- changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.

- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.


SVN r3258 (trunk)
This commit is contained in:
Christoph Oelckers 2011-07-06 13:00:51 +00:00
parent 03177090c0
commit 42091b1bb3
9 changed files with 136 additions and 126 deletions

View file

@ -464,7 +464,7 @@ void APowerInvulnerable::EndEffect ()
// //
//=========================================================================== //===========================================================================
int APowerInvulnerable::AlterWeaponSprite (vissprite_t *vis) int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis)
{ {
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis); int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
if (Owner != NULL) if (Owner != NULL)
@ -655,7 +655,7 @@ void APowerInvisibility::EndEffect ()
// //
//=========================================================================== //===========================================================================
int APowerInvisibility::AlterWeaponSprite (vissprite_t *vis) int APowerInvisibility::AlterWeaponSprite (visstyle_t *vis)
{ {
int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis); int changed = Inventory == NULL ? false : Inventory->AlterWeaponSprite(vis);
// Blink if the powerup is wearing off // Blink if the powerup is wearing off

View file

@ -54,7 +54,7 @@ protected:
void InitEffect (); void InitEffect ();
void DoEffect (); void DoEffect ();
void EndEffect (); void EndEffect ();
int AlterWeaponSprite (vissprite_t *vis); int AlterWeaponSprite (visstyle_t *vis);
}; };
class APowerStrength : public APowerup class APowerStrength : public APowerup
@ -76,7 +76,7 @@ protected:
void InitEffect (); void InitEffect ();
void DoEffect (); void DoEffect ();
void EndEffect (); void EndEffect ();
int AlterWeaponSprite (vissprite_t *vis); int AlterWeaponSprite (visstyle_t *vis);
// FRenderStyle OwnersNormalStyle; // FRenderStyle OwnersNormalStyle;
// fixed_t OwnersNormalAlpha; // fixed_t OwnersNormalAlpha;
}; };

View file

@ -774,7 +774,7 @@ fixed_t AInventory::GetSpeedFactor ()
// //
//=========================================================================== //===========================================================================
int AInventory::AlterWeaponSprite (vissprite_t *vis) int AInventory::AlterWeaponSprite (visstyle_t *vis)
{ {
if (Inventory != NULL) if (Inventory != NULL)
{ {

View file

@ -10,6 +10,7 @@
class player_t; class player_t;
class FConfigFile; class FConfigFile;
class AWeapon; class AWeapon;
struct visstyle_t;
class FWeaponSlot class FWeaponSlot
{ {
@ -132,7 +133,6 @@ enum
IF_PERSISTENTPOWER = 1<<18, // Powerup is kept when travelling between levels IF_PERSISTENTPOWER = 1<<18, // Powerup is kept when travelling between levels
}; };
struct vissprite_t;
class AInventory : public AActor class AInventory : public AActor
{ {
@ -192,7 +192,7 @@ public:
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage); virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive); virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
virtual fixed_t GetSpeedFactor(); virtual fixed_t GetSpeedFactor();
virtual int AlterWeaponSprite (vissprite_t *vis); virtual int AlterWeaponSprite (visstyle_t *vis);
virtual PalEntry GetBlend (); virtual PalEntry GetBlend ();

View file

@ -26,6 +26,14 @@
#include "tarray.h" #include "tarray.h"
#include <stddef.h> #include <stddef.h>
enum
{
FAKED_Center,
FAKED_BelowFloor,
FAKED_AboveCeiling
};
struct drawseg_t struct drawseg_t
{ {
seg_t* curline; seg_t* curline;

View file

@ -1042,72 +1042,13 @@ struct FMiniBSP
typedef BYTE lighttable_t; // This could be wider for >8 bit display. typedef BYTE lighttable_t; // This could be wider for >8 bit display.
// A vissprite_t is a thing // This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
// that will be drawn during a refresh. struct visstyle_t
// I.e. a sprite object that is partly visible.
struct vissprite_t
{ {
short x1, x2;
fixed_t cx; // for line side calculation
fixed_t gx, gy, gz; // origin in world coordinates
angle_t angle;
fixed_t gzb, gzt; // global bottom / top for silhouette clipping
fixed_t startfrac; // horizontal position of x1
fixed_t xscale, yscale;
fixed_t xiscale; // negative if flipped
fixed_t depth;
fixed_t idepth; // 1/z
fixed_t texturemid;
DWORD FillColor;
lighttable_t *colormap; lighttable_t *colormap;
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
sector_t *sector; // [RH] sector this sprite is in
F3DFloor *fakefloor;
F3DFloor *fakeceiling;
fixed_t alpha; fixed_t alpha;
fixed_t floorclip;
union
{
FTexture *pic;
struct FVoxel *voxel;
};
BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
short renderflags;
DWORD Translation; // [RH] for color translation
FRenderStyle RenderStyle; FRenderStyle RenderStyle;
}; };
enum
{
FAKED_Center,
FAKED_BelowFloor,
FAKED_AboveCeiling
};
// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
struct FCoverageBuffer
{
struct Span
{
Span *NextSpan;
short Start, Stop;
};
FCoverageBuffer(int size);
~FCoverageBuffer();
void Clear();
void InsertSpan(int listnum, int start, int stop);
Span *AllocSpan();
FMemArena SpanArena;
Span **Spans; // [0..NumLists-1] span lists
Span *FreeSpans;
unsigned int NumLists;
};
#endif #endif

View file

@ -33,6 +33,8 @@
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
// //
// POV related. // POV related.
// //

View file

@ -62,6 +62,28 @@
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
#include "r_data/voxels.h" #include "r_data/voxels.h"
// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
struct FCoverageBuffer
{
struct Span
{
Span *NextSpan;
short Start, Stop;
};
FCoverageBuffer(int size);
~FCoverageBuffer();
void Clear();
void InsertSpan(int listnum, int start, int stop);
Span *AllocSpan();
FMemArena SpanArena;
Span **Spans; // [0..NumLists-1] span lists
Span *FreeSpans;
unsigned int NumLists;
};
void R_DeinitSpriteData(); void R_DeinitSpriteData();
@ -316,9 +338,9 @@ void R_DrawVisSprite (vissprite_t *vis)
fixed_t xiscale; fixed_t xiscale;
ESPSResult mode; ESPSResult mode;
dc_colormap = vis->colormap; dc_colormap = vis->Style.colormap;
mode = R_SetPatchStyle (vis->RenderStyle, vis->alpha, vis->Translation, vis->FillColor); mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor);
if (mode != DontDraw) if (mode != DontDraw)
{ {
@ -390,8 +412,8 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
int flags = 0; int flags = 0;
// Do setup for blending. // Do setup for blending.
dc_colormap = spr->colormap; dc_colormap = spr->Style.colormap;
mode = R_SetPatchStyle(spr->RenderStyle, spr->alpha, spr->Translation, spr->FillColor); mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor);
if (mode == DontDraw) if (mode == DontDraw)
{ {
@ -411,7 +433,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
} }
// Render the voxel, either directly to the screen or offscreen. // Render the voxel, either directly to the screen or offscreen.
R_DrawVoxel(spr->gx, spr->gy, spr->gz, spr->angle, spr->xscale, spr->yscale, spr->voxel, spr->colormap, cliptop, clipbot, R_DrawVoxel(spr->gx, spr->gy, spr->gz, spr->angle, spr->xscale, spr->yscale, spr->voxel, spr->Style.colormap, cliptop, clipbot,
minslabz, maxslabz, flags); minslabz, maxslabz, flags);
// Blend the voxel, if that's what we need to do. // Blend the voxel, if that's what we need to do.
@ -753,11 +775,11 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
vis->gzt = gzt; // killough 3/27/98 vis->gzt = gzt; // killough 3/27/98
vis->renderflags = thing->renderflags; vis->renderflags = thing->renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->RenderStyle = thing->RenderStyle; vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor; vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside; vis->FakeFlatStat = fakeside;
vis->alpha = thing->alpha; vis->Style.alpha = thing->alpha;
vis->fakefloor = fakefloor; vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling; vis->fakeceiling = fakeceiling;
@ -775,9 +797,9 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// The software renderer cannot invert the source without inverting the overlay // 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 // too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do. // the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay); INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->RenderStyle.Flags & STYLEF_InvertSource) if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
{ {
invertcolormap = !invertcolormap; invertcolormap = !invertcolormap;
} }
@ -785,12 +807,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
FDynamicColormap *mybasecolormap = basecolormap; FDynamicColormap *mybasecolormap = basecolormap;
// Sprites that are added to the scene must fade to black. // Sprites that are added to the scene must fade to black.
if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{ {
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
} }
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack) if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{ {
if (invertcolormap) if (invertcolormap)
{ // Fade to white { // Fade to white
@ -806,7 +828,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// get light level // get light level
if (fixedcolormap != NULL) if (fixedcolormap != NULL)
{ // fixed map { // fixed map
vis->colormap = fixedcolormap; vis->Style.colormap = fixedcolormap;
} }
else else
{ {
@ -816,15 +838,15 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
} }
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
{ {
vis->colormap = mybasecolormap->Maps + fixedlightlev; vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
} }
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT))) else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright { // full bright
vis->colormap = mybasecolormap->Maps; vis->Style.colormap = mybasecolormap->Maps;
} }
else else
{ // diminished light { // diminished light
vis->colormap = mybasecolormap->Maps + (GETPALOOKUP ( vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
(fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade) << COLORMAPSHIFT); (fixed_t)DivScale12 (r_SpriteVisibility, MAX(tz, MINZ)), spriteshade) << COLORMAPSHIFT);
} }
} }
@ -1000,22 +1022,22 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
noaccel = false; noaccel = false;
if (pspnum <= ps_flash) if (pspnum <= ps_flash)
{ {
vis->alpha = owner->alpha; vis->Style.alpha = owner->alpha;
vis->RenderStyle = owner->RenderStyle; vis->Style.RenderStyle = owner->RenderStyle;
// The software renderer cannot invert the source without inverting the overlay // 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 // too. That means if the source is inverted, we need to do the reverse of what
// the invert overlay flag says to do. // the invert overlay flag says to do.
INTBOOL invertcolormap = (vis->RenderStyle.Flags & STYLEF_InvertOverlay); INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->RenderStyle.Flags & STYLEF_InvertSource) if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
{ {
invertcolormap = !invertcolormap; invertcolormap = !invertcolormap;
} }
FDynamicColormap *mybasecolormap = basecolormap; FDynamicColormap *mybasecolormap = basecolormap;
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack) if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{ {
if (invertcolormap) if (invertcolormap)
{ // Fade to white { // Fade to white
@ -1030,7 +1052,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
if (realfixedcolormap != NULL) if (realfixedcolormap != NULL)
{ // fixed color { // fixed color
vis->colormap = realfixedcolormap->Colormap; vis->Style.colormap = realfixedcolormap->Colormap;
} }
else else
{ {
@ -1040,35 +1062,35 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
} }
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
{ {
vis->colormap = mybasecolormap->Maps + fixedlightlev; vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
} }
else if (!foggy && psp->state->GetFullbright()) else if (!foggy && psp->state->GetFullbright())
{ // full bright { // full bright
vis->colormap = mybasecolormap->Maps; // [RH] use basecolormap vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
} }
else else
{ // local light { // local light
vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT); vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
} }
} }
if (camera->Inventory != NULL) if (camera->Inventory != NULL)
{ {
lighttable_t *oldcolormap = vis->colormap; lighttable_t *oldcolormap = vis->Style.colormap;
camera->Inventory->AlterWeaponSprite (vis); camera->Inventory->AlterWeaponSprite (&vis->Style);
if (vis->colormap != oldcolormap) if (vis->Style.colormap != oldcolormap)
{ {
// The colormap has changed. Is it one we can easily identify? // The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for // If not, then don't bother trying to identify it for
// hardware accelerated drawing. // hardware accelerated drawing.
if (vis->colormap < SpecialColormaps[0].Colormap || if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
vis->colormap > SpecialColormaps.Last().Colormap) vis->Style.colormap > SpecialColormaps.Last().Colormap)
{ {
noaccel = true; noaccel = true;
} }
// Has the basecolormap changed? If so, we can't hardware accelerate it, // Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore. // since we don't know what it is anymore.
else if (vis->colormap < mybasecolormap->Maps || else if (vis->Style.colormap < mybasecolormap->Maps ||
vis->colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256) vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
{ {
noaccel = true; noaccel = true;
} }
@ -1076,8 +1098,8 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
} }
// If we're drawing with a special colormap, but shaders for them are disabled, do // If we're drawing with a special colormap, but shaders for them are disabled, do
// not accelerate. // not accelerate.
if (!r_shadercolormaps && (vis->colormap >= SpecialColormaps[0].Colormap && if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
vis->colormap <= SpecialColormaps.Last().Colormap)) vis->Style.colormap <= SpecialColormaps.Last().Colormap))
{ {
noaccel = true; noaccel = true;
} }
@ -1094,15 +1116,15 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
else else
{ {
VisPSpritesBaseColormap[pspnum] = basecolormap; VisPSpritesBaseColormap[pspnum] = basecolormap;
vis->colormap = basecolormap->Maps; vis->Style.colormap = basecolormap->Maps;
vis->RenderStyle = STYLE_Normal; vis->Style.RenderStyle = STYLE_Normal;
} }
// Check for hardware-assisted 2D. If it's available, and this sprite is not // Check for hardware-assisted 2D. If it's available, and this sprite is not
// fuzzy, don't draw it until after the switch to 2D mode. // fuzzy, don't draw it until after the switch to 2D mode.
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D) if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{ {
FRenderStyle style = vis->RenderStyle; FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz(); style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz) if (style.BlendOp != STYLEOP_Fuzz)
{ {
@ -1237,18 +1259,18 @@ void R_DrawRemainingPlayerSprites()
FColormapStyle colormapstyle; FColormapStyle colormapstyle;
bool usecolormapstyle = false; bool usecolormapstyle = false;
if (vis->colormap >= SpecialColormaps[0].Colormap && if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
vis->colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap) vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
{ {
// Yuck! There needs to be a better way to store colormaps in the vissprite... :( // Yuck! There needs to be a better way to store colormaps in the vissprite... :(
ptrdiff_t specialmap = (vis->colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap); ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
special = &SpecialColormaps[specialmap]; special = &SpecialColormaps[specialmap];
} }
else if (colormap->Color == PalEntry(255,255,255) && else if (colormap->Color == PalEntry(255,255,255) &&
colormap->Desaturate == 0) colormap->Desaturate == 0)
{ {
overlay = colormap->Fade; overlay = colormap->Fade;
overlay.a = BYTE(((vis->colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS); overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
} }
else else
{ {
@ -1256,7 +1278,7 @@ void R_DrawRemainingPlayerSprites()
colormapstyle.Color = colormap->Color; colormapstyle.Color = colormap->Color;
colormapstyle.Fade = colormap->Fade; colormapstyle.Fade = colormap->Fade;
colormapstyle.Desaturate = colormap->Desaturate; colormapstyle.Desaturate = colormap->Desaturate;
colormapstyle.FadeLevel = ((vis->colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS); colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
} }
screen->DrawTexture(vis->pic, screen->DrawTexture(vis->pic,
viewwindowx + VisPSpritesX1[i], viewwindowx + VisPSpritesX1[i],
@ -1271,8 +1293,8 @@ void R_DrawRemainingPlayerSprites()
DTA_ClipTop, viewwindowy, DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth, DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight, DTA_ClipBottom, viewwindowy + viewheight,
DTA_Alpha, vis->alpha, DTA_Alpha, vis->Style.alpha,
DTA_RenderStyle, vis->RenderStyle, DTA_RenderStyle, vis->Style.RenderStyle,
DTA_FillColor, vis->FillColor, DTA_FillColor, vis->FillColor,
DTA_SpecialColormap, special, DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d, DTA_ColorOverlay, overlay.d,
@ -1493,7 +1515,7 @@ void R_DrawSprite (vissprite_t *spr)
int r1, r2; int r1, r2;
short topclip, botclip; short topclip, botclip;
short *clip1, *clip2; short *clip1, *clip2;
lighttable_t *colormap = spr->colormap; lighttable_t *colormap = spr->Style.colormap;
F3DFloor *rover; F3DFloor *rover;
FDynamicColormap *mybasecolormap; FDynamicColormap *mybasecolormap;
@ -1557,20 +1579,20 @@ void R_DrawSprite (vissprite_t *spr)
// found new values, recalculate // found new values, recalculate
if (sec) if (sec)
{ {
INTBOOL invertcolormap = (spr->RenderStyle.Flags & STYLEF_InvertOverlay); INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (spr->RenderStyle.Flags & STYLEF_InvertSource) if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource)
{ {
invertcolormap = !invertcolormap; invertcolormap = !invertcolormap;
} }
// Sprites that are added to the scene must fade to black. // Sprites that are added to the scene must fade to black.
if (spr->RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0) if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{ {
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate); mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
} }
if (spr->RenderStyle.Flags & STYLEF_FadeToBlack) if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{ {
if (invertcolormap) if (invertcolormap)
{ // Fade to white { // Fade to white
@ -1590,16 +1612,16 @@ void R_DrawSprite (vissprite_t *spr)
} }
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
{ {
spr->colormap = mybasecolormap->Maps + fixedlightlev; spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
} }
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT)) else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright { // full bright
spr->colormap = mybasecolormap->Maps; spr->Style.colormap = mybasecolormap->Maps;
} }
else else
{ // diminished light { // diminished light
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight); spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
spr->colormap = mybasecolormap->Maps + (GETPALOOKUP ( spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
(fixed_t)DivScale12 (r_SpriteVisibility, spr->depth), spriteshade) << COLORMAPSHIFT); (fixed_t)DivScale12 (r_SpriteVisibility, spr->depth), spriteshade) << COLORMAPSHIFT);
} }
} }
@ -1750,7 +1772,7 @@ void R_DrawSprite (vissprite_t *spr)
if (topclip >= botclip) if (topclip >= botclip)
{ {
spr->colormap = colormap; spr->Style.colormap = colormap;
return; return;
} }
@ -1864,7 +1886,7 @@ void R_DrawSprite (vissprite_t *spr)
} }
if (i == x2) if (i == x2)
{ {
spr->colormap = colormap; spr->Style.colormap = colormap;
return; return;
} }
} }
@ -1872,7 +1894,7 @@ void R_DrawSprite (vissprite_t *spr)
int maxvoxely = spr->gzb > hzb ? INT_MAX : (spr->gzt - hzb) / spr->yscale; int maxvoxely = spr->gzb > hzb ? INT_MAX : (spr->gzt - hzb) / spr->yscale;
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot); R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
} }
spr->colormap = colormap; spr->Style.colormap = colormap;
} }
// kg3D: // kg3D:
@ -2205,17 +2227,17 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
if (fixedlightlev >= 0) if (fixedlightlev >= 0)
{ {
vis->colormap = map + fixedlightlev; vis->Style.colormap = map + fixedlightlev;
} }
else if (fixedcolormap) else if (fixedcolormap)
{ {
vis->colormap = fixedcolormap; vis->Style.colormap = fixedcolormap;
} }
else else
{ {
// Using MulScale15 instead of 16 makes particles slightly more visible // Using MulScale15 instead of 16 makes particles slightly more visible
// than regular sprites. // than regular sprites.
vis->colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility), vis->Style.colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
shade) << COLORMAPSHIFT); shade) << COLORMAPSHIFT);
} }
} }
@ -2249,7 +2271,7 @@ void R_DrawParticle (vissprite_t *vis)
int spacing; int spacing;
BYTE *dest; BYTE *dest;
DWORD fg; DWORD fg;
BYTE color = vis->colormap[vis->startfrac]; BYTE color = vis->Style.colormap[vis->startfrac];
int yl = vis->gzb; int yl = vis->gzb;
int ycount = vis->gzt - yl + 1; int ycount = vis->gzt - yl + 1;
int x1 = vis->x1; int x1 = vis->x1;

View file

@ -23,6 +23,43 @@
#ifndef __R_THINGS__ #ifndef __R_THINGS__
#define __R_THINGS__ #define __R_THINGS__
// A vissprite_t is a thing
// that will be drawn during a refresh.
// I.e. a sprite object that is partly visible.
struct vissprite_t
{
short x1, x2;
fixed_t cx; // for line side calculation
fixed_t gx, gy, gz; // origin in world coordinates
angle_t angle;
fixed_t gzb, gzt; // global bottom / top for silhouette clipping
fixed_t startfrac; // horizontal position of x1
fixed_t xscale, yscale;
fixed_t xiscale; // negative if flipped
fixed_t depth;
fixed_t idepth; // 1/z
fixed_t texturemid;
DWORD FillColor;
sector_t *heightsec; // killough 3/27/98: height sector for underwater/fake ceiling
sector_t *sector; // [RH] sector this sprite is in
F3DFloor *fakefloor;
F3DFloor *fakeceiling;
fixed_t floorclip;
union
{
FTexture *pic;
struct FVoxel *voxel;
};
BYTE bIsVoxel:1; // [RH] Use voxel instead of pic
BYTE bSplitSprite:1; // [RH] Sprite was split by a drawseg
BYTE FakeFlatStat; // [RH] which side of fake/floor ceiling sprite is on
short renderflags;
DWORD Translation; // [RH] for color translation
visstyle_t Style;
};
// [RH] Particle details // [RH] Particle details
struct particle_t struct particle_t
{ {