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https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 07:12:02 +00:00
Also calculate wallsprite and decal texture coordinates in ProjectedWallTexcoords
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parent
37fdf14422
commit
879fae7cd0
5 changed files with 32 additions and 65 deletions
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@ -157,7 +157,7 @@ namespace swrenderer
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texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
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double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
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if (tex->useWorldPanning(curline->GetLevel()))
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rowoffset /= fabs(ds->texcoords.yscale);
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rowoffset /= fabs(tex->GetScale().Y * curline->sidedef->GetTextureYScale(side_t::mid));
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double textop = texturemid + rowoffset - Thread->Viewport->viewpoint.Pos.Z;
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// [RH] Don't bother drawing segs that are completely offscreen
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@ -432,6 +432,19 @@ namespace swrenderer
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Project(viewport, lineseg->sidedef->TexelLength * xscale, x1, x2, WallT);
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}
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void ProjectedWallTexcoords::ProjectSprite(RenderViewport* viewport, double topZ, double scale, bool flipX, bool flipY, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic)
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{
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yscale = 1.0 / scale;
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texturemid = pic->GetTopOffset(0) + (topZ - viewport->viewpoint.Pos.Z) * yscale;
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if (flipY)
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{
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yscale = -yscale;
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texturemid -= pic->GetHeight();
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}
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Project(viewport, pic->GetWidth(), x1, x2, WallT, flipX);
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}
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void ProjectedWallTexcoords::Project(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT, bool flipx)
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{
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this->walxrepeat = walxrepeat;
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@ -66,19 +66,16 @@ namespace swrenderer
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void ProjectBottom(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void ProjectTranslucent(RenderViewport* viewport, sector_t* frontsector, sector_t* backsector, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void Project3DFloor(RenderViewport* viewport, F3DFloor* rover, seg_t* lineseg, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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void Project(RenderViewport *viewport, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT, bool flipx = false);
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void ProjectSprite(RenderViewport* viewport, double topZ, double scale, bool flipX, bool flipY, int x1, int x2, const FWallTmapVals& WallT, FSoftwareTexture* pic);
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float VStep(int x) const;
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fixed_t UPos(int x) const;
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float yscale = 1.0f;
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fixed_t xoffset = 0;
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double texturemid = 0.0f;
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explicit operator bool() const { return valid; }
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private:
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void Project(RenderViewport* viewport, double walxrepeat, int x1, int x2, const FWallTmapVals& WallT, bool flipx = false);
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static fixed_t GetXOffset(seg_t* lineseg, FSoftwareTexture* tex, side_t::ETexpart texpart);
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static double GetRowOffset(seg_t* lineseg, FSoftwareTexture* tex, side_t::ETexpart texpart);
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static double GetXScale(side_t* sidedef, FSoftwareTexture* tex, side_t::ETexpart texpart);
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@ -93,6 +90,10 @@ namespace swrenderer
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FWallTmapVals WallT;
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bool flipx;
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float yscale = 1.0f;
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fixed_t xoffset = 0;
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double texturemid = 0.0f;
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friend class RenderWallPart;
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friend class SpriteDrawerArgs;
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};
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@ -69,8 +69,6 @@ namespace swrenderer
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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double yscale;
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uint8_t flipx;
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double zpos;
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int needrepeat = 0;
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sector_t *back;
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@ -127,7 +125,6 @@ namespace swrenderer
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}
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FTexture *tex = TexMan.GetPalettedTexture(decal->PicNum, true);
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flipx = (uint8_t)(decal->RenderFlags & RF_XFLIP);
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if (tex == NULL || !tex->isValid())
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{
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@ -149,13 +146,11 @@ namespace swrenderer
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decal_pos = { dcx, dcy };
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DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
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float maskedScaleY;
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decal_left = decal_pos - edge_left * angvec - thread->Viewport->viewpoint.Pos;
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decal_right = decal_pos + edge_right * angvec - thread->Viewport->viewpoint.Pos;
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CameraLight *cameraLight;
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double texturemid;
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FWallCoords WallC;
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if (WallC.Init(thread, decal_left, decal_right, TOO_CLOSE_Z))
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@ -167,9 +162,6 @@ namespace swrenderer
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if (x1 >= clipper->x2 || x2 <= clipper->x1)
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return;
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FWallTmapVals WallT;
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WallT.InitFromWallCoords(thread, &WallC);
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if (drawsegPass)
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{
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uint32_t clipMode = decal->RenderFlags & RF_CLIPMASK;
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@ -230,9 +222,6 @@ namespace swrenderer
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}
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}
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yscale = decal->ScaleY;
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texturemid = WallSpriteTile->GetTopOffset(0) + (zpos - thread->Viewport->viewpoint.Pos.Z) / yscale;
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// Clip sprite to drawseg
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x1 = MAX<int>(clipper->x1, x1);
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x2 = MIN<int>(clipper->x2, x2);
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@ -255,24 +244,12 @@ namespace swrenderer
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cameraLight = CameraLight::Instance();
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// Draw it
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bool sprflipvert;
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if (decal->RenderFlags & RF_YFLIP)
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{
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sprflipvert = true;
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yscale = -yscale;
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texturemid -= WallSpriteTile->GetHeight();
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}
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else
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{
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sprflipvert = false;
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}
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maskedScaleY = float(1 / yscale);
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FWallTmapVals WallT;
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WallT.InitFromWallCoords(thread, &WallC);
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ProjectedWallTexcoords walltexcoords;
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walltexcoords.Project(thread->Viewport.get(), WallSpriteTile->GetWidth(), x1, x2, WallT, flipx);
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walltexcoords.yscale = maskedScaleY;
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walltexcoords.texturemid = texturemid;
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walltexcoords.ProjectSprite(thread->Viewport.get(), zpos, decal->ScaleY, decal->RenderFlags & RF_XFLIP, decal->RenderFlags & RF_YFLIP, x1, x2, WallT, WallSpriteTile);
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do
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{
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@ -288,6 +265,7 @@ namespace swrenderer
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if (visible)
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{
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thread->PrepareTexture(WallSpriteTile, decal->RenderStyle);
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bool sprflipvert = (decal->RenderFlags & RF_YFLIP);
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while (x < x2)
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{
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if (calclighting)
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@ -67,8 +67,6 @@
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#include "swrenderer/r_memory.h"
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#include "swrenderer/r_renderthread.h"
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EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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void RenderWallSprite::Project(RenderThread *thread, AActor *thing, const DVector3 &pos, FTexture *ppic, const DVector2 &scale, int renderflags, int lightlevel, bool foggy, FDynamicColormap *basecolormap)
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@ -162,21 +160,11 @@ namespace swrenderer
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{
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auto spr = this;
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int x1, x2;
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double iyscale;
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bool sprflipvert;
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x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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x2 = MIN<int>(spr->x2, spr->wallc.sx2);
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int x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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int x2 = MIN<int>(spr->x2, spr->wallc.sx2);
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if (x1 >= x2)
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return;
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FWallTmapVals WallT;
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WallT.InitFromWallCoords(thread, &spr->wallc);
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iyscale = 1 / spr->yscale;
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double texturemid = (spr->gzt - thread->Viewport->viewpoint.Pos.Z) * iyscale;
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// Prepare lighting
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// Decals that are added to the scene must fade to black.
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@ -200,30 +188,18 @@ namespace swrenderer
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// Draw it
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auto WallSpriteTile = spr->pic;
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if (spr->renderflags & RF_YFLIP)
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{
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sprflipvert = true;
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iyscale = -iyscale;
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texturemid -= spr->pic->GetHeight();
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}
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else
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{
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sprflipvert = false;
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}
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float maskedScaleY = (float)iyscale;
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int x = x1;
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FWallTmapVals WallT;
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WallT.InitFromWallCoords(thread, &spr->wallc);
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ProjectedWallTexcoords walltexcoords;
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walltexcoords.Project(thread->Viewport.get(), spr->pic->GetWidth(), x1, x2, WallT, spr->renderflags & RF_XFLIP);
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walltexcoords.yscale = maskedScaleY;
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walltexcoords.texturemid = texturemid;
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walltexcoords.ProjectSprite(thread->Viewport.get(), spr->gzt, spr->yscale, spr->renderflags & RF_XFLIP, spr->renderflags & RF_YFLIP, x1, x2, WallT, WallSpriteTile);
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RenderTranslucentPass *translucentPass = thread->TranslucentPass.get();
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thread->PrepareTexture(WallSpriteTile, spr->RenderStyle);
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while (x < x2)
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bool sprflipvert = (spr->renderflags & RF_YFLIP);
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for (int x = x1; x < x2; x++)
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{
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if (calclighting)
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{
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@ -233,7 +209,6 @@ namespace swrenderer
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if (!translucentPass->ClipSpriteColumnWithPortals(x, spr))
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drawerargs.DrawMaskedColumn(thread, x, WallSpriteTile, walltexcoords, sprflipvert, mfloorclip, mceilingclip, spr->RenderStyle);
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light += lightstep;
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x++;
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}
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}
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}
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