From b529b1e3a7a320a09c223301d75c4c74bd0fec1e Mon Sep 17 00:00:00 2001
From: Christoph Oelckers <coelckers@users.noreply.github.com>
Date: Thu, 16 Mar 2017 13:49:34 +0100
Subject: [PATCH] - removed several unneeded GL headers from the software
 renderer's sources. - consolidated the code to calculate a sprite's display
 angle for all 3 renderers.

As it turned out, they all differed in their feature support because they had always been updated independently by different people.
---
 src/actor.h                                 | 14 ++++++++
 src/g_shared/a_dynlight.cpp                 | 15 ++++-----
 src/gl/data/gl_data.cpp                     | 36 ---------------------
 src/gl/data/gl_data.h                       |  1 -
 src/gl/scene/gl_sprite.cpp                  | 24 ++++++++------
 src/gl/scene/gl_weapon.cpp                  |  4 +--
 src/polyrenderer/scene/poly_sprite.cpp      | 22 ++++++-------
 src/r_data/sprites.cpp                      | 33 +++++++++++++++++++
 src/r_data/sprites.h                        |  2 ++
 src/swrenderer/drawers/r_draw_rgba.cpp      |  2 +-
 src/swrenderer/line/r_fogboundary.cpp       |  2 +-
 src/swrenderer/line/r_walldraw.cpp          |  2 +-
 src/swrenderer/plane/r_flatplane.cpp        |  2 +-
 src/swrenderer/plane/r_planerenderer.cpp    |  2 +-
 src/swrenderer/plane/r_skyplane.cpp         |  2 +-
 src/swrenderer/plane/r_slopeplane.cpp       |  2 +-
 src/swrenderer/plane/r_visibleplane.cpp     |  2 +-
 src/swrenderer/plane/r_visibleplanelist.cpp |  2 +-
 src/swrenderer/scene/r_opaque_pass.cpp      | 32 ++++++------------
 src/swrenderer/things/r_sprite.cpp          |  2 +-
 20 files changed, 100 insertions(+), 103 deletions(-)

diff --git a/src/actor.h b/src/actor.h
index c1d5696b3f..631d854d09 100644
--- a/src/actor.h
+++ b/src/actor.h
@@ -1324,6 +1324,20 @@ public:
 		result.Roll = PrevAngles.Roll + deltaangle(PrevAngles.Roll, Angles.Roll) * ticFrac;
 		return result;
 	}
+	DAngle GetSpriteAngle(DAngle viewangle, double ticFrac)
+	{
+		if (flags7 & MF7_SPRITEANGLE)
+		{
+			return SpriteAngle;
+		}
+		else
+		{
+			DAngle thisang;
+			if (renderflags & RF_INTERPOLATEANGLES) thisang = PrevAngles.Yaw + deltaangle(PrevAngles.Yaw, Angles.Yaw) * ticFrac;
+			else thisang = Angles.Yaw;
+			return viewangle - (thisang + SpriteRotation);
+		}
+	}
 	DVector3 PosPlusZ(double zadd) const
 	{
 		return { X(), Y(), Z() + zadd };
diff --git a/src/g_shared/a_dynlight.cpp b/src/g_shared/a_dynlight.cpp
index 9400826f6c..1c29f4f9f1 100644
--- a/src/g_shared/a_dynlight.cpp
+++ b/src/g_shared/a_dynlight.cpp
@@ -72,16 +72,13 @@
 #include "doomstat.h"
 #include "serializer.h"
 #include "g_levellocals.h"
+#include "a_dynlight.h"
 #include "actorinlines.h"
-
-
-#include "gl/renderer/gl_renderer.h"
-#include "gl/data/gl_data.h"
-#include "gl/dynlights/gl_dynlight.h"
-#include "gl/utility/gl_convert.h"
-#include "gl/utility/gl_templates.h"
+#include "c_cvars.h"
 #include "gl/system//gl_interface.h"
 
+EXTERN_CVAR(Int, vid_renderer)
+
 
 CUSTOM_CVAR (Bool, gl_lights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
 {
@@ -168,7 +165,7 @@ void ADynamicLight::BeginPlay()
 	specialf1 = DAngle(double(SpawnAngle)).Normalized360().Degrees;
 	visibletoplayer = true;
 
-	if (gl.legacyMode && (flags4 & MF4_ATTENUATE))
+	if (vid_renderer == 1 && gl.legacyMode && (flags4 & MF4_ATTENUATE))
 	{
 		args[LIGHT_INTENSITY] = args[LIGHT_INTENSITY] * 2 / 3;
 		args[LIGHT_SECONDARY_INTENSITY] = args[LIGHT_SECONDARY_INTENSITY] * 2 / 3;
@@ -793,7 +790,7 @@ CCMD(listlights)
 
 		if (dl->target)
 		{
-			FTextureID spr = gl_GetSpriteFrame(dl->target->sprite, dl->target->frame, 0, 0, NULL);
+			FTextureID spr = sprites[dl->target->sprite].GetSpriteFrame(dl->target->frame, 0, 0., nullptr);
 			Printf(", frame = %s ", TexMan[spr]->Name.GetChars());
 		}
 
diff --git a/src/gl/data/gl_data.cpp b/src/gl/data/gl_data.cpp
index f4b2ff391c..e041e5a059 100644
--- a/src/gl/data/gl_data.cpp
+++ b/src/gl/data/gl_data.cpp
@@ -333,42 +333,6 @@ CCMD(gl_resetmap)
 }
 
 
-//===========================================================================
-//
-//  Gets the texture index for a sprite frame
-//
-//===========================================================================
-
-FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror)
-{
-	spritedef_t *sprdef = &sprites[sprite];
-	if (frame >= sprdef->numframes)
-	{
-		// If there are no frames at all for this sprite, don't draw it.
-		return FNullTextureID();
-	}
-	else
-	{
-		//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
-		// choose a different rotation based on player view
-		spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + frame];
-		if (rot==-1)
-		{
-			if (sprframe->Texture[0] == sprframe->Texture[1])
-			{
-				rot = (ang + (angle_t)(ANGLE_90/4)*9) >> 28;
-			}
-			else
-			{
-				rot = (ang + (angle_t)(ANGLE_90/4)*9-(angle_t)(ANGLE_180/16)) >> 28;
-			}
-		}
-		if (mirror) *mirror = !!(sprframe->Flip&(1<<rot));
-		return sprframe->Texture[rot];
-	}
-}
-
-
 //==========================================================================
 //
 // Recalculate all heights affecting this vertex.
diff --git a/src/gl/data/gl_data.h b/src/gl/data/gl_data.h
index 509afb17d5..5075d9c5f3 100644
--- a/src/gl/data/gl_data.h
+++ b/src/gl/data/gl_data.h
@@ -36,7 +36,6 @@ inline	int getExtraLight()
 }
 
 void gl_RecalcVertexHeights(vertex_t * v);
-FTextureID gl_GetSpriteFrame(unsigned sprite, int frame, int rot, angle_t ang, bool *mirror);
 
 struct GLSectorStackPortal;
 
diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp
index af3ed691f4..0725156b34 100644
--- a/src/gl/scene/gl_sprite.cpp
+++ b/src/gl/scene/gl_sprite.cpp
@@ -785,18 +785,22 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
 			patch = thing->picnum;
 			mirror = false;
 		}
-		else if (thing->flags7 & MF7_SPRITEANGLE)
-		{
-			patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
-		}
-		else if (!(thing->renderflags & RF_FLATSPRITE))
-		{
-			patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (ang - (Angles.Yaw + thing->SpriteRotation)).BAMs(), &mirror);
-		}
 		else
 		{
-			// Flat sprites cannot rotate in a predictable manner.
-			patch = gl_GetSpriteFrame(spritenum, thing->frame, 0, 0, &mirror);
+			DAngle sprangle;
+			int rot;
+			if (!(thing->renderflags & RF_FLATSPRITE))
+			{
+				sprangle = thing->GetSpriteAngle(ang, r_viewpoint.TicFrac);
+				rot = -1;
+			}
+			else
+			{
+				// Flat sprites cannot rotate in a predictable manner.
+				sprangle = 0.;
+				rot = 0;
+			}
+			patch = sprites[spritenum].GetSpriteFrame(thing->frame, rot, sprangle, &mirror);
 		}
 
 		if (!patch.isValid()) return;
diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp
index 7e13b17e4d..5f261d9d4c 100644
--- a/src/gl/scene/gl_weapon.cpp
+++ b/src/gl/scene/gl_weapon.cpp
@@ -82,7 +82,7 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
 
 	// decide which patch to use
 	bool mirror;
-	FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, &mirror);
+	FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
 	if (!lump.isValid()) return;
 
 	FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
@@ -172,7 +172,7 @@ static bool isBright(DPSprite *psp)
 	if (psp != nullptr && psp->GetState() != nullptr)
 	{
 		bool disablefullbright = false;
-		FTextureID lump = gl_GetSpriteFrame(psp->GetSprite(), psp->GetFrame(), 0, 0, NULL);
+		FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
 		if (lump.isValid())
 		{
 			FMaterial * tex = FMaterial::ValidateTexture(lump, false, false);
diff --git a/src/polyrenderer/scene/poly_sprite.cpp b/src/polyrenderer/scene/poly_sprite.cpp
index 3940bf05d2..e53d1cc2e9 100644
--- a/src/polyrenderer/scene/poly_sprite.cpp
+++ b/src/polyrenderer/scene/poly_sprite.cpp
@@ -376,6 +376,10 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
 {
 	const auto &viewpoint = PolyRenderer::Instance()->Thread.Viewport->viewpoint;
 	flipX = false;
+
+	if (thing->renderflags & RF_FLATSPRITE)
+		return nullptr;	// do not draw flat sprites.
+
 	if (thing->picnum.isValid())
 	{
 		FTexture *tex = TexMan(thing->picnum);
@@ -422,21 +426,15 @@ FTexture *RenderPolySprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
 		{
 			//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
 			// choose a different rotation based on player view
-			spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
+
 			DVector3 pos = thing->InterpolatedPosition(viewpoint.TicFrac);
 			pos.Z += thing->GetBobOffset(viewpoint.TicFrac);
 			DAngle ang = (pos - viewpoint.Pos).Angle();
-			angle_t rot;
-			if (sprframe->Texture[0] == sprframe->Texture[1])
-			{
-				rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
-			}
-			else
-			{
-				rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
-			}
-			flipX = (sprframe->Flip & (1 << rot)) != 0;
-			return TexMan[sprframe->Texture[rot]];	// Do not animate the rotation
+
+			DAngle sprangle = thing->GetSpriteAngle((pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
+			FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
+			if (!tex.isValid()) return nullptr;
+			return TexMan[tex];
 		}
 	}
 }
diff --git a/src/r_data/sprites.cpp b/src/r_data/sprites.cpp
index d932e6377b..7a5927be61 100644
--- a/src/r_data/sprites.cpp
+++ b/src/r_data/sprites.cpp
@@ -35,6 +35,39 @@ uint8_t			OtherGameSkinRemap[256];
 PalEntry		OtherGameSkinPalette[256];
 
 
+//===========================================================================
+//
+//  Gets the texture index for a sprite frame
+//
+//===========================================================================
+
+FTextureID spritedef_t::GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror)
+{
+	if ((unsigned)frame >= numframes)
+	{
+		// If there are no frames at all for this sprite, don't draw it.
+		return FNullTextureID();
+	}
+	else
+	{
+		// choose a different rotation based on player view
+		spriteframe_t *sprframe = &SpriteFrames[spriteframes + frame];
+		if (rot == -1)
+		{
+			if (sprframe->Texture[0] == sprframe->Texture[1])
+			{
+				rot = (ang + 45.0 / 2 * 9).BAMs() >> 28;
+			}
+			else
+			{
+				rot = (ang + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
+			}
+		}
+		if (mirror) *mirror = !!(sprframe->Flip&(1 << rot));
+		return sprframe->Texture[rot];
+	}
+}
+
 
 //
 // R_InstallSpriteLump
diff --git a/src/r_data/sprites.h b/src/r_data/sprites.h
index d40be370fb..aec0a246d9 100644
--- a/src/r_data/sprites.h
+++ b/src/r_data/sprites.h
@@ -36,6 +36,8 @@ struct spritedef_t
 	};
 	uint8_t numframes;
 	uint16_t spriteframes;
+
+	FTextureID GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror);
 };
 
 extern TArray<spriteframe_t> SpriteFrames;
diff --git a/src/swrenderer/drawers/r_draw_rgba.cpp b/src/swrenderer/drawers/r_draw_rgba.cpp
index 8778414e63..57ea136f13 100644
--- a/src/swrenderer/drawers/r_draw_rgba.cpp
+++ b/src/swrenderer/drawers/r_draw_rgba.cpp
@@ -36,7 +36,7 @@
 #include "v_palette.h"
 #include "r_data/colormaps.h"
 #include "r_draw_rgba.h"
-#include "gl/data/gl_matrix.h"
+//#include "gl/data/gl_matrix.h"
 #include "swrenderer/viewport/r_viewport.h"
 #include "swrenderer/scene/r_light.h"
 #ifdef NO_SSE
diff --git a/src/swrenderer/line/r_fogboundary.cpp b/src/swrenderer/line/r_fogboundary.cpp
index 8bd907c708..7f3ef3529b 100644
--- a/src/swrenderer/line/r_fogboundary.cpp
+++ b/src/swrenderer/line/r_fogboundary.cpp
@@ -28,7 +28,7 @@
 #include "g_level.h"
 #include "v_palette.h"
 #include "r_data/colormaps.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/drawers/r_draw_rgba.h"
 #include "swrenderer/scene/r_opaque_pass.h"
 #include "swrenderer/scene/r_3dfloors.h"
diff --git a/src/swrenderer/line/r_walldraw.cpp b/src/swrenderer/line/r_walldraw.cpp
index 8e3c73a173..00d5d4860f 100644
--- a/src/swrenderer/line/r_walldraw.cpp
+++ b/src/swrenderer/line/r_walldraw.cpp
@@ -28,7 +28,7 @@
 #include "r_walldraw.h"
 #include "v_palette.h"
 #include "r_data/colormaps.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/drawers/r_draw.h"
 #include "swrenderer/segments/r_drawsegment.h"
 #include "swrenderer/scene/r_opaque_pass.h"
diff --git a/src/swrenderer/plane/r_flatplane.cpp b/src/swrenderer/plane/r_flatplane.cpp
index 159d4c45ad..17b9a26301 100644
--- a/src/swrenderer/plane/r_flatplane.cpp
+++ b/src/swrenderer/plane/r_flatplane.cpp
@@ -33,7 +33,7 @@
 #include "v_palette.h"
 #include "r_data/colormaps.h"
 #include "swrenderer/drawers/r_draw_rgba.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/segments/r_clipsegment.h"
 #include "swrenderer/segments/r_drawsegment.h"
 #include "swrenderer/scene/r_portal.h"
diff --git a/src/swrenderer/plane/r_planerenderer.cpp b/src/swrenderer/plane/r_planerenderer.cpp
index 6bc023738c..772c13df4d 100644
--- a/src/swrenderer/plane/r_planerenderer.cpp
+++ b/src/swrenderer/plane/r_planerenderer.cpp
@@ -27,7 +27,7 @@
 #include "cmdlib.h"
 #include "d_net.h"
 #include "g_level.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/plane/r_visibleplane.h"
 #include "swrenderer/plane/r_planerenderer.h"
 
diff --git a/src/swrenderer/plane/r_skyplane.cpp b/src/swrenderer/plane/r_skyplane.cpp
index 613c1fbea8..c75411e7f8 100644
--- a/src/swrenderer/plane/r_skyplane.cpp
+++ b/src/swrenderer/plane/r_skyplane.cpp
@@ -32,7 +32,7 @@
 #include "v_palette.h"
 #include "r_data/colormaps.h"
 #include "swrenderer/drawers/r_draw_rgba.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/segments/r_clipsegment.h"
 #include "swrenderer/segments/r_drawsegment.h"
 #include "swrenderer/line/r_wallsetup.h"
diff --git a/src/swrenderer/plane/r_slopeplane.cpp b/src/swrenderer/plane/r_slopeplane.cpp
index 90aaf9cea9..d8897aa6c1 100644
--- a/src/swrenderer/plane/r_slopeplane.cpp
+++ b/src/swrenderer/plane/r_slopeplane.cpp
@@ -33,7 +33,7 @@
 #include "v_palette.h"
 #include "r_data/colormaps.h"
 #include "swrenderer/drawers/r_draw_rgba.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/segments/r_clipsegment.h"
 #include "swrenderer/segments/r_drawsegment.h"
 #include "swrenderer/scene/r_portal.h"
diff --git a/src/swrenderer/plane/r_visibleplane.cpp b/src/swrenderer/plane/r_visibleplane.cpp
index b32e092b48..88c2e6d349 100644
--- a/src/swrenderer/plane/r_visibleplane.cpp
+++ b/src/swrenderer/plane/r_visibleplane.cpp
@@ -27,7 +27,7 @@
 #include "cmdlib.h"
 #include "d_net.h"
 #include "g_level.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/r_memory.h"
 #include "swrenderer/r_renderthread.h"
 #include "swrenderer/scene/r_opaque_pass.h"
diff --git a/src/swrenderer/plane/r_visibleplanelist.cpp b/src/swrenderer/plane/r_visibleplanelist.cpp
index 8cb29d938e..16f9925621 100644
--- a/src/swrenderer/plane/r_visibleplanelist.cpp
+++ b/src/swrenderer/plane/r_visibleplanelist.cpp
@@ -27,7 +27,7 @@
 #include "cmdlib.h"
 #include "d_net.h"
 #include "g_level.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 #include "swrenderer/r_memory.h"
 #include "swrenderer/scene/r_opaque_pass.h"
 #include "swrenderer/scene/r_3dfloors.h"
diff --git a/src/swrenderer/scene/r_opaque_pass.cpp b/src/swrenderer/scene/r_opaque_pass.cpp
index 35d7c30544..471731df6e 100644
--- a/src/swrenderer/scene/r_opaque_pass.cpp
+++ b/src/swrenderer/scene/r_opaque_pass.cpp
@@ -997,34 +997,20 @@ namespace swrenderer
 			}
 			else
 			{
-				//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
-				// choose a different rotation based on player view
-				spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
-				DAngle ang = (sprite.pos - Thread->Viewport->viewpoint.Pos).Angle();
-				angle_t rot;
-				if (sprframe->Texture[0] == sprframe->Texture[1])
-				{
-					if (thing->flags7 & MF7_SPRITEANGLE)
-						rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
-					else
-						rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
-				}
-				else
-				{
-					if (thing->flags7 & MF7_SPRITEANGLE)
-						rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
-					else
-						rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
-				}
-				sprite.picnum = sprframe->Texture[rot];
-				if (sprframe->Flip & (1 << rot))
+				auto &viewpoint = Thread->Viewport->viewpoint;
+				DAngle sprangle = thing->GetSpriteAngle((sprite.pos - viewpoint.Pos).Angle(), viewpoint.TicFrac);
+				bool flipX;
+				FTextureID tex = sprdef->GetSpriteFrame(thing->frame, -1, sprangle, &flipX);
+				if (!tex.isValid()) return false;
+
+				if (flipX)
 				{
 					sprite.renderflags ^= RF_XFLIP;
 				}
-				sprite.tex = TexMan[sprite.picnum];	// Do not animate the rotation
+				sprite.tex = TexMan[tex];	// Do not animate the rotation
 				if (r_drawvoxels)
 				{
-					sprite.voxel = sprframe->Voxel;
+					sprite.voxel = SpriteFrames[sprdef->spriteframes + thing->frame].Voxel;
 				}
 			}
 
diff --git a/src/swrenderer/things/r_sprite.cpp b/src/swrenderer/things/r_sprite.cpp
index b18df3b693..2e8a0f3aa0 100644
--- a/src/swrenderer/things/r_sprite.cpp
+++ b/src/swrenderer/things/r_sprite.cpp
@@ -56,7 +56,7 @@
 #include "swrenderer/viewport/r_viewport.h"
 #include "swrenderer/r_memory.h"
 #include "swrenderer/r_renderthread.h"
-#include "gl/dynlights/gl_dynlight.h"
+#include "a_dynlight.h"
 
 EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor)
 EXTERN_CVAR(Bool, gl_light_sprites)