Create SetTopTexture, SetMiddleTexture and SetBottomTexture

This commit is contained in:
Magnus Norddahl 2017-02-12 07:24:35 +01:00
parent b5c5bd9a1c
commit bb749c032a
2 changed files with 185 additions and 162 deletions

View file

@ -737,24 +737,132 @@ namespace swrenderer
markfloor = ShouldMarkFloor();
markceiling = ShouldMarkCeiling();
mTopPart.Texture = nullptr;
mMiddlePart.Texture = nullptr;
mBottomPart.Texture = nullptr;
SetTopTexture();
SetMiddleTexture();
SetBottomTexture();
if (sidedef == linedef->sidedef[0] &&
(linedef->special == Line_Mirror && r_drawmirrors)) // [ZZ] compatibility with r_drawmirrors cvar that existed way before portals
if (mBackSector && !(sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)))
{
// skyhack to allow height changes in outdoor areas
if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum &&
mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
{
if (rw_havehigh)
{ // front ceiling is above back ceiling
memcpy(&walltop.ScreenY[WallC.sx1], &wallupper.ScreenY[WallC.sx1], (WallC.sx2 - WallC.sx1) * sizeof(walltop.ScreenY[0]));
rw_havehigh = false;
}
else if (mBackSector == NULL)
else if (rw_havelow && mFrontSector->ceilingplane != mBackSector->ceilingplane)
{ // back ceiling is above front ceiling
// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
// would otherwise occur because there is space made available for this
// wall but nothing to draw for it.
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
walltop.Project(mBackSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
}
}
}
FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
bool segtextured = midtex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL;
// calculate light table
if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector))))
{
// single sided line
lwallscale =
midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
mTopPart.Texture ? (mTopPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::top)) :
mBottomPart.Texture ? (mBottomPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
1.;
walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
wallshade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + R_ActualExtraLight(foggy));
double GlobVis = LightVisibility::Instance()->WallGlobVis();
rw_lightleft = float(GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}
else
{
rw_lightleft = 1;
rw_lightstep = 0;
}
}
}
void SWRenderLine::SetTopTexture()
{
mTopPart.Texture = nullptr;
if (!(mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2)) return;
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
if (!mBackSector) return;
mTopPart.Texture = TexMan(sidedef->GetTexture(side_t::top), true);
mTopPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::top));
double rowoffset = sidedef->GetTextureYOffset(side_t::top);
mTopPart.TextureScaleU = sidedef->GetTextureXScale(side_t::top);
mTopPart.TextureScaleV = sidedef->GetTextureYScale(side_t::top);
double yrepeat = mTopPart.Texture->Scale.Y * mTopPart.TextureScaleV;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && mTopPart.Texture != NULL)
{
rowoffset += mTopPart.Texture->GetHeight();
}
}
else
{ // bottom of texture at bottom
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
}
else
{ // top of texture at bottom
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
}
}
if (mTopPart.Texture->bWorldPanning)
{
mTopPart.TextureMid += rowoffset * yrepeat;
}
else
{
mTopPart.TextureMid += rowoffset;
}
}
void SWRenderLine::SetMiddleTexture()
{
mMiddlePart.Texture = nullptr;
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
if (mBackSector) return;
// [RH] Horizon lines do not need to be textured
if (linedef->isVisualPortal())
{
}
else if (linedef->special != Line_Horizon)
{
if (linedef->isVisualPortal()) return;
if (linedef->special == Line_Horizon) return;
mMiddlePart.Texture = TexMan(sidedef->GetTexture(side_t::mid), true);
mMiddlePart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
double rowoffset = sidedef->GetTextureYOffset(side_t::mid);
@ -799,82 +907,26 @@ namespace swrenderer
mMiddlePart.TextureMid += rowoffset;
}
}
}
else
{ // two-sided line
// hack to allow height changes in outdoor areas
double rw_frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling);
if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum &&
mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
void SWRenderLine::SetBottomTexture()
{
mBottomPart.Texture = nullptr;
if (!(mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2)) return;
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
if (!mBackSector) return;
double frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling);
if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
{
if (rw_havehigh)
{ // front ceiling is above back ceiling
memcpy(&walltop.ScreenY[WallC.sx1], &wallupper.ScreenY[WallC.sx1], (WallC.sx2 - WallC.sx1) * sizeof(walltop.ScreenY[0]));
rw_havehigh = false;
}
else if (rw_havelow && mFrontSector->ceilingplane != mBackSector->ceilingplane)
{ // back ceiling is above front ceiling
// The check for rw_havelow is not Doom-compliant, but it avoids HoM that
// would otherwise occur because there is space made available for this
// wall but nothing to draw for it.
// Recalculate walltop so that the wall is clipped by the back sector's
// ceiling instead of the front sector's ceiling.
walltop.Project(mBackSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP);
}
// Putting sky ceilings on the front and back of a line alters the way unpegged
// positioning works.
rw_frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling);
frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling);
}
if (rw_havehigh)
{ // top texture
mTopPart.Texture = TexMan(sidedef->GetTexture(side_t::top), true);
mTopPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::top));
double rowoffset = sidedef->GetTextureYOffset(side_t::top);
mTopPart.TextureScaleU = sidedef->GetTextureXScale(side_t::top);
mTopPart.TextureScaleV = sidedef->GetTextureYScale(side_t::top);
double yrepeat = mTopPart.Texture->Scale.Y * mTopPart.TextureScaleV;
if (yrepeat >= 0)
{ // normal orientation
if (linedef->flags & ML_DONTPEGTOP)
{ // top of texture at top
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
if (rowoffset < 0 && mTopPart.Texture != NULL)
{
rowoffset += mTopPart.Texture->GetHeight();
}
}
else
{ // bottom of texture at bottom
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
}
}
else
{ // upside down
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGTOP)
{ // bottom of texture at top
mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight();
}
else
{ // top of texture at bottom
mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
}
}
if (mTopPart.Texture->bWorldPanning)
{
mTopPart.TextureMid += rowoffset * yrepeat;
}
else
{
mTopPart.TextureMid += rowoffset;
}
}
if (rw_havelow)
{ // bottom texture
mBottomPart.Texture = TexMan(sidedef->GetTexture(side_t::bottom), true);
mBottomPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::bottom));
@ -886,7 +938,7 @@ namespace swrenderer
{ // normal orientation
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // bottom of texture at bottom
mBottomPart.TextureMid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
mBottomPart.TextureMid = (frontlowertop - ViewPos.Z) * yrepeat;
}
else
{ // top of texture at top
@ -902,7 +954,7 @@ namespace swrenderer
rowoffset = -rowoffset;
if (linedef->flags & ML_DONTPEGBOTTOM)
{ // top of texture at bottom
mBottomPart.TextureMid = (rw_frontlowertop - ViewPos.Z) * yrepeat;
mBottomPart.TextureMid = (frontlowertop - ViewPos.Z) * yrepeat;
}
else
{ // bottom of texture at top
@ -918,38 +970,6 @@ namespace swrenderer
mBottomPart.TextureMid += rowoffset;
}
}
}
FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true);
bool segtextured = midtex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL;
// calculate light table
if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector))))
{
lwallscale =
midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
mTopPart.Texture ? (mTopPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::top)) :
mBottomPart.Texture ? (mBottomPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) :
1.;
walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT);
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
{
wallshade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + R_ActualExtraLight(foggy));
double GlobVis = LightVisibility::Instance()->WallGlobVis();
rw_lightleft = float(GlobVis / WallC.sz1);
rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
}
else
{
rw_lightleft = 1;
rw_lightstep = 0;
}
}
}
bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const
{

View file

@ -69,6 +69,9 @@ namespace swrenderer
private:
bool RenderWallSegment(int x1, int x2) override;
void SetWallVariables(bool needlights);
void SetTopTexture();
void SetMiddleTexture();
void SetBottomTexture();
void ClipSegmentTopBottom(int x1, int x2);
void RenderWallSegmentTextures(int x1, int x2);