
|
|
||
|
if (segment.ClipBottom)
|
||
|
{
|
||
|
for (int i = r1 - segment.X1; i < r2 - segment.X1; i++)
|
||
|
clipBottom[i] = 0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (segment.ClipTop)
|
||
|
{
|
||
|
for (int x = r1; x < r2; x++)
|
||
|
Top[x] = MAX(clipTop[x - segment.X1], Top[x]);
|
||
|
}
|
||
|
|
||
|
if (segment.ClipBottom)
|
||
|
{
|
||
|
for (int x = r1; x < r2; x++)
|
||
|
Bottom[x] = MIN(clipBottom[x - segment.X1], Bottom[x]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderClipBuffer::RenderMaskedWalls()
|
||
|
{
|
||
|
for (int i = 0; i < viewwidth; i++)
|
||
|
{
|
||
|
Top[i] = 0;
|
||
|
Bottom[i] = viewheight;
|
||
|
}
|
||
|
|
||
|
for (auto it = DrawSegments.crbegin(); it != DrawSegments.crend(); ++it)
|
||
|
{
|
||
|
const auto &segment = *it;
|
||
|
if (segment.DrawIndex != -1 && DrawMaskedWall)
|
||
|
{
|
||
|
short *clipTop = ClipValues.data() + segment.ClipOffset;
|
||
|
short *clipBottom = segment.ClipTop ? clipTop + (segment.X2 - segment.X1) : clipTop;
|
||
|
DrawMaskedWall(segment.X1, segment.X2, segment.DrawIndex, clipTop, clipBottom);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
VisibleSegmentsIterator::VisibleSegmentsIterator(const RenderClipBuffer &buffer, short startx, short endx) : SolidSegments(buffer.SolidSegments), endx(endx)
|
||
|
{
|
||
|
X1 = startx;
|
||
|
X2 = startx;
|
||
|
}
|
||
|
|
||
|
bool VisibleSegmentsIterator::Step()
|
||
|
{
|
||
|
if (next == 0)
|
||
|
{
|
||
|
while (SolidSegments[next].X2 <= X1)
|
||
|
next++;
|
||
|
if (SolidSegments[next].X1 <= X1)
|
||
|
X1 = SolidSegments[next++].X2;
|
||
|
X2 = MIN(SolidSegments[next].X1, endx);
|
||
|
}
|
||
|
else if (X2 == SolidSegments[next].X1 && next + 1 != SolidSegments.size())
|
||
|
{
|
||
|
X1 = SolidSegments[next++].X2;
|
||
|
X2 = MIN(SolidSegments[next].X1, endx);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
X1 = X2;
|
||
|
}
|
||
|
|
||
|
return X1 < X2;
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
RenderVisiblePlane::RenderVisiblePlane(VisiblePlane *plane, FTexture *tex)
|
||
|
{
|
||
|
const auto &key = plane->Key;
|
||
|
|
||
|
double xscale = key.Transform.xScale * tex->Scale.X;
|
||
|
double yscale = key.Transform.yScale * tex->Scale.Y;
|
||
|
|
||
|
double planeang = (key.Transform.Angle + key.Transform.baseAngle).Radians();
|
||
|
double cosine = cos(planeang);
|
||
|
double sine = sin(planeang);
|
||
|
viewx = (key.Transform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine) * xscale;
|
||
|
viewy = (key.Transform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine) * yscale;
|
||
|
|
||
|
// left to right mapping
|
||
|
planeang += (ViewAngle - 90).Radians();
|
||
|
|
||
|
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
|
||
|
double xstep = cos(planeang) / FocalLengthX;
|
||
|
double ystep = -sin(planeang) / FocalLengthX;
|
||
|
|
||
|
// [RH] flip for mirrors
|
||
|
/*if (MirrorFlags & RF_XFLIP)
|
||
|
{
|
||
|
xstep = -xstep;
|
||
|
ystep = -ystep;
|
||
|
}*/
|
||
|
|
||
|
planeang += M_PI / 2;
|
||
|
cosine = cos(planeang);
|
||
|
sine = -sin(planeang);
|
||
|
double x = plane->Right - centerx - 0.5;
|
||
|
double rightxfrac = xscale * (cosine + x * xstep);
|
||
|
double rightyfrac = yscale * (sine + x * ystep);
|
||
|
x = plane->Left - centerx - 0.5;
|
||
|
double leftxfrac = xscale * (cosine + x * xstep);
|
||
|
double leftyfrac = yscale * (sine + x * ystep);
|
||
|
|
||
|
basexfrac = rightxfrac;
|
||
|
baseyfrac = rightyfrac;
|
||
|
xstepscale = (rightxfrac - leftxfrac) / (plane->Right - plane->Left);
|
||
|
ystepscale = (rightyfrac - leftyfrac) / (plane->Right - plane->Left);
|
||
|
|
||
|
planeheight = fabs(key.Plane.Zat0() - ViewPos.Z);
|
||
|
}
|
||
|
|
||
|
void RenderVisiblePlane::Step()
|
||
|
{
|
||
|
basexfrac -= xstepscale;
|
||
|
baseyfrac -= ystepscale;
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void RenderPlanes::Render()
|
||
|
{
|
||
|
for (int i = 0; i < NumBuckets; i++)
|
||
|
{
|
||
|
VisiblePlane *plane = PlaneBuckets[i].get();
|
||
|
while (plane)
|
||
|
{
|
||
|
RenderPlane(plane);
|
||
|
plane = plane->Next.get();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderPlanes::RenderPlane(VisiblePlane *plane)
|
||
|
{
|
||
|
FTexture *tex = TexMan(plane->Key.Picnum);
|
||
|
if (tex->UseType == FTexture::TEX_Null)
|
||
|
return;
|
||
|
|
||
|
RenderVisiblePlane render(plane, tex);
|
||
|
|
||
|
short spanend[MAXHEIGHT];
|
||
|
int x = plane->Right - 1;
|
||
|
int t2 = plane->Top[x];
|
||
|
int b2 = plane->Bottom[x];
|
||
|
|
||
|
if (b2 > t2)
|
||
|
{
|
||
|
clearbufshort(spanend + t2, b2 - t2, x);
|
||
|
}
|
||
|
|
||
|
for (--x; x >= plane->Left; --x)
|
||
|
{
|
||
|
int t1 = plane->Top[x];
|
||
|
int b1 = plane->Bottom[x];
|
||
|
const int xr = x + 1;
|
||
|
int stop;
|
||
|
|
||
|
// Draw any spans that have just closed
|
||
|
stop = MIN(t1, b2);
|
||
|
while (t2 < stop)
|
||
|
{
|
||
|
int y = t2++;
|
||
|
RenderSpan(y, xr, spanend[y], plane->Key, tex, render);
|
||
|
}
|
||
|
stop = MAX(b1, t2);
|
||
|
while (b2 > stop)
|
||
|
{
|
||
|
int y = --b2;
|
||
|
RenderSpan(y, xr, spanend[y], plane->Key, tex, render);
|
||
|
}
|
||
|
|
||
|
// Mark any spans that have just opened
|
||
|
stop = MIN(t2, b1);
|
||
|
while (t1 < stop)
|
||
|
{
|
||
|
spanend[t1++] = x;
|
||
|
}
|
||
|
stop = MAX(b2, t2);
|
||
|
while (b1 > stop)
|
||
|
{
|
||
|
spanend[--b1] = x;
|
||
|
}
|
||
|
|
||
|
t2 = plane->Top[x];
|
||
|
b2 = plane->Bottom[x];
|
||
|
render.Step();
|
||
|
}
|
||
|
// Draw any spans that are still open
|
||
|
while (t2 < b2)
|
||
|
{
|
||
|
int y = --b2;
|
||
|
RenderSpan(y, plane->Left, spanend[y], plane->Key, tex, render);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderPlanes::RenderSpan(int y, int x1, int x2, const VisiblePlaneKey &key, FTexture *tex, const RenderVisiblePlane &renderInfo)
|
||
|
{
|
||
|
if (key.Picnum != skyflatnum)
|
||
|
{
|
||
|
double distance = renderInfo.planeheight * yslope[y];
|
||
|
|
||
|
double u = distance * renderInfo.basexfrac + renderInfo.viewx;
|
||
|
double v = distance * renderInfo.baseyfrac + renderInfo.viewy;
|
||
|
double uscale = distance * renderInfo.xstepscale;
|
||
|
double vscale = distance * renderInfo.ystepscale;
|
||
|
|
||
|
double vis = r_FloorVisibility / renderInfo.planeheight;
|
||
|
|
||
|
if (fixedlightlev >= 0)
|
||
|
R_SetDSColorMapLight(key.ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||
|
else if (fixedcolormap)
|
||
|
R_SetDSColorMapLight(fixedcolormap, 0, 0);
|
||
|
else
|
||
|
R_SetDSColorMapLight(key.ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(key.LightLevel));
|
||
|
|
||
|
ds_source = (const BYTE *)tex->GetPixelsBgra();
|
||
|
ds_source_mipmapped = false;
|
||
|
ds_xbits = tex->WidthBits;
|
||
|
ds_ybits = tex->HeightBits;
|
||
|
ds_xfrac = (uint32_t)(u * (1 << (32 - ds_xbits)));
|
||
|
ds_yfrac = (uint32_t)(v * (1 << (32 - ds_ybits)));
|
||
|
ds_xstep = (uint32_t)(uscale * (1 << (32 - ds_xbits)));
|
||
|
ds_ystep = (uint32_t)(vscale * (1 << (32 - ds_ybits)));
|
||
|
ds_y = y;
|
||
|
ds_x1 = x1;
|
||
|
ds_x2 = x2;
|
||
|
R_DrawSpan();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tex = TexMan(sky1texture, true);
|
||
|
|
||
|
double xangle1 = ((0.5 - x1 / (double)viewwidth) * FocalTangent * 90.0);
|
||
|
double xangle2 = ((0.5 - x2 / (double)viewwidth) * FocalTangent * 90.0);
|
||
|
|
||
|
double u1 = sky1pos + (ViewAngle.Degrees + xangle1) * sky1cyl / 360.0;
|
||
|
double u2 = sky1pos + (ViewAngle.Degrees + xangle2) * sky1cyl / 360.0;
|
||
|
double u = u1;
|
||
|
double v = (y - CenterY) * skyiscale + skytexturemid * tex->Scale.Y;
|
||
|
double uscale = (u2 - u1) / (x2 - x1);
|
||
|
double vscale = 0.0;
|
||
|
|
||
|
if (fixedlightlev >= 0)
|
||
|
R_SetDSColorMapLight(key.ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||
|
else if (fixedcolormap)
|
||
|
R_SetDSColorMapLight(fixedcolormap, 0, 0);
|
||
|
else
|
||
|
R_SetDSColorMapLight(key.ColorMap, 0, 0);
|
||
|
|
||
|
ds_source = (const BYTE *)tex->GetPixelsBgra();
|
||
|
ds_source_mipmapped = false;
|
||
|
ds_xbits = tex->WidthBits;
|
||
|
ds_ybits = tex->HeightBits;
|
||
|
ds_xfrac = (uint32_t)(u * (1 << (32 - ds_xbits)));
|
||
|
ds_yfrac = (uint32_t)(v * (1 << (32 - ds_ybits)));
|
||
|
ds_xstep = (uint32_t)(uscale * (1 << (32 - ds_xbits)));
|
||
|
ds_ystep = (uint32_t)(vscale * (1 << (32 - ds_ybits)));
|
||
|
ds_y = y;
|
||
|
ds_x1 = x1;
|
||
|
ds_x2 = x2;
|
||
|
R_DrawSpan();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderPlanes::Clear()
|
||
|
{
|
||
|
for (int i = 0; i < NumBuckets; i++)
|
||
|
{
|
||
|
std::unique_ptr<VisiblePlane> plane = std::move(PlaneBuckets[i]);
|
||
|
while (plane)
|
||
|
{
|
||
|
std::unique_ptr<VisiblePlane> next = std::move(plane->Next);
|
||
|
FreePlanes.push_back(std::move(plane));
|
||
|
plane = std::move(next);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderPlanes::MarkCeilingPlane(const VisiblePlaneKey &key, const RenderClipBuffer &clip, const WallCoords &wallCoords)
|
||
|
{
|
||
|
VisibleSegmentsIterator it(clip, wallCoords.ScreenX1, wallCoords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
VisiblePlane *plane = GetPlaneWithUnsetRange(key, it.X1, it.X2);
|
||
|
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
short walltop = MAX(wallCoords.Y1(x), clip.Top[x]);
|
||
|
short top = clip.Top[x];
|
||
|
short bottom = MIN(walltop, clip.Bottom[x]);
|
||
|
if (top < bottom)
|
||
|
{
|
||
|
plane->Top[x] = top;
|
||
|
plane->Bottom[x] = bottom;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderPlanes::MarkFloorPlane(const VisiblePlaneKey &key, const RenderClipBuffer &clip, const WallCoords &wallCoords)
|
||
|
{
|
||
|
VisibleSegmentsIterator it(clip, wallCoords.ScreenX1, wallCoords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
VisiblePlane *plane = GetPlaneWithUnsetRange(key, it.X1, it.X2);
|
||
|
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
short wallbottom = MIN(wallCoords.Y2(x), clip.Bottom[x]);
|
||
|
short top = MAX(wallbottom, clip.Top[x]);
|
||
|
short bottom = clip.Bottom[x];
|
||
|
if (top < bottom)
|
||
|
{
|
||
|
plane->Top[x] = top;
|
||
|
plane->Bottom[x] = bottom;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VisiblePlane *RenderPlanes::GetPlaneWithUnsetRange(const VisiblePlaneKey &key, int start, int stop)
|
||
|
{
|
||
|
VisiblePlane *plane = GetPlane(key);
|
||
|
|
||
|
int intrl, intrh;
|
||
|
int unionl, unionh;
|
||
|
|
||
|
if (start < plane->Left)
|
||
|
{
|
||
|
intrl = plane->Left;
|
||
|
unionl = start;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
unionl = plane->Left;
|
||
|
intrl = start;
|
||
|
}
|
||
|
|
||
|
if (stop > plane->Right)
|
||
|
{
|
||
|
intrh = plane->Right;
|
||
|
unionh = stop;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
unionh = plane->Right;
|
||
|
intrh = stop;
|
||
|
}
|
||
|
|
||
|
// Verify that the entire range has unset values
|
||
|
int x = intrl;
|
||
|
while (x < intrh && plane->Top[x] == VisiblePlane::UnsetValue)
|
||
|
x++;
|
||
|
|
||
|
if (x >= intrh) // They do. Use the current plane
|
||
|
{
|
||
|
plane->Left = unionl;
|
||
|
plane->Right = unionh;
|
||
|
return plane;
|
||
|
}
|
||
|
else // Create new plane and make sure it is found first
|
||
|
{
|
||
|
auto &bucket = PlaneBuckets[Hash(key)];
|
||
|
std::unique_ptr<VisiblePlane> newPlane = AllocPlane(key);
|
||
|
newPlane->Left = start;
|
||
|
newPlane->Right = stop;
|
||
|
newPlane->Next = std::move(bucket);
|
||
|
bucket = std::move(newPlane);
|
||
|
return bucket.get();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
VisiblePlane *RenderPlanes::GetPlane(const VisiblePlaneKey &key)
|
||
|
{
|
||
|
auto &bucket = PlaneBuckets[Hash(key)];
|
||
|
VisiblePlane *plane = bucket.get();
|
||
|
|
||
|
while (plane != nullptr)
|
||
|
{
|
||
|
if (plane->Key == key)
|
||
|
return plane;
|
||
|
plane = plane->Next.get();
|
||
|
}
|
||
|
|
||
|
std::unique_ptr<VisiblePlane> new_plane = AllocPlane(key);
|
||
|
new_plane->Next = std::move(bucket);
|
||
|
bucket = std::move(new_plane);
|
||
|
return bucket.get();
|
||
|
}
|
||
|
|
||
|
std::unique_ptr<VisiblePlane> RenderPlanes::AllocPlane(const VisiblePlaneKey &key)
|
||
|
{
|
||
|
if (!FreePlanes.empty())
|
||
|
{
|
||
|
std::unique_ptr<VisiblePlane> plane = std::move(FreePlanes.back());
|
||
|
FreePlanes.pop_back();
|
||
|
plane->Clear(key);
|
||
|
return std::move(plane);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return std::make_unique<VisiblePlane>(key);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void RenderWall::Render(const RenderClipBuffer &clip)
|
||
|
{
|
||
|
FTexture *tex = GetTexture();
|
||
|
if (!tex)
|
||
|
return;
|
||
|
int texWidth = tex->GetWidth();
|
||
|
int texHeight = tex->GetHeight();
|
||
|
|
||
|
WallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
|
||
|
|
||
|
VisibleSegmentsIterator it(clip, Coords.ScreenX1, Coords.ScreenX2);
|
||
|
while (it.Step())
|
||
|
{
|
||
|
for (short x = it.X1; x < it.X2; x++)
|
||
|
{
|
||
|
short y1 = MAX(Coords.Y1(x), clip.Top[x]);
|
||
|
short y2 = MIN(Coords.Y2(x), clip.Bottom[x]);
|
||
|
if (y1 >= y2)
|
||
|
continue;
|
||
|
|
||
|
double u = Coords.VaryingX(x, texcoords.u1, texcoords.u2);
|
||
|
double v1 = Coords.VaryingY(x, y1, texcoords.v1, texcoords.v2);
|
||
|
double v2 = Coords.VaryingY(x, y2, texcoords.v1, texcoords.v2);
|
||
|
|
||
|
R_SetColorMapLight(Colormap, GetLight(x), GetShade());
|
||
|
|
||
|
dc_source = (const BYTE *)tex->GetColumnBgra((int)(u * texWidth), nullptr);
|
||
|
dc_source2 = nullptr;
|
||
|
dc_textureheight = texHeight;
|
||
|
dc_texturefrac = (uint32_t)(v1 * 0xffffffff);
|
||
|
dc_iscale = (uint32_t)((v2 - v1) / (y2 - y1) * 0xffffffff);
|
||
|
dc_dest = dc_destorg + (ylookup[y1] + x) * 4;
|
||
|
dc_count = y2 - y1;
|
||
|
dovline1();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void RenderWall::RenderMasked(short x1, short x2, const short *clipTop, const short *clipBottom)
|
||
|
{
|
||
|
FTexture *tex = GetTexture();
|
||
|
if (!tex)
|
||
|
return;
|
||
|
int texWidth = tex->GetWidth();
|
||
|
int texHeight = tex->GetHeight();
|
||
|
|
||
|
WallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
|
||
|
|
||
|
for (short x = x1; x < x2; x++)
|
||
|
{
|
||
|
short y1 = MAX(Coords.Y1(x), clipTop[x - x1]);
|
||
|
short y2 = MIN(Coords.Y2(x), clipBottom[x - x1]);
|
||
|
if (y1 >= y2)
|
||
|
continue;
|
||
|
|
||
|
double u = Coords.VaryingX(x, texcoords.u1, texcoords.u2);
|
||
|
double v1 = Coords.VaryingY(x, y1, texcoords.v1, texcoords.v2);
|
||
|
double v2 = Coords.VaryingY(x, y2, texcoords.v1, texcoords.v2);
|
||
|
|
||
|
R_SetColorMapLight(Colormap, GetLight(x), GetShade());
|
||
|
|
||
|
dc_source = (const BYTE *)tex->GetColumnBgra((int)(u * texWidth), nullptr);
|
||
|
dc_source2 = nullptr;
|
||
|
dc_textureheight = texHeight;
|
||
|
dc_texturefrac = (uint32_t)(v1 * 0xffffffff);
|
||
|
dc_iscale = (uint32_t)((v2 - v1) / (y2 - y1) * 0xffffffff);
|
||
|
dc_dest = dc_destorg + (ylookup[y1] + x) * 4;
|
||
|
dc_count = y2 - y1;
|
||
|
domvline1();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FTexture *RenderWall::GetTexture()
|
||
|
{
|
||
|
FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
|
||
|
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
|
||
|
return nullptr;
|
||
|
else
|
||
|
return tex;
|
||
|
}
|
||
|
|
||
|
int RenderWall::GetShade()
|
||
|
{
|
||
|
if (fixedlightlev >= 0 || fixedcolormap)
|
||
|
{
|
||
|
return 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool foggy = false;
|
||
|
int actualextralight = foggy ? 0 : extralight << 4;
|
||
|
int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight);
|
||
|
return shade;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float RenderWall::GetLight(short x)
|
||
|
{
|
||
|
if (fixedlightlev >= 0 || fixedcolormap)
|
||
|
return 0.0f;
|
||
|
else
|
||
|
return (float)(r_WallVisibility / Coords.Z(x));
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
VisibleSprite::VisibleSprite(AActor *actor, const DVector3 &eyePos) : Actor(actor), EyePos(eyePos)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void VisibleSprite::Render(RenderClipBuffer *clip)
|
||
|
{
|
||
|
//if (MirrorFlags & RF_XFLIP)
|
||
|
// tx = -tx;
|
||
|
|
||
|
bool flipTextureX = false;
|
||
|
FTexture *tex = GetSpriteTexture(Actor, flipTextureX);
|
||
|
DVector2 spriteScale = Actor->Scale;
|
||
|
|
||
|
const double thingxscalemul = spriteScale.X / tex->Scale.X;
|
||
|
|
||
|
double xscale = CenterX / EyePos.Z;
|
||
|
double yscale = spriteScale.Y / tex->Scale.Y;// spriteScale.Y / tex->Scale.Y * InvZtoScale / EyePos.Z;
|
||
|
|
||
|
double tx;
|
||
|
if (flipTextureX)
|
||
|
{
|
||
|
tx = EyePos.X - (tex->GetWidth() - tex->LeftOffset - 1) * thingxscalemul;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tx = EyePos.X - tex->LeftOffset * thingxscalemul;
|
||
|
}
|
||
|
|
||
|
double texturemid = tex->TopOffset + (EyePos.Y - Actor->Floorclip) / yscale;
|
||
|
double y = CenterY - texturemid * (InvZtoScale * yscale / EyePos.Z);
|
||
|
|
||
|
int x1 = centerx + xs_RoundToInt(tx * xscale);
|
||
|
int x2 = centerx + xs_RoundToInt((tx + tex->GetWidth() * thingxscalemul) * xscale);
|
||
|
int y1 = xs_RoundToInt(y);
|
||
|
int y2 = xs_RoundToInt(y + (InvZtoScale * yscale / EyePos.Z) * tex->GetHeight());
|
||
|
|
||
|
xscale = spriteScale.X * xscale / tex->Scale.X;
|
||
|
|
||
|
int clipped_x1 = clamp(x1, 0, viewwidth - 1);
|
||
|
int clipped_x2 = clamp(x2, 0, viewwidth - 1);
|
||
|
int clipped_y1 = clamp(y1, 0, viewheight - 1);
|
||
|
int clipped_y2 = clamp(y2, 0, viewheight - 1);
|
||
|
if (clipped_x1 >= clipped_x2 || clipped_y1 >= clipped_y2)
|
||
|
return;
|
||
|
|
||
|
clip->SetupSpriteClip(clipped_x1, clipped_x2, EyePos, false);
|
||
|
|
||
|
uint32_t texwidth = tex->GetWidth();
|
||
|
uint32_t texheight = tex->GetHeight();
|
||
|
|
||
|
visstyle_t visstyle = GetSpriteVisStyle(Actor, EyePos.Z);
|
||
|
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
|
||
|
R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
|
||
|
|
||
|
for (int x = clipped_x1; x < clipped_x2; x++)
|
||
|
{
|
||
|
short top = MAX<int>(clipped_y1, clip->Top[x]);
|
||
|
short bottom = MIN<int>(clipped_y2, clip->Bottom[x]);
|
||
|
if (top < bottom)
|
||
|
{
|
||
|
float u = (x - x1) / (float)(x2 - x1);
|
||
|
float v = (top - y1) / (float)(y2 - y1);
|
||
|
if (flipTextureX)
|
||
|
u = 1.0f - u;
|
||
|
u = u - floor(u);
|
||
|
|
||
|
dc_source = (const BYTE *)tex->GetColumnBgra((int)(u * texwidth), nullptr);
|
||
|
dc_source2 = nullptr;
|
||
|
dc_textureheight = texheight;
|
||
|
dc_texturefrac = (uint32_t)(v * 0xffffffff);
|
||
|
dc_iscale = 0xffffffff / (y2 - y1);
|
||
|
dc_dest = dc_destorg + (ylookup[top] + x) * 4;
|
||
|
dc_count = bottom - top;
|
||
|
domvline1();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
visstyle_t VisibleSprite::GetSpriteVisStyle(AActor *thing, double z)
|
||
|
{
|
||
|
visstyle_t visstyle;
|
||
|
|
||
|
bool foggy = false;
|
||
|
int actualextralight = foggy ? 0 : extralight << 4;
|
||
|
int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight);
|
||
|
|
||
|
visstyle.RenderStyle = thing->RenderStyle;
|
||
|
visstyle.Alpha = float(thing->Alpha);
|
||
|
visstyle.ColormapNum = 0;
|
||
|
|
||
|
// The software renderer cannot invert the source without inverting the overlay
|
||
|
// too. That means if the source is inverted, we need to do the reverse of what
|
||
|
// the invert overlay flag says to do.
|
||
|
bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
|
||
|
|
||
|
if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
|
||
|
{
|
||
|
invertcolormap = !invertcolormap;
|
||
|
}
|
||
|
|
||
|
FDynamicColormap *mybasecolormap = thing->Sector->ColorMap;
|
||
|
|
||
|
// Sprites that are added to the scene must fade to black.
|
||
|
if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
||
|
{
|
||
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
||
|
}
|
||
|
|
||
|
if (visstyle.RenderStyle.Flags & STYLEF_FadeToBlack)
|
||
|
{
|
||
|
if (invertcolormap)
|
||
|
{ // Fade to white
|
||
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
||
|
invertcolormap = false;
|
||
|
}
|
||
|
else
|
||
|
{ // Fade to black
|
||
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// get light level
|
||
|
if (fixedcolormap != NULL)
|
||
|
{ // fixed map
|
||
|
visstyle.BaseColormap = fixedcolormap;
|
||
|
visstyle.ColormapNum = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (invertcolormap)
|
||
|
{
|
||
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
||
|
}
|
||
|
if (fixedlightlev >= 0)
|
||
|
{
|
||
|
visstyle.BaseColormap = mybasecolormap;
|
||
|
visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
|
||
|
}
|
||
|
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
||
|
{ // full bright
|
||
|
visstyle.BaseColormap = mybasecolormap;
|
||
|
visstyle.ColormapNum = 0;
|
||
|
}
|
||
|
else
|
||
|
{ // diminished light
|
||
|
double minz = double((2048 * 4) / double(1 << 20));
|
||
|
visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade);
|
||
|
visstyle.BaseColormap = mybasecolormap;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return visstyle;
|
||
|
}
|
||
|
|
||
|
FTexture *VisibleSprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
|
||
|
{
|
||
|
flipX = false;
|
||
|
if (thing->picnum.isValid())
|
||
|
{
|
||
|
FTexture *tex = TexMan(thing->picnum);
|
||
|
if (tex->UseType == FTexture::TEX_Null)
|
||
|
{
|
||
|
return nullptr;
|
||
|
}
|
||
|
|
||
|
if (tex->Rotations != 0xFFFF)
|
||
|
{
|
||
|
// choose a different rotation based on player view
|
||
|
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
|
||
|
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||
|
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||
|
DAngle ang = (pos - ViewPos).Angle();
|
||
|
angle_t rot;
|
||
|
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||
|
{
|
||
|
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||
|
}
|
||
|
flipX = (sprframe->Flip & (1 << rot)) != 0;
|
||
|
tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
|
||
|
}
|
||
|
return tex;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// decide which texture to use for the sprite
|
||
|
int spritenum = thing->sprite;
|
||
|
if (spritenum >= (signed)sprites.Size() || spritenum < 0)
|
||
|
return nullptr;
|
||
|
|
||
|
spritedef_t *sprdef = &sprites[spritenum];
|
||
|
if (thing->frame >= sprdef->numframes)
|
||
|
{
|
||
|
// If there are no frames at all for this sprite, don't draw it.
|
||
|
return nullptr;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
|
||
|
// choose a different rotation based on player view
|
||
|
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
|
||
|
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||
|
pos.Z += thing->GetBobOffset(r_TicFracF);
|
||
|
DAngle ang = (pos - ViewPos).Angle();
|
||
|
angle_t rot;
|
||
|
if (sprframe->Texture[0] == sprframe->Texture[1])
|
||
|
{
|
||
|
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
||
|
}
|
||
|
flipX = (sprframe->Flip & (1 << rot)) != 0;
|
||
|
return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void ScreenSprite::Render()
|
||
|
{
|
||
|
FSpecialColormap *special = nullptr;
|
||
|
FColormapStyle colormapstyle;
|
||
|
PalEntry overlay = 0;
|
||
|
bool usecolormapstyle = false;
|
||
|
if (visstyle.BaseColormap >= &SpecialColormaps[0] &&
|
||
|
visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
|
||
|
{
|
||
|
special = static_cast<FSpecialColormap*>(visstyle.BaseColormap);
|
||
|
}
|
||
|
else if (Colormap->Color == PalEntry(255, 255, 255) &&
|
||
|
Colormap->Desaturate == 0)
|
||
|
{
|
||
|
overlay = Colormap->Fade;
|
||
|
overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
usecolormapstyle = true;
|
||
|
colormapstyle.Color = Colormap->Color;
|
||
|
colormapstyle.Fade = Colormap->Fade;
|
||
|
colormapstyle.Desaturate = Colormap->Desaturate;
|
||
|
colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS);
|
||
|
}
|
||
|
|
||
|
screen->DrawTexture(Pic,
|
||
|
X1,
|
||
|
Y1,
|
||
|
DTA_DestWidthF, Width,
|
||
|
DTA_DestHeightF, Height,
|
||
|
DTA_Translation, Translation,
|
||
|
DTA_FlipX, Flip,
|
||
|
DTA_TopOffset, 0,
|
||
|
DTA_LeftOffset, 0,
|
||
|
DTA_ClipLeft, viewwindowx,
|
||
|
DTA_ClipTop, viewwindowy,
|
||
|
DTA_ClipRight, viewwindowx + viewwidth,
|
||
|
DTA_ClipBottom, viewwindowy + viewheight,
|
||
|
DTA_AlphaF, visstyle.Alpha,
|
||
|
DTA_RenderStyle, visstyle.RenderStyle,
|
||
|
DTA_FillColor, FillColor,
|
||
|
DTA_SpecialColormap, special,
|
||
|
DTA_ColorOverlay, overlay.d,
|
||
|
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
||
|
TAG_DONE);
|
||
|
}
|