Move AddSprites to r_bsp and R_ProjectSprite to r_sprite

This commit is contained in:
Magnus Norddahl 2017-01-11 15:02:36 +01:00
parent 82ee9e7399
commit 72762e583f
6 changed files with 525 additions and 537 deletions

View File

@ -35,6 +35,7 @@
#include "swrenderer/r_main.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/things/r_sprite.h"
#include "swrenderer/things/r_particle.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/line/r_wallsetup.h"
@ -76,12 +77,12 @@ namespace swrenderer
// Similar for ceiling, only reflected.
// [RH] allow per-plane lighting
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = sec->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = sec->GetCeilingLight();
}
@ -89,7 +90,7 @@ namespace swrenderer
FakeSide = WaterFakeSide::Center;
const sector_t *s = sec->GetHeightSec();
if (s != NULL)
if (s != nullptr)
{
sector_t *heightsec = viewsector->heightsec;
bool underwater = r_fakingunderwater ||
@ -116,12 +117,12 @@ namespace swrenderer
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = s->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = s->GetCeilingLight();
}
@ -160,7 +161,7 @@ namespace swrenderer
// are underwater but not in a water sector themselves.
// Only works if you cannot see the top surface of any deep water
// sectors at the same time.
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == NULL)
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == nullptr)
{
if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) &&
frontcz2 <= s->floorplane.ZatPoint(backline->v2))
@ -215,12 +216,12 @@ namespace swrenderer
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = s->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = s->GetCeilingLight();
}
@ -252,12 +253,12 @@ namespace swrenderer
{
tempsec->lightlevel = s->lightlevel;
if (floorlightlevel != NULL)
if (floorlightlevel != nullptr)
{
*floorlightlevel = s->GetFloorLight();
}
if (ceilinglightlevel != NULL)
if (ceilinglightlevel != nullptr)
{
*ceilinglightlevel = s->GetCeilingLight();
}
@ -376,7 +377,7 @@ namespace swrenderer
void RenderBSP::AddPolyobjs(subsector_t *sub)
{
if (sub->BSP == NULL || sub->BSP->bDirty)
if (sub->BSP == nullptr || sub->BSP->bDirty)
{
sub->BuildPolyBSP();
}
@ -430,8 +431,8 @@ namespace swrenderer
//secplane_t templane;
lightlist_t *light;
if (InSubsector != NULL)
{ // InSubsector is not NULL. This means we are rendering from a mini-BSP.
if (InSubsector != nullptr)
{ // InSubsector is not nullptr. This means we are rendering from a mini-BSP.
outersubsector = false;
}
else
@ -445,14 +446,14 @@ namespace swrenderer
I_Error("RenderSubsector: ss %ti with numss = %i", sub - subsectors, numsubsectors);
#endif
assert(sub->sector != NULL);
assert(sub->sector != nullptr);
if (sub->polys)
{ // Render the polyobjs in the subsector first
AddPolyobjs(sub);
if (outersubsector)
{
InSubsector = NULL;
InSubsector = nullptr;
}
return;
}
@ -493,7 +494,7 @@ namespace swrenderer
visplane_t *ceilingplane = frontsector->ceilingplane.PointOnSide(ViewPos) > 0 ||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
portal != NULL ||
portal != nullptr ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
@ -505,7 +506,7 @@ namespace swrenderer
frontsector->planes[sector_t::ceiling].xform,
frontsector->sky,
portal
) : NULL;
) : nullptr;
if (ceilingplane)
R_AddPlaneLights(ceilingplane, frontsector->lighthead);
@ -533,7 +534,7 @@ namespace swrenderer
visplane_t *floorplane = frontsector->floorplane.PointOnSide(ViewPos) > 0 || // killough 3/7/98
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
portal != NULL ||
portal != nullptr ||
(frontsector->heightsec &&
!(frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
@ -545,7 +546,7 @@ namespace swrenderer
frontsector->planes[sector_t::floor].xform,
frontsector->sky,
portal
) : NULL;
) : nullptr;
if (floorplane)
R_AddPlaneLights(floorplane, frontsector->lighthead);
@ -601,7 +602,7 @@ namespace swrenderer
floorlightlevel = *light->p_lightlevel;
}
ceilingplane = NULL;
ceilingplane = nullptr;
floorplane = R_FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
floorlightlevel + r_actualextralight, // killough 3/16/98
@ -609,7 +610,7 @@ namespace swrenderer
!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
NULL);
nullptr);
if (floorplane)
R_AddPlaneLights(floorplane, frontsector->lighthead);
@ -666,7 +667,7 @@ namespace swrenderer
}
tempsec.ceilingplane.ChangeHeight(1 / 65536.);
floorplane = NULL;
floorplane = nullptr;
ceilingplane = R_FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->GetTexture(sector_t::ceiling),
ceilinglightlevel + r_actualextralight, // killough 4/11/98
@ -674,7 +675,7 @@ namespace swrenderer
!!(clip3d->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
frontsector->sky,
NULL);
nullptr);
if (ceilingplane)
R_AddPlaneLights(ceilingplane, frontsector->lighthead);
@ -684,7 +685,7 @@ namespace swrenderer
frontsector = sub->sector;
}
}
clip3d->fakeFloor = NULL;
clip3d->fakeFloor = nullptr;
floorplane = backupfp;
ceilingplane = backupcp;
}
@ -698,7 +699,7 @@ namespace swrenderer
// lightlevels on floor & ceiling lightlevels in the surrounding area.
// [RH] Handle sprite lighting like Duke 3D: If the ceiling is a sky, sprites are lit by
// it, otherwise they are lit by the floor.
R_AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
// [RH] Add particles
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
@ -715,15 +716,15 @@ namespace swrenderer
while (count--)
{
if (!outersubsector || line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
if (!outersubsector || line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
{
// kg3D - fake planes bounding calculation
if (r_3dfloors && line->backsector && frontsector->e && line->backsector->e->XFloor.ffloors.Size())
{
backupfp = floorplane;
backupcp = ceilingplane;
floorplane = NULL;
ceilingplane = NULL;
floorplane = nullptr;
ceilingplane = nullptr;
Clip3DFloors *clip3d = Clip3DFloors::Instance();
for (unsigned int i = 0; i < line->backsector->e->XFloor.ffloors.Size(); i++)
{
@ -742,7 +743,7 @@ namespace swrenderer
}
renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane); // fake
}
clip3d->fakeFloor = NULL;
clip3d->fakeFloor = nullptr;
clip3d->fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
@ -753,7 +754,7 @@ namespace swrenderer
}
if (outersubsector)
{
InSubsector = NULL;
InSubsector = nullptr;
}
}
@ -802,4 +803,62 @@ namespace swrenderer
fillshort(floorclip, viewwidth, viewheight);
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
}
void RenderBSP::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
{
F3DFloor *fakeceiling = nullptr;
F3DFloor *fakefloor = nullptr;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether it was already added.
if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
// Handle all things in sector.
for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
{
auto thing = p->m_thing;
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
continue;
}
}
// find fake level
for (auto rover : thing->Sector->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
if (!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
if (!fakefloor)
{
if (!rover->top.plane->isSlope())
{
if (rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
}
}
if (!rover->bottom.plane->isSlope())
{
if (rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
}
}
R_ProjectSprite(thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
fakeceiling = nullptr;
fakefloor = nullptr;
}
}
}

View File

@ -57,6 +57,8 @@ namespace swrenderer
void AddPolyobjs(subsector_t *sub);
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside);
subsector_t *InSubsector = nullptr;
sector_t *frontsector = nullptr;
WaterFakeSide FakeSide = WaterFakeSide::Center;

View File

@ -66,6 +66,7 @@
#include "swrenderer/things/r_playersprite.h"
#include "swrenderer/things/r_wallsprite.h"
#include "swrenderer/things/r_sprite.h"
#include "swrenderer/plane/r_visibleplane.h"
#include "swrenderer/r_memory.h"
#include "g_levellocals.h"
@ -172,503 +173,6 @@ bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr)
return false;
}
//
// R_ProjectSprite
// Generates a vissprite for a thing if it might be visible.
//
void R_ProjectSprite (AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
{
double tr_x;
double tr_y;
double gzt; // killough 3/27/98
double gzb; // [RH] use bottom of sprite, not actor
double tx;// , tx2;
double tz;
double xscale = 1, yscale = 1;
int x1;
int x2;
FTextureID picnum;
FTexture *tex;
FVoxelDef *voxel;
vissprite_t* vis;
fixed_t iscale;
sector_t* heightsec; // killough 3/27/98
// Don't waste time projecting sprites that are definitely not visible.
if (thing == NULL ||
(thing->renderflags & RF_INVISIBLE) ||
!thing->RenderStyle.IsVisible(thing->Alpha) ||
!thing->IsVisibleToPlayer() ||
!thing->IsInsideVisibleAngles())
{
return;
}
RenderPortal *renderportal = RenderPortal::Instance();
// [ZZ] Or less definitely not visible (hue)
// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
return;
// [RH] Interpolate the sprite's position to make it look smooth
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
tex = NULL;
voxel = NULL;
int spritenum = thing->sprite;
DVector2 spriteScale = thing->Scale;
int renderflags = thing->renderflags;
if (spriteScale.Y < 0)
{
spriteScale.Y = -spriteScale.Y;
renderflags ^= RF_YFLIP;
}
if (thing->player != NULL)
{
P_CheckPlayerSprite(thing, spritenum, spriteScale);
}
if (thing->picnum.isValid())
{
picnum = thing->picnum;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
{
return;
}
if (tex->Rotations != 0xFFFF)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
DAngle ang = (pos - ViewPos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
{
renderflags ^= RF_XFLIP;
}
tex = TexMan[picnum]; // Do not animate the rotation
}
}
else
{
// decide which texture to use for the sprite
if ((unsigned)spritenum >= sprites.Size ())
{
DPrintf (DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
return;
}
spritedef_t *sprdef = &sprites[spritenum];
if (thing->frame >= sprdef->numframes)
{
// If there are no frames at all for this sprite, don't draw it.
return;
}
else
{
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
DAngle ang = (pos - ViewPos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
{
renderflags ^= RF_XFLIP;
}
tex = TexMan[picnum]; // Do not animate the rotation
if (r_drawvoxels)
{
voxel = sprframe->Voxel;
}
}
}
if (spriteScale.X < 0)
{
spriteScale.X = -spriteScale.X;
renderflags ^= RF_XFLIP;
}
if (voxel == NULL && (tex == NULL || tex->UseType == FTexture::TEX_Null))
{
return;
}
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
return;
}
// transform the origin point
tr_x = pos.X - ViewPos.X;
tr_y = pos.Y - ViewPos.Y;
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
// thing is behind view plane?
if (voxel == NULL && tz < MINZ)
return;
tx = tr_x * ViewSin - tr_y * ViewCos;
// [RH] Flip for mirrors
if (renderportal->MirrorFlags & RF_XFLIP)
{
tx = -tx;
}
//tx2 = tx >> 4;
// too far off the side?
// if it's a voxel, it can be further off the side
if ((voxel == NULL && (fabs(tx / 64) > fabs(tz))) ||
(voxel != NULL && (fabs(tx / 128) > fabs(tz))))
{
return;
}
if (voxel == NULL)
{
// [RH] Added scaling
int scaled_to = tex->GetScaledTopOffset();
int scaled_bo = scaled_to - tex->GetScaledHeight();
gzt = pos.Z + spriteScale.Y * scaled_to;
gzb = pos.Z + spriteScale.Y * scaled_bo;
}
else
{
xscale = spriteScale.X * voxel->Scale;
yscale = spriteScale.Y * voxel->Scale;
double piv = voxel->Voxel->Mips[0].Pivot.Z;
gzt = pos.Z + yscale * piv - thing->Floorclip;
gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
if (gzt <= gzb)
return;
}
// killough 3/27/98: exclude things totally separated
// from the viewer, by either water or fake ceilings
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
heightsec = thing->Sector->GetHeightSec();
if (heightsec != NULL) // only clip things which are in special sectors
{
if (fakeside == WaterFakeSide::AboveCeiling)
{
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
return;
}
else if (fakeside == WaterFakeSide::BelowFloor)
{
if (gzb >= heightsec->floorplane.ZatPoint(pos))
return;
}
else
{
if (gzt < heightsec->floorplane.ZatPoint(pos))
return;
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
return;
}
}
if (voxel == NULL)
{
xscale = CenterX / tz;
// [RH] Reject sprites that are off the top or bottom of the screen
if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
{
return;
}
// [RH] Flip for mirrors
renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
// calculate edges of the shape
const double thingxscalemul = spriteScale.X / tex->Scale.X;
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
double dtx1 = tx * xscale;
x1 = centerx + xs_RoundToInt(dtx1);
// off the right side?
if (x1 >= renderportal->WindowRight)
return;
tx += tex->GetWidth() * thingxscalemul;
x2 = centerx + xs_RoundToInt(tx * xscale);
// off the left side or too small?
if ((x2 < renderportal->WindowLeft || x2 <= x1))
return;
xscale = spriteScale.X * xscale / tex->Scale.X;
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
double yscale = spriteScale.Y / tex->Scale.Y;
// store information in a vissprite
vis = R_NewVisSprite();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->xscale = FLOAT2FIXED(xscale);
vis->yscale = float(InvZtoScale * yscale / tz);
vis->idepth = float(1 / tz);
vis->floorclip = thing->Floorclip / yscale;
vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
vis->Angle = thing->Angles.Yaw;
if (renderflags & RF_XFLIP)
{
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
vis->xiscale = -iscale;
}
else
{
vis->startfrac = 0;
vis->xiscale = iscale;
}
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
}
else
{
vis = R_NewVisSprite();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->xscale = FLOAT2FIXED(xscale);
vis->yscale = (float)yscale;
vis->x1 = renderportal->WindowLeft;
vis->x2 = renderportal->WindowRight;
vis->idepth = 1 / MINZ;
vis->floorclip = thing->Floorclip;
pos.Z -= thing->Floorclip;
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
if (voxelspin != 0)
{
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
vis->Angle -= ang;
}
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
}
// killough 3/27/98: save sector for special clipping later
vis->heightsec = heightsec;
vis->sector = thing->Sector;
vis->depth = (float)tz;
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
vis->gzt = (float)gzt; // killough 3/27/98
vis->deltax = float(pos.X - ViewPos.X);
vis->deltay = float(pos.Y - ViewPos.Y);
vis->renderflags = renderflags;
if(thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->Style.Alpha = float(thing->Alpha);
vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling;
vis->Style.ColormapNum = 0;
vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
vis->bSplitSprite = false;
if (voxel != NULL)
{
vis->voxel = voxel->Voxel;
vis->bIsVoxel = true;
vis->bWallSprite = false;
DrewAVoxel = true;
}
else
{
vis->pic = tex;
vis->bIsVoxel = false;
vis->bWallSprite = false;
}
// 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->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
{
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
}
// Sprites that are added to the scene must fade to black.
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
}
}
// get light level
if (fixedcolormap != NULL)
{ // fixed map
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;
}
else
{ // diminished light
vis->Style.ColormapNum = GETPALOOKUP(
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = mybasecolormap;
}
}
}
//
// R_AddSprites
// During BSP traversal, this adds sprites by sector.
//
// killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
// [RH] Save which side of heightsec sprite is on here.
void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside)
{
F3DFloor *fakeceiling = NULL;
F3DFloor *fakefloor = NULL;
// BSP is traversed by subsector.
// A sector might have been split into several
// subsectors during BSP building.
// Thus we check whether it was already added.
if (sec->touching_renderthings == nullptr || sec->validcount == validcount)
return;
// Well, now it will be done.
sec->validcount = validcount;
int spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
// Handle all things in sector.
for(auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
{
auto thing = p->m_thing;
if (thing->validcount == validcount) continue;
thing->validcount = validcount;
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{
continue;
}
}
// find fake level
for(auto rover : thing->Sector->e->XFloor.ffloors)
{
if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
if(!fakefloor)
{
if(!rover->top.plane->isSlope())
{
if(rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
}
}
if(!rover->bottom.plane->isSlope())
{
if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
}
}
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling, sec, spriteshade);
fakeceiling = NULL;
fakefloor = NULL;
}
}
//
// R_SortVisSprites
@ -1196,8 +700,6 @@ void R_DrawMaskedSingle (bool renew)
}
}
void R_DrawHeightPlanes(double height); // kg3D - fake planes
void R_DrawMasked ()
{
R_CollectPortals();
@ -1255,11 +757,4 @@ void R_DrawMasked ()
R_DrawPlayerSprites();
}
extern double BaseYaspectMul;;
inline int sgn(int v)
{
return v < 0 ? -1 : v > 0 ? 1 : 0;
}
}

View File

@ -43,7 +43,6 @@ bool R_ClipSpriteColumnWithPortals(int x, vissprite_t* spr);
void R_CacheSprite (spritedef_t *sprite);
void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
void R_AddSprites (sector_t *sec, int lightlevel, WaterFakeSide fakeside);
void R_DrawSprites ();
void R_ClearSprites ();
void R_DrawMasked ();
@ -52,6 +51,7 @@ enum { DVF_OFFSCREEN = 1, DVF_SPANSONLY = 2, DVF_MIRRORED = 4 };
void R_ClipVisSprite (vissprite_t *vis, int xl, int xh);
extern bool DrewAVoxel;
}

View File

@ -55,8 +55,439 @@
#include "swrenderer/things/r_sprite.h"
#include "swrenderer/r_memory.h"
EXTERN_CVAR(Bool, r_drawvoxels)
namespace swrenderer
{
void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
{
double tr_x;
double tr_y;
double gzt; // killough 3/27/98
double gzb; // [RH] use bottom of sprite, not actor
double tx;// , tx2;
double tz;
double xscale = 1, yscale = 1;
int x1;
int x2;
FTextureID picnum;
FTexture *tex;
FVoxelDef *voxel;
vissprite_t* vis;
fixed_t iscale;
sector_t* heightsec; // killough 3/27/98
// Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr ||
(thing->renderflags & RF_INVISIBLE) ||
!thing->RenderStyle.IsVisible(thing->Alpha) ||
!thing->IsVisibleToPlayer() ||
!thing->IsInsideVisibleAngles())
{
return;
}
RenderPortal *renderportal = RenderPortal::Instance();
// [ZZ] Or less definitely not visible (hue)
// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), renderportal->CurrentPortal->dst))
return;
// [RH] Interpolate the sprite's position to make it look smooth
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
tex = nullptr;
voxel = nullptr;
int spritenum = thing->sprite;
DVector2 spriteScale = thing->Scale;
int renderflags = thing->renderflags;
if (spriteScale.Y < 0)
{
spriteScale.Y = -spriteScale.Y;
renderflags ^= RF_YFLIP;
}
if (thing->player != nullptr)
{
P_CheckPlayerSprite(thing, spritenum, spriteScale);
}
if (thing->picnum.isValid())
{
picnum = thing->picnum;
tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
{
return;
}
if (tex->Rotations != 0xFFFF)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
DAngle ang = (pos - ViewPos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
{
renderflags ^= RF_XFLIP;
}
tex = TexMan[picnum]; // Do not animate the rotation
}
}
else
{
// decide which texture to use for the sprite
if ((unsigned)spritenum >= sprites.Size())
{
DPrintf(DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
return;
}
spritedef_t *sprdef = &sprites[spritenum];
if (thing->frame >= sprdef->numframes)
{
// If there are no frames at all for this sprite, don't draw it.
return;
}
else
{
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
DAngle ang = (pos - ViewPos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
if (thing->flags7 & MF7_SPRITEANGLE)
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
else
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
picnum = sprframe->Texture[rot];
if (sprframe->Flip & (1 << rot))
{
renderflags ^= RF_XFLIP;
}
tex = TexMan[picnum]; // Do not animate the rotation
if (r_drawvoxels)
{
voxel = sprframe->Voxel;
}
}
}
if (spriteScale.X < 0)
{
spriteScale.X = -spriteScale.X;
renderflags ^= RF_XFLIP;
}
if (voxel == nullptr && (tex == nullptr || tex->UseType == FTexture::TEX_Null))
{
return;
}
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags, spriteshade);
return;
}
// transform the origin point
tr_x = pos.X - ViewPos.X;
tr_y = pos.Y - ViewPos.Y;
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
// thing is behind view plane?
if (voxel == nullptr && tz < MINZ)
return;
tx = tr_x * ViewSin - tr_y * ViewCos;
// [RH] Flip for mirrors
if (renderportal->MirrorFlags & RF_XFLIP)
{
tx = -tx;
}
//tx2 = tx >> 4;
// too far off the side?
// if it's a voxel, it can be further off the side
if ((voxel == nullptr && (fabs(tx / 64) > fabs(tz))) ||
(voxel != nullptr && (fabs(tx / 128) > fabs(tz))))
{
return;
}
if (voxel == nullptr)
{
// [RH] Added scaling
int scaled_to = tex->GetScaledTopOffset();
int scaled_bo = scaled_to - tex->GetScaledHeight();
gzt = pos.Z + spriteScale.Y * scaled_to;
gzb = pos.Z + spriteScale.Y * scaled_bo;
}
else
{
xscale = spriteScale.X * voxel->Scale;
yscale = spriteScale.Y * voxel->Scale;
double piv = voxel->Voxel->Mips[0].Pivot.Z;
gzt = pos.Z + yscale * piv - thing->Floorclip;
gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
if (gzt <= gzb)
return;
}
// killough 3/27/98: exclude things totally separated
// from the viewer, by either water or fake ceilings
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
heightsec = thing->Sector->GetHeightSec();
if (heightsec != nullptr) // only clip things which are in special sectors
{
if (fakeside == WaterFakeSide::AboveCeiling)
{
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
return;
}
else if (fakeside == WaterFakeSide::BelowFloor)
{
if (gzb >= heightsec->floorplane.ZatPoint(pos))
return;
}
else
{
if (gzt < heightsec->floorplane.ZatPoint(pos))
return;
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
return;
}
}
if (voxel == nullptr)
{
xscale = CenterX / tz;
// [RH] Reject sprites that are off the top or bottom of the screen
if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
{
return;
}
// [RH] Flip for mirrors
renderflags ^= renderportal->MirrorFlags & RF_XFLIP;
// calculate edges of the shape
const double thingxscalemul = spriteScale.X / tex->Scale.X;
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
double dtx1 = tx * xscale;
x1 = centerx + xs_RoundToInt(dtx1);
// off the right side?
if (x1 >= renderportal->WindowRight)
return;
tx += tex->GetWidth() * thingxscalemul;
x2 = centerx + xs_RoundToInt(tx * xscale);
// off the left side or too small?
if ((x2 < renderportal->WindowLeft || x2 <= x1))
return;
xscale = spriteScale.X * xscale / tex->Scale.X;
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
double yscale = spriteScale.Y / tex->Scale.Y;
// store information in a vissprite
vis = R_NewVisSprite();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->xscale = FLOAT2FIXED(xscale);
vis->yscale = float(InvZtoScale * yscale / tz);
vis->idepth = float(1 / tz);
vis->floorclip = thing->Floorclip / yscale;
vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
vis->Angle = thing->Angles.Yaw;
if (renderflags & RF_XFLIP)
{
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
vis->xiscale = -iscale;
}
else
{
vis->startfrac = 0;
vis->xiscale = iscale;
}
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
}
else
{
vis = R_NewVisSprite();
vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
vis->xscale = FLOAT2FIXED(xscale);
vis->yscale = (float)yscale;
vis->x1 = renderportal->WindowLeft;
vis->x2 = renderportal->WindowRight;
vis->idepth = 1 / MINZ;
vis->floorclip = thing->Floorclip;
pos.Z -= thing->Floorclip;
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
if (voxelspin != 0)
{
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
vis->Angle -= ang;
}
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
}
// killough 3/27/98: save sector for special clipping later
vis->heightsec = heightsec;
vis->sector = thing->Sector;
vis->depth = (float)tz;
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
vis->gzt = (float)gzt; // killough 3/27/98
vis->deltax = float(pos.X - ViewPos.X);
vis->deltay = float(pos.Y - ViewPos.Y);
vis->renderflags = renderflags;
if (thing->flags5 & MF5_BRIGHT)
vis->renderflags |= RF_FULLBRIGHT; // kg3D
vis->Style.RenderStyle = thing->RenderStyle;
vis->FillColor = thing->fillcolor;
vis->Translation = thing->Translation; // [RH] thing translation table
vis->FakeFlatStat = fakeside;
vis->Style.Alpha = float(thing->Alpha);
vis->fakefloor = fakefloor;
vis->fakeceiling = fakeceiling;
vis->Style.ColormapNum = 0;
vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
vis->bSplitSprite = false;
if (voxel != nullptr)
{
vis->voxel = voxel->Voxel;
vis->bIsVoxel = true;
vis->bWallSprite = false;
DrewAVoxel = true;
}
else
{
vis->pic = tex;
vis->bIsVoxel = false;
vis->bWallSprite = false;
}
// 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->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = basecolormap;
if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
{
// Todo: The actor is from a different sector so we have to retrieve the proper basecolormap for that sector.
}
// Sprites that are added to the scene must fade to black.
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
{
if (invertcolormap)
{ // Fade to white
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
invertcolormap = false;
}
else
{ // Fade to black
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
}
}
// get light level
if (fixedcolormap != nullptr)
{ // fixed map
vis->Style.BaseColormap = fixedcolormap;
vis->Style.ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;
}
else
{ // diminished light
vis->Style.ColormapNum = GETPALOOKUP(
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = mybasecolormap;
}
}
}
void R_DrawVisSprite(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip)
{
fixed_t frac;

View File

@ -17,5 +17,6 @@
namespace swrenderer
{
void R_ProjectSprite(AActor *thing, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
void R_DrawVisSprite(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip);
}