- more pointless complexity removal

This commit is contained in:
Magnus Norddahl 2018-05-11 14:27:09 +02:00
parent acf9f55849
commit e4d740e586

View file

@ -474,16 +474,7 @@ namespace swrenderer
// Add sprites of things in sector.
// Draw one or more line segments.
int count;
seg_t* line;
sector_t tempsec; // killough 3/7/98: deep water hack
int floorlightlevel; // killough 3/16/98: set floor lightlevel
int ceilinglightlevel; // killough 4/11/98
bool outersubsector;
int fll, cll, position;
FSectorPortal *portal;
lightlist_t *light;
bool outersubsector;
if (InSubsector != nullptr)
{ // InSubsector is not nullptr. This means we are rendering from a mini-BSP.
@ -519,30 +510,28 @@ namespace swrenderer
frontsector = sub->sector;
frontsector->MoreFlags |= SECMF_DRAWN;
count = sub->numlines;
line = sub->firstline;
// killough 3/8/98, 4/4/98: Deep water / fake ceiling effect
sector_t tempsec;
int floorlightlevel, ceilinglightlevel;
frontsector = FakeFlat(frontsector, &tempsec, &floorlightlevel, &ceilinglightlevel, nullptr, 0, 0, 0, 0);
fll = floorlightlevel;
cll = ceilinglightlevel;
// [RH] set foggy flag
bool foggy = level.fadeto || frontsector->Colormap.FadeColor || (level.flags & LEVEL_HASFADETABLE);
// kg3D - fake lights
CameraLight *cameraLight = CameraLight::Instance();
FDynamicColormap *basecolormap;
int adjusted_ceilinglightlevel = ceilinglightlevel;
if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
lightlist_t *light = P_GetPlaneLight(frontsector, &frontsector->ceilingplane, false);
basecolormap = GetColorTable(light->extra_colormap, frontsector->SpecialColors[sector_t::ceiling]);
// If this is the real ceiling, don't discard plane lighting R_FakeFlat()
// accounted for.
if (light->p_lightlevel != &frontsector->lightlevel)
{
ceilinglightlevel = *light->p_lightlevel;
adjusted_ceilinglightlevel = *light->p_lightlevel;
}
}
else
@ -550,16 +539,18 @@ namespace swrenderer
basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::ceiling]);
}
portal = frontsector->ValidatePortal(sector_t::ceiling);
FSectorPortal *portal = frontsector->ValidatePortal(sector_t::ceiling);
VisiblePlane *ceilingplane = frontsector->ceilingplane.PointOnSide(Thread->Viewport->viewpoint.Pos) > 0 ||
VisiblePlane *ceilingplane = nullptr;
if (frontsector->ceilingplane.PointOnSide(Thread->Viewport->viewpoint.Pos) > 0 ||
frontsector->GetTexture(sector_t::ceiling) == skyflatnum ||
portal != nullptr ||
(frontsector->GetHeightSec() &&
frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum) ?
Thread->PlaneList->FindPlane(frontsector->ceilingplane, // killough 3/8/98
portal ||
(frontsector->GetHeightSec() && frontsector->heightsec->GetTexture(sector_t::floor) == skyflatnum))
{
ceilingplane = Thread->PlaneList->FindPlane(
frontsector->ceilingplane,
frontsector->GetTexture(sector_t::ceiling),
ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 4/11/98
adjusted_ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()),
frontsector->GetAlpha(sector_t::ceiling),
!!(frontsector->GetFlags(sector_t::ceiling) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::ceiling].xform,
@ -567,21 +558,21 @@ namespace swrenderer
portal,
basecolormap,
Fake3DOpaque::Normal,
0
) : nullptr;
0);
if (ceilingplane)
ceilingplane->AddLights(Thread, frontsector->lighthead);
}
int adjusted_floorlightlevel = floorlightlevel;
if (cameraLight->FixedLightLevel() < 0 && frontsector->e && frontsector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
lightlist_t *light = P_GetPlaneLight(frontsector, &frontsector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap, frontsector->SpecialColors[sector_t::floor]);
// If this is the real floor, don't discard plane lighting R_FakeFlat()
// accounted for.
if (light->p_lightlevel != &frontsector->lightlevel)
{
floorlightlevel = *light->p_lightlevel;
adjusted_floorlightlevel = *light->p_lightlevel;
}
}
else
@ -589,19 +580,17 @@ namespace swrenderer
basecolormap = (r_fullbrightignoresectorcolor && cameraLight->FixedLightLevel() >= 0) ? &FullNormalLight : GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::floor]);
}
// killough 3/7/98: Add (x,y) offsets to flats, add deep water check
// killough 3/16/98: add floorlightlevel
// killough 10/98: add support for skies transferred from sidedefs
portal = frontsector->ValidatePortal(sector_t::floor);
VisiblePlane *floorplane = frontsector->floorplane.PointOnSide(Thread->Viewport->viewpoint.Pos) > 0 || // killough 3/7/98
VisiblePlane *floorplane = nullptr;
if (frontsector->floorplane.PointOnSide(Thread->Viewport->viewpoint.Pos) > 0 ||
frontsector->GetTexture(sector_t::floor) == skyflatnum ||
portal != nullptr ||
(frontsector->GetHeightSec() &&
frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum) ?
Thread->PlaneList->FindPlane(frontsector->floorplane,
portal ||
(frontsector->GetHeightSec() && frontsector->heightsec->GetTexture(sector_t::ceiling) == skyflatnum))
{
floorplane = Thread->PlaneList->FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 3/16/98
adjusted_floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()),
frontsector->GetAlpha(sector_t::floor),
!!(frontsector->GetFlags(sector_t::floor) & PLANEF_ADDITIVE),
frontsector->planes[sector_t::floor].xform,
@ -609,11 +598,10 @@ namespace swrenderer
portal,
basecolormap,
Fake3DOpaque::Normal,
0
) : nullptr;
0);
if (floorplane)
floorplane->AddLights(Thread, frontsector->lighthead);
}
// kg3D - fake planes rendering
if (r_3dfloors && frontsector->e && frontsector->e->XFloor.ffloors.Size())
@ -647,24 +635,29 @@ namespace swrenderer
tempsec = *clip3d->fakeFloor->fakeFloor->model;
tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane;
tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane;
int position;
if (!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR))
{
tempsec.SetTexture(sector_t::floor, tempsec.GetTexture(sector_t::ceiling));
position = sector_t::ceiling;
}
else position = sector_t::floor;
else
{
position = sector_t::floor;
}
frontsector = &tempsec;
if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
lightlist_t *light = P_GetPlaneLight(sub->sector, &frontsector->floorplane, false);
basecolormap = GetColorTable(light->extra_colormap);
floorlightlevel = *light->p_lightlevel;
adjusted_floorlightlevel = *light->p_lightlevel;
}
VisiblePlane *floorplane3d = Thread->PlaneList->FindPlane(frontsector->floorplane,
frontsector->GetTexture(sector_t::floor),
floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 3/16/98
adjusted_floorlightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 3/16/98
frontsector->GetAlpha(sector_t::floor),
!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
@ -674,8 +667,7 @@ namespace swrenderer
Fake3DOpaque::FakeFloor,
fakeAlpha);
if (floorplane3d)
floorplane3d->AddLights(Thread, frontsector->lighthead);
floorplane3d->AddLights(Thread, frontsector->lighthead);
FakeDrawLoop(sub, floorplane3d, nullptr, foggy, basecolormap, Fake3DOpaque::FakeFloor);
frontsector = sub->sector;
@ -709,27 +701,33 @@ namespace swrenderer
tempsec = *clip3d->fakeFloor->fakeFloor->model;
tempsec.floorplane = *clip3d->fakeFloor->fakeFloor->top.plane;
tempsec.ceilingplane = *clip3d->fakeFloor->fakeFloor->bottom.plane;
int position;
if ((!(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE) && !(clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR)) ||
(clip3d->fakeFloor->fakeFloor->flags & FF_THISINSIDE && clip3d->fakeFloor->fakeFloor->flags & FF_INVERTSECTOR))
{
tempsec.SetTexture(sector_t::ceiling, tempsec.GetTexture(sector_t::floor));
position = sector_t::floor;
}
else position = sector_t::ceiling;
else
{
position = sector_t::ceiling;
}
frontsector = &tempsec;
tempsec.ceilingplane.ChangeHeight(-1 / 65536.);
if (cameraLight->FixedLightLevel() < 0 && sub->sector->e->XFloor.lightlist.Size())
{
light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
lightlist_t *light = P_GetPlaneLight(sub->sector, &frontsector->ceilingplane, false);
basecolormap = GetColorTable(light->extra_colormap);
ceilinglightlevel = *light->p_lightlevel;
adjusted_ceilinglightlevel = *light->p_lightlevel;
}
tempsec.ceilingplane.ChangeHeight(1 / 65536.);
VisiblePlane *ceilingplane3d = Thread->PlaneList->FindPlane(frontsector->ceilingplane, // killough 3/8/98
frontsector->GetTexture(sector_t::ceiling),
ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 4/11/98
adjusted_ceilinglightlevel + LightVisibility::ActualExtraLight(foggy, Thread->Viewport.get()), // killough 4/11/98
frontsector->GetAlpha(sector_t::ceiling),
!!(clip3d->fakeFloor->fakeFloor->flags & FF_ADDITIVETRANS),
frontsector->planes[position].xform,
@ -739,8 +737,7 @@ namespace swrenderer
Fake3DOpaque::FakeCeiling,
fakeAlpha);
if (ceilingplane3d)
ceilingplane3d->AddLights(Thread, frontsector->lighthead);
ceilingplane3d->AddLights(Thread, frontsector->lighthead);
FakeDrawLoop(sub, nullptr, ceilingplane3d, foggy, basecolormap, Fake3DOpaque::FakeCeiling);
frontsector = sub->sector;
@ -750,8 +747,6 @@ namespace swrenderer
}
basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::sprites], true);
floorlightlevel = fll;
ceilinglightlevel = cll;
// killough 9/18/98: Fix underwater slowdown, by passing real sector
// instead of fake one. Improve sprite lighting by basing sprite
@ -770,12 +765,12 @@ namespace swrenderer
}
}
count = sub->numlines;
line = sub->firstline;
DVector2 viewpointPos = Thread->Viewport->viewpoint.Pos.XY();
basecolormap = GetColorTable(frontsector->Colormap, frontsector->SpecialColors[sector_t::walltop]);
seg_t *line = sub->firstline;
int count = sub->numlines;
while (count--)
{
double dist1 = (line->v1->fPos() - viewpointPos).LengthSquared();