gzdoom/src/swrenderer/line/r_line.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 <stddef.h>
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "doomstat.h"
#include "doomdata.h"
#include "p_lnspec.h"
#include "p_setup.h"
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#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_utility.h"
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#include "r_data/colormaps.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_viewport.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/scene/r_scene.h"
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#include "swrenderer/line/r_line.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/plane/r_visibleplane.h"
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#include "swrenderer/plane/r_visibleplanelist.h"
#include "swrenderer/things/r_decal.h"
CVAR(Bool, r_fogboundary, true, 0)
CVAR(Bool, r_drawmirrors, true, 0)
EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
{
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
DVector2 pt1, pt2;
InSubsector = subsector;
frontsector = sector;
backsector = fakebacksector;
floorplane = linefloorplane;
ceilingplane = lineceilingplane;
curline = line;
// [RH] Color if not texturing line
drawerargs::dc_color = (((int)(line - segs) * 8) + 4) & 255;
pt1 = line->v1->fPos() - ViewPos;
pt2 = line->v2->fPos() - ViewPos;
// Reject lines not facing viewer
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
if (WallC.Init(pt1, pt2, 32.0 / (1 << 12)))
return;
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RenderPortal *renderportal = RenderPortal::Instance();
if (WallC.sx1 >= renderportal->WindowRight || WallC.sx2 <= renderportal->WindowLeft)
return;
if (line->linedef == NULL)
{
if (R_CheckClipWallSegment(WallC.sx1, WallC.sx2))
{
InSubsector->flags |= SSECF_DRAWN;
}
return;
}
// reject lines that aren't seen from the portal (if any)
// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
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if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && P_ClipLineToPortal(line->linedef, renderportal->CurrentPortal->dst, ViewPos))
return;
vertex_t *v1, *v2;
v1 = line->linedef->v1;
v2 = line->linedef->v2;
if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2))
{ // The seg is the entire wall.
WallT.InitFromWallCoords(&WallC);
}
else
{ // The seg is only part of the wall.
if (line->linedef->sidedef[0] != line->sidedef)
{
swapvalues(v1, v2);
}
WallT.InitFromLine(v1->fPos() - ViewPos, v2->fPos() - ViewPos);
}
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
{
backsector = line->backsector;
}
rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
rw_mustmarkfloor = rw_mustmarkceiling = false;
rw_havehigh = rw_havelow = false;
// Single sided line?
if (backsector == NULL)
{
solid = true;
}
else
{
// kg3D - its fake, no transfer_heights
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if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = RenderOpaquePass::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
}
doorclosed = false; // killough 4/16/98
rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
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if (clip3d->fake3D & FAKE3D_FAKEBACK)
{
if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
{
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clip3d->fake3D |= FAKE3D_CLIPBOTFRONT;
}
if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
{
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clip3d->fake3D |= FAKE3D_CLIPTOPFRONT;
}
}
// Cannot make these walls solid, because it can result in
// sprite clipping problems for sprites near the wall
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
{
rw_havehigh = true;
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R_CreateWallSegmentYSloped(wallupper, backsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
}
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
{
rw_havelow = true;
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R_CreateWallSegmentYSloped(walllower, backsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
}
// Portal
if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0])
{
solid = true;
}
// Closed door.
else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
solid = true;
}
else if (
// properly render skies (consider door "open" if both ceilings are sky):
(backsector->GetTexture(sector_t::ceiling) != skyflatnum || frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
// if door is closed because back is shut:
&& rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2
// preserve a kind of transparent door/lift special effect:
&& ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->GetTexture(side_t::top).isValid())
&& ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
doorclosed = true;
solid = true;
}
else if (frontsector->ceilingplane != backsector->ceilingplane ||
frontsector->floorplane != backsector->floorplane)
{
// Window.
solid = false;
}
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else if (SkyboxCompare(frontsector, backsector))
{
solid = false;
}
else if (backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
|| curline->sidedef->GetTexture(side_t::mid).isValid()
// killough 3/7/98: Take flats offsets into account:
|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
|| backsector->GetVisFlags(sector_t::ceiling) != frontsector->GetVisFlags(sector_t::ceiling)
// [RH] Also consider colormaps
|| backsector->ColorMap != frontsector->ColorMap
// kg3D - and fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
)
{
solid = false;
}
else
{
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels
// on both sides, and no middle texture.
// When using GL nodes, do a clipping test for these lines so we can
// mark their subsectors as visible for automap texturing.
if (hasglnodes && !(InSubsector->flags & SSECF_DRAWN))
{
if (R_CheckClipWallSegment(WallC.sx1, WallC.sx2))
{
InSubsector->flags |= SSECF_DRAWN;
}
}
return;
}
}
rw_prepped = false;
if (line->linedef->special == Line_Horizon)
{
// Be aware: Line_Horizon does not work properly with sloped planes
fillshort(walltop + WallC.sx1, WallC.sx2 - WallC.sx1, centery);
fillshort(wallbottom + WallC.sx1, WallC.sx2 - WallC.sx1, centery);
}
else
{
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rw_ceilstat = R_CreateWallSegmentYSloped(walltop, frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
rw_floorstat = R_CreateWallSegmentYSloped(wallbottom, frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
// [RH] treat off-screen walls as solid
#if 0 // Maybe later...
if (!solid)
{
if (rw_ceilstat == 12 && line->sidedef->GetTexture(side_t::top) != 0)
{
rw_mustmarkceiling = true;
solid = true;
}
if (rw_floorstat == 3 && line->sidedef->GetTexture(side_t::bottom) != 0)
{
rw_mustmarkfloor = true;
solid = true;
}
}
#endif
}
static SWRenderLine *self = this;
bool visible = R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, [](int x1, int x2) -> bool
{
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return self->RenderWallSegment(x1, x2);
});
if (visible)
{
InSubsector->flags |= SSECF_DRAWN;
}
}
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bool SWRenderLine::SkyboxCompare(sector_t *frontsector, sector_t *backsector) const
{
FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
FSectorPortal *backc = backsector->GetPortal(sector_t::ceiling);
FSectorPortal *backf = backsector->GetPortal(sector_t::floor);
// return true if any of the planes has a linedef-based portal (unless both sides have the same one.
// Ideally this should also check thing based portals but the omission of this check had been abused to hell and back for those.
// (Note: This may require a compatibility option if some maps ran into this for line based portals as well.)
if (!frontc->MergeAllowed()) return (frontc != backc);
if (!frontf->MergeAllowed()) return (frontf != backf);
if (!backc->MergeAllowed()) return true;
if (!backf->MergeAllowed()) return true;
return false;
}
// A wall segment will be drawn between start and stop pixels (inclusive).
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bool SWRenderLine::RenderWallSegment(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
drawseg_t *draw_segment = R_AddDrawSegment();
if (!rw_prepped)
{
rw_prepped = true;
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SetWallVariables(true);
}
rw_offset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
rw_light = rw_lightleft + rw_lightstep * (start - WallC.sx1);
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RenderPortal *renderportal = RenderPortal::Instance();
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draw_segment->CurrentPortalUniq = renderportal->CurrentPortalUniq;
draw_segment->sx1 = WallC.sx1;
draw_segment->sx2 = WallC.sx2;
draw_segment->sz1 = WallC.sz1;
draw_segment->sz2 = WallC.sz2;
draw_segment->cx = WallC.tleft.X;;
draw_segment->cy = WallC.tleft.Y;
draw_segment->cdx = WallC.tright.X - WallC.tleft.X;
draw_segment->cdy = WallC.tright.Y - WallC.tleft.Y;
draw_segment->tmapvals = WallT;
draw_segment->siz1 = 1 / WallC.sz1;
draw_segment->siz2 = 1 / WallC.sz2;
draw_segment->x1 = start;
draw_segment->x2 = stop;
draw_segment->curline = curline;
draw_segment->bFogBoundary = false;
draw_segment->bFakeBoundary = false;
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
if (clip3d->fake3D & FAKE3D_FAKEMASK) draw_segment->fake = 1;
else draw_segment->fake = 0;
draw_segment->sprtopclip = draw_segment->sprbottomclip = draw_segment->maskedtexturecol = draw_segment->bkup = draw_segment->swall = -1;
if (rw_markportal)
{
draw_segment->silhouette = SIL_BOTH;
}
else if (backsector == NULL)
{
draw_segment->sprtopclip = R_NewOpening(stop - start);
draw_segment->sprbottomclip = R_NewOpening(stop - start);
fillshort(openings + draw_segment->sprtopclip, stop - start, viewheight);
memset(openings + draw_segment->sprbottomclip, -1, (stop - start) * sizeof(short));
draw_segment->silhouette = SIL_BOTH;
}
else
{
// two sided line
draw_segment->silhouette = 0;
if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 ||
backsector->floorplane.PointOnSide(ViewPos) < 0)
{
draw_segment->silhouette = SIL_BOTTOM;
}
if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 ||
backsector->ceilingplane.PointOnSide(ViewPos) < 0)
{
draw_segment->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
{
if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2))
{
draw_segment->sprbottomclip = R_NewOpening(stop - start);
memset(openings + draw_segment->sprbottomclip, -1, (stop - start) * sizeof(short));
draw_segment->silhouette |= SIL_BOTTOM;
}
if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{ // killough 1/17/98, 2/8/98
draw_segment->sprtopclip = R_NewOpening(stop - start);
fillshort(openings + draw_segment->sprtopclip, stop - start, viewheight);
draw_segment->silhouette |= SIL_TOP;
}
}
if (!draw_segment->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)) {
draw_segment->bFakeBoundary |= 1;
break;
}
}
}
if (!draw_segment->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)) {
draw_segment->bFakeBoundary |= 2;
break;
}
}
}
// kg3D - no for fakes
if (!draw_segment->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 || draw_segment->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))
{
float *swal;
fixed_t *lwal;
int i;
maskedtexture = true;
// kg3D - backup for mid and fake walls
draw_segment->bkup = R_NewOpening(stop - start);
memcpy(openings + draw_segment->bkup, &RenderOpaquePass::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector);
if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary)
{
if (sidedef->GetTexture(side_t::mid).isValid())
draw_segment->bFakeBoundary |= 4; // it is also mid texture
// note: This should never have used the openings array to store its data!
draw_segment->maskedtexturecol = R_NewOpening((stop - start) * 2);
draw_segment->swall = R_NewOpening((stop - start) * 2);
lwal = (fixed_t *)(openings + draw_segment->maskedtexturecol);
swal = (float *)(openings + draw_segment->swall);
FTexture *pic = TexMan(sidedef->GetTexture(side_t::mid), true);
double yscale = pic->Scale.Y * sidedef->GetTextureYScale(side_t::mid);
fixed_t xoffset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
if (pic->bWorldPanning)
{
xoffset = xs_RoundToInt(xoffset * lwallscale);
}
for (i = start; i < stop; i++)
{
*lwal++ = lwall[i] + xoffset;
*swal++ = swall[i];
}
double istart = *((float *)(openings + draw_segment->swall)) * yscale;
double iend = *(swal - 1) * yscale;
#if 0
///This was for avoiding overflow when using fixed point. It might not be needed anymore.
const double mini = 3 / 65536.0;
if (istart < mini && istart >= 0) istart = mini;
if (istart > -mini && istart < 0) istart = -mini;
if (iend < mini && iend >= 0) iend = mini;
if (iend > -mini && iend < 0) iend = -mini;
#endif
istart = 1 / istart;
iend = 1 / iend;
draw_segment->yscale = (float)yscale;
draw_segment->iscale = (float)istart;
if (stop - start > 0)
{
draw_segment->iscalestep = float((iend - istart) / (stop - start));
}
else
{
draw_segment->iscalestep = 0;
}
}
draw_segment->light = rw_light;
draw_segment->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)
{
draw_segment->shade = wallshade;
}
else
{
draw_segment->shade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, curline->frontsector->lightlevel) + R_ActualExtraLight(foggy));
}
if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != -1)
{
size_t drawsegnum = draw_segment - drawsegs;
InterestingDrawsegs.Push(drawsegnum);
}
}
}
// render it
if (markceiling)
{
if (ceilingplane)
{ // killough 4/11/98: add NULL ptr checks
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ceilingplane = VisiblePlaneList::Instance()->GetRange(ceilingplane, start, stop);
}
else
{
markceiling = false;
}
}
if (markfloor)
{
if (floorplane)
{ // killough 4/11/98: add NULL ptr checks
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floorplane = VisiblePlaneList::Instance()->GetRange(floorplane, start, stop);
}
else
{
markfloor = false;
}
}
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RenderWallSegmentTextures(start, stop);
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if (clip3d->fake3D & FAKE3D_FAKEMASK)
{
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return (clip3d->fake3D & FAKE3D_FAKEMASK) == 0;
}
// save sprite clipping info
if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == -1)
{
draw_segment->sprtopclip = R_NewOpening(stop - start);
memcpy(openings + draw_segment->sprtopclip, &RenderOpaquePass::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
}
if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == -1)
{
draw_segment->sprbottomclip = R_NewOpening(stop - start);
memcpy(openings + draw_segment->sprbottomclip, &RenderOpaquePass::Instance()->floorclip[start], sizeof(short)*(stop - start));
}
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
{
draw_segment->silhouette |= SIL_TOP | SIL_BOTTOM;
}
// [RH] Draw any decals bound to the seg
// [ZZ] Only if not an active mirror
if (!rw_markportal)
{
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RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC);
}
if (rw_markportal)
{
PortalDrawseg pds;
pds.src = curline->linedef;
pds.dst = curline->linedef->special == Line_Mirror ? curline->linedef : curline->linedef->getPortalDestination();
pds.x1 = draw_segment->x1;
pds.x2 = draw_segment->x2;
pds.len = pds.x2 - pds.x1;
pds.ceilingclip.Resize(pds.len);
memcpy(&pds.ceilingclip[0], openings + draw_segment->sprtopclip, pds.len * sizeof(*openings));
pds.floorclip.Resize(pds.len);
memcpy(&pds.floorclip[0], openings + draw_segment->sprbottomclip, pds.len * sizeof(*openings));
for (int i = 0; i < pds.x2 - pds.x1; i++)
{
if (pds.ceilingclip[i] < 0)
pds.ceilingclip[i] = 0;
if (pds.ceilingclip[i] >= viewheight)
pds.ceilingclip[i] = viewheight - 1;
if (pds.floorclip[i] < 0)
pds.floorclip[i] = 0;
if (pds.floorclip[i] >= viewheight)
pds.floorclip[i] = viewheight - 1;
}
pds.mirror = curline->linedef->special == Line_Mirror;
WallPortals.Push(pds);
}
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return (clip3d->fake3D & FAKE3D_FAKEMASK) == 0;
}
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void SWRenderLine::SetWallVariables(bool needlights)
{
double rowoffset;
double yrepeat;
rw_markportal = 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 (sidedef == linedef->sidedef[0] &&
(linedef->special == Line_Mirror && r_drawmirrors)) // [ZZ] compatibility with r_drawmirrors cvar that existed way before portals
{
markfloor = markceiling = true; // act like a one-sided wall here (todo: check how does this work with transparency)
rw_markportal = true;
}
else if (backsector == NULL)
{
// single sided line
// a single sided line is terminal, so it must mark ends
markfloor = markceiling = true;
// [RH] Horizon lines do not need to be textured
if (linedef->isVisualPortal())
{
rw_markportal = true;
}
else if (linedef->special != Line_Horizon)
{
midtexture = TexMan(sidedef->GetTexture(side_t::mid), true);
rw_offset_mid = FLOAT2FIXED(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 = midtexture->Scale.Y * rw_midtexturescaley;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
}
else
{ // top of texture at top
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && midtexture != NULL)
{
rowoffset += midtexture->GetHeight();
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
}
else
{ // bottom of texture at top
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
}
}
if (midtexture->bWorldPanning)
{
rw_midtexturemid += 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
{ // two-sided line
// hack to allow height changes in outdoor areas
double 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.
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RenderPortal *renderportal = RenderPortal::Instance();
R_CreateWallSegmentYSloped(walltop, backsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
}
// 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 (linedef->isVisualPortal())
{
markceiling = markfloor = true;
}
else 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)
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
// killough 3/7/98: Add checks for (x,y) offsets
|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|| 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->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
// [RH] Add checks for colormaps
|| backsector->ColorMap != frontsector->ColorMap
// 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->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|| 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
// 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 = FLOAT2FIXED(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 = toptexture->Scale.Y * rw_toptexturescaley;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
rw_toptexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && toptexture != NULL)
{
rowoffset += toptexture->GetHeight();
}
}
else
{ // bottom of texture at bottom
rw_toptexturemid = (backsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
rw_toptexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
}
else
{ // top of texture at bottom
rw_toptexturemid = (backsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
}
}
if (toptexture->bWorldPanning)
{
rw_toptexturemid += rowoffset * yrepeat;
}
else
{
rw_toptexturemid += rowoffset;
}
}
if (rw_havelow)
{ // bottom texture
bottomtexture = TexMan(sidedef->GetTexture(side_t::bottom), true);
rw_offset_bottom = FLOAT2FIXED(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 = bottomtexture->Scale.Y * rw_bottomtexturescaley;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
rw_bottomtexturemid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
}
else
{ // top of texture at top
rw_bottomtexturemid = (backsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && bottomtexture != NULL)
{
rowoffset += bottomtexture->GetHeight();
}
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
rw_bottomtexturemid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
}
else
{ // bottom of texture at top
rw_bottomtexturemid = (backsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + bottomtexture->GetHeight();
}
}
if (bottomtexture->bWorldPanning)
{
rw_bottomtexturemid += rowoffset * yrepeat;
}
else
{
rw_bottomtexturemid += rowoffset;
}
}
rw_markportal = linedef->isVisualPortal();
}
// 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(ViewPos);
if (frontsector->floorplane.fC() < 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(ViewPos);
if (frontsector->ceilingplane.fC() > 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);
bool segtextured = midtex != NULL || toptexture != NULL || bottomtexture != NULL;
// calculate light table
if (needlights && (segtextured || (backsector && IsFogBoundary(frontsector, backsector))))
{
lwallscale =
midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
toptexture ? (toptexture->Scale.X * sidedef->GetTextureXScale(side_t::top)) :
bottomtexture ? (bottomtexture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
1.;
PrepWall(swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
if (fixedcolormap == NULL && fixedlightlev < 0)
{
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy));
double GlobVis = r_WallVisibility;
rw_lightleft = float(GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}
else
{
rw_lightleft = 1;
rw_lightstep = 0;
}
}
}
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bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
{
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);
}
// Draws zero, one, or two textures for walls.
// Can draw or mark the starting pixel of floor and ceiling textures.
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void SWRenderLine::RenderWallSegmentTextures(int x1, int x2)
{
int x;
double xscale;
double yscale;
fixed_t xoffset = rw_offset;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
// clip wall to the floor and ceiling
auto ceilingclip = RenderOpaquePass::Instance()->ceilingclip;
auto floorclip = RenderOpaquePass::Instance()->floorclip;
for (x = x1; x < x2; ++x)
{
if (walltop[x] < ceilingclip[x])
{
walltop[x] = ceilingclip[x];
}
if (wallbottom[x] > floorclip[x])
{
wallbottom[x] = floorclip[x];
}
}
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Clip3DFloors *clip3d = Clip3DFloors::Instance();
// mark ceiling areas
if (markceiling)
{
for (x = x1; x < x2; ++x)
{
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short top = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKECEILING) ? clip3d->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]);
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short bottom = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKEFLOOR) ? clip3d->fakeFloor->floorclip[x] : floorclip[x];
if (top < bottom)
{
assert(bottom <= viewheight);
floorplane->top[x] = top;
floorplane->bottom[x] = bottom;
}
}
}
// kg3D - fake planes clipping
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if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
{
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if (clip3d->fake3D & FAKE3D_CLIPBOTFRONT)
{
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memcpy(clip3d->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]);
}
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memcpy(clip3d->fakeFloor->floorclip + x1, walllower + x1, (x2 - x1) * sizeof(short));
}
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if (clip3d->fake3D & FAKE3D_CLIPTOPFRONT)
{
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memcpy(clip3d->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]);
}
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memcpy(clip3d->fakeFloor->ceilingclip + x1, wallupper + x1, (x2 - x1) * sizeof(short));
}
}
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if (clip3d->fake3D & FAKE3D_FAKEMASK) return;
FLightNode *light_list = (curline && curline->sidedef) ? curline->sidedef->lighthead : nullptr;
// draw the wall tiers
if (midtexture)
{ // one sided line
if (midtexture->UseType != FTexture::TEX_Null && viewactive)
{
dc_texturemid = rw_midtexturemid;
rw_pic = midtexture;
xscale = rw_pic->Scale.X * rw_midtexturescalex;
yscale = rw_pic->Scale.Y * rw_midtexturescaley;
if (xscale != lwallscale)
{
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
lwallscale = xscale;
}
if (midtexture->bWorldPanning)
{
rw_offset = xs_RoundToInt(rw_offset_mid * xscale);
}
else
{
rw_offset = rw_offset_mid;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
}
fillshort(ceilingclip + x1, x2 - x1, viewheight);
fillshort(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 = rw_pic->Scale.X * rw_toptexturescalex;
yscale = rw_pic->Scale.Y * rw_toptexturescaley;
if (xscale != lwallscale)
{
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
lwallscale = xscale;
}
if (toptexture->bWorldPanning)
{
rw_offset = xs_RoundToInt(rw_offset_top * xscale);
}
else
{
rw_offset = rw_offset_top;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
}
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 = rw_pic->Scale.X * rw_bottomtexturescalex;
yscale = rw_pic->Scale.Y * rw_bottomtexturescaley;
if (xscale != lwallscale)
{
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
lwallscale = xscale;
}
if (bottomtexture->bWorldPanning)
{
rw_offset = xs_RoundToInt(rw_offset_bottom * xscale);
}
else
{
rw_offset = rw_offset_bottom;
}
if (xscale < 0)
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
}
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;
}
////////////////////////////////////////////////////////////////////////////
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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);
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RenderPortal *renderportal = RenderPortal::Instance();
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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;
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RenderPortal *renderportal = RenderPortal::Instance();
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
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;
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RenderPortal *renderportal = RenderPortal::Instance();
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if (renderportal->MirrorFlags & RF_XFLIP)
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{
fullx1 = -fullx1;
fullx2 = -fullx2;
}
UoverZorg = float(fullx1 * centerx);
UoverZstep = float(-fully1);
InvZorg = float((fullx1 - fullx2) * centerx);
InvZstep = float(fully2 - fully1);
}
}