Remove foggy global

This commit is contained in:
Magnus Norddahl 2017-01-12 20:13:21 +01:00
parent f912b4ab8b
commit 929e07697d
24 changed files with 81 additions and 71 deletions

View file

@ -55,7 +55,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane)
void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *linefloorplane, visplane_t *lineceilingplane, bool infog)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
@ -66,6 +66,7 @@ namespace swrenderer
backsector = fakebacksector;
floorplane = linefloorplane;
ceilingplane = lineceilingplane;
foggy = infog;
curline = line;
@ -365,6 +366,7 @@ namespace swrenderer
draw_segment->curline = curline;
draw_segment->bFogBoundary = false;
draw_segment->bFakeBoundary = false;
draw_segment->foggy = foggy;
Clip3DFloors *clip3d = Clip3DFloors::Instance();
if (clip3d->fake3D & FAKE3D_FAKEMASK) draw_segment->fake = 1;
@ -589,7 +591,7 @@ namespace swrenderer
// [ZZ] Only if not an active mirror
if (!rw_markportal)
{
RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC);
RenderDecal::RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC, foggy);
}
if (rw_markportal)
@ -1077,7 +1079,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
}
fillshort(ceilingclip + x1, x2 - x1, viewheight);
fillshort(floorclip + x1, x2 - x1, 0xffff);
@ -1113,7 +1115,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
}
memcpy(ceilingclip + x1, wallupper + x1, (x2 - x1) * sizeof(short));
}
@ -1152,7 +1154,7 @@ namespace swrenderer
{
rw_offset = -rw_offset;
}
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list);
R_DrawWallSegment(frontsector, curline, WallC, rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy);
}
memcpy(floorclip + x1, walllower + x1, (x2 - x1) * sizeof(short));
}

View file

@ -48,7 +48,7 @@ namespace swrenderer
class SWRenderLine
{
public:
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane);
void Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy);
private:
bool RenderWallSegment(int x1, int x2);
@ -116,5 +116,7 @@ namespace swrenderer
FTexture *toptexture;
FTexture *bottomtexture;
FTexture *midtexture;
bool foggy;
};
}

View file

@ -431,10 +431,9 @@ namespace swrenderer
}
}
static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep)
static void ProcessStripedWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy)
{
FDynamicColormap *startcolormap = basecolormap;
bool fogginess = foggy;
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
@ -464,14 +463,14 @@ namespace swrenderer
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy));
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != NULL) + R_ActualExtraLight(foggy));
}
ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
basecolormap = startcolormap;
}
static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask)
static void ProcessWall(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy)
{
if (mask)
{
@ -492,7 +491,7 @@ namespace swrenderer
}
else
{
ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, foggy);
}
}
}
@ -508,7 +507,7 @@ namespace swrenderer
//
//=============================================================================
static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask)
static void ProcessWallNP2(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, fixed_t xoffset, float light, float lightstep, bool mask, bool foggy)
{
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
short *up, *down;
@ -535,14 +534,14 @@ namespace swrenderer
{
down[j] = clamp(most3[j], up[j], dwal[j]);
}
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
up = down;
down = (down == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
}
else
{ // upside down: draw strips from bottom to top
@ -559,18 +558,18 @@ namespace swrenderer
{
up[j] = clamp(most3[j], uwal[j], down[j]);
}
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
down = up;
up = (up == most1) ? most2 : most1;
}
partition -= scaledtexheight;
dc_texturemid -= texheight;
}
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask, foggy);
}
}
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep)
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy)
{
rw_pic = pic;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
@ -590,26 +589,26 @@ namespace swrenderer
{
bot = MAX(bot, clip3d->sclipBottom);
}
ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true);
ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true, foggy);
}
else
{
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true);
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true, foggy);
}
}
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list)
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy)
{
rw_pic = pic;
dc_light_list = light_list;
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
{
ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false);
ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false, foggy);
}
else
{
ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false);
ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false, foggy);
}
dc_light_list = nullptr;
}

View file

@ -37,7 +37,7 @@ namespace swrenderer
uint32_t height;
};
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list);
void R_DrawWallSegment(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, int x1, int x2, short *walltop, short *wallbottom, float *swall, fixed_t *lwall, double yscale, double top, double bottom, bool mask, int wallshade, fixed_t xoffset, float light, float lightstep, FLightNode *light_list, bool foggy);
void R_DrawSkySegment(FTexture *rw_pic, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, const uint8_t *(*getcol)(FTexture *tex, int col));
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep);
void R_DrawDrawSeg(sector_t *frontsector, seg_t *curline, const FWallCoords &WallC, FTexture *rw_pic, drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep, bool foggy);
}

View file

@ -50,8 +50,6 @@ namespace swrenderer
FSWColormap *fixedcolormap;
FSpecialColormap *realfixedcolormap;
bool foggy; // [RH] ignore extralight and fullbright?
namespace
{
double CurrentVisibility = 8.f;

View file

@ -57,7 +57,6 @@ namespace swrenderer
extern float r_TiltVisibility;
extern double r_SpriteVisibility;
extern bool foggy;
extern int fixedlightlev;
extern FSWColormap *fixedcolormap;
extern FSpecialColormap *realfixedcolormap;

View file

@ -398,7 +398,7 @@ namespace swrenderer
}
// kg3D - add fake segs, never rendered
void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane)
void RenderOpaquePass::FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy)
{
int count;
seg_t* line;
@ -410,7 +410,7 @@ namespace swrenderer
{
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
{
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane);
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy);
}
line++;
}
@ -476,7 +476,7 @@ namespace swrenderer
cll = ceilinglightlevel;
// [RH] set foggy flag
foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
bool foggy = level.fadeto || frontsector->ColorMap->Fade || (level.flags & LEVEL_HASFADETABLE);
// kg3D - fake lights
if (fixedlightlev < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
@ -620,7 +620,7 @@ namespace swrenderer
if (floorplane)
floorplane->AddLights(frontsector->lighthead);
FakeDrawLoop(sub, floorplane, ceilingplane);
FakeDrawLoop(sub, floorplane, ceilingplane, foggy);
clip3d->fake3D = 0;
frontsector = sub->sector;
}
@ -685,7 +685,7 @@ namespace swrenderer
if (ceilingplane)
ceilingplane->AddLights(frontsector->lighthead);
FakeDrawLoop(sub, floorplane, ceilingplane);
FakeDrawLoop(sub, floorplane, ceilingplane, foggy);
clip3d->fake3D = 0;
frontsector = sub->sector;
}
@ -704,7 +704,7 @@ 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.
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide);
AddSprites(sub->sector, frontsector->GetTexture(sector_t::ceiling) == skyflatnum ? ceilinglightlevel : floorlightlevel, FakeSide, foggy);
// [RH] Add particles
if ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors)
@ -712,7 +712,7 @@ namespace swrenderer
int shade = LIGHT2SHADE((floorlightlevel + ceilinglightlevel) / 2 + R_ActualExtraLight(foggy));
for (WORD i = ParticlesInSubsec[(unsigned int)(sub - subsectors)]; i != NO_PARTICLE; i = Particles[i].snext)
{
RenderParticle::Project(Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide);
RenderParticle::Project(Particles + i, subsectors[sub - subsectors].sector, shade, FakeSide, foggy);
}
}
@ -746,14 +746,14 @@ namespace swrenderer
clip3d->fakeFloor->validcount = validcount;
clip3d->NewClip();
}
renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane); // fake
renderline.Render(line, InSubsector, frontsector, &tempsec, floorplane, ceilingplane, foggy); // fake
}
clip3d->fakeFloor = nullptr;
clip3d->fake3D = 0;
floorplane = backupfp;
ceilingplane = backupcp;
}
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane); // now real
renderline.Render(line, InSubsector, frontsector, nullptr, floorplane, ceilingplane, foggy); // now real
}
line++;
}
@ -809,7 +809,7 @@ namespace swrenderer
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
}
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside)
void RenderOpaquePass::AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy)
{
F3DFloor *fakeceiling = nullptr;
F3DFloor *fakefloor = nullptr;
@ -869,15 +869,15 @@ namespace swrenderer
{
if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade);
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy);
}
else if (sprite.voxel)
{
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade);
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy);
}
else
{
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade);
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy);
}
}
}

View file

@ -68,9 +68,9 @@ namespace swrenderer
bool CheckBBox(float *bspcoord);
void AddPolyobjs(subsector_t *sub);
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane, bool foggy);
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside);
void AddSprites(sector_t *sec, int lightlevel, WaterFakeSide fakeside, bool foggy);
static bool IsPotentiallyVisible(AActor *thing);
static bool GetThingSprite(AActor *thing, ThingSprite &sprite);

View file

@ -215,6 +215,7 @@ namespace swrenderer
draw_segment->bFogBoundary = false;
draw_segment->curline = nullptr;
draw_segment->fake = 0;
draw_segment->foggy = false;
memcpy(openings + draw_segment->sprbottomclip, floorclip + pl->left, (pl->right - pl->left) * sizeof(short));
memcpy(openings + draw_segment->sprtopclip, ceilingclip + pl->left, (pl->right - pl->left) * sizeof(short));

View file

@ -233,14 +233,14 @@ namespace swrenderer
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
{ // full bright
spr->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
spr->Style.ColormapNum = 0;
}
else
{ // diminished light
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(foggy));
int spriteshade = LIGHT2SHADE(sec->lightlevel + R_ActualExtraLight(spr->foggy));
spr->Style.BaseColormap = mybasecolormap;
spr->Style.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade);
}

View file

@ -189,7 +189,7 @@ namespace swrenderer
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
break;
}
}
@ -420,7 +420,7 @@ namespace swrenderer
rw_offset = 0;
rw_pic = tex;
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy);
}
clearfog:
@ -547,7 +547,7 @@ namespace swrenderer
}
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2, WallT);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep);
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade, rw_offset, rw_light, rw_lightstep, ds->foggy);
R_FinishSetPatchStyle();
}
@ -746,7 +746,7 @@ namespace swrenderer
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
break;
}
}
@ -759,7 +759,7 @@ namespace swrenderer
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
break;
}
}
@ -920,7 +920,7 @@ namespace swrenderer
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
break;
}
}
@ -933,7 +933,7 @@ namespace swrenderer
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(foggy));
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + R_ActualExtraLight(ds->foggy));
break;
}
}

View file

@ -32,6 +32,7 @@ namespace swrenderer
uint8_t bFogBoundary;
uint8_t bFakeBoundary; // for fake walls
int shade;
bool foggy;
// Pointers to lists for sprite clipping, all three adjusted so [x1] is first value.
ptrdiff_t sprtopclip; // type short

View file

@ -47,11 +47,11 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC)
void RenderDecal::RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy)
{
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
{
Render(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, 0);
Render(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, foggy, 0);
}
}
@ -59,7 +59,7 @@ namespace swrenderer
// = 1: drawing masked textures (including sprites)
// Currently, only pass = 0 is done or used
void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, int pass)
void RenderDecal::Render(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, bool foggy, int pass)
{
DVector2 decal_left, decal_right, decal_pos;
int x1, x2;

View file

@ -23,10 +23,10 @@ namespace swrenderer
class RenderDecal
{
public:
static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC);
static void RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC, bool foggy);
private:
static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, int pass);
static void Render(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, bool foggy, int pass);
static void DrawColumn(int x, FTexture *WallSpriteTile, float maskedScaleY, bool sprflipvert, const short *mfloorclip, const short *mceilingclip);
};
}

View file

@ -59,7 +59,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderParticle::Project(particle_t *particle, const sector_t *sector, int shade, WaterFakeSide fakeside)
void RenderParticle::Project(particle_t *particle, const sector_t *sector, int shade, WaterFakeSide fakeside, bool foggy)
{
double tr_x, tr_y;
double tx, ty;
@ -200,6 +200,7 @@ namespace swrenderer
vis->FakeFlatStat = fakeside;
vis->floorclip = 0;
vis->Style.ColormapNum = 0;
vis->foggy = foggy;
if (fixedlightlev >= 0)
{

View file

@ -21,7 +21,7 @@ namespace swrenderer
class RenderParticle
{
public:
static void Project(particle_t *, const sector_t *sector, int shade, WaterFakeSide fakeside);
static void Project(particle_t *, const sector_t *sector, int shade, WaterFakeSide fakeside, bool foggy);
static void Render(vissprite_t *);
private:

View file

@ -136,7 +136,7 @@ namespace swrenderer
}
// [RH] set foggy flag
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
// get light level
lightnum = ((floorlight + ceilinglight) >> 1) + R_ActualExtraLight(foggy);
@ -478,7 +478,7 @@ namespace swrenderer
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && pspr->GetState()->GetFullbright())
else if (!vis->foggy && pspr->GetState()->GetFullbright())
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap; // [RH] use basecolormap
vis->Style.ColormapNum = 0;
@ -535,7 +535,7 @@ namespace swrenderer
// [SP] If emulating GZDoom fullbright, disable acceleration
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
mybasecolormap = &FullNormalLight;
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
if (r_fullbrightignoresectorcolor && !vis->foggy && pspr->GetState()->GetFullbright())
mybasecolormap = &FullNormalLight;
colormap_to_use = mybasecolormap;
}

View file

@ -60,7 +60,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
void RenderSprite::Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
@ -209,6 +209,8 @@ namespace swrenderer
vis->bIsVoxel = false;
vis->bWallSprite = false;
vis->foggy = foggy;
// 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.
@ -261,7 +263,7 @@ namespace swrenderer
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;

View file

@ -20,7 +20,7 @@ namespace swrenderer
class RenderSprite
{
public:
static void Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
static void Project(AActor *thing, const DVector3 &pos, FTexture *tex, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy);
static void Render(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip);
};
}

View file

@ -86,6 +86,8 @@ namespace swrenderer
visstyle_t Style;
int CurrentPortalUniq; // [ZZ] to identify the portal that this thing is in. used for clipping.
bool foggy;
vissprite_t() {}
};
}

View file

@ -46,7 +46,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
namespace swrenderer
{
void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade)
void RenderVoxel::Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy)
{
// transform the origin point
double tr_x = pos.X - ViewPos.X;
@ -155,6 +155,8 @@ namespace swrenderer
vis->voxel = voxel->Voxel;
vis->bIsVoxel = true;
vis->bWallSprite = false;
vis->foggy = foggy;
RenderTranslucentPass::DrewAVoxel = true;
// The software renderer cannot invert the source without inverting the overlay
@ -209,7 +211,7 @@ namespace swrenderer
vis->Style.BaseColormap = mybasecolormap;
vis->Style.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
else if (!vis->foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
vis->Style.BaseColormap = (r_fullbrightignoresectorcolor) ? &FullNormalLight : mybasecolormap;
vis->Style.ColormapNum = 0;

View file

@ -55,7 +55,7 @@ namespace swrenderer
class RenderVoxel
{
public:
static void Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade);
static void Project(AActor *thing, DVector3 pos, FVoxelDef *voxel, const DVector2 &spriteScale, int renderflags, WaterFakeSide fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling, sector_t *current_sector, int spriteshade, bool foggy);
static void Render(vissprite_t *sprite, int minZ, int maxZ, short *cliptop, short *clipbottom);
static void Deinit();

View file

@ -62,7 +62,7 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
namespace swrenderer
{
void RenderWallSprite::Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade)
void RenderWallSprite::Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy)
{
FWallCoords wallc;
double x1, x2;
@ -136,6 +136,7 @@ namespace swrenderer
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
vis->Style.BaseColormap = basecolormap;
vis->wallc = wallc;
vis->foggy = foggy;
}
void RenderWallSprite::Render(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip)
@ -174,7 +175,7 @@ namespace swrenderer
rereadcolormap = false;
}
int shade = LIGHT2SHADE(spr->sector->lightlevel + R_ActualExtraLight(foggy));
int shade = LIGHT2SHADE(spr->sector->lightlevel + R_ActualExtraLight(spr->foggy));
double GlobVis = r_WallVisibility;
float lightleft = float(GlobVis / spr->wallc.sz1);
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
@ -183,7 +184,7 @@ namespace swrenderer
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != NULL)
R_SetColorMapLight(fixedcolormap, 0, 0);
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
else if (!spr->foggy && (spr->renderflags & RF_FULLBRIGHT))
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
else
calclighting = true;

View file

@ -20,7 +20,7 @@ namespace swrenderer
class RenderWallSprite
{
public:
static void Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade);
static void Project(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags, int spriteshade, bool foggy);
static void Render(vissprite_t *spr, const short *mfloorclip, const short *mceilingclip);
private: