- 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);
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);
// Blink if the powerup is wearing off

View file

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

View file

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

View file

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

View file

@ -1042,72 +1042,13 @@ struct FMiniBSP
typedef BYTE lighttable_t; // This could be wider for >8 bit display.
// 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
// This encapsulates the fields of vissprite_t that can be altered by AlterWeaponSprite
struct visstyle_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;
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 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;
};
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

View file

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

View file

@ -62,6 +62,28 @@
#include "r_data/colormaps.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();
@ -316,9 +338,9 @@ void R_DrawVisSprite (vissprite_t *vis)
fixed_t xiscale;
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)
{
@ -390,8 +412,8 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
int flags = 0;
// Do setup for blending.
dc_colormap = spr->colormap;
mode = R_SetPatchStyle(spr->RenderStyle, spr->alpha, spr->Translation, spr->FillColor);
dc_colormap = spr->Style.colormap;
mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor);
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.
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);
// 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->renderflags = thing->renderflags;
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->RenderStyle = thing->RenderStyle;
vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->alpha = thing->alpha;
vis->Style.alpha = thing->alpha;
vis->fakefloor = fakefloor;
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
// too. That means if the source is inverted, we need to do the reverse of what
// 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;
}
@ -785,12 +807,12 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
FDynamicColormap *mybasecolormap = basecolormap;
// 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);
}
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -806,7 +828,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
// get light level
if (fixedcolormap != NULL)
{ // fixed map
vis->colormap = fixedcolormap;
vis->Style.colormap = fixedcolormap;
}
else
{
@ -816,15 +838,15 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
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)))
{ // full bright
vis->colormap = mybasecolormap->Maps;
vis->Style.colormap = mybasecolormap->Maps;
}
else
{ // diminished light
vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (
vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
(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;
if (pspnum <= ps_flash)
{
vis->alpha = owner->alpha;
vis->RenderStyle = owner->RenderStyle;
vis->Style.alpha = owner->alpha;
vis->Style.RenderStyle = owner->RenderStyle;
// 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.
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;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (vis->RenderStyle.Flags & STYLEF_FadeToBlack)
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -1030,7 +1052,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
if (realfixedcolormap != NULL)
{ // fixed color
vis->colormap = realfixedcolormap->Colormap;
vis->Style.colormap = realfixedcolormap->Colormap;
}
else
{
@ -1040,35 +1062,35 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
}
if (fixedlightlev >= 0)
{
vis->colormap = mybasecolormap->Maps + fixedlightlev;
vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
}
else if (!foggy && psp->state->GetFullbright())
{ // full bright
vis->colormap = mybasecolormap->Maps; // [RH] use basecolormap
vis->Style.colormap = mybasecolormap->Maps; // [RH] use basecolormap
}
else
{ // local light
vis->colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (0, spriteshade) << COLORMAPSHIFT);
}
}
if (camera->Inventory != NULL)
{
lighttable_t *oldcolormap = vis->colormap;
camera->Inventory->AlterWeaponSprite (vis);
if (vis->colormap != oldcolormap)
lighttable_t *oldcolormap = vis->Style.colormap;
camera->Inventory->AlterWeaponSprite (&vis->Style);
if (vis->Style.colormap != oldcolormap)
{
// The colormap has changed. Is it one we can easily identify?
// If not, then don't bother trying to identify it for
// hardware accelerated drawing.
if (vis->colormap < SpecialColormaps[0].Colormap ||
vis->colormap > SpecialColormaps.Last().Colormap)
if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
vis->Style.colormap > SpecialColormaps.Last().Colormap)
{
noaccel = true;
}
// Has the basecolormap changed? If so, we can't hardware accelerate it,
// since we don't know what it is anymore.
else if (vis->colormap < mybasecolormap->Maps ||
vis->colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
else if (vis->Style.colormap < mybasecolormap->Maps ||
vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS*256)
{
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
// not accelerate.
if (!r_shadercolormaps && (vis->colormap >= SpecialColormaps[0].Colormap &&
vis->colormap <= SpecialColormaps.Last().Colormap))
if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
vis->Style.colormap <= SpecialColormaps.Last().Colormap))
{
noaccel = true;
}
@ -1094,15 +1116,15 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
else
{
VisPSpritesBaseColormap[pspnum] = basecolormap;
vis->colormap = basecolormap->Maps;
vis->RenderStyle = STYLE_Normal;
vis->Style.colormap = basecolormap->Maps;
vis->Style.RenderStyle = STYLE_Normal;
}
// 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.
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
{
FRenderStyle style = vis->RenderStyle;
FRenderStyle style = vis->Style.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
@ -1237,18 +1259,18 @@ void R_DrawRemainingPlayerSprites()
FColormapStyle colormapstyle;
bool usecolormapstyle = false;
if (vis->colormap >= SpecialColormaps[0].Colormap &&
vis->colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
{
// 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];
}
else if (colormap->Color == PalEntry(255,255,255) &&
colormap->Desaturate == 0)
{
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
{
@ -1256,7 +1278,7 @@ void R_DrawRemainingPlayerSprites()
colormapstyle.Color = colormap->Color;
colormapstyle.Fade = colormap->Fade;
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,
viewwindowx + VisPSpritesX1[i],
@ -1271,8 +1293,8 @@ void R_DrawRemainingPlayerSprites()
DTA_ClipTop, viewwindowy,
DTA_ClipRight, viewwindowx + viewwidth,
DTA_ClipBottom, viewwindowy + viewheight,
DTA_Alpha, vis->alpha,
DTA_RenderStyle, vis->RenderStyle,
DTA_Alpha, vis->Style.alpha,
DTA_RenderStyle, vis->Style.RenderStyle,
DTA_FillColor, vis->FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,
@ -1493,7 +1515,7 @@ void R_DrawSprite (vissprite_t *spr)
int r1, r2;
short topclip, botclip;
short *clip1, *clip2;
lighttable_t *colormap = spr->colormap;
lighttable_t *colormap = spr->Style.colormap;
F3DFloor *rover;
FDynamicColormap *mybasecolormap;
@ -1557,20 +1579,20 @@ void R_DrawSprite (vissprite_t *spr)
// found new values, recalculate
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;
}
// 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);
}
if (spr->RenderStyle.Flags & STYLEF_FadeToBlack)
if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
@ -1590,16 +1612,16 @@ void R_DrawSprite (vissprite_t *spr)
}
if (fixedlightlev >= 0)
{
spr->colormap = mybasecolormap->Maps + fixedlightlev;
spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->colormap = mybasecolormap->Maps;
spr->Style.colormap = mybasecolormap->Maps;
}
else
{ // diminished light
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);
}
}
@ -1750,7 +1772,7 @@ void R_DrawSprite (vissprite_t *spr)
if (topclip >= botclip)
{
spr->colormap = colormap;
spr->Style.colormap = colormap;
return;
}
@ -1864,7 +1886,7 @@ void R_DrawSprite (vissprite_t *spr)
}
if (i == x2)
{
spr->colormap = colormap;
spr->Style.colormap = colormap;
return;
}
}
@ -1872,7 +1894,7 @@ void R_DrawSprite (vissprite_t *spr)
int maxvoxely = spr->gzb > hzb ? INT_MAX : (spr->gzt - hzb) / spr->yscale;
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
}
spr->colormap = colormap;
spr->Style.colormap = colormap;
}
// kg3D:
@ -2205,17 +2227,17 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
if (fixedlightlev >= 0)
{
vis->colormap = map + fixedlightlev;
vis->Style.colormap = map + fixedlightlev;
}
else if (fixedcolormap)
{
vis->colormap = fixedcolormap;
vis->Style.colormap = fixedcolormap;
}
else
{
// Using MulScale15 instead of 16 makes particles slightly more visible
// than regular sprites.
vis->colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
vis->Style.colormap = map + (GETPALOOKUP (MulScale15 (tiz, r_SpriteVisibility),
shade) << COLORMAPSHIFT);
}
}
@ -2249,7 +2271,7 @@ void R_DrawParticle (vissprite_t *vis)
int spacing;
BYTE *dest;
DWORD fg;
BYTE color = vis->colormap[vis->startfrac];
BYTE color = vis->Style.colormap[vis->startfrac];
int yl = vis->gzb;
int ycount = vis->gzt - yl + 1;
int x1 = vis->x1;

View file

@ -23,6 +23,43 @@
#ifndef __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
struct particle_t
{