- Remove clearfog goto

This commit is contained in:
Magnus Norddahl 2017-06-19 00:55:32 +02:00
parent 8beafbb7da
commit 490d7e3a35
2 changed files with 76 additions and 74 deletions

View file

@ -66,21 +66,6 @@ namespace swrenderer
void RenderDrawSegment::Render(DrawSegment *ds, int x1, int x2)
{
auto viewport = Thread->Viewport.get();
RenderFogBoundary renderfog;
float *MaskedSWall = nullptr, MaskedScaleY = 0, rw_scalestep = 0;
fixed_t *maskedtexturecol = nullptr;
FTexture *tex;
int i;
sector_t tempsec; // killough 4/13/98
double texheight, texheightscale;
bool notrelevant = false;
double rowoffset;
bool wrap = false;
const sector_t *sec;
bool sprflipvert = false;
curline = ds->curline;
@ -105,14 +90,9 @@ namespace swrenderer
frontsector = curline->frontsector;
backsector = curline->backsector;
tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
sector_t tempsec;
const sector_t *sec = Thread->OpaquePass->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
@ -122,14 +102,15 @@ namespace swrenderer
Clip3DFloors *clip3d = Thread->Clip3D.get();
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
if (!(clip3d->fake3D & FAKE3D_CLIPTOP))
{
clip3d->sclipTop = sec->ceilingplane.ZatPoint(Thread->Viewport->viewpoint.Pos);
}
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() < 0)
{
for (int i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (clip3d->sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
@ -142,30 +123,71 @@ namespace swrenderer
}
}
short *mfloorclip = ds->sprbottomclip - ds->x1;
short *mceilingclip = ds->sprtopclip - ds->x1;
double spryscale;
bool wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
// [RH] Draw fog partition
bool notrelevant = false;
if (ds->bFogBoundary)
{
short *mfloorclip = ds->sprbottomclip - ds->x1;
short *mceilingclip = ds->sprtopclip - ds->x1;
RenderFogBoundary renderfog;
renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
if (ds->maskedtexturecol == nullptr)
if (!ds->maskedtexturecol)
{
goto clearfog;
if (!(ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || visible)
notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade, wrap);
}
}
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
else if (!(ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || visible)
{
goto clearfog;
notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade, wrap);
}
MaskedSWall = ds->swall - ds->x1;
MaskedScaleY = ds->yscale;
maskedtexturecol = ds->maskedtexturecol - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
if (ds->bFakeBoundary & 3)
{
RenderFakeWallRange(ds, x1, x2, wallshade);
}
if (!notrelevant)
{
if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
{
if (!wrap)
{
assert(ds->bkup != nullptr);
memcpy(ds->sprtopclip, ds->bkup, (ds->x2 - ds->x1) * 2);
}
}
else
{
fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
}
}
}
bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade, bool wrap)
{
auto viewport = Thread->Viewport.get();
Clip3DFloors *clip3d = Thread->Clip3D.get();
FTexture *tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
short *mfloorclip = ds->sprbottomclip - ds->x1;
short *mceilingclip = ds->sprtopclip - ds->x1;
float *MaskedSWall = ds->swall - ds->x1;
float MaskedScaleY = ds->yscale;
fixed_t *maskedtexturecol = ds->maskedtexturecol - ds->x1;
double spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
float rw_scalestep = ds->iscalestep;
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)
{
walldrawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
@ -178,8 +200,8 @@ namespace swrenderer
}
// find positioning
texheight = tex->GetScaledHeightDouble();
texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
double texheight = tex->GetScaledHeightDouble();
double texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
if (texheightscale != 1)
{
texheight = texheight / texheightscale;
@ -195,13 +217,14 @@ namespace swrenderer
texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
}
rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
if (!wrap)
{ // Texture does not wrap vertically.
double textop;
bool sprflipvert = false;
if (MaskedScaleY < 0)
{
MaskedScaleY = -MaskedScaleY;
@ -231,23 +254,21 @@ namespace swrenderer
// [RH] Don't bother drawing segs that are completely offscreen
if (viewport->globaldclip * ds->sz1 < -textop && viewport->globaldclip * ds->sz2 < -textop)
{ // Texture top is below the bottom of the screen
goto clearfog;
return false;
}
if (viewport->globaluclip * ds->sz1 > texheight - textop && viewport->globaluclip * ds->sz2 > texheight - textop)
{ // Texture bottom is above the top of the screen
goto clearfog;
return false;
}
if ((clip3d->fake3D & FAKE3D_CLIPBOTTOM) && textop < clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z)
{
notrelevant = true;
goto clearfog;
return true;
}
if ((clip3d->fake3D & FAKE3D_CLIPTOP) && textop - texheight > clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z)
{
notrelevant = true;
goto clearfog;
return true;
}
WallC.sz1 = ds->sz1;
@ -272,12 +293,12 @@ namespace swrenderer
walllower.Project(Thread->Viewport.get(), textop - texheight, &WallC);
}
for (i = x1; i < x2; i++)
for (int i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
wallupper.ScreenY[i] = mceilingclip[i];
}
for (i = x1; i < x2; i++)
for (int i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
walllower.ScreenY[i] = mfloorclip[i];
@ -358,7 +379,7 @@ namespace swrenderer
if (clip3d->fake3D & FAKE3D_CLIPTOP)
{
wallupper.Project(Thread->Viewport.get(), clip3d->sclipTop - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
for (int i = x1; i < x2; i++)
{
if (wallupper.ScreenY[i] < mceilingclip[i])
wallupper.ScreenY[i] = mceilingclip[i];
@ -368,7 +389,7 @@ namespace swrenderer
if (clip3d->fake3D & FAKE3D_CLIPBOTTOM)
{
walllower.Project(Thread->Viewport.get(), clip3d->sclipBottom - Thread->Viewport->viewpoint.Pos.Z, &WallC);
for (i = x1; i < x2; i++)
for (int i = x1; i < x2; i++)
{
if (walllower.ScreenY[i] > mfloorclip[i])
walllower.ScreenY[i] = mfloorclip[i];
@ -386,27 +407,7 @@ namespace swrenderer
renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
}
clearfog:
if (ds->bFakeBoundary & 3)
{
RenderFakeWallRange(ds, x1, x2, wallshade);
}
if (!notrelevant)
{
if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
{
if (!wrap)
{
assert(ds->bkup != nullptr);
memcpy(ds->sprtopclip, ds->bkup, (ds->x2 - ds->x1) * 2);
}
}
else
{
fillshort(ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
}
}
return;
return false;
}
// kg3D - render one fake wall

View file

@ -37,6 +37,7 @@ namespace swrenderer
RenderThread *Thread = nullptr;
private:
bool RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade, bool wrap);
void ClipMidtex(int x1, int x2);
void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap);
void RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade);