mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-25 13:31:37 +00:00
Rename variables and group them a little more how they are used
This commit is contained in:
parent
a52f79055d
commit
c17317de24
2 changed files with 177 additions and 178 deletions
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@ -67,15 +67,14 @@ namespace swrenderer
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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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floorplane = linefloorplane;
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ceilingplane = lineceilingplane;
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mSubsector = subsector;
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mFrontSector = sector;
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mBackSector = fakebacksector;
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mFloorPlane = linefloorplane;
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mCeilingPlane = lineceilingplane;
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foggy = infog;
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basecolormap = colormap;
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curline = line;
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mLineSegment = line;
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pt1 = line->v1->fPos() - ViewPos;
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pt2 = line->v2->fPos() - ViewPos;
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@ -96,7 +95,7 @@ namespace swrenderer
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{
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if (Thread->ClipSegments->Check(WallC.sx1, WallC.sx2))
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{
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InSubsector->flags |= SSECF_DRAWN;
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mSubsector->flags |= SSECF_DRAWN;
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}
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return;
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}
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@ -127,18 +126,17 @@ namespace swrenderer
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if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
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{
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backsector = line->backsector;
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mBackSector = line->backsector;
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}
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rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
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rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
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mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1);
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mFrontFloorZ1 = mFrontSector->floorplane.ZatPoint(line->v1);
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mFrontCeilingZ2 = mFrontSector->ceilingplane.ZatPoint(line->v2);
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mFrontFloorZ2 = mFrontSector->floorplane.ZatPoint(line->v2);
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rw_mustmarkfloor = rw_mustmarkceiling = false;
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rw_havehigh = rw_havelow = false;
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// Single sided line?
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if (backsector == NULL)
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if (mBackSector == NULL)
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{
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solid = true;
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}
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@ -147,22 +145,22 @@ namespace swrenderer
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// kg3D - its fake, no transfer_heights
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if (!(clip3d->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 = Thread->OpaquePass->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
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mBackSector = Thread->OpaquePass->FakeFlat(mBackSector, &tempsec, nullptr, nullptr, mLineSegment, WallC.sx1, WallC.sx2, mFrontCeilingZ1, mFrontCeilingZ2);
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}
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doorclosed = false; // killough 4/16/98
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mDoorClosed = false; // killough 4/16/98
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rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
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rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
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rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
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mBackCeilingZ1 = mBackSector->ceilingplane.ZatPoint(line->v1);
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mBackFloorZ1 = mBackSector->floorplane.ZatPoint(line->v1);
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mBackCeilingZ2 = mBackSector->ceilingplane.ZatPoint(line->v2);
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mBackFloorZ2 = mBackSector->floorplane.ZatPoint(line->v2);
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if (clip3d->fake3D & FAKE3D_FAKEBACK)
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{
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if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
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if (mFrontFloorZ1 >= mBackFloorZ1 && mFrontFloorZ2 >= mBackFloorZ2)
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{
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clip3d->fake3D |= FAKE3D_CLIPBOTFRONT;
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}
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if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
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if (mFrontCeilingZ1 <= mBackCeilingZ1 && mFrontCeilingZ2 <= mBackCeilingZ2)
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{
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clip3d->fake3D |= FAKE3D_CLIPTOPFRONT;
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}
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@ -170,15 +168,15 @@ namespace swrenderer
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// Cannot make these walls solid, because it can result in
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// sprite clipping problems for sprites near the wall
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if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
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if (mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2)
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{
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rw_havehigh = true;
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wallupper.Project(backsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
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wallupper.Project(mBackSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
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if (mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2)
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{
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rw_havelow = true;
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walllower.Project(backsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
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walllower.Project(mBackSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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// Portal
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@ -187,21 +185,21 @@ namespace swrenderer
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solid = true;
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}
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// Closed door.
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else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
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(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
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else if ((mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) ||
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(mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2))
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{
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solid = true;
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}
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else if (
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// properly render skies (consider door "open" if both ceilings are sky):
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(backsector->GetTexture(sector_t::ceiling) != skyflatnum || frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
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(mBackSector->GetTexture(sector_t::ceiling) != skyflatnum || mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum)
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// if door is closed because back is shut:
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&& rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2
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&& mBackCeilingZ1 <= mBackFloorZ1 && mBackCeilingZ2 <= mBackFloorZ2
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// preserve a kind of transparent door/lift special effect:
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&& ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->GetTexture(side_t::top).isValid())
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&& ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
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&& ((mBackCeilingZ1 >= mFrontCeilingZ1 && mBackCeilingZ2 >= mFrontCeilingZ2) || line->sidedef->GetTexture(side_t::top).isValid())
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&& ((mBackFloorZ1 <= mFrontFloorZ1 && mBackFloorZ2 <= mFrontFloorZ2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
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{
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// killough 1/18/98 -- This function is used to fix the automap bug which
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// showed lines behind closed doors simply because the door had a dropoff.
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@ -211,41 +209,41 @@ namespace swrenderer
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// This fixes the automap floor height bug -- killough 1/18/98:
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// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
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doorclosed = true;
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mDoorClosed = true;
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solid = true;
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}
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else if (frontsector->ceilingplane != backsector->ceilingplane ||
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frontsector->floorplane != backsector->floorplane)
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else if (mFrontSector->ceilingplane != mBackSector->ceilingplane ||
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mFrontSector->floorplane != mBackSector->floorplane)
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{
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// Window.
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solid = false;
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}
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else if (SkyboxCompare(frontsector, backsector))
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else if (SkyboxCompare(mFrontSector, mBackSector))
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{
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solid = false;
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}
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else if (backsector->lightlevel != frontsector->lightlevel
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|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
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|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
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|| curline->sidedef->GetTexture(side_t::mid).isValid()
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else if (mBackSector->lightlevel != mFrontSector->lightlevel
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|| mBackSector->GetTexture(sector_t::floor) != mFrontSector->GetTexture(sector_t::floor)
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|| mBackSector->GetTexture(sector_t::ceiling) != mFrontSector->GetTexture(sector_t::ceiling)
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|| mLineSegment->sidedef->GetTexture(side_t::mid).isValid()
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// killough 3/7/98: Take flats offsets into account:
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|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
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|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
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|| mBackSector->planes[sector_t::floor].xform != mFrontSector->planes[sector_t::floor].xform
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|| mBackSector->planes[sector_t::ceiling].xform != mFrontSector->planes[sector_t::ceiling].xform
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|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
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|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
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|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
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|| backsector->GetVisFlags(sector_t::ceiling) != frontsector->GetVisFlags(sector_t::ceiling)
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|| mBackSector->GetPlaneLight(sector_t::floor) != mFrontSector->GetPlaneLight(sector_t::floor)
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|| mBackSector->GetPlaneLight(sector_t::ceiling) != mFrontSector->GetPlaneLight(sector_t::ceiling)
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|| mBackSector->GetVisFlags(sector_t::floor) != mFrontSector->GetVisFlags(sector_t::floor)
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|| mBackSector->GetVisFlags(sector_t::ceiling) != mFrontSector->GetVisFlags(sector_t::ceiling)
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// [RH] Also consider colormaps
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|| backsector->ColorMap != frontsector->ColorMap
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|| mBackSector->ColorMap != mFrontSector->ColorMap
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// kg3D - and fake lights
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|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
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|| (backsector->e && backsector->e->XFloor.lightlist.Size())
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|| (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size())
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|| (mBackSector->e && mBackSector->e->XFloor.lightlist.Size())
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)
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{
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solid = false;
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@ -258,11 +256,11 @@ namespace swrenderer
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// When using GL nodes, do a clipping test for these lines so we can
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// mark their subsectors as visible for automap texturing.
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if (hasglnodes && !(InSubsector->flags & SSECF_DRAWN))
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if (hasglnodes && !(mSubsector->flags & SSECF_DRAWN))
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{
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if (Thread->ClipSegments->Check(WallC.sx1, WallC.sx2))
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{
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InSubsector->flags |= SSECF_DRAWN;
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mSubsector->flags |= SSECF_DRAWN;
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}
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}
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return;
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@ -279,15 +277,15 @@ namespace swrenderer
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}
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else
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{
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rw_ceilstat = walltop.Project(frontsector->ceilingplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
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rw_floorstat = wallbottom.Project(frontsector->floorplane, &WallC, curline, renderportal->MirrorFlags & RF_XFLIP);
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mCeilingClipped = walltop.Project(mFrontSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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mFloorClipped = wallbottom.Project(mFrontSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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bool visible = Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, solid, this);
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if (visible)
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{
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InSubsector->flags |= SSECF_DRAWN;
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mSubsector->flags |= SSECF_DRAWN;
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}
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}
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@ -325,6 +323,8 @@ namespace swrenderer
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SetWallVariables(true);
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}
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side_t *sidedef = mLineSegment->sidedef;
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rw_offset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid));
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rw_light = rw_lightleft + rw_lightstep * (start - WallC.sx1);
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@ -347,7 +347,7 @@ namespace swrenderer
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draw_segment->siz2 = 1 / WallC.sz2;
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draw_segment->x1 = start;
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draw_segment->x2 = stop;
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draw_segment->curline = curline;
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draw_segment->curline = mLineSegment;
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draw_segment->bFogBoundary = false;
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draw_segment->bFakeBoundary = false;
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draw_segment->foggy = foggy;
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@ -366,7 +366,7 @@ namespace swrenderer
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{
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draw_segment->silhouette = SIL_BOTH;
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}
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else if (backsector == NULL)
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else if (mBackSector == NULL)
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{
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draw_segment->sprtopclip = Thread->FrameMemory->AllocMemory<short>(stop - start);
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draw_segment->sprbottomclip = Thread->FrameMemory->AllocMemory<short>(stop - start);
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@ -379,14 +379,14 @@ namespace swrenderer
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// two sided line
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draw_segment->silhouette = 0;
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if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 ||
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backsector->floorplane.PointOnSide(ViewPos) < 0)
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if (mFrontFloorZ1 > mBackFloorZ1 || mFrontFloorZ2 > mBackFloorZ2 ||
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mBackSector->floorplane.PointOnSide(ViewPos) < 0)
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{
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draw_segment->silhouette = SIL_BOTTOM;
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}
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if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 ||
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backsector->ceilingplane.PointOnSide(ViewPos) < 0)
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if (mFrontCeilingZ1 < mBackCeilingZ1 || mFrontCeilingZ2 < mBackCeilingZ2 ||
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mBackSector->ceilingplane.PointOnSide(ViewPos) < 0)
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{
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draw_segment->silhouette |= SIL_TOP;
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}
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@ -400,13 +400,13 @@ namespace swrenderer
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// killough 4/7/98: make doorclosed external variable
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{
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if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2))
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if (mDoorClosed || (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2))
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{
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draw_segment->sprbottomclip = Thread->FrameMemory->AllocMemory<short>(stop - start);
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memset(draw_segment->sprbottomclip, -1, (stop - start) * sizeof(short));
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draw_segment->silhouette |= SIL_BOTTOM;
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}
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if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
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if (mDoorClosed || (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2))
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{ // killough 1/17/98, 2/8/98
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draw_segment->sprtopclip = Thread->FrameMemory->AllocMemory<short>(stop - start);
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fillshort(draw_segment->sprtopclip, stop - start, viewheight);
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@ -414,18 +414,18 @@ namespace swrenderer
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}
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}
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if (!draw_segment->fake && r_3dfloors && backsector->e && backsector->e->XFloor.ffloors.Size()) {
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for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++) {
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F3DFloor *rover = backsector->e->XFloor.ffloors[i];
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if (!draw_segment->fake && r_3dfloors && mBackSector->e && mBackSector->e->XFloor.ffloors.Size()) {
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for (i = 0; i < (int)mBackSector->e->XFloor.ffloors.Size(); i++) {
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F3DFloor *rover = mBackSector->e->XFloor.ffloors[i];
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if (rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) {
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draw_segment->bFakeBoundary |= 1;
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break;
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}
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}
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}
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if (!draw_segment->fake && r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size()) {
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for (i = 0; i < (int)frontsector->e->XFloor.ffloors.Size(); i++) {
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F3DFloor *rover = frontsector->e->XFloor.ffloors[i];
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if (!draw_segment->fake && r_3dfloors && mFrontSector->e && mFrontSector->e->XFloor.ffloors.Size()) {
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for (i = 0; i < (int)mFrontSector->e->XFloor.ffloors.Size(); i++) {
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F3DFloor *rover = mFrontSector->e->XFloor.ffloors[i];
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if (rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) {
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draw_segment->bFakeBoundary |= 2;
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break;
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@ -436,9 +436,9 @@ namespace swrenderer
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if (!draw_segment->fake)
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// allocate space for masked texture tables, if needed
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// [RH] Don't just allocate the space; fill it in too.
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if ((TexMan(sidedef->GetTexture(side_t::mid), true)->UseType != FTexture::TEX_Null || draw_segment->bFakeBoundary || IsFogBoundary(frontsector, backsector)) &&
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(rw_ceilstat != ProjectedWallCull::OutsideBelow || !sidedef->GetTexture(side_t::top).isValid()) &&
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(rw_floorstat != ProjectedWallCull::OutsideAbove || !sidedef->GetTexture(side_t::bottom).isValid()) &&
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if ((TexMan(sidedef->GetTexture(side_t::mid), true)->UseType != FTexture::TEX_Null || draw_segment->bFakeBoundary || IsFogBoundary(mFrontSector, mBackSector)) &&
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(mCeilingClipped != ProjectedWallCull::OutsideBelow || !sidedef->GetTexture(side_t::top).isValid()) &&
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(mFloorClipped != ProjectedWallCull::OutsideAbove || !sidedef->GetTexture(side_t::bottom).isValid()) &&
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(WallC.sz1 >= TOO_CLOSE_Z && WallC.sz2 >= TOO_CLOSE_Z))
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{
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float *swal;
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@ -451,7 +451,7 @@ namespace swrenderer
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draw_segment->bkup = Thread->FrameMemory->AllocMemory<short>(stop - start);
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memcpy(draw_segment->bkup, &Thread->OpaquePass->ceilingclip[start], sizeof(short)*(stop - start));
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draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector);
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draw_segment->bFogBoundary = IsFogBoundary(mFrontSector, mBackSector);
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if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary)
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{
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if (sidedef->GetTexture(side_t::mid).isValid())
|
||||
|
@ -507,13 +507,13 @@ namespace swrenderer
|
|||
// not from the current subsector, which is what the current wallshade value
|
||||
// comes from. We make an exeption for polyobjects, however, since their "home"
|
||||
// sector should be whichever one they move into.
|
||||
if (curline->sidedef->Flags & WALLF_POLYOBJ)
|
||||
if (mLineSegment->sidedef->Flags & WALLF_POLYOBJ)
|
||||
{
|
||||
draw_segment->shade = wallshade;
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_segment->shade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, curline->frontsector->lightlevel) + R_ActualExtraLight(foggy));
|
||||
draw_segment->shade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + R_ActualExtraLight(foggy));
|
||||
}
|
||||
|
||||
if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
|
||||
|
@ -526,9 +526,9 @@ namespace swrenderer
|
|||
// render it
|
||||
if (markceiling)
|
||||
{
|
||||
if (ceilingplane)
|
||||
if (mCeilingPlane)
|
||||
{ // killough 4/11/98: add NULL ptr checks
|
||||
ceilingplane = Thread->PlaneList->GetRange(ceilingplane, start, stop);
|
||||
mCeilingPlane = Thread->PlaneList->GetRange(mCeilingPlane, start, stop);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -538,9 +538,9 @@ namespace swrenderer
|
|||
|
||||
if (markfloor)
|
||||
{
|
||||
if (floorplane)
|
||||
if (mFloorPlane)
|
||||
{ // killough 4/11/98: add NULL ptr checks
|
||||
floorplane = Thread->PlaneList->GetRange(floorplane, start, stop);
|
||||
mFloorPlane = Thread->PlaneList->GetRange(mFloorPlane, start, stop);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -568,7 +568,7 @@ namespace swrenderer
|
|||
memcpy(draw_segment->sprbottomclip, &Thread->OpaquePass->floorclip[start], sizeof(short)*(stop - start));
|
||||
}
|
||||
|
||||
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
|
||||
if (maskedtexture && mLineSegment->sidedef->GetTexture(side_t::mid).isValid())
|
||||
{
|
||||
draw_segment->silhouette |= SIL_TOP | SIL_BOTTOM;
|
||||
}
|
||||
|
@ -577,12 +577,12 @@ namespace swrenderer
|
|||
// [ZZ] Only if not an active mirror
|
||||
if (!rw_markportal)
|
||||
{
|
||||
RenderDecal::RenderDecals(Thread, curline->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, curline, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY);
|
||||
RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, mLineSegment, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY);
|
||||
}
|
||||
|
||||
if (rw_markportal)
|
||||
{
|
||||
Thread->Portal->AddLinePortal(curline->linedef, draw_segment->x1, draw_segment->x2, draw_segment->sprtopclip, draw_segment->sprbottomclip);
|
||||
Thread->Portal->AddLinePortal(mLineSegment->linedef, draw_segment->x1, draw_segment->x2, draw_segment->sprtopclip, draw_segment->sprbottomclip);
|
||||
}
|
||||
|
||||
return (clip3d->fake3D & FAKE3D_FAKEMASK) == 0;
|
||||
|
@ -595,8 +595,8 @@ namespace swrenderer
|
|||
|
||||
rw_markportal = false;
|
||||
|
||||
sidedef = curline->sidedef;
|
||||
linedef = curline->linedef;
|
||||
side_t *sidedef = mLineSegment->sidedef;
|
||||
line_t *linedef = mLineSegment->linedef;
|
||||
|
||||
// mark the segment as visible for auto map
|
||||
if (!Thread->Scene->DontMapLines()) linedef->flags |= ML_MAPPED;
|
||||
|
@ -609,7 +609,7 @@ namespace swrenderer
|
|||
markfloor = markceiling = true; // act like a one-sided wall here (todo: check how does this work with transparency)
|
||||
rw_markportal = true;
|
||||
}
|
||||
else if (backsector == NULL)
|
||||
else if (mBackSector == NULL)
|
||||
{
|
||||
// single sided line
|
||||
// a single sided line is terminal, so it must mark ends
|
||||
|
@ -631,11 +631,11 @@ namespace swrenderer
|
|||
{ // normal orientation
|
||||
if (linedef->flags & ML_DONTPEGBOTTOM)
|
||||
{ // bottom of texture at bottom
|
||||
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
|
||||
rw_midtexturemid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
|
||||
}
|
||||
else
|
||||
{ // top of texture at top
|
||||
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
|
||||
rw_midtexturemid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
|
||||
if (rowoffset < 0 && midtexture != NULL)
|
||||
{
|
||||
rowoffset += midtexture->GetHeight();
|
||||
|
@ -647,11 +647,11 @@ namespace swrenderer
|
|||
rowoffset = -rowoffset;
|
||||
if (linedef->flags & ML_DONTPEGBOTTOM)
|
||||
{ // top of texture at bottom
|
||||
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
|
||||
rw_midtexturemid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
|
||||
}
|
||||
else
|
||||
{ // bottom of texture at top
|
||||
rw_midtexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
|
||||
rw_midtexturemid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + midtexture->GetHeight();
|
||||
}
|
||||
}
|
||||
if (midtexture->bWorldPanning)
|
||||
|
@ -670,95 +670,95 @@ namespace swrenderer
|
|||
{ // two-sided line
|
||||
// hack to allow height changes in outdoor areas
|
||||
|
||||
double rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
|
||||
double rw_frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
||||
if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
||||
backsector->GetTexture(sector_t::ceiling) == skyflatnum)
|
||||
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 && frontsector->ceilingplane != backsector->ceilingplane)
|
||||
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(backsector->ceilingplane, &WallC, curline, Thread->Portal->MirrorFlags & RF_XFLIP);
|
||||
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 = backsector->GetPlaneTexZ(sector_t::ceiling);
|
||||
rw_frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling);
|
||||
}
|
||||
|
||||
if (linedef->isVisualPortal())
|
||||
{
|
||||
markceiling = markfloor = true;
|
||||
}
|
||||
else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
|
||||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
|
||||
else if ((mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) ||
|
||||
(mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2))
|
||||
{
|
||||
// closed door
|
||||
markceiling = markfloor = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
markfloor = rw_mustmarkfloor
|
||||
|| backsector->floorplane != frontsector->floorplane
|
||||
|| backsector->lightlevel != frontsector->lightlevel
|
||||
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
|
||||
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|
||||
markfloor =
|
||||
mBackSector->floorplane != mFrontSector->floorplane
|
||||
|| mBackSector->lightlevel != mFrontSector->lightlevel
|
||||
|| mBackSector->GetTexture(sector_t::floor) != mFrontSector->GetTexture(sector_t::floor)
|
||||
|| mBackSector->GetPlaneLight(sector_t::floor) != mFrontSector->GetPlaneLight(sector_t::floor)
|
||||
|
||||
// killough 3/7/98: Add checks for (x,y) offsets
|
||||
|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|
||||
|| backsector->GetAlpha(sector_t::floor) != frontsector->GetAlpha(sector_t::floor)
|
||||
|| mBackSector->planes[sector_t::floor].xform != mFrontSector->planes[sector_t::floor].xform
|
||||
|| mBackSector->GetAlpha(sector_t::floor) != mFrontSector->GetAlpha(sector_t::floor)
|
||||
|
||||
// killough 4/15/98: prevent 2s normals
|
||||
// from bleeding through deep water
|
||||
|| frontsector->heightsec
|
||||
|| mFrontSector->heightsec
|
||||
|
||||
|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
|
||||
|| mBackSector->GetVisFlags(sector_t::floor) != mFrontSector->GetVisFlags(sector_t::floor)
|
||||
|
||||
// [RH] Add checks for colormaps
|
||||
|| backsector->ColorMap != frontsector->ColorMap
|
||||
|| mBackSector->ColorMap != mFrontSector->ColorMap
|
||||
|
||||
|
||||
// kg3D - add fake lights
|
||||
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|
||||
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|
||||
|| (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size())
|
||||
|| (mBackSector->e && mBackSector->e->XFloor.lightlist.Size())
|
||||
|
||||
|| (sidedef->GetTexture(side_t::mid).isValid() &&
|
||||
((linedef->flags & (ML_CLIP_MIDTEX | ML_WRAP_MIDTEX)) ||
|
||||
(sidedef->Flags & (WALLF_CLIP_MIDTEX | WALLF_WRAP_MIDTEX))))
|
||||
;
|
||||
|
||||
markceiling = (frontsector->GetTexture(sector_t::ceiling) != skyflatnum ||
|
||||
backsector->GetTexture(sector_t::ceiling) != skyflatnum) &&
|
||||
(rw_mustmarkceiling
|
||||
|| backsector->ceilingplane != frontsector->ceilingplane
|
||||
|| backsector->lightlevel != frontsector->lightlevel
|
||||
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
|
||||
markceiling = (mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum ||
|
||||
mBackSector->GetTexture(sector_t::ceiling) != skyflatnum) &&
|
||||
(
|
||||
mBackSector->ceilingplane != mFrontSector->ceilingplane
|
||||
|| mBackSector->lightlevel != mFrontSector->lightlevel
|
||||
|| mBackSector->GetTexture(sector_t::ceiling) != mFrontSector->GetTexture(sector_t::ceiling)
|
||||
|
||||
// killough 3/7/98: Add checks for (x,y) offsets
|
||||
|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|
||||
|| backsector->GetAlpha(sector_t::ceiling) != frontsector->GetAlpha(sector_t::ceiling)
|
||||
|| mBackSector->planes[sector_t::ceiling].xform != mFrontSector->planes[sector_t::ceiling].xform
|
||||
|| mBackSector->GetAlpha(sector_t::ceiling) != mFrontSector->GetAlpha(sector_t::ceiling)
|
||||
|
||||
// killough 4/15/98: prevent 2s normals
|
||||
// from bleeding through fake ceilings
|
||||
|| (frontsector->heightsec && frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
|| (mFrontSector->heightsec && mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
|
||||
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|
||||
|| backsector->GetFlags(sector_t::ceiling) != frontsector->GetFlags(sector_t::ceiling)
|
||||
|| mBackSector->GetPlaneLight(sector_t::ceiling) != mFrontSector->GetPlaneLight(sector_t::ceiling)
|
||||
|| mBackSector->GetFlags(sector_t::ceiling) != mFrontSector->GetFlags(sector_t::ceiling)
|
||||
|
||||
// [RH] Add check for colormaps
|
||||
|| backsector->ColorMap != frontsector->ColorMap
|
||||
|| mBackSector->ColorMap != mFrontSector->ColorMap
|
||||
|
||||
// kg3D - add fake lights
|
||||
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|
||||
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
|
||||
|| (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size())
|
||||
|| (mBackSector->e && mBackSector->e->XFloor.lightlist.Size())
|
||||
|
||||
|| (sidedef->GetTexture(side_t::mid).isValid() &&
|
||||
((linedef->flags & (ML_CLIP_MIDTEX | ML_WRAP_MIDTEX)) ||
|
||||
|
@ -779,7 +779,7 @@ namespace swrenderer
|
|||
{ // normal orientation
|
||||
if (linedef->flags & ML_DONTPEGTOP)
|
||||
{ // top of texture at top
|
||||
rw_toptexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
|
||||
rw_toptexturemid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
|
||||
if (rowoffset < 0 && toptexture != NULL)
|
||||
{
|
||||
rowoffset += toptexture->GetHeight();
|
||||
|
@ -787,7 +787,7 @@ namespace swrenderer
|
|||
}
|
||||
else
|
||||
{ // bottom of texture at bottom
|
||||
rw_toptexturemid = (backsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
|
||||
rw_toptexturemid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -795,11 +795,11 @@ namespace swrenderer
|
|||
rowoffset = -rowoffset;
|
||||
if (linedef->flags & ML_DONTPEGTOP)
|
||||
{ // bottom of texture at top
|
||||
rw_toptexturemid = (frontsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
|
||||
rw_toptexturemid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + toptexture->GetHeight();
|
||||
}
|
||||
else
|
||||
{ // top of texture at bottom
|
||||
rw_toptexturemid = (backsector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
|
||||
rw_toptexturemid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat;
|
||||
}
|
||||
}
|
||||
if (toptexture->bWorldPanning)
|
||||
|
@ -828,7 +828,7 @@ namespace swrenderer
|
|||
}
|
||||
else
|
||||
{ // top of texture at top
|
||||
rw_bottomtexturemid = (backsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
|
||||
rw_bottomtexturemid = (mBackSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat;
|
||||
if (rowoffset < 0 && bottomtexture != NULL)
|
||||
{
|
||||
rowoffset += bottomtexture->GetHeight();
|
||||
|
@ -844,7 +844,7 @@ namespace swrenderer
|
|||
}
|
||||
else
|
||||
{ // bottom of texture at top
|
||||
rw_bottomtexturemid = (backsector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + bottomtexture->GetHeight();
|
||||
rw_bottomtexturemid = (mBackSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + bottomtexture->GetHeight();
|
||||
}
|
||||
}
|
||||
if (bottomtexture->bWorldPanning)
|
||||
|
@ -863,20 +863,20 @@ namespace swrenderer
|
|||
// it is definitely invisible and doesn't need to be marked.
|
||||
|
||||
// killough 3/7/98: add deep water check
|
||||
if (frontsector->GetHeightSec() == NULL)
|
||||
if (mFrontSector->GetHeightSec() == NULL)
|
||||
{
|
||||
int planeside;
|
||||
|
||||
planeside = frontsector->floorplane.PointOnSide(ViewPos);
|
||||
if (frontsector->floorplane.fC() < 0) // 3D floors have the floor backwards
|
||||
planeside = mFrontSector->floorplane.PointOnSide(ViewPos);
|
||||
if (mFrontSector->floorplane.fC() < 0) // 3D floors have the floor backwards
|
||||
planeside = -planeside;
|
||||
if (planeside <= 0) // above view plane
|
||||
markfloor = false;
|
||||
|
||||
if (frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
if (mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum)
|
||||
{
|
||||
planeside = frontsector->ceilingplane.PointOnSide(ViewPos);
|
||||
if (frontsector->ceilingplane.fC() > 0) // 3D floors have the ceiling backwards
|
||||
planeside = mFrontSector->ceilingplane.PointOnSide(ViewPos);
|
||||
if (mFrontSector->ceilingplane.fC() > 0) // 3D floors have the ceiling backwards
|
||||
planeside = -planeside;
|
||||
if (planeside <= 0) // below view plane
|
||||
markceiling = false;
|
||||
|
@ -888,7 +888,7 @@ namespace swrenderer
|
|||
bool segtextured = midtex != NULL || toptexture != NULL || bottomtexture != NULL;
|
||||
|
||||
// calculate light table
|
||||
if (needlights && (segtextured || (backsector && IsFogBoundary(frontsector, backsector))))
|
||||
if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector))))
|
||||
{
|
||||
lwallscale =
|
||||
midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) :
|
||||
|
@ -901,7 +901,7 @@ namespace swrenderer
|
|||
CameraLight *cameraLight = CameraLight::Instance();
|
||||
if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
|
||||
{
|
||||
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + R_ActualExtraLight(foggy));
|
||||
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));
|
||||
|
@ -966,8 +966,8 @@ namespace swrenderer
|
|||
short bottom = MIN(walltop.ScreenY[x], floorclip[x]);
|
||||
if (top < bottom)
|
||||
{
|
||||
ceilingplane->top[x] = top;
|
||||
ceilingplane->bottom[x] = bottom;
|
||||
mCeilingPlane->top[x] = top;
|
||||
mCeilingPlane->bottom[x] = bottom;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -982,8 +982,8 @@ namespace swrenderer
|
|||
if (top < bottom)
|
||||
{
|
||||
assert(bottom <= viewheight);
|
||||
floorplane->top[x] = top;
|
||||
floorplane->bottom[x] = bottom;
|
||||
mFloorPlane->top[x] = top;
|
||||
mFloorPlane->bottom[x] = bottom;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1018,19 +1018,19 @@ namespace swrenderer
|
|||
}
|
||||
if (clip3d->fake3D & FAKE3D_FAKEMASK) return;
|
||||
|
||||
FLightNode *light_list = (curline && curline->sidedef) ? curline->sidedef->lighthead : nullptr;
|
||||
FLightNode *light_list = (mLineSegment && mLineSegment->sidedef) ? mLineSegment->sidedef->lighthead : nullptr;
|
||||
|
||||
// draw the wall tiers
|
||||
if (midtexture)
|
||||
{ // one sided line
|
||||
if (midtexture->UseType != FTexture::TEX_Null && viewactive)
|
||||
{
|
||||
rw_pic = midtexture;
|
||||
FTexture *rw_pic = midtexture;
|
||||
xscale = rw_pic->Scale.X * rw_midtexturescalex;
|
||||
yscale = rw_pic->Scale.Y * rw_midtexturescaley;
|
||||
if (xscale != lwallscale)
|
||||
{
|
||||
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
|
||||
walltexcoords.ProjectPos(mLineSegment->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
|
||||
lwallscale = xscale;
|
||||
}
|
||||
if (midtexture->bWorldPanning)
|
||||
|
@ -1047,7 +1047,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
RenderWallPart renderWallpart(Thread);
|
||||
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, walltop.ScreenY, wallbottom.ScreenY, rw_midtexturemid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
|
||||
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallbottom.ScreenY, rw_midtexturemid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
|
||||
}
|
||||
fillshort(ceilingclip + x1, x2 - x1, viewheight);
|
||||
fillshort(floorclip + x1, x2 - x1, 0xffff);
|
||||
|
@ -1062,12 +1062,12 @@ namespace swrenderer
|
|||
}
|
||||
if (viewactive)
|
||||
{
|
||||
rw_pic = toptexture;
|
||||
FTexture *rw_pic = toptexture;
|
||||
xscale = rw_pic->Scale.X * rw_toptexturescalex;
|
||||
yscale = rw_pic->Scale.Y * rw_toptexturescaley;
|
||||
if (xscale != lwallscale)
|
||||
{
|
||||
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
|
||||
walltexcoords.ProjectPos(mLineSegment->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
|
||||
lwallscale = xscale;
|
||||
}
|
||||
if (toptexture->bWorldPanning)
|
||||
|
@ -1084,7 +1084,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
RenderWallPart renderWallpart(Thread);
|
||||
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, walltop.ScreenY, wallupper.ScreenY, rw_toptexturemid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(rw_frontcz1, rw_frontcz2), MIN(rw_backcz1, rw_backcz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
|
||||
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallupper.ScreenY, rw_toptexturemid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
|
||||
}
|
||||
memcpy(ceilingclip + x1, wallupper.ScreenY + x1, (x2 - x1) * sizeof(short));
|
||||
}
|
||||
|
@ -1102,12 +1102,12 @@ namespace swrenderer
|
|||
}
|
||||
if (viewactive)
|
||||
{
|
||||
rw_pic = bottomtexture;
|
||||
FTexture *rw_pic = bottomtexture;
|
||||
xscale = rw_pic->Scale.X * rw_bottomtexturescalex;
|
||||
yscale = rw_pic->Scale.Y * rw_bottomtexturescaley;
|
||||
if (xscale != lwallscale)
|
||||
{
|
||||
walltexcoords.ProjectPos(curline->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
|
||||
walltexcoords.ProjectPos(mLineSegment->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT);
|
||||
lwallscale = xscale;
|
||||
}
|
||||
if (bottomtexture->bWorldPanning)
|
||||
|
@ -1124,7 +1124,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
RenderWallPart renderWallpart(Thread);
|
||||
renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, walllower.ScreenY, wallbottom.ScreenY, rw_bottomtexturemid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(rw_backfz1, rw_backfz2), MIN(rw_frontfz1, rw_frontfz2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
|
||||
renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walllower.ScreenY, wallbottom.ScreenY, rw_bottomtexturemid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, wallshade, rw_offset, rw_light, rw_lightstep, light_list, foggy, basecolormap);
|
||||
}
|
||||
memcpy(floorclip + x1, walllower.ScreenY + x1, (x2 - x1) * sizeof(short));
|
||||
}
|
||||
|
|
|
@ -65,43 +65,49 @@ namespace swrenderer
|
|||
bool IsFogBoundary(sector_t *front, sector_t *back) const;
|
||||
bool SkyboxCompare(sector_t *frontsector, sector_t *backsector) const;
|
||||
|
||||
subsector_t *InSubsector;
|
||||
sector_t *frontsector;
|
||||
sector_t *backsector;
|
||||
VisiblePlane *floorplane;
|
||||
VisiblePlane *ceilingplane;
|
||||
// Line variables:
|
||||
|
||||
seg_t *curline;
|
||||
side_t *sidedef;
|
||||
line_t *linedef;
|
||||
subsector_t *mSubsector;
|
||||
sector_t *mFrontSector;
|
||||
sector_t *mBackSector;
|
||||
VisiblePlane *mFloorPlane;
|
||||
VisiblePlane *mCeilingPlane;
|
||||
seg_t *mLineSegment;
|
||||
|
||||
double mBackCeilingZ1;
|
||||
double mBackCeilingZ2;
|
||||
double mBackFloorZ1;
|
||||
double mBackFloorZ2;
|
||||
double mFrontCeilingZ1;
|
||||
double mFrontCeilingZ2;
|
||||
double mFrontFloorZ1;
|
||||
double mFrontFloorZ2;
|
||||
|
||||
bool mDoorClosed;
|
||||
|
||||
FWallCoords WallC;
|
||||
FWallTmapVals WallT;
|
||||
|
||||
double rw_backcz1;
|
||||
double rw_backcz2;
|
||||
double rw_backfz1;
|
||||
double rw_backfz2;
|
||||
double rw_frontcz1;
|
||||
double rw_frontcz2;
|
||||
double rw_frontfz1;
|
||||
double rw_frontfz2;
|
||||
bool foggy;
|
||||
FDynamicColormap *basecolormap;
|
||||
|
||||
// Wall segment variables:
|
||||
|
||||
fixed_t rw_offset_top;
|
||||
fixed_t rw_offset_mid;
|
||||
fixed_t rw_offset_bottom;
|
||||
|
||||
ProjectedWallCull rw_ceilstat, rw_floorstat;
|
||||
bool rw_mustmarkfloor, rw_mustmarkceiling;
|
||||
bool rw_prepped;
|
||||
bool rw_markportal;
|
||||
bool rw_havehigh;
|
||||
bool rw_havelow;
|
||||
|
||||
int wallshade;
|
||||
float rw_light;
|
||||
float rw_lightstep;
|
||||
float rw_lightleft;
|
||||
|
||||
double lwallscale;
|
||||
fixed_t rw_offset;
|
||||
double rw_midtexturemid;
|
||||
double rw_toptexturemid;
|
||||
|
@ -113,21 +119,14 @@ namespace swrenderer
|
|||
double rw_bottomtexturescalex;
|
||||
double rw_bottomtexturescaley;
|
||||
|
||||
FTexture *rw_pic;
|
||||
|
||||
bool doorclosed;
|
||||
int wallshade;
|
||||
|
||||
bool markfloor; // False if the back side is the same plane.
|
||||
bool markceiling;
|
||||
FTexture *toptexture;
|
||||
FTexture *bottomtexture;
|
||||
FTexture *midtexture;
|
||||
|
||||
bool foggy;
|
||||
FDynamicColormap *basecolormap;
|
||||
|
||||
double lwallscale;
|
||||
ProjectedWallCull mCeilingClipped;
|
||||
ProjectedWallCull mFloorClipped;
|
||||
|
||||
ProjectedWallLine walltop;
|
||||
ProjectedWallLine wallbottom;
|
||||
|
|
Loading…
Reference in a new issue