- removed level references in the software renderers.

This commit is contained in:
Christoph Oelckers 2019-01-07 22:31:19 +01:00
parent f251e341a8
commit 52fbfb3f49
32 changed files with 101 additions and 78 deletions

View file

@ -3226,7 +3226,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
P_Recalculate3DFloors(&sec); P_Recalculate3DFloors(&sec);
} }
SWRenderer->SetColormap(); //The SW renderer needs to do some special setup for the level's default colormap. SWRenderer->SetColormap(Level); //The SW renderer needs to do some special setup for the level's default colormap.
InitPortalGroups(Level); InitPortalGroups(Level);
P_InitHealthGroups(); P_InitHealthGroups();

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@ -34,6 +34,7 @@
#include "st_stuff.h" #include "st_stuff.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "p_effect.h" #include "p_effect.h"
#include "actorinlines.h"
#include "polyrenderer/scene/poly_light.h" #include "polyrenderer/scene/poly_light.h"
#include "swrenderer/scene/r_scene.h" #include "swrenderer/scene/r_scene.h"
#include "swrenderer/drawers/r_draw_rgba.h" #include "swrenderer/drawers/r_draw_rgba.h"
@ -131,7 +132,8 @@ void PolyRenderer::RenderActorView(AActor *actor, bool dontmaplines)
NetUpdate(); NetUpdate();
DontMapLines = dontmaplines; DontMapLines = dontmaplines;
Level = actor->__GetLevel();
R_SetupFrame(Viewpoint, Viewwindow, actor); R_SetupFrame(Viewpoint, Viewwindow, actor);
P_FindParticleSubsectors(); P_FindParticleSubsectors();
PO_LinkToSubsectors(&level); PO_LinkToSubsectors(&level);
@ -222,7 +224,7 @@ PolyPortalViewpoint PolyRenderer::SetupPerspectiveMatrix(bool mirror)
// We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1. // We have to scale the pitch to account for the pixel stretching, because the playsim doesn't know about this and treats it as 1:1.
double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians(); double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch); double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch; double angy = sin(radPitch) * PolyRenderer::Instance()->Level->info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy); double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen); float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians(); float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians();
@ -238,7 +240,7 @@ PolyPortalViewpoint PolyRenderer::SetupPerspectiveMatrix(bool mirror)
Mat4f::Rotate((float)Viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) * Mat4f::Rotate((float)Viewpoint.Angles.Roll.Radians(), 0.0f, 0.0f, 1.0f) *
Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) * Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) * Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) * Mat4f::Scale(1.0f, PolyRenderer::Instance()->Level->info->pixelstretch, 1.0f) *
Mat4f::SwapYZ() * Mat4f::SwapYZ() *
Mat4f::Translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z); Mat4f::Translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);

View file

@ -68,6 +68,7 @@ public:
FRenderViewpoint Viewpoint; FRenderViewpoint Viewpoint;
PolyLightVisibility Light; PolyLightVisibility Light;
RenderPolyScene Scene; RenderPolyScene Scene;
FLevelLocals *Level;
private: private:
void RenderActorView(AActor *actor, bool dontmaplines); void RenderActorView(AActor *actor, bool dontmaplines);

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@ -32,18 +32,18 @@ void PolyCull::CullScene(sector_t *portalSector, line_t *portalLine)
{ {
for (uint32_t sub : PvsSubsectors) for (uint32_t sub : PvsSubsectors)
SubsectorDepths[sub] = 0xffffffff; SubsectorDepths[sub] = 0xffffffff;
SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff); SubsectorDepths.resize(PolyRenderer::Instance()->Level->subsectors.Size(), 0xffffffff);
for (uint32_t sector : SeenSectors) for (uint32_t sector : SeenSectors)
SectorSeen[sector] = false; SectorSeen[sector] = false;
SectorSeen.resize(level.sectors.Size()); SectorSeen.resize(PolyRenderer::Instance()->Level->sectors.Size());
PvsSubsectors.clear(); PvsSubsectors.clear();
SeenSectors.clear(); SeenSectors.clear();
NextPvsLineStart = 0; NextPvsLineStart = 0;
PvsLineStart.clear(); PvsLineStart.clear();
PvsLineVisible.resize(level.segs.Size()); PvsLineVisible.resize(PolyRenderer::Instance()->Level->segs.Size());
PortalSector = portalSector; PortalSector = portalSector;
PortalLine = portalLine; PortalLine = portalLine;
@ -78,10 +78,10 @@ void PolyCull::CullScene(sector_t *portalSector, line_t *portalLine)
FirstSkyHeight = true; FirstSkyHeight = true;
MaxCeilingHeight = 0.0; MaxCeilingHeight = 0.0;
MinFloorHeight = 0.0; MinFloorHeight = 0.0;
if (level.nodes.Size() == 0) if (PolyRenderer::Instance()->Level->nodes.Size() == 0)
CullSubsector(&level.subsectors[0]); CullSubsector(&PolyRenderer::Instance()->Level->subsectors[0]);
else else
CullNode(level.HeadNode()); CullNode(PolyRenderer::Instance()->Level->HeadNode());
} }
void PolyCull::CullNode(void *node) void PolyCull::CullNode(void *node)

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@ -34,7 +34,7 @@ void PolyLightVisibility::SetVisibility(FViewWindow &viewwindow, float vis)
fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy) fixed_t PolyLightVisibility::LightLevelToShade(int lightlevel, bool foggy)
{ {
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE)); bool nolightfade = !foggy && ((PolyRenderer::Instance()->Level->flags3 & LEVEL3_NOLIGHTFADE));
if (nolightfade) if (nolightfade)
{ {
return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8); return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);

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@ -35,7 +35,7 @@ EXTERN_CVAR(Int, gl_particles_style)
void RenderPolyParticle::Render(PolyRenderThread *thread, particle_t *particle, subsector_t *sub, uint32_t stencilValue) void RenderPolyParticle::Render(PolyRenderThread *thread, particle_t *particle, subsector_t *sub, uint32_t stencilValue)
{ {
double timefrac = r_viewpoint.TicFrac; double timefrac = r_viewpoint.TicFrac;
if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN)) if (paused || bglobal.freeze || (PolyRenderer::Instance()->Level->flags2 & LEVEL2_FROZEN))
timefrac = 0.; timefrac = 0.;
DVector3 pos = particle->Pos + (particle->Vel * timefrac); DVector3 pos = particle->Pos + (particle->Vel * timefrac);
double psize = particle->size / 8.0; double psize = particle->size / 8.0;

View file

@ -246,7 +246,7 @@ void RenderPolyPlane::RenderSkyWalls(PolyRenderThread *thread, PolyDrawArgs &arg
void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling) void RenderPolyPlane::SetLightLevel(PolyRenderThread *thread, PolyDrawArgs &args, const PolyTransferHeights &fakeflat, bool ceiling)
{ {
bool foggy = level.fadeto || fakeflat.FrontSector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE); bool foggy = PolyRenderer::Instance()->Level->fadeto || fakeflat.FrontSector->Colormap.FadeColor || (PolyRenderer::Instance()->Level->flags & LEVEL_HASFADETABLE);
int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel; int lightlevel = ceiling ? fakeflat.CeilingLightLevel : fakeflat.FloorLightLevel;
int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4; int actualextralight = foggy ? 0 : PolyRenderer::Instance()->Viewpoint.extralight << 4;

View file

@ -106,7 +106,7 @@ void RenderPolyPlayerSprites::Render(PolyRenderThread *thread)
} }
// [RH] set foggy flag // [RH] set foggy flag
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); bool foggy = (PolyRenderer::Instance()->Level->fadeto || basecolormap->Fade || (PolyRenderer::Instance()->Level->flags & LEVEL_HASFADETABLE));
// get light level // get light level
lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4); lightnum = ((floorlight + ceilinglight) >> 1) + (foggy ? 0 : viewpoint.extralight << 4);
@ -458,7 +458,7 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy) fixed_t RenderPolyPlayerSprites::LightLevelToShade(int lightlevel, bool foggy)
{ {
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE)); bool nolightfade = !foggy && ((PolyRenderer::Instance()->Level->flags3 & LEVEL3_NOLIGHTFADE));
if (nolightfade) if (nolightfade)
{ {
return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8); return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);

View file

@ -91,13 +91,13 @@ void PolyDrawSectorPortal::SaveGlobals()
viewpoint.SetViewAngle(viewwindow); viewpoint.SetViewAngle(viewwindow);
Portal->mFlags |= PORTSF_INSKYBOX; Portal->mFlags |= PORTSF_INSKYBOX;
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX; if (Portal->mPartner > 0) PolyRenderer::Instance()->Level->sectorPortals[Portal->mPartner].mFlags |= PORTSF_INSKYBOX;
} }
void PolyDrawSectorPortal::RestoreGlobals() void PolyDrawSectorPortal::RestoreGlobals()
{ {
Portal->mFlags &= ~PORTSF_INSKYBOX; Portal->mFlags &= ~PORTSF_INSKYBOX;
if (Portal->mPartner > 0) level.sectorPortals[Portal->mPartner].mFlags &= ~PORTSF_INSKYBOX; if (Portal->mPartner > 0) PolyRenderer::Instance()->Level->sectorPortals[Portal->mPartner].mFlags &= ~PORTSF_INSKYBOX;
auto &viewpoint = PolyRenderer::Instance()->Viewpoint; auto &viewpoint = PolyRenderer::Instance()->Viewpoint;
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow; const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;

View file

@ -70,7 +70,7 @@ void RenderPolyScene::Render(PolyPortalViewpoint *viewpoint)
const auto &rviewpoint = PolyRenderer::Instance()->Viewpoint; const auto &rviewpoint = PolyRenderer::Instance()->Viewpoint;
for (uint32_t sectorIndex : Cull.SeenSectors) for (uint32_t sectorIndex : Cull.SeenSectors)
{ {
sector_t *sector = &level.sectors[sectorIndex]; sector_t *sector = &PolyRenderer::Instance()->Level->sectors[sectorIndex];
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext) for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{ {
if (!RenderPolySprite::IsThingCulled(thing)) if (!RenderPolySprite::IsThingCulled(thing))
@ -132,7 +132,7 @@ void RenderPolyScene::RenderSectors()
int end = thread->End; int end = thread->End;
for (int i = start; i < end; i++) for (int i = start; i < end; i++)
{ {
RenderSubsector(thread, &level.subsectors[subsectors[i]], i); RenderSubsector(thread, &PolyRenderer::Instance()->Level->subsectors[subsectors[i]], i);
} }
}, [&](PolyRenderThread *thread) }, [&](PolyRenderThread *thread)
{ {
@ -254,15 +254,15 @@ int RenderPolyScene::PointOnSide(const DVector2 &pos, const node_t *node)
void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right) void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double sortDistance, const DVector2 &left, const DVector2 &right)
{ {
if (level.nodes.Size() == 0) if (PolyRenderer::Instance()->Level->nodes.Size() == 0)
{ {
subsector_t *sub = &level.subsectors[0]; subsector_t *sub = &PolyRenderer::Instance()->Level->subsectors[0];
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff) if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue)); thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
} }
else else
{ {
AddSprite(thread, thing, sortDistance, left, right, 0.0, 1.0, level.HeadNode()); AddSprite(thread, thing, sortDistance, left, right, 0.0, 1.0, PolyRenderer::Instance()->Level->HeadNode());
} }
} }
@ -303,15 +303,15 @@ void RenderPolyScene::AddSprite(PolyRenderThread *thread, AActor *thing, double
void RenderPolyScene::AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos) void RenderPolyScene::AddModel(PolyRenderThread *thread, AActor *thing, double sortDistance, DVector2 pos)
{ {
if (level.nodes.Size() == 0) if (PolyRenderer::Instance()->Level->nodes.Size() == 0)
{ {
subsector_t *sub = &level.subsectors[0]; subsector_t *sub = &PolyRenderer::Instance()->Level->subsectors[0];
if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff) if (Cull.SubsectorDepths[sub->Index()] != 0xffffffff)
thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue)); thread->TranslucentObjects.push_back(thread->FrameMemory->NewObject<PolyTranslucentThing>(thing, sub, Cull.SubsectorDepths[sub->Index()], sortDistance, 0.0f, 1.0f, CurrentViewpoint->StencilValue));
} }
else else
{ {
void *node = level.HeadNode(); void *node = PolyRenderer::Instance()->Level->HeadNode();
while (!((size_t)node & 1)) // Keep going until found a subsector while (!((size_t)node & 1)) // Keep going until found a subsector
{ {
@ -444,7 +444,7 @@ PolyTransferHeights::PolyTransferHeights(subsector_t *sub) : Subsector(sub)
// If player's view height is underneath fake floor, lower the // If player's view height is underneath fake floor, lower the
// drawn ceiling to be just under the floor height, and replace // drawn ceiling to be just under the floor height, and replace
// the drawn floor and ceiling textures, and light level, with // the drawn floor and ceiling textures, and light PolyRenderer::Instance()->Level->, with
// the control sector's. // the control sector's.
// //
// Similar for ceiling, only reflected. // Similar for ceiling, only reflected.

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@ -229,7 +229,7 @@ Mat4f PolySkyDome::GLSkyMath()
float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f; float xscale = texw < 1024.f ? floor(1024.f / float(texw)) : 1.f;
float yscale = 1.f; float yscale = 1.f;
if (texh <= 128 && (level.flags & LEVEL_FORCETILEDSKY)) if (texh <= 128 && (PolyRenderer::Instance()->Level->flags & LEVEL_FORCETILEDSKY))
{ {
modelMatrix = modelMatrix * Mat4f::Translate(0.f, 0.f, (-40 + tex->GetSkyOffset() + skyoffset)*skyoffsetfactor); modelMatrix = modelMatrix * Mat4f::Translate(0.f, 0.f, (-40 + tex->GetSkyOffset() + skyoffset)*skyoffsetfactor);
modelMatrix = modelMatrix * Mat4f::Scale(1.f, 1.f, 1.2f * 1.17f); modelMatrix = modelMatrix * Mat4f::Scale(1.f, 1.f, 1.2f * 1.17f);
@ -307,7 +307,7 @@ void PolySkySetup::Update()
} }
else if (skyheight > 200) else if (skyheight > 200)
{ {
skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0); skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(PolyRenderer::Instance()->Level->flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
} }
if (viewwidth != 0 && viewheight != 0) if (viewwidth != 0 && viewheight != 0)
@ -337,7 +337,7 @@ void PolySkySetup::Update()
FTextureID sky1tex, sky2tex; FTextureID sky1tex, sky2tex;
double frontdpos = 0, backdpos = 0; double frontdpos = 0, backdpos = 0;
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) if ((PolyRenderer::Instance()->Level->flags & LEVEL_SWAPSKIES) && !(PolyRenderer::Instance()->Level->flags & LEVEL_DOUBLESKY))
{ {
sky1tex = sky2texture; sky1tex = sky2texture;
} }
@ -355,7 +355,7 @@ void PolySkySetup::Update()
{ // use sky1 { // use sky1
sky1: sky1:
frontskytex = GetSWTex(sky1tex); frontskytex = GetSWTex(sky1tex);
if (level.flags & LEVEL_DOUBLESKY) if (PolyRenderer::Instance()->Level->flags & LEVEL_DOUBLESKY)
backskytex = GetSWTex(sky2tex); backskytex = GetSWTex(sky2tex);
else else
backskytex = nullptr; backskytex = nullptr;
@ -376,7 +376,7 @@ void PolySkySetup::Update()
else else
{ // MBF's linedef-controlled skies { // MBF's linedef-controlled skies
// Sky Linedef // Sky Linedef
const line_t *l = &level.lines[(sectorSky & ~PL_SKYFLAT) - 1]; const line_t *l = &PolyRenderer::Instance()->Level->lines[(sectorSky & ~PL_SKYFLAT) - 1];
// Sky transferred from first sidedef // Sky transferred from first sidedef
const side_t *s = l->sidedef[0]; const side_t *s = l->sidedef[0];
@ -384,7 +384,7 @@ void PolySkySetup::Update()
// Texture comes from upper texture of reference sidedef // Texture comes from upper texture of reference sidedef
// [RH] If swapping skies, then use the lower sidedef // [RH] If swapping skies, then use the lower sidedef
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid()) if (PolyRenderer::Instance()->Level->flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{ {
pos = side_t::bottom; pos = side_t::bottom;
} }

View file

@ -32,7 +32,7 @@ struct FRenderer
virtual void DrawRemainingPlayerSprites() = 0; virtual void DrawRemainingPlayerSprites() = 0;
// set up the colormap for a newly loaded level. // set up the colormap for a newly loaded level.
virtual void SetColormap() = 0; virtual void SetColormap(FLevelLocals *) = 0;
virtual void SetClearColor(int color) = 0; virtual void SetClearColor(int color) = 0;

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@ -69,7 +69,7 @@ EXTERN_CVAR(Int, gl_particles_style)
table seemed to be quite ultimate. table seemed to be quite ultimate.
The computation of the RGB for each pixel is accelerated by using two The computation of the RGB for each pixel is accelerated by using two
1k tables for each translucency level. 1k tables for each translucency level
The xth element of one of these tables contains the r, g and b values for The xth element of one of these tables contains the r, g and b values for
the colour x, weighted for the current translucency level (for example, the colour x, weighted for the current translucency level (for example,
the weighted rgb values for background colour at 75% translucency are 1/4 the weighted rgb values for background colour at 75% translucency are 1/4

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@ -266,7 +266,7 @@ namespace swrenderer
if (!lit) if (!lit)
{ {
basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]); basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
foggy = level.fadeto || frontsector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE); foggy = frontsector->Level->fadeto || frontsector->Colormap.FadeColor || (frontsector->Level->flags & LEVEL_HASFADETABLE);
if (!(lineseg->sidedef->Flags & WALLF_POLYOBJ)) if (!(lineseg->sidedef->Flags & WALLF_POLYOBJ))
lightlevel = lineseg->sidedef->GetLightLevel(foggy, frontsector->lightlevel); lightlevel = lineseg->sidedef->GetLightLevel(foggy, frontsector->lightlevel);
@ -276,7 +276,7 @@ namespace swrenderer
else else
{ {
basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]); basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
foggy = level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE); foggy = frontsector->Level->fadeto || basecolormap->Fade || (frontsector->Level->flags & LEVEL_HASFADETABLE);
lightlevel = lineseg->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr); lightlevel = lineseg->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
} }
} }

View file

@ -135,7 +135,8 @@ namespace swrenderer
planeheight = fabs(pl->height.Zat0() - Thread->Viewport->viewpoint.Pos.Z); planeheight = fabs(pl->height.Zat0() - Thread->Viewport->viewpoint.Pos.Z);
// [RH] set foggy flag // [RH] set foggy flag
foggy = (level.fadeto || colormap->Fade || (level.flags & LEVEL_HASFADETABLE)); auto Level = Thread->Viewport->Level();
foggy = (Level->fadeto || colormap->Fade || (Level->flags & LEVEL_HASFADETABLE));
lightlevel = pl->lightlevel; lightlevel = pl->lightlevel;
CameraLight *cameraLight = CameraLight::Instance(); CameraLight *cameraLight = CameraLight::Instance();

View file

@ -70,6 +70,7 @@ namespace swrenderer
RenderSkyPlane::RenderSkyPlane(RenderThread *thread) RenderSkyPlane::RenderSkyPlane(RenderThread *thread)
{ {
Thread = thread; Thread = thread;
auto Level = Thread->Viewport->Level();
auto skytex1 = TexMan.GetPalettedTexture(sky1texture, true); auto skytex1 = TexMan.GetPalettedTexture(sky1texture, true);
auto skytex2 = TexMan.GetPalettedTexture(sky2texture, true); auto skytex2 = TexMan.GetPalettedTexture(sky2texture, true);
@ -87,7 +88,7 @@ namespace swrenderer
} }
else if (skyheight > 200) else if (skyheight > 200)
{ {
skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0); skytexturemid = (200 - skyheight) * sskytex1->GetScale().Y + ((r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY)) ? skytex1->GetSkyOffset() : 0);
} }
if (viewwidth != 0 && viewheight != 0) if (viewwidth != 0 && viewheight != 0)
@ -118,8 +119,9 @@ namespace swrenderer
{ {
FTextureID sky1tex, sky2tex; FTextureID sky1tex, sky2tex;
double frontdpos = 0, backdpos = 0; double frontdpos = 0, backdpos = 0;
auto Level = Thread->Viewport->Level();
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) if ((Level->flags & LEVEL_SWAPSKIES) && !(Level->flags & LEVEL_DOUBLESKY))
{ {
sky1tex = sky2texture; sky1tex = sky2texture;
} }
@ -137,7 +139,7 @@ namespace swrenderer
{ // use sky1 { // use sky1
sky1: sky1:
frontskytex = GetSWTex(sky1tex); frontskytex = GetSWTex(sky1tex);
if (level.flags & LEVEL_DOUBLESKY) if (Level->flags & LEVEL_DOUBLESKY)
backskytex = GetSWTex(sky2tex); backskytex = GetSWTex(sky2tex);
else else
backskytex = NULL; backskytex = NULL;
@ -158,7 +160,7 @@ namespace swrenderer
else else
{ // MBF's linedef-controlled skies { // MBF's linedef-controlled skies
// Sky Linedef // Sky Linedef
const line_t *l = &level.lines[(pl->sky & ~PL_SKYFLAT) - 1]; const line_t *l = &Level->lines[(pl->sky & ~PL_SKYFLAT) - 1];
// Sky transferred from first sidedef // Sky transferred from first sidedef
const side_t *s = l->sidedef[0]; const side_t *s = l->sidedef[0];
@ -166,7 +168,7 @@ namespace swrenderer
// Texture comes from upper texture of reference sidedef // Texture comes from upper texture of reference sidedef
// [RH] If swapping skies, then use the lower sidedef // [RH] If swapping skies, then use the lower sidedef
if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid()) if (Level->flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid())
{ {
pos = side_t::bottom; pos = side_t::bottom;
} }
@ -224,6 +226,7 @@ namespace swrenderer
{ {
RenderPortal *renderportal = Thread->Portal.get(); RenderPortal *renderportal = Thread->Portal.get();
auto viewport = Thread->Viewport.get(); auto viewport = Thread->Viewport.get();
auto Level = viewport->Level();
double uv_stepd = skyiscale * yrepeat; double uv_stepd = skyiscale * yrepeat;
double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / frontskytex->GetHeight(); double v = (texturemid + uv_stepd * (y1 - viewport->CenterY + 0.5)) / frontskytex->GetHeight();
@ -256,7 +259,7 @@ namespace swrenderer
drawerargs.SetTextureVPos(uv_pos); drawerargs.SetTextureVPos(uv_pos);
drawerargs.SetDest(viewport, start_x, y1); drawerargs.SetDest(viewport, start_x, y1);
drawerargs.SetCount(y2 - y1); drawerargs.SetCount(y2 - y1);
drawerargs.SetFadeSky(r_skymode == 2 && !(level.flags & LEVEL_FORCETILEDSKY)); drawerargs.SetFadeSky(r_skymode == 2 && !(Level->flags & LEVEL_FORCETILEDSKY));
drawerargs.SetSolidTop(frontskytex->GetSkyCapColor(false)); drawerargs.SetSolidTop(frontskytex->GetSkyCapColor(false));
drawerargs.SetSolidBottom(frontskytex->GetSkyCapColor(true)); drawerargs.SetSolidBottom(frontskytex->GetSkyCapColor(true));

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@ -174,7 +174,8 @@ namespace swrenderer
// [RH] set foggy flag // [RH] set foggy flag
basecolormap = colormap; basecolormap = colormap;
foggy = level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE); auto Level = viewport->Level();
foggy = Level->fadeto || basecolormap->Fade || (Level->flags & LEVEL_HASFADETABLE);
planelightfloat = (Thread->Light->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(Thread->Viewport->viewpoint.Pos) - Thread->Viewport->viewpoint.Pos.Z)) / 65536.f; planelightfloat = (Thread->Light->SlopePlaneGlobVis(foggy) * lxscale * lyscale) / (fabs(pl->height.ZatPoint(Thread->Viewport->viewpoint.Pos) - Thread->Viewport->viewpoint.Pos.Z)) / 65536.f;

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@ -524,7 +524,10 @@ CCMD (testfade)
{ {
color = V_GetColorFromString (NULL, argv[1]); color = V_GetColorFromString (NULL, argv[1]);
} }
level.fadeto = color; ForAllLevels([&](FLevelLocals *Level)
{
Level->fadeto = color;
});
NormalLight.ChangeFade (color); NormalLight.ChangeFade (color);
} }
} }

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@ -202,7 +202,7 @@ void FSoftwareRenderer::RenderView(player_t *player, DCanvas *target, void *vide
r_viewwindow = mScene.MainThread()->Viewport->viewwindow; r_viewwindow = mScene.MainThread()->Viewport->viewwindow;
} }
level.canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov) player->mo->__GetLevel()->canvasTextureInfo.UpdateAll([&](AActor *camera, FCanvasTexture *camtex, double fov)
{ {
RenderTextureView(camtex, camera, fov); RenderTextureView(camtex, camera, fov);
}); });
@ -296,15 +296,15 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *camtex, AActor *viewp
r_viewwindow = cameraViewwindow; r_viewwindow = cameraViewwindow;
} }
void FSoftwareRenderer::SetColormap() void FSoftwareRenderer::SetColormap(FLevelLocals *Level)
{ {
// This just sets the default colormap for the spftware renderer. // This just sets the default colormap for the spftware renderer.
NormalLight.Maps = realcolormaps.Maps; NormalLight.Maps = realcolormaps.Maps;
NormalLight.ChangeColor(PalEntry(255, 255, 255), 0); NormalLight.ChangeColor(PalEntry(255, 255, 255), 0);
NormalLight.ChangeFade(level.fadeto); NormalLight.ChangeFade(Level->fadeto);
if (level.fadeto == 0) if (Level->fadeto == 0)
{ {
SetDefaultColormap(level.info->FadeTable); SetDefaultColormap(Level->info->FadeTable);
} }
} }

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@ -23,7 +23,7 @@ struct FSoftwareRenderer : public FRenderer
void SetClearColor(int color) override; void SetClearColor(int color) override;
void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov); void RenderTextureView (FCanvasTexture *tex, AActor *viewpoint, double fov);
void SetColormap() override; void SetColormap(FLevelLocals *Level) override;
void Init() override; void Init() override;
private: private:

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@ -139,12 +139,12 @@ namespace swrenderer
TiltVisibility = float(vis * viewport->viewwindow.FocalTangent * (16.f * 320.f) / viewwidth); TiltVisibility = float(vis * viewport->viewwindow.FocalTangent * (16.f * 320.f) / viewwidth);
NoLightFade = !!(level.flags3 & LEVEL3_NOLIGHTFADE); NoLightFade = !!(viewport->Level()->flags3 & LEVEL3_NOLIGHTFADE);
} }
fixed_t LightVisibility::LightLevelToShadeImpl(int lightlevel, bool foggy) fixed_t LightVisibility::LightLevelToShadeImpl(RenderViewport *viewport, int lightlevel, bool foggy)
{ {
bool nolightfade = !foggy && ((level.flags3 & LEVEL3_NOLIGHTFADE)); bool nolightfade = !foggy && ((viewport->Level()->flags3 & LEVEL3_NOLIGHTFADE));
if (nolightfade) if (nolightfade)
{ {
return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8); return (MAX(255 - lightlevel, 0) * NUMCOLORMAPS) << (FRACBITS - 8);

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@ -87,7 +87,7 @@ namespace swrenderer
double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; } double SlopePlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : TiltVisibility; }
static fixed_t LightLevelToShade(int lightlevel, bool foggy, RenderViewport *viewport) { return LightLevelToShadeImpl(lightlevel + ActualExtraLight(foggy, viewport), foggy); } static fixed_t LightLevelToShade(int lightlevel, bool foggy, RenderViewport *viewport) { return LightLevelToShadeImpl(viewport, lightlevel + ActualExtraLight(foggy, viewport), foggy); }
static int ActualExtraLight(bool fog, RenderViewport *viewport) { return fog ? 0 : viewport->viewpoint.extralight << 4; } static int ActualExtraLight(bool fog, RenderViewport *viewport) { return fog ? 0 : viewport->viewpoint.extralight << 4; }
@ -96,7 +96,7 @@ namespace swrenderer
double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; } double SpriteGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : WallVisibility; }
double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; } double FlatPlaneGlobVis(bool foggy) const { return (NoLightFade && !foggy) ? 0.0f : FloorVisibility; }
static fixed_t LightLevelToShadeImpl(int lightlevel, bool foggy); static fixed_t LightLevelToShadeImpl(RenderViewport *viewport, int lightlevel, bool foggy);
double BaseVisibility = 0.0; double BaseVisibility = 0.0;
double WallVisibility = 0.0; double WallVisibility = 0.0;

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@ -492,9 +492,10 @@ namespace swrenderer
PvsSubsectors.push_back(sub->Index()); PvsSubsectors.push_back(sub->Index());
} }
auto Level = sub->sector->Level;
#ifdef RANGECHECK #ifdef RANGECHECK
if (outersubsector && (unsigned)sub->Index() >= level.subsectors.Size()) if (outersubsector && (unsigned)sub->Index() >= Level->subsectors.Size())
I_Error("RenderSubsector: ss %i with numss = %u", sub->Index(), level.subsectors.Size()); I_Error("RenderSubsector: ss %i with numss = %u", sub->Index(), Level->subsectors.Size());
#endif #endif
if (sub->polys) if (sub->polys)
@ -515,7 +516,7 @@ namespace swrenderer
sector_t *frontsector = FakeFlat(sub->sector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0); sector_t *frontsector = FakeFlat(sub->sector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0);
// [RH] set foggy flag // [RH] set foggy flag
bool foggy = level.fadeto || frontsector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE); bool foggy = Level->fadeto || frontsector->Colormap.FadeColor || (Level->flags & LEVEL_HASFADETABLE);
// kg3D - fake lights // kg3D - fake lights
CameraLight *cameraLight = CameraLight::Instance(); CameraLight *cameraLight = CameraLight::Instance();
@ -611,7 +612,7 @@ namespace swrenderer
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], true)); AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy, GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], true));
// [RH] Add particles // [RH] Add particles
if ((unsigned int)(sub->Index()) < level.subsectors.Size()) if ((unsigned int)(sub->Index()) < Level->subsectors.Size())
{ // Only do it for the main BSP. { // Only do it for the main BSP.
int lightlevel = (floorlightlevel + ceilinglightlevel) / 2; int lightlevel = (floorlightlevel + ceilinglightlevel) / 2;
for (int i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext) for (int i = ParticlesInSubsec[sub->Index()]; i != NO_PARTICLE; i = Particles[i].snext)
@ -817,21 +818,21 @@ namespace swrenderer
} }
} }
void RenderOpaquePass::RenderScene() void RenderOpaquePass::RenderScene(FLevelLocals *Level)
{ {
if (Thread->MainThread) if (Thread->MainThread)
WallCycles.Clock(); WallCycles.Clock();
for (uint32_t sub : PvsSubsectors) for (uint32_t sub : PvsSubsectors)
SubsectorDepths[sub] = 0xffffffff; SubsectorDepths[sub] = 0xffffffff;
SubsectorDepths.resize(level.subsectors.Size(), 0xffffffff); SubsectorDepths.resize(Level->subsectors.Size(), 0xffffffff);
PvsSubsectors.clear(); PvsSubsectors.clear();
SeenSpriteSectors.clear(); SeenSpriteSectors.clear();
SeenActors.clear(); SeenActors.clear();
InSubsector = nullptr; InSubsector = nullptr;
RenderBSPNode(level.HeadNode()); // The head node is the last node output. RenderBSPNode(Level->HeadNode()); // The head node is the last node output.
if (Thread->MainThread) if (Thread->MainThread)
WallCycles.Unclock(); WallCycles.Unclock();
@ -845,9 +846,9 @@ namespace swrenderer
void RenderOpaquePass::RenderBSPNode(void *node) void RenderOpaquePass::RenderBSPNode(void *node)
{ {
if (level.nodes.Size() == 0) if (Thread->Viewport->Level()->nodes.Size() == 0)
{ {
RenderSubsector(&level.subsectors[0]); RenderSubsector(&Thread->Viewport->Level()->subsectors[0]);
return; return;
} }
while (!((size_t)node & 1)) // Keep going until found a subsector while (!((size_t)node & 1)) // Keep going until found a subsector

View file

@ -64,7 +64,7 @@ namespace swrenderer
RenderOpaquePass(RenderThread *thread); RenderOpaquePass(RenderThread *thread);
void ClearClip(); void ClearClip();
void RenderScene(); void RenderScene(FLevelLocals *Level);
void ResetFakingUnderwater() { r_fakingunderwater = false; } void ResetFakingUnderwater() { r_fakingunderwater = false; }
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2); sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);

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@ -167,8 +167,10 @@ namespace swrenderer
continue; continue;
} }
auto Level = Thread->Viewport->Level();
SetInSkyBox(port); SetInSkyBox(port);
if (port->mPartner > 0) SetInSkyBox(&level.sectorPortals[port->mPartner]); if (port->mPartner > 0) SetInSkyBox(&Level->sectorPortals[port->mPartner]);
Thread->Viewport->viewpoint.camera = nullptr; Thread->Viewport->viewpoint.camera = nullptr;
Thread->Viewport->viewpoint.sector = port->mDestination; Thread->Viewport->viewpoint.sector = port->mDestination;
assert(Thread->Viewport->viewpoint.sector != nullptr); assert(Thread->Viewport->viewpoint.sector != nullptr);
@ -221,12 +223,12 @@ namespace swrenderer
memcpy(draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short)); memcpy(draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));
drawseglist->Push(draw_segment); drawseglist->Push(draw_segment);
Thread->OpaquePass->RenderScene(); Thread->OpaquePass->RenderScene(Thread->Viewport->Level());
Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling) Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
planes->Render(); planes->Render();
ClearInSkyBox(port); ClearInSkyBox(port);
if (port->mPartner > 0) SetInSkyBox(&level.sectorPortals[port->mPartner]); if (port->mPartner > 0) SetInSkyBox(&Level->sectorPortals[port->mPartner]);
} }
// Draw all the masked textures in a second pass, in the reverse order they // Draw all the masked textures in a second pass, in the reverse order they
@ -438,7 +440,7 @@ namespace swrenderer
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip)); memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip)); memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
Thread->OpaquePass->RenderScene(); Thread->OpaquePass->RenderScene(Thread->Viewport->Level());
Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling) Thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
if (!savedvisibility && viewpoint.camera) viewpoint.camera->renderflags &= ~RF_INVISIBLE; if (!savedvisibility && viewpoint.camera) viewpoint.camera->renderflags &= ~RF_INVISIBLE;

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@ -292,7 +292,7 @@ namespace swrenderer
if (thread->X2 < viewwidth) if (thread->X2 < viewwidth)
thread->ClipSegments->Clip(thread->X2, viewwidth, true, &visitor); thread->ClipSegments->Clip(thread->X2, viewwidth, true, &visitor);
thread->OpaquePass->RenderScene(); thread->OpaquePass->RenderScene(thread->Viewport->Level());
thread->Clip3D->ResetClip(); // reset clips (floor/ceiling) thread->Clip3D->ResetClip(); // reset clips (floor/ceiling)
if (thread->MainThread) if (thread->MainThread)

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@ -273,10 +273,11 @@ namespace swrenderer
{ {
// Calculate the WorldToView matrix as it would have looked like without yshearing: // Calculate the WorldToView matrix as it would have looked like without yshearing:
const auto &Viewpoint = Thread->Viewport->viewpoint; const auto &Viewpoint = Thread->Viewport->viewpoint;
auto Level = Thread->Viewport->Level();
const auto &Viewwindow = Thread->Viewport->viewwindow; const auto &Viewwindow = Thread->Viewport->viewwindow;
double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians(); double radPitch = Viewpoint.Angles.Pitch.Normalized180().Radians();
double angx = cos(radPitch); double angx = cos(radPitch);
double angy = sin(radPitch) * level.info->pixelstretch; double angy = sin(radPitch) * Level->info->pixelstretch;
double alen = sqrt(angx*angx + angy*angy); double alen = sqrt(angx*angx + angy*angy);
float adjustedPitch = (float)asin(angy / alen); float adjustedPitch = (float)asin(angy / alen);
float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians(); float adjustedViewAngle = (float)(Viewpoint.Angles.Yaw - 90).Radians();
@ -286,7 +287,7 @@ namespace swrenderer
Mat4f altWorldToView = Mat4f altWorldToView =
Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) * Mat4f::Rotate(adjustedPitch, 1.0f, 0.0f, 0.0f) *
Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) * Mat4f::Rotate(adjustedViewAngle, 0.0f, -1.0f, 0.0f) *
Mat4f::Scale(1.0f, level.info->pixelstretch, 1.0f) * Mat4f::Scale(1.0f, Level->info->pixelstretch, 1.0f) *
Mat4f::SwapYZ() * Mat4f::SwapYZ() *
Mat4f::Translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z); Mat4f::Translate((float)-Viewpoint.Pos.X, (float)-Viewpoint.Pos.Y, (float)-Viewpoint.Pos.Z);

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@ -79,7 +79,7 @@ namespace swrenderer
sector_t* heightsec = NULL; sector_t* heightsec = NULL;
double timefrac = r_viewpoint.TicFrac; double timefrac = r_viewpoint.TicFrac;
if (paused || bglobal.freeze || (level.flags2 & LEVEL2_FROZEN)) if (paused || bglobal.freeze || (sector->Level->flags2 & LEVEL2_FROZEN))
timefrac = 0.; timefrac = 0.;
double ippx = particle->Pos.X + particle->Vel.X * timefrac; double ippx = particle->Pos.X + particle->Vel.X * timefrac;

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@ -134,7 +134,8 @@ namespace swrenderer
} }
// [RH] set foggy flag // [RH] set foggy flag
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); auto Level = Thread->Viewport->Level();
bool foggy = (Level->fadeto || basecolormap->Fade || (Level->flags & LEVEL_HASFADETABLE));
// get light level // get light level
int lightlevel = (floorlight + ceilinglight) >> 1; int lightlevel = (floorlight + ceilinglight) >> 1;

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@ -110,9 +110,10 @@ namespace swrenderer
uint32_t VisibleSpriteList::FindSubsectorDepth(RenderThread *thread, const DVector2 &worldPos) uint32_t VisibleSpriteList::FindSubsectorDepth(RenderThread *thread, const DVector2 &worldPos)
{ {
if (level.nodes.Size() == 0) auto Level = thread->Viewport->Level();
if (Level->nodes.Size() == 0)
{ {
subsector_t *sub = &level.subsectors[0]; subsector_t *sub = &Level->subsectors[0];
return thread->OpaquePass->GetSubsectorDepth(sub->Index()); return thread->OpaquePass->GetSubsectorDepth(sub->Index());
} }
else else

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@ -135,7 +135,7 @@ namespace swrenderer
virtwidth = virtwidth * AspectMultiplier(viewwindow.WidescreenRatio) / 48; virtwidth = virtwidth * AspectMultiplier(viewwindow.WidescreenRatio) / 48;
} }
double ypixelstretch = (level.info) ? level.info->pixelstretch : 1.2; double ypixelstretch = (Level()->info) ? Level()->info->pixelstretch : 1.2;
BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2); BaseYaspectMul = 320.0 * virtheight2 / (r_Yaspect * virtwidth2);
YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth) * ypixelstretch / 1.2; YaspectMul = 320.0 * virtheight / (r_Yaspect * virtwidth) * ypixelstretch / 1.2;

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@ -5,6 +5,7 @@
#include <memory> #include <memory>
#include "v_video.h" #include "v_video.h"
#include "r_defs.h" #include "r_defs.h"
#include "actorinlines.h"
#include "polyrenderer/math/gpu_types.h" #include "polyrenderer/math/gpu_types.h"
#define MINZ double((2048*4) / double(1 << 20)) #define MINZ double((2048*4) / double(1 << 20))
@ -80,6 +81,11 @@ namespace swrenderer
return (CenterY - screenY - 0.5) / FocalLengthY * viewZ; return (CenterY - screenY - 0.5) / FocalLengthY * viewZ;
} }
FLevelLocals *Level()
{
return viewpoint.camera->__GetLevel();
}
private: private:
void InitTextureMapping(); void InitTextureMapping();
void SetupBuffer(); void SetupBuffer();