mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-27 22:33:17 +00:00
Moved r_line into a class and implemented proper parameter passing between r_line and r_bsp, r_walldraw, r_wallsetup, r_decal, r_wallsprite, r_fogboundary, r_portal and r_playersprite
This commit is contained in:
parent
aa11534033
commit
a4c0e29913
18 changed files with 229 additions and 223 deletions
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@ -51,72 +51,16 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
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namespace swrenderer
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{
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subsector_t *InSubsector;
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sector_t *frontsector;
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sector_t *backsector;
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seg_t *curline;
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side_t *sidedef;
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line_t *linedef;
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FWallCoords WallC;
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FWallTmapVals WallT;
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double rw_backcz1;
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double rw_backcz2;
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double rw_backfz1;
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double rw_backfz2;
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double rw_frontcz1;
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double rw_frontcz2;
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double rw_frontfz1;
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double rw_frontfz2;
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fixed_t rw_offset_top;
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fixed_t rw_offset_mid;
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fixed_t rw_offset_bottom;
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int rw_ceilstat, rw_floorstat;
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bool rw_mustmarkfloor, rw_mustmarkceiling;
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bool rw_prepped;
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bool rw_markportal;
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bool rw_havehigh;
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bool rw_havelow;
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float rw_light;
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float rw_lightstep;
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float rw_lightleft;
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fixed_t rw_offset;
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double rw_midtexturemid;
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double rw_toptexturemid;
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double rw_bottomtexturemid;
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double rw_midtexturescalex;
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double rw_midtexturescaley;
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double rw_toptexturescalex;
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double rw_toptexturescaley;
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double rw_bottomtexturescalex;
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double rw_bottomtexturescaley;
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FTexture *rw_pic;
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bool markfloor; // False if the back side is the same plane.
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bool markceiling;
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FTexture *toptexture;
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FTexture *bottomtexture;
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FTexture *midtexture;
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namespace
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{
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bool doorclosed;
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int wallshade;
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}
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void R_AddLine(seg_t *line)
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void SWRenderLine::R_AddLine(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector)
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{
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static sector_t tempsec; // killough 3/8/98: ceiling/water hack
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bool solid;
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DVector2 pt1, pt2;
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InSubsector = subsector;
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frontsector = sector;
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backsector = fakebacksector;
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curline = line;
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// [RH] Color if not texturing line
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@ -188,7 +132,7 @@ namespace swrenderer
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// kg3D - its fake, no transfer_heights
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if (!(fake3D & FAKE3D_FAKEBACK))
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{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
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backsector = R_FakeFlat(backsector, &tempsec, NULL, NULL, true);
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backsector = R_FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
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}
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doorclosed = false; // killough 4/16/98
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@ -341,13 +285,19 @@ namespace swrenderer
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#endif
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}
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if (R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, R_StoreWallRange))
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static SWRenderLine *self = this;
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bool visible = R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, [](int x1, int x2) -> bool
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{
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return self->R_StoreWallRange(x1, x2);
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});
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if (visible)
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{
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InSubsector->flags |= SSECF_DRAWN;
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}
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}
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bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
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bool SWRenderLine::R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
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{
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FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
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FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
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@ -365,7 +315,7 @@ namespace swrenderer
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}
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// A wall segment will be drawn between start and stop pixels (inclusive).
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bool R_StoreWallRange(int start, int stop)
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bool SWRenderLine::R_StoreWallRange(int start, int stop)
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{
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int i;
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bool maskedtexture = false;
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@ -625,7 +575,7 @@ namespace swrenderer
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// [ZZ] Only if not an active mirror
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if (!rw_markportal)
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{
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R_RenderDecals(curline->sidedef, draw_segment, wallshade);
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R_RenderDecals(curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC);
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}
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if (rw_markportal)
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@ -660,7 +610,7 @@ namespace swrenderer
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return !(fake3D & FAKE3D_FAKEMASK);
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}
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void R_NewWall(bool needlights)
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void SWRenderLine::R_NewWall(bool needlights)
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{
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double rowoffset;
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double yrepeat;
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@ -968,7 +918,7 @@ namespace swrenderer
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bottomtexture ? (bottomtexture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
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1.;
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PrepWall(swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2);
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PrepWall(swall, lwall, sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
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if (fixedcolormap == NULL && fixedlightlev < 0)
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{
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@ -986,7 +936,7 @@ namespace swrenderer
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}
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}
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bool IsFogBoundary(sector_t *front, sector_t *back)
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bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back)
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{
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return r_fogboundary && fixedcolormap == NULL && front->ColorMap->Fade &&
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front->ColorMap->Fade != back->ColorMap->Fade &&
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@ -995,7 +945,7 @@ namespace swrenderer
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// Draws zero, one, or two textures for walls.
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// Can draw or mark the starting pixel of floor and ceiling textures.
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void R_RenderSegLoop(int x1, int x2)
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void SWRenderLine::R_RenderSegLoop(int x1, int x2)
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{
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int x;
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double xscale;
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@ -1094,7 +1044,7 @@ namespace swrenderer
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yscale = rw_pic->Scale.Y * rw_midtexturescaley;
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if (xscale != lwallscale)
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{
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PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
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PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
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lwallscale = xscale;
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}
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if (midtexture->bWorldPanning)
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@ -1109,7 +1059,7 @@ namespace swrenderer
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{
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rw_offset = -rw_offset;
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}
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R_DrawWallSegment(rw_pic, x1, x2, walltop, wallbottom, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, light_list);
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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);
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}
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fillshort(ceilingclip + x1, x2 - x1, viewheight);
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fillshort(floorclip + x1, x2 - x1, 0xffff);
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@ -1130,7 +1080,7 @@ namespace swrenderer
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yscale = rw_pic->Scale.Y * rw_toptexturescaley;
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if (xscale != lwallscale)
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{
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PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
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PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
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lwallscale = xscale;
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}
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if (toptexture->bWorldPanning)
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@ -1145,7 +1095,7 @@ namespace swrenderer
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{
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rw_offset = -rw_offset;
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}
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R_DrawWallSegment(rw_pic, x1, x2, walltop, wallupper, swall, lwall, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, light_list);
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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);
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}
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memcpy(ceilingclip + x1, wallupper + x1, (x2 - x1) * sizeof(short));
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}
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@ -1169,7 +1119,7 @@ namespace swrenderer
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yscale = rw_pic->Scale.Y * rw_bottomtexturescaley;
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if (xscale != lwallscale)
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{
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PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2);
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PrepLWall(lwall, curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
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lwallscale = xscale;
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}
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if (bottomtexture->bWorldPanning)
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@ -1184,7 +1134,7 @@ namespace swrenderer
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{
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rw_offset = -rw_offset;
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}
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R_DrawWallSegment(rw_pic, x1, x2, walllower, wallbottom, swall, lwall, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, light_list);
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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);
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}
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memcpy(floorclip + x1, walllower + x1, (x2 - x1) * sizeof(short));
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}
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@ -35,59 +35,74 @@ namespace swrenderer
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void InitFromLine(const DVector2 &left, const DVector2 &right);
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};
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void R_AddLine(seg_t *line);
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bool R_StoreWallRange(int start, int stop);
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void R_NewWall(bool needlights);
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void R_RenderSegLoop(int x1, int x2);
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class SWRenderLine
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{
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public:
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void R_AddLine(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector);
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bool IsFogBoundary(sector_t *front, sector_t *back);
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bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector);
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private:
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bool R_StoreWallRange(int start, int stop);
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void R_NewWall(bool needlights);
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void R_RenderSegLoop(int x1, int x2);
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extern subsector_t *InSubsector;
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extern sector_t *frontsector;
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extern sector_t *backsector;
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bool IsFogBoundary(sector_t *front, sector_t *back);
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bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector);
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extern seg_t *curline;
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extern side_t *sidedef;
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extern line_t *linedef;
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subsector_t *InSubsector;
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sector_t *frontsector;
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sector_t *backsector;
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extern FWallCoords WallC;
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extern FWallTmapVals WallT;
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seg_t *curline;
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side_t *sidedef;
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line_t *linedef;
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extern double rw_backcz1;
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extern double rw_backcz2;
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extern double rw_backfz1;
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extern double rw_backfz2;
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extern double rw_frontcz1;
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extern double rw_frontcz2;
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extern double rw_frontfz1;
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extern double rw_frontfz2;
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FWallCoords WallC;
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FWallTmapVals WallT;
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extern fixed_t rw_offset_top;
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extern fixed_t rw_offset_mid;
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extern fixed_t rw_offset_bottom;
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double rw_backcz1;
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double rw_backcz2;
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double rw_backfz1;
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double rw_backfz2;
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double rw_frontcz1;
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double rw_frontcz2;
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double rw_frontfz1;
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double rw_frontfz2;
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extern int rw_ceilstat, rw_floorstat;
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extern bool rw_mustmarkfloor, rw_mustmarkceiling;
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extern bool rw_prepped;
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extern bool rw_markportal;
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extern bool rw_havehigh;
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extern bool rw_havelow;
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fixed_t rw_offset_top;
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fixed_t rw_offset_mid;
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fixed_t rw_offset_bottom;
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extern float rw_light;
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extern float rw_lightstep;
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extern float rw_lightleft;
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int rw_ceilstat, rw_floorstat;
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bool rw_mustmarkfloor, rw_mustmarkceiling;
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bool rw_prepped;
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bool rw_markportal;
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bool rw_havehigh;
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bool rw_havelow;
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extern fixed_t rw_offset;
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extern double rw_midtexturemid;
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extern double rw_toptexturemid;
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extern double rw_bottomtexturemid;
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extern double rw_midtexturescalex;
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extern double rw_midtexturescaley;
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extern double rw_toptexturescalex;
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extern double rw_toptexturescaley;
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extern double rw_bottomtexturescalex;
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extern double rw_bottomtexturescaley;
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float rw_light;
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float rw_lightstep;
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float rw_lightleft;
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extern FTexture *rw_pic;
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fixed_t rw_offset;
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double rw_midtexturemid;
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double rw_toptexturemid;
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double rw_bottomtexturemid;
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double rw_midtexturescalex;
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double rw_midtexturescaley;
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double rw_toptexturescalex;
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double rw_toptexturescaley;
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double rw_bottomtexturescalex;
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double rw_bottomtexturescaley;
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FTexture *rw_pic;
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bool doorclosed;
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int wallshade;
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bool markfloor; // False if the back side is the same plane.
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bool markceiling;
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FTexture *toptexture;
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FTexture *bottomtexture;
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FTexture *midtexture;
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};
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}
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@ -51,7 +51,10 @@ namespace swrenderer
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{
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using namespace drawerargs;
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extern FTexture *rw_pic;
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namespace
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{
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FTexture *rw_pic;
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}
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static const uint8_t *R_GetColumn(FTexture *tex, int col)
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{
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@ -191,9 +194,9 @@ namespace swrenderer
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}
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// Draw a column with support for non-power-of-two ranges
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static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
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static void Draw1Column(const FWallCoords &WallC, int x, int y1, int y2, WallSampler &sampler, DrawerFunc draw1column)
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{
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if (r_dynlights)
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if (r_dynlights && dc_light_list)
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{
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// Find column position in view space
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float w1 = 1.0f / WallC.sz1;
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@ -330,14 +333,13 @@ namespace swrenderer
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}
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static void ProcessWallWorker(
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int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade,
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const FWallCoords &WallC,
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int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, fixed_t xoffset, float light, float lightstep,
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const BYTE *(*getcol)(FTexture *tex, int x), DrawerFunc drawcolumn)
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{
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if (rw_pic->UseType == FTexture::TEX_Null)
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return;
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fixed_t xoffset = rw_offset;
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rw_pic->GetHeight(); // To ensure that rw_pic->HeightBits has been set
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int fracbits = 32 - rw_pic->HeightBits;
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if (fracbits == 32)
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@ -374,11 +376,9 @@ namespace swrenderer
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dc_normal.Y = -dx / length;
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dc_normal.Z = 0.0f;
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float light = rw_light;
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double xmagnitude = 1.0;
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for (int x = x1; x < x2; x++, light += rw_lightstep)
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for (int x = x1; x < x2; x++, light += lightstep)
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{
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int y1 = uwal[x];
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int y2 = dwal[x];
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@ -391,44 +391,44 @@ namespace swrenderer
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if (x + 1 < x2) xmagnitude = fabs(FIXED2DBL(lwal[x + 1]) - FIXED2DBL(lwal[x]));
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WallSampler sampler(y1, swal[x], yrepeat, lwal[x] + xoffset, xmagnitude, rw_pic, getcol);
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Draw1Column(x, y1, y2, sampler, drawcolumn);
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Draw1Column(WallC, x, y1, y2, sampler, drawcolumn);
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}
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NetUpdate();
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}
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static void ProcessNormalWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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static void ProcessNormalWall(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, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
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{
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||||
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallColumn);
|
||||
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, &SWPixelFormatDrawers::DrawWallColumn);
|
||||
}
|
||||
|
||||
static void ProcessMaskedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
|
||||
static void ProcessMaskedWall(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, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
|
||||
{
|
||||
if (!rw_pic->bMasked) // Textures that aren't masked can use the faster ProcessNormalWall.
|
||||
{
|
||||
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
|
||||
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
|
||||
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, &SWPixelFormatDrawers::DrawWallMaskedColumn);
|
||||
}
|
||||
}
|
||||
|
||||
static void ProcessTranslucentWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
|
||||
static void ProcessTranslucentWall(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, const BYTE *(*getcol)(FTexture *tex, int x) = R_GetColumn)
|
||||
{
|
||||
DrawerFunc drawcol1 = R_GetTransMaskDrawer();
|
||||
if (drawcol1 == nullptr)
|
||||
{
|
||||
// The current translucency is unsupported, so draw with regular ProcessMaskedWall instead.
|
||||
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
|
||||
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessWallWorker(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol, drawcol1);
|
||||
ProcessWallWorker(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol, drawcol1);
|
||||
}
|
||||
}
|
||||
|
||||
static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
|
||||
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)
|
||||
{
|
||||
FDynamicColormap *startcolormap = basecolormap;
|
||||
bool fogginess = foggy;
|
||||
|
@ -452,7 +452,7 @@ namespace swrenderer
|
|||
{
|
||||
down[j] = clamp(most3[j], up[j], dwal[j]);
|
||||
}
|
||||
ProcessNormalWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade);
|
||||
ProcessNormalWall(WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
|
||||
up = down;
|
||||
down = (down == most1) ? most2 : most1;
|
||||
}
|
||||
|
@ -462,32 +462,32 @@ namespace swrenderer
|
|||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, *lit->p_lightlevel, lit->lightsource != NULL) + r_actualextralight);
|
||||
}
|
||||
|
||||
ProcessNormalWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade);
|
||||
ProcessNormalWall(WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
|
||||
basecolormap = startcolormap;
|
||||
}
|
||||
|
||||
static void ProcessWall(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, 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)
|
||||
{
|
||||
if (mask)
|
||||
{
|
||||
if (colfunc == basecolfunc)
|
||||
{
|
||||
ProcessMaskedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
|
||||
ProcessMaskedWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessTranslucentWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
|
||||
ProcessTranslucentWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (fixedcolormap != NULL || fixedlightlev >= 0 || !(frontsector->e && frontsector->e->XFloor.lightlist.Size()))
|
||||
{
|
||||
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
|
||||
ProcessNormalWall(WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessStripedWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade);
|
||||
ProcessStripedWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -503,7 +503,7 @@ namespace swrenderer
|
|||
//
|
||||
//=============================================================================
|
||||
|
||||
static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, double top, double bot, int wallshade, 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)
|
||||
{
|
||||
short most1[MAXWIDTH], most2[MAXWIDTH], most3[MAXWIDTH];
|
||||
short *up, *down;
|
||||
|
@ -530,14 +530,14 @@ namespace swrenderer
|
|||
{
|
||||
down[j] = clamp(most3[j], up[j], dwal[j]);
|
||||
}
|
||||
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
|
||||
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
|
||||
up = down;
|
||||
down = (down == most1) ? most2 : most1;
|
||||
}
|
||||
partition -= scaledtexheight;
|
||||
dc_texturemid -= texheight;
|
||||
}
|
||||
ProcessWall(x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, mask);
|
||||
ProcessWall(frontsector, curline, WallC, x1, x2, up, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
|
||||
}
|
||||
else
|
||||
{ // upside down: draw strips from bottom to top
|
||||
|
@ -554,19 +554,20 @@ namespace swrenderer
|
|||
{
|
||||
up[j] = clamp(most3[j], uwal[j], down[j]);
|
||||
}
|
||||
ProcessWall(x1, x2, up, down, swal, lwal, yrepeat, wallshade, mask);
|
||||
ProcessWall(frontsector, curline, WallC, x1, x2, up, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
|
||||
down = up;
|
||||
up = (up == most1) ? most2 : most1;
|
||||
}
|
||||
partition -= scaledtexheight;
|
||||
dc_texturemid -= texheight;
|
||||
}
|
||||
ProcessWall(x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, mask);
|
||||
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, down, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, mask);
|
||||
}
|
||||
}
|
||||
|
||||
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade)
|
||||
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)
|
||||
{
|
||||
rw_pic = pic;
|
||||
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
|
||||
{
|
||||
double frontcz1 = ds->curline->frontsector->ceilingplane.ZatPoint(ds->curline->v1);
|
||||
|
@ -583,31 +584,34 @@ namespace swrenderer
|
|||
{
|
||||
bot = MAX(bot, sclipBottom);
|
||||
}
|
||||
ProcessWallNP2(x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, true);
|
||||
ProcessWallNP2(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, top, bot, wallshade, xoffset, light, lightstep, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, true);
|
||||
ProcessWall(frontsector, curline, WallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void R_DrawWallSegment(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, 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)
|
||||
{
|
||||
rw_pic = pic;
|
||||
dc_light_list = light_list;
|
||||
if (rw_pic->GetHeight() != 1 << rw_pic->HeightBits)
|
||||
{
|
||||
ProcessWallNP2(x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, false);
|
||||
ProcessWallNP2(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, top, bottom, wallshade, xoffset, light, lightstep, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
ProcessWall(x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, false);
|
||||
ProcessWall(frontsector, curline, WallC, x1, x2, walltop, wallbottom, swall, lwall, yscale, wallshade, xoffset, light, lightstep, false);
|
||||
}
|
||||
dc_light_list = nullptr;
|
||||
}
|
||||
|
||||
void R_DrawSkySegment(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const BYTE *(*getcol)(FTexture *tex, int x))
|
||||
void R_DrawSkySegment(FTexture *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 x))
|
||||
{
|
||||
ProcessNormalWall(x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, getcol);
|
||||
rw_pic = pic;
|
||||
FWallCoords wallC; // Not used. To do: don't use r_walldraw to draw the sky!!
|
||||
ProcessNormalWall(wallC, x1, x2, uwal, dwal, swal, lwal, yrepeat, wallshade, xoffset, light, lightstep, getcol);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -19,6 +19,7 @@ struct FLightNode;
|
|||
namespace swrenderer
|
||||
{
|
||||
struct drawseg_t;
|
||||
struct FWallCoords;
|
||||
|
||||
struct WallSampler
|
||||
{
|
||||
|
@ -35,7 +36,7 @@ namespace swrenderer
|
|||
uint32_t height;
|
||||
};
|
||||
|
||||
void R_DrawWallSegment(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, FLightNode *light_list);
|
||||
void R_DrawSkySegment(int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade, const uint8_t *(*getcol)(FTexture *tex, int col));
|
||||
void R_DrawDrawSeg(drawseg_t *ds, int x1, int x2, short *uwal, short *dwal, float *swal, fixed_t *lwal, double yrepeat, int wallshade);
|
||||
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_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);
|
||||
}
|
||||
|
|
|
@ -153,7 +153,7 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2)
|
||||
void PrepWall(float *vstep, fixed_t *upos, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT)
|
||||
{
|
||||
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
|
||||
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
|
||||
|
@ -191,7 +191,7 @@ namespace swrenderer
|
|||
}
|
||||
}
|
||||
|
||||
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2)
|
||||
void PrepLWall(fixed_t *upos, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT)
|
||||
{
|
||||
float uOverZ = WallT.UoverZorg + WallT.UoverZstep * (float)(x1 + 0.5 - CenterX);
|
||||
float invZ = WallT.InvZorg + WallT.InvZstep * (float)(x1 + 0.5 - CenterX);
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
namespace swrenderer
|
||||
{
|
||||
struct FWallCoords;
|
||||
struct FWallTmapVals;
|
||||
|
||||
extern short walltop[MAXWIDTH];
|
||||
extern short wallbottom[MAXWIDTH];
|
||||
|
@ -19,6 +20,6 @@ namespace swrenderer
|
|||
int R_CreateWallSegmentYSloped(short *outbuf, const secplane_t &plane, const FWallCoords *wallc, seg_t *line, bool xflip);
|
||||
int R_CreateWallSegmentY(short *outbuf, double z, const FWallCoords *wallc);
|
||||
|
||||
void PrepWall(float *swall, fixed_t *lwall, double walxrepeat, int x1, int x2);
|
||||
void PrepLWall(fixed_t *lwall, double walxrepeat, int x1, int x2);
|
||||
void PrepWall(float *swall, fixed_t *lwall, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT);
|
||||
void PrepLWall(fixed_t *lwall, double walxrepeat, int x1, int x2, const FWallTmapVals &WallT);
|
||||
}
|
||||
|
|
|
@ -51,14 +51,13 @@ namespace swrenderer
|
|||
short spanend[MAXHEIGHT];
|
||||
}
|
||||
|
||||
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade)
|
||||
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep)
|
||||
{
|
||||
// This is essentially the same as R_MapVisPlane but with an extra step
|
||||
// to create new horizontal spans whenever the light changes enough that
|
||||
// we need to use a new colormap.
|
||||
|
||||
double lightstep = rw_lightstep;
|
||||
double light = rw_light + rw_lightstep*(x2 - x1 - 1);
|
||||
float light = lightleft + lightstep*(x2 - x1 - 1);
|
||||
int x = x2 - 1;
|
||||
int t2 = uclip[x];
|
||||
int b2 = dclip[x];
|
||||
|
@ -82,7 +81,7 @@ namespace swrenderer
|
|||
const int xr = x + 1;
|
||||
int stop;
|
||||
|
||||
light -= rw_lightstep;
|
||||
light -= lightstep;
|
||||
lcolormap = GETPALOOKUP(light, wallshade);
|
||||
if (lcolormap != rcolormap)
|
||||
{
|
||||
|
|
|
@ -17,6 +17,6 @@
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade);
|
||||
void R_DrawFogBoundary(int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep);
|
||||
void R_DrawFogBoundarySection(int y, int y2, int x1);
|
||||
}
|
||||
|
|
|
@ -453,10 +453,7 @@ namespace swrenderer
|
|||
lastskycol_bgra[x] = 0xffffffff;
|
||||
}
|
||||
|
||||
rw_pic = frontskytex;
|
||||
rw_offset = 0;
|
||||
|
||||
frontyScale = rw_pic->Scale.Y;
|
||||
frontyScale = frontskytex->Scale.Y;
|
||||
dc_texturemid = skymid * frontyScale;
|
||||
|
||||
if (1 << frontskytex->HeightBits == frontskytex->GetHeight())
|
||||
|
@ -466,8 +463,8 @@ namespace swrenderer
|
|||
lastskycol[x] = 0xffffffff;
|
||||
lastskycol_bgra[x] = 0xffffffff;
|
||||
}
|
||||
R_DrawSkySegment(pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
|
||||
frontyScale, 0, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
||||
R_DrawSkySegment(frontskytex, pl->left, pl->right, (short *)pl->top, (short *)pl->bottom, swall, lwall,
|
||||
frontyScale, 0, 0, 0.0f, 0.0f, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
||||
}
|
||||
else
|
||||
{ // The texture does not tile nicely
|
||||
|
@ -504,7 +501,7 @@ namespace swrenderer
|
|||
lastskycol[x] = 0xffffffff;
|
||||
lastskycol_bgra[x] = 0xffffffff;
|
||||
}
|
||||
R_DrawSkySegment(pl->left, pl->right, top, bot, swall, lwall, rw_pic->Scale.Y, 0, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
||||
R_DrawSkySegment(frontskytex, pl->left, pl->right, top, bot, swall, lwall, frontskytex->Scale.Y, 0, 0, 0.0f, 0.0f, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns);
|
||||
yl = yh;
|
||||
yh += drawheight;
|
||||
dc_texturemid = iscale * (centery - yl - 1);
|
||||
|
|
|
@ -597,8 +597,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|||
}
|
||||
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
|
||||
PO_LinkToSubsectors();
|
||||
InSubsector = NULL;
|
||||
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
|
||||
R_RenderScene();
|
||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||
camera->renderflags = savedflags;
|
||||
WallCycles.Unclock();
|
||||
|
|
|
@ -59,8 +59,13 @@ EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor);
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
using namespace drawerargs;
|
||||
namespace
|
||||
{
|
||||
subsector_t *InSubsector;
|
||||
sector_t *frontsector;
|
||||
|
||||
SWRenderLine render_line;
|
||||
}
|
||||
|
||||
bool r_fakingunderwater;
|
||||
|
||||
|
@ -93,9 +98,7 @@ short ceilingclip[MAXWIDTH];
|
|||
// killough 4/11/98, 4/13/98: fix bugs, add 'back' parameter
|
||||
//
|
||||
|
||||
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
|
||||
int *floorlightlevel, int *ceilinglightlevel,
|
||||
bool back)
|
||||
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2)
|
||||
{
|
||||
// [RH] allow per-plane lighting
|
||||
if (floorlightlevel != NULL)
|
||||
|
@ -182,13 +185,13 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
|
|||
// 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 (back && !r_fakingunderwater && curline->frontsector->heightsec == NULL)
|
||||
if (backline && !r_fakingunderwater && backline->frontsector->heightsec == NULL)
|
||||
{
|
||||
if (rw_frontcz1 <= s->floorplane.ZatPoint(curline->v1) &&
|
||||
rw_frontcz2 <= s->floorplane.ZatPoint(curline->v2))
|
||||
if (frontcz1 <= s->floorplane.ZatPoint(backline->v1) &&
|
||||
frontcz2 <= s->floorplane.ZatPoint(backline->v2))
|
||||
{
|
||||
// Check that the window is actually visible
|
||||
for (int z = WallC.sx1; z < WallC.sx2; ++z)
|
||||
for (int z = backx1; z < backx2; ++z)
|
||||
{
|
||||
if (floorclip[z] > ceilingclip[z])
|
||||
{
|
||||
|
@ -211,7 +214,7 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
|
|||
}
|
||||
|
||||
// killough 11/98: prevent sudden light changes from non-water sectors:
|
||||
if ((underwater && !back) || doorunderwater)
|
||||
if ((underwater && !backline) || doorunderwater)
|
||||
{ // head-below-floor hack
|
||||
tempsec->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
|
||||
tempsec->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
|
||||
|
@ -427,7 +430,7 @@ void R_FakeDrawLoop(subsector_t *sub)
|
|||
{
|
||||
if ((line->sidedef) && !(line->sidedef->Flags & WALLF_POLYOBJ))
|
||||
{
|
||||
R_AddLine (line);
|
||||
render_line.R_AddLine (line, InSubsector, frontsector, nullptr);
|
||||
}
|
||||
line++;
|
||||
}
|
||||
|
@ -489,8 +492,7 @@ void R_Subsector (subsector_t *sub)
|
|||
line = sub->firstline;
|
||||
|
||||
// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
|
||||
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel,
|
||||
&ceilinglightlevel, false); // killough 4/11/98
|
||||
frontsector = R_FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0);
|
||||
|
||||
fll = floorlightlevel;
|
||||
cll = ceilinglightlevel;
|
||||
|
@ -757,20 +759,19 @@ void R_Subsector (subsector_t *sub)
|
|||
tempsec = *fakeFloor->model;
|
||||
tempsec.floorplane = *fakeFloor->top.plane;
|
||||
tempsec.ceilingplane = *fakeFloor->bottom.plane;
|
||||
backsector = &tempsec;
|
||||
if (fakeFloor->validcount != validcount)
|
||||
{
|
||||
fakeFloor->validcount = validcount;
|
||||
R_3D_NewClip();
|
||||
}
|
||||
R_AddLine(line); // fake
|
||||
render_line.R_AddLine(line, InSubsector, frontsector, &tempsec); // fake
|
||||
}
|
||||
fakeFloor = NULL;
|
||||
fake3D = 0;
|
||||
floorplane = backupfp;
|
||||
ceilingplane = backupcp;
|
||||
}
|
||||
R_AddLine (line); // now real
|
||||
render_line.R_AddLine(line, InSubsector, frontsector, nullptr); // now real
|
||||
}
|
||||
line++;
|
||||
}
|
||||
|
@ -780,6 +781,12 @@ void R_Subsector (subsector_t *sub)
|
|||
}
|
||||
}
|
||||
|
||||
void R_RenderScene()
|
||||
{
|
||||
InSubsector = nullptr;
|
||||
R_RenderBSPNode(nodes + numnodes - 1); // The head node is the last node output.
|
||||
}
|
||||
|
||||
//
|
||||
// RenderBSPNode
|
||||
// Renders all subsectors below a given node, traversing subtree recursively.
|
||||
|
|
|
@ -49,10 +49,11 @@ enum
|
|||
extern int WindowLeft, WindowRight;
|
||||
extern WORD MirrorFlags;
|
||||
|
||||
void R_RenderScene();
|
||||
void R_RenderBSPNode (void *node);
|
||||
|
||||
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
|
||||
sector_t *R_FakeFlat(sector_t *, sector_t *, int *, int *, bool);
|
||||
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
|
||||
|
||||
extern visplane_t *floorplane;
|
||||
extern visplane_t *ceilingplane;
|
||||
|
|
|
@ -246,8 +246,7 @@ namespace swrenderer
|
|||
viewposStack.Push(ViewPos);
|
||||
visplaneStack.Push(pl);
|
||||
|
||||
InSubsector = nullptr;
|
||||
R_RenderBSPNode(nodes + numnodes - 1);
|
||||
R_RenderScene();
|
||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||
R_DrawPlanes();
|
||||
|
||||
|
@ -466,8 +465,7 @@ namespace swrenderer
|
|||
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
|
||||
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
|
||||
|
||||
InSubsector = nullptr;
|
||||
R_RenderBSPNode(nodes + numnodes - 1);
|
||||
R_RenderScene();
|
||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
|
||||
|
||||
|
|
|
@ -51,6 +51,19 @@ namespace swrenderer
|
|||
namespace
|
||||
{
|
||||
size_t MaxDrawSegs;
|
||||
|
||||
sector_t *frontsector;
|
||||
sector_t *backsector;
|
||||
|
||||
seg_t *curline;
|
||||
|
||||
FWallCoords WallC;
|
||||
FWallTmapVals WallT;
|
||||
|
||||
float rw_light;
|
||||
float rw_lightstep;
|
||||
fixed_t rw_offset;
|
||||
FTexture *rw_pic;
|
||||
}
|
||||
|
||||
void R_FreeDrawSegs()
|
||||
|
@ -145,7 +158,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
// killough 4/13/98: get correct lightlevel for 2s normal textures
|
||||
sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, false);
|
||||
sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
||||
|
||||
basecolormap = sec->ColorMap; // [RH] Set basecolormap
|
||||
|
||||
|
@ -179,7 +192,7 @@ namespace swrenderer
|
|||
// [RH] Draw fog partition
|
||||
if (ds->bFogBoundary)
|
||||
{
|
||||
R_DrawFogBoundary(x1, x2, mceilingclip, mfloorclip, wallshade);
|
||||
R_DrawFogBoundary(x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep);
|
||||
if (ds->maskedtexturecol == -1)
|
||||
{
|
||||
goto clearfog;
|
||||
|
@ -397,7 +410,7 @@ namespace swrenderer
|
|||
|
||||
rw_offset = 0;
|
||||
rw_pic = tex;
|
||||
R_DrawDrawSeg(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade);
|
||||
R_DrawDrawSeg(frontsector, curline, WallC, rw_pic, ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade, rw_offset, rw_light, rw_lightstep);
|
||||
}
|
||||
|
||||
clearfog:
|
||||
|
@ -522,8 +535,8 @@ namespace swrenderer
|
|||
walllower[i] = mfloorclip[i];
|
||||
}
|
||||
|
||||
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2);
|
||||
R_DrawDrawSeg(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade);
|
||||
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_FinishSetPatchStyle();
|
||||
}
|
||||
|
||||
|
|
|
@ -44,11 +44,11 @@
|
|||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade)
|
||||
void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC)
|
||||
{
|
||||
for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
|
||||
{
|
||||
R_RenderDecal(sidedef, decal, draw_segment, wallshade, 0);
|
||||
R_RenderDecal(sidedef, decal, draw_segment, wallshade, lightleft, lightstep, curline, wallC, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -56,7 +56,7 @@ namespace swrenderer
|
|||
// = 1: drawing masked textures (including sprites)
|
||||
// Currently, only pass = 0 is done or used
|
||||
|
||||
void R_RenderDecal(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, int pass)
|
||||
void R_RenderDecal(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords WallC, int pass)
|
||||
{
|
||||
DVector2 decal_left, decal_right, decal_pos;
|
||||
int x1, x2;
|
||||
|
@ -150,6 +150,7 @@ namespace swrenderer
|
|||
if (x1 >= clipper->x2 || x2 <= clipper->x1)
|
||||
goto done;
|
||||
|
||||
FWallTmapVals WallT;
|
||||
WallT.InitFromWallCoords(&WallC);
|
||||
|
||||
// Get the top and bottom clipping arrays
|
||||
|
@ -217,7 +218,7 @@ namespace swrenderer
|
|||
goto done;
|
||||
}
|
||||
|
||||
PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
|
||||
PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2, WallT);
|
||||
|
||||
if (flipx)
|
||||
{
|
||||
|
@ -242,7 +243,7 @@ namespace swrenderer
|
|||
rereadcolormap = false;
|
||||
}
|
||||
|
||||
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
|
||||
float light = lightleft + (x1 - savecoord.sx1) * lightstep;
|
||||
if (fixedlightlev >= 0)
|
||||
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||||
else if (fixedcolormap != NULL)
|
||||
|
@ -283,9 +284,10 @@ namespace swrenderer
|
|||
{
|
||||
if (calclighting)
|
||||
{ // calculate lighting
|
||||
R_SetColorMapLight(usecolormap, rw_light, wallshade);
|
||||
R_SetColorMapLight(usecolormap, light, wallshade);
|
||||
}
|
||||
R_WallSpriteColumn(x, maskedScaleY);
|
||||
R_DecalColumn(x, maskedScaleY);
|
||||
light += lightstep;
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
@ -304,4 +306,22 @@ namespace swrenderer
|
|||
done:
|
||||
WallC = savecoord;
|
||||
}
|
||||
|
||||
void R_DecalColumn(int x, float maskedScaleY)
|
||||
{
|
||||
using namespace drawerargs;
|
||||
|
||||
dc_x = x;
|
||||
|
||||
float iscale = swall[dc_x] * maskedScaleY;
|
||||
dc_iscale = FLOAT2FIXED(iscale);
|
||||
spryscale = 1 / iscale;
|
||||
if (sprflipvert)
|
||||
sprtopscreen = CenterY + dc_texturemid * spryscale;
|
||||
else
|
||||
sprtopscreen = CenterY - dc_texturemid * spryscale;
|
||||
|
||||
dc_texturefrac = 0;
|
||||
R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@ namespace swrenderer
|
|||
{
|
||||
struct drawseg_t;
|
||||
|
||||
void R_RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade);
|
||||
void R_RenderDecal(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, int pass);
|
||||
void R_RenderDecals(side_t *wall, drawseg_t *draw_segment, int wallshade, float lightleft, float lightstep, seg_t *curline, const FWallCoords &wallC);
|
||||
void R_RenderDecal(side_t *wall, DBaseDecal *first, drawseg_t *clipper, int wallshade, float lightleft, float lightstep, seg_t *curline, FWallCoords wallC, int pass);
|
||||
void R_DecalColumn(int x, float maskedScaleY);
|
||||
}
|
||||
|
|
|
@ -123,8 +123,7 @@ namespace swrenderer
|
|||
else
|
||||
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
// when the interpolated viewpoint is in a different sector than the camera.
|
||||
sec = R_FakeFlat(viewsector, &tempsec, &floorlight,
|
||||
&ceilinglight, false);
|
||||
sec = R_FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
|
||||
// [RH] set basecolormap
|
||||
basecolormap = sec->ColorMap;
|
||||
|
|
|
@ -141,8 +141,9 @@ namespace swrenderer
|
|||
x2 = MIN<int>(spr->x2, spr->wallc.sx2);
|
||||
if (x1 >= x2)
|
||||
return;
|
||||
FWallTmapVals WallT;
|
||||
WallT.InitFromWallCoords(&spr->wallc);
|
||||
PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2);
|
||||
PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2, WallT);
|
||||
iyscale = 1 / spr->yscale;
|
||||
dc_texturemid = (spr->gzt - ViewPos.Z) * iyscale;
|
||||
if (spr->renderflags & RF_XFLIP)
|
||||
|
@ -168,9 +169,9 @@ namespace swrenderer
|
|||
|
||||
int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
|
||||
GlobVis = r_WallVisibility;
|
||||
rw_lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
|
||||
float lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
|
||||
if (fixedlightlev >= 0)
|
||||
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||||
else if (fixedcolormap != NULL)
|
||||
|
@ -215,10 +216,11 @@ namespace swrenderer
|
|||
{
|
||||
if (calclighting)
|
||||
{ // calculate lighting
|
||||
R_SetColorMapLight(usecolormap, rw_light, shade);
|
||||
R_SetColorMapLight(usecolormap, light, shade);
|
||||
}
|
||||
if (!R_ClipSpriteColumnWithPortals(spr))
|
||||
R_WallSpriteColumn(x, maskedScaleY);
|
||||
light += lightstep;
|
||||
x++;
|
||||
}
|
||||
}
|
||||
|
@ -241,6 +243,5 @@ namespace swrenderer
|
|||
|
||||
dc_texturefrac = 0;
|
||||
R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
|
||||
rw_light += rw_lightstep;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue