// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Here is a core component: drawing the floors and ceilings, // while maintaining a per column clipping list only. // Moreover, the sky areas have to be determined. // // MAXVISPLANES is no longer a limit on the number of visplanes, // but a limit on the number of hash slots; larger numbers mean // better performance usually but after a point they are wasted, // and memory and time overheads creep in. // // Lee Killough // // [RH] Further modified to significantly increase accuracy and add slopes. // //----------------------------------------------------------------------------- #include #include #include "templates.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "doomstat.h" #include "r_local.h" #include "r_sky.h" #include "stats.h" #include "v_video.h" #include "a_sharedglobal.h" #include "c_console.h" #include "cmdlib.h" #include "d_net.h" #include "g_level.h" #include "r_bsp.h" #include "r_plane.h" #include "r_segs.h" #include "r_3dfloors.h" #include "v_palette.h" #ifdef _MSC_VER #pragma warning(disable:4244) #endif //EXTERN_CVAR (Int, tx) //EXTERN_CVAR (Int, ty) static void R_DrawSkyStriped (visplane_t *pl); EXTERN_CVAR (Bool, r_particles); planefunction_t floorfunc; planefunction_t ceilingfunc; // Here comes the obnoxious "visplane". #define MAXVISPLANES 128 /* must be a power of 2 */ // Avoid infinite recursion with stacked sectors by limiting them. #define MAX_SKYBOX_PLANES 1000 // [RH] Allocate one extra for sky box planes. static visplane_t *visplanes[MAXVISPLANES+1]; // killough static visplane_t *freetail; // killough static visplane_t **freehead = &freetail; // killough visplane_t *floorplane; visplane_t *ceilingplane; // killough -- hash function for visplanes // Empirically verified to be fairly uniform: #define visplane_hash(picnum,lightlevel,height) \ ((unsigned)((picnum)*3+(lightlevel)+((height).d)*7) & (MAXVISPLANES-1)) // These are copies of the main parameters used when drawing stacked sectors. // When you change the main parameters, you should copy them here too *unless* // you are changing them to draw a stacked sector. Otherwise, stacked sectors // won't draw in skyboxes properly. int stacked_extralight; float stacked_visibility; fixed_t stacked_viewx, stacked_viewy, stacked_viewz; angle_t stacked_angle; // // opening // size_t maxopenings; short *openings; ptrdiff_t lastopening; // // Clip values are the solid pixel bounding the range. // floorclip starts out SCREENHEIGHT and is just outside the range // ceilingclip starts out 0 and is just inside the range // short floorclip[MAXWIDTH]; short ceilingclip[MAXWIDTH]; // // texture mapping // static fixed_t planeheight; extern "C" { // // spanend holds the end of a plane span in each screen row // short spanend[MAXHEIGHT]; BYTE *tiltlighting[MAXWIDTH]; int planeshade; FVector3 plane_sz, plane_su, plane_sv; float planelightfloat; bool plane_shade; fixed_t pviewx, pviewy; void R_DrawTiltedPlane_ASM (int y, int x1); } fixed_t yslope[MAXHEIGHT]; static fixed_t xscale, yscale; static DWORD xstepscale, ystepscale; static DWORD basexfrac, baseyfrac; #ifdef X86_ASM extern "C" void R_SetSpanSource_ASM (const BYTE *flat); extern "C" void STACK_ARGS R_SetSpanSize_ASM (int xbits, int ybits); extern "C" void R_SetSpanColormap_ASM (BYTE *colormap); extern "C" void R_SetTiltedSpanSource_ASM (const BYTE *flat); extern "C" BYTE *ds_curcolormap, *ds_cursource, *ds_curtiltedsource; #endif void R_DrawSinglePlane (visplane_t *, fixed_t alpha, bool masked); //========================================================================== // // R_InitPlanes // // Called at game startup. // //========================================================================== void R_InitPlanes () { } //========================================================================== // // R_DeinitPlanes // //========================================================================== void R_DeinitPlanes () { fakeActive = 0; R_ClearPlanes(false); for (visplane_t *pl = freetail; pl != NULL; ) { visplane_t *next = pl->next; free (pl); pl = next; } } //========================================================================== // // R_MapPlane // // Globals used: planeheight, ds_source, basexscale, baseyscale, // pviewx, pviewy, xoffs, yoffs, basecolormap, xscale, yscale. // //========================================================================== void R_MapPlane (int y, int x1) { int x2 = spanend[y]; fixed_t distance; #ifdef RANGECHECK if (x2 < x1 || x1<0 || x2>=viewwidth || (unsigned)y>=(unsigned)viewheight) { I_FatalError ("R_MapPlane: %i, %i at %i", x1, x2, y); } #endif // [RH] Notice that I dumped the caching scheme used by Doom. // It did not offer any appreciable speedup. distance = FixedMul (planeheight, yslope[y]); ds_xstep = FixedMul (distance, xstepscale); ds_ystep = FixedMul (distance, ystepscale); ds_xfrac = FixedMul (distance, basexfrac) + pviewx; ds_yfrac = FixedMul (distance, baseyfrac) + pviewy; if (plane_shade) { // Determine lighting based on the span's distance from the viewer. ds_colormap = basecolormap->Maps + (GETPALOOKUP ( FixedMul (GlobVis, abs (centeryfrac - (y << FRACBITS))), planeshade) << COLORMAPSHIFT); } #ifdef X86_ASM if (ds_colormap != ds_curcolormap) R_SetSpanColormap_ASM (ds_colormap); #endif ds_y = y; ds_x1 = x1; ds_x2 = x2; spanfunc (); } //========================================================================== // // R_CalcTiltedLighting // // Calculates the lighting for one row of a tilted plane. If the definition // of GETPALOOKUP changes, this needs to change, too. // //========================================================================== extern "C" { void STACK_ARGS R_CalcTiltedLighting (fixed_t lval, fixed_t lend, int width) { fixed_t lstep; BYTE *lightfiller; BYTE *basecolormapdata = basecolormap->Maps; int i = 0; lval = planeshade - lval; lend = planeshade - lend; if (width == 0 || lval == lend) { // Constant lighting lightfiller = basecolormapdata + (GETPALOOKUP (-lval, 0) << COLORMAPSHIFT); } else if ((lstep = (lend - lval) / width) < 0) { // Going from dark to light if (lval < FRACUNIT) { // All bright lightfiller = basecolormapdata; } else { if (lval >= NUMCOLORMAPS*FRACUNIT) { // Starts beyond the dark end BYTE *clight = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT); while (lval >= NUMCOLORMAPS*FRACUNIT && i <= width) { tiltlighting[i++] = clight; lval += lstep; } if (i > width) return; } while (i <= width && lval >= 0) { tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT); lval += lstep; } lightfiller = basecolormapdata; } } else { // Going from light to dark if (lval >= (NUMCOLORMAPS-1)*FRACUNIT) { // All dark lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT); } else { while (lval < 0 && i <= width) { tiltlighting[i++] = basecolormapdata; lval += lstep; } if (i > width) return; while (i <= width && lval < (NUMCOLORMAPS-1)*FRACUNIT) { tiltlighting[i++] = basecolormapdata + ((lval >> FRACBITS) << COLORMAPSHIFT); lval += lstep; } lightfiller = basecolormapdata + ((NUMCOLORMAPS-1) << COLORMAPSHIFT); } } for (; i <= width; i++) { tiltlighting[i] = lightfiller; } } } // extern "C" //========================================================================== // // R_MapTiltedPlane // //========================================================================== void R_MapTiltedPlane (int y, int x1) { int x2 = spanend[y]; int width = x2 - x1; double iz, uz, vz; BYTE *fb; DWORD u, v; int i; iz = plane_sz[2] + plane_sz[1]*(centery-y) + plane_sz[0]*(x1-centerx); // Lighting is simple. It's just linear interpolation from start to end if (plane_shade) { uz = (iz + plane_sz[0]*width) * planelightfloat; vz = iz * planelightfloat; R_CalcTiltedLighting (xs_RoundToInt(vz), xs_RoundToInt(uz), width); } uz = plane_su[2] + plane_su[1]*(centery-y) + plane_su[0]*(x1-centerx); vz = plane_sv[2] + plane_sv[1]*(centery-y) + plane_sv[0]*(x1-centerx); fb = ylookup[y] + x1 + dc_destorg; BYTE vshift = 32 - ds_ybits; BYTE ushift = vshift - ds_xbits; int umask = ((1 << ds_xbits) - 1) << ds_ybits; #if 0 // The "perfect" reference version of this routine. Pretty slow. // Use it only to see how things are supposed to look. i = 0; do { double z = 1.f/iz; u = SQWORD(uz*z) + pviewx; v = SQWORD(vz*z) + pviewy; ds_colormap = tiltlighting[i]; fb[i++] = ds_colormap[ds_source[(v >> vshift) | ((u >> ushift) & umask)]]; iz += plane_sz[0]; uz += plane_su[0]; vz += plane_sv[0]; } while (--width >= 0); #else //#define SPANSIZE 32 //#define INVSPAN 0.03125f //#define SPANSIZE 8 //#define INVSPAN 0.125f #define SPANSIZE 16 #define INVSPAN 0.0625f double startz = 1.f/iz; double startu = uz*startz; double startv = vz*startz; double izstep, uzstep, vzstep; izstep = plane_sz[0] * SPANSIZE; uzstep = plane_su[0] * SPANSIZE; vzstep = plane_sv[0] * SPANSIZE; x1 = 0; width++; while (width >= SPANSIZE) { iz += izstep; uz += uzstep; vz += vzstep; double endz = 1.f/iz; double endu = uz*endz; double endv = vz*endz; DWORD stepu = SQWORD((endu - startu) * INVSPAN); DWORD stepv = SQWORD((endv - startv) * INVSPAN); u = SQWORD(startu) + pviewx; v = SQWORD(startv) + pviewy; for (i = SPANSIZE-1; i >= 0; i--) { fb[x1] = *(tiltlighting[x1] + ds_source[(v >> vshift) | ((u >> ushift) & umask)]); x1++; u += stepu; v += stepv; } startu = endu; startv = endv; startz = endz; width -= SPANSIZE; } if (width > 0) { if (width == 1) { u = SQWORD(startu); v = SQWORD(startv); fb[x1] = *(tiltlighting[x1] + ds_source[(v >> vshift) | ((u >> ushift) & umask)]); } else { double left = width; iz += plane_sz[0] * left; uz += plane_su[0] * left; vz += plane_sv[0] * left; double endz = 1.f/iz; double endu = uz*endz; double endv = vz*endz; left = 1.f/left; DWORD stepu = SQWORD((endu - startu) * left); DWORD stepv = SQWORD((endv - startv) * left); u = SQWORD(startu) + pviewx; v = SQWORD(startv) + pviewy; for (; width != 0; width--) { fb[x1] = *(tiltlighting[x1] + ds_source[(v >> vshift) | ((u >> ushift) & umask)]); x1++; u += stepu; v += stepv; } } } #endif } //========================================================================== // // R_MapColoredPlane // //========================================================================== void R_MapColoredPlane (int y, int x1) { memset (ylookup[y] + x1 + dc_destorg, ds_color, spanend[y] - x1 + 1); } //========================================================================== // // R_ClearPlanes // // Called at the beginning of each frame. // //========================================================================== void R_ClearPlanes (bool fullclear) { int i, max; // kg3D - we can't just clear planes if there are fake planes if(!fullclear && fakeActive) return; max = fullclear ? MAXVISPLANES : MAXVISPLANES-1; for (i = 0; i <= max; i++) // new code -- killough for (*freehead = visplanes[i], visplanes[i] = NULL; *freehead; ) freehead = &(*freehead)->next; if (fullclear) { // opening / clipping determination clearbufshort (floorclip, viewwidth, viewheight); // [RH] clip ceiling to console bottom clearbufshort (ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0); lastopening = 0; } } //========================================================================== // // new_visplane // // New function, by Lee Killough // [RH] top and bottom buffers get allocated immediately after the visplane. // //========================================================================== static visplane_t *new_visplane (unsigned hash) { visplane_t *check = freetail; if (check == NULL) { check = (visplane_t *)M_Malloc (sizeof(*check) + sizeof(*check->top)*(MAXWIDTH*2)); memset(check, 0, sizeof(*check) + sizeof(*check->top)*(MAXWIDTH*2)); check->bottom = &check->top[MAXWIDTH+2]; } else if (NULL == (freetail = freetail->next)) { freehead = &freetail; } check->next = visplanes[hash]; visplanes[hash] = check; return check; } //========================================================================== // // R_FindPlane // // killough 2/28/98: Add offsets //========================================================================== visplane_t *R_FindPlane (const secplane_t &height, FTextureID picnum, int lightlevel, fixed_t alpha, fixed_t xoffs, fixed_t yoffs, fixed_t xscale, fixed_t yscale, angle_t angle, int sky, ASkyViewpoint *skybox) { secplane_t plane; visplane_t *check; unsigned hash; // killough bool isskybox; if (picnum == skyflatnum) // killough 10/98 { // most skies map together lightlevel = 0; xoffs = 0; yoffs = 0; xscale = 0; yscale = 0; angle = 0; alpha = 0; plane.a = plane.b = plane.d = 0; // [RH] Map floor skies and ceiling skies to separate visplanes. This isn't // always necessary, but it is needed if a floor and ceiling sky are in the // same column but separated by a wall. If they both try to reside in the // same visplane, then only the floor sky will be drawn. plane.c = height.c; plane.ic = height.ic; isskybox = skybox != NULL && !skybox->bInSkybox && (skybox->bAlways || picnum == skyflatnum); } else if (skybox != NULL && skybox->bAlways && !skybox->bInSkybox) { plane = height; isskybox = true; } else { plane = height; isskybox = false; // kg3D - hack, store alpha in sky // i know there is ->alpha, but this also allows to identify fake plane // and ->alpha is for stacked sectors if (fake3D & (FAKE3D_FAKEFLOOR|FAKE3D_FAKECEILING)) sky = 0x80000000 | fakeAlpha; else sky = 0; // not skyflatnum so it can't be a sky skybox = NULL; alpha = FRACUNIT; } // New visplane algorithm uses hash table -- killough hash = isskybox ? MAXVISPLANES : visplane_hash (picnum.GetIndex(), lightlevel, height); for (check = visplanes[hash]; check; check = check->next) // killough { if (isskybox) { if (skybox == check->skybox && plane == check->height) { if (skybox->Mate != NULL) { // This skybox is really a stacked sector, so we need to // check even more. if (check->extralight == stacked_extralight && check->visibility == stacked_visibility && check->viewx == stacked_viewx && check->viewy == stacked_viewy && check->viewz == stacked_viewz && ( // headache inducing logic... :( (!(skybox->flags & MF_JUSTATTACKED)) || ( check->alpha == alpha && (alpha == 0 || // if alpha is > 0 everything needs to be checked (plane == check->height && picnum == check->picnum && lightlevel == check->lightlevel && xoffs == check->xoffs && // killough 2/28/98: Add offset checks yoffs == check->yoffs && basecolormap == check->colormap && // [RH] Add more checks xscale == check->xscale && yscale == check->yscale && angle == check->angle ) ) && check->viewangle == stacked_angle ) ) ) { return check; } } else { return check; } } } else if (plane == check->height && picnum == check->picnum && lightlevel == check->lightlevel && xoffs == check->xoffs && // killough 2/28/98: Add offset checks yoffs == check->yoffs && basecolormap == check->colormap && // [RH] Add more checks xscale == check->xscale && yscale == check->yscale && angle == check->angle && sky == check->sky && CurrentMirror == check->CurrentMirror && MirrorFlags == check->MirrorFlags && CurrentSkybox == check->CurrentSkybox ) { return check; } } check = new_visplane (hash); // killough check->height = plane; check->picnum = picnum; check->lightlevel = lightlevel; check->xoffs = xoffs; // killough 2/28/98: Save offsets check->yoffs = yoffs; check->xscale = xscale; check->yscale = yscale; check->angle = angle; check->colormap = basecolormap; // [RH] Save colormap check->sky = sky; check->skybox = skybox; check->minx = viewwidth; // Was SCREENWIDTH -- killough 11/98 check->maxx = -1; check->extralight = stacked_extralight; check->visibility = stacked_visibility; check->viewx = stacked_viewx; check->viewy = stacked_viewy; check->viewz = stacked_viewz; check->viewangle = stacked_angle; check->alpha = alpha; check->CurrentMirror = CurrentMirror; check->MirrorFlags = MirrorFlags; check->CurrentSkybox = CurrentSkybox; clearbufshort (check->top, viewwidth, 0x7fff); return check; } //========================================================================== // // R_CheckPlane // //========================================================================== visplane_t *R_CheckPlane (visplane_t *pl, int start, int stop) { int intrl, intrh; int unionl, unionh; int x; assert (start >= 0 && start < viewwidth); assert (stop >= start && stop < viewwidth); if (start < pl->minx) { intrl = pl->minx; unionl = start; } else { unionl = pl->minx; intrl = start; } if (stop > pl->maxx) { intrh = pl->maxx; unionh = stop; } else { unionh = pl->maxx; intrh = stop; } for (x = intrl; x <= intrh && pl->top[x] == 0x7fff; x++) ; if (x > intrh) { // use the same visplane pl->minx = unionl; pl->maxx = unionh; } else { // make a new visplane unsigned hash; if (pl->skybox != NULL && !pl->skybox->bInSkybox && (pl->picnum == skyflatnum || pl->skybox->bAlways) && viewactive) { hash = MAXVISPLANES; } else { hash = visplane_hash (pl->picnum.GetIndex(), pl->lightlevel, pl->height); } visplane_t *new_pl = new_visplane (hash); new_pl->height = pl->height; new_pl->picnum = pl->picnum; new_pl->lightlevel = pl->lightlevel; new_pl->xoffs = pl->xoffs; // killough 2/28/98 new_pl->yoffs = pl->yoffs; new_pl->xscale = pl->xscale; // [RH] copy these, too new_pl->yscale = pl->yscale; new_pl->angle = pl->angle; new_pl->colormap = pl->colormap; new_pl->skybox = pl->skybox; new_pl->extralight = pl->extralight; new_pl->visibility = pl->visibility; new_pl->viewx = pl->viewx; new_pl->viewy = pl->viewy; new_pl->viewz = pl->viewz; new_pl->viewangle = pl->viewangle; new_pl->sky = pl->sky; new_pl->alpha = pl->alpha; new_pl->CurrentMirror = pl->CurrentMirror; new_pl->MirrorFlags = pl->MirrorFlags; new_pl->CurrentSkybox = pl->CurrentSkybox; pl = new_pl; pl->minx = start; pl->maxx = stop; clearbufshort (pl->top, viewwidth, 0x7fff); } return pl; } //========================================================================== // // R_MakeSpans // // //========================================================================== inline void R_MakeSpans (int x, int t1, int b1, int t2, int b2, void (*mapfunc)(int y, int x1)) { } //========================================================================== // // R_DrawSky // // Can handle overlapped skies. Note that the front sky is *not* masked in // in the normal convention for patches, but uses color 0 as a transparent // color instead. // // Note that since ZDoom now uses color 0 as transparent for other purposes, // you can use normal texture transparency, so the distinction isn't so // important anymore, but you should still be aware of it. // //========================================================================== static FTexture *frontskytex, *backskytex; static angle_t skyflip; static int frontpos, backpos; static fixed_t frontyScale; static fixed_t frontcyl, backcyl; static fixed_t skymid; static angle_t skyangle; int frontiScale; extern fixed_t swall[MAXWIDTH]; extern fixed_t lwall[MAXWIDTH]; extern fixed_t rw_offset; extern FTexture *rw_pic; // Allow for layer skies up to 512 pixels tall. This is overkill, // since the most anyone can ever see of the sky is 500 pixels. // We need 4 skybufs because wallscan can draw up to 4 columns at a time. static BYTE skybuf[4][512]; static DWORD lastskycol[4]; static int skycolplace; // Get a column of sky when there is only one sky texture. static const BYTE *R_GetOneSkyColumn (FTexture *fronttex, int x) { angle_t column = (skyangle + xtoviewangle[x]) ^ skyflip; return fronttex->GetColumn((UMulScale16(column, frontcyl) + frontpos) >> FRACBITS, NULL); } // Get a column of sky when there are two overlapping sky textures static const BYTE *R_GetTwoSkyColumns (FTexture *fronttex, int x) { DWORD ang = (skyangle + xtoviewangle[x]) ^ skyflip; DWORD angle1 = (DWORD)((UMulScale16(ang, frontcyl) + frontpos) >> FRACBITS); DWORD angle2 = (DWORD)((UMulScale16(ang, backcyl) + backpos) >> FRACBITS); // Check if this column has already been built. If so, there's // no reason to waste time building it again. DWORD skycol = (angle1 << 16) | angle2; int i; for (i = 0; i < 4; ++i) { if (lastskycol[i] == skycol) { return skybuf[i]; } } lastskycol[skycolplace] = skycol; BYTE *composite = skybuf[skycolplace]; skycolplace = (skycolplace + 1) & 3; // The ordering of the following code has been tuned to allow VC++ to optimize // it well. In particular, this arrangement lets it keep count in a register // instead of on the stack. const BYTE *front = fronttex->GetColumn (angle1, NULL); const BYTE *back = backskytex->GetColumn (angle2, NULL); int count = MIN (512, MIN (backskytex->GetHeight(), fronttex->GetHeight())); i = 0; do { if (front[i]) { composite[i] = front[i]; } else { composite[i] = back[i]; } } while (++i, --count); return composite; } static void R_DrawSky (visplane_t *pl) { int x; if (pl->minx > pl->maxx) return; dc_iscale = skyiscale; clearbuf (swall+pl->minx, pl->maxx-pl->minx+1, dc_iscale<<2); if (MirrorFlags & RF_XFLIP) { for (x = pl->minx; x <= pl->maxx; ++x) { lwall[x] = (viewwidth - x) << FRACBITS; } } else { for (x = pl->minx; x <= pl->maxx; ++x) { lwall[x] = x << FRACBITS; } } for (x = 0; x < 4; ++x) { lastskycol[x] = 0xffffffff; } rw_pic = frontskytex; rw_offset = 0; frontyScale = rw_pic->yScale; dc_texturemid = MulScale16 (skymid, frontyScale); if (1 << frontskytex->HeightBits == frontskytex->GetHeight()) { // The texture tiles nicely for (x = 0; x < 4; ++x) { lastskycol[x] = 0xffffffff; } wallscan (pl->minx, pl->maxx, (short *)pl->top, (short *)pl->bottom, swall, lwall, frontyScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns); } else { // The texture does not tile nicely frontyScale = DivScale16 (skyscale, frontyScale); frontiScale = DivScale32 (1, frontyScale); // Sodding crap. Fixed point sucks when you want precision. // TODO (if I'm feeling adventurous): Rewrite the renderer to use floating point // coordinates to keep as much precision as possible until the final // rasterization stage so fudges like this aren't needed. if (viewheight <= 600) { skymid -= FRACUNIT; } R_DrawSkyStriped (pl); } } static void R_DrawSkyStriped (visplane_t *pl) { fixed_t centerysave = centeryfrac; short drawheight = (short)MulScale16 (frontskytex->GetHeight(), frontyScale); fixed_t topfrac; fixed_t iscale = frontiScale; short top[MAXWIDTH], bot[MAXWIDTH]; short yl, yh; int x; // So that I don't have to worry about fractional precision, chop off the // fractional part of centeryfrac. centeryfrac = centery << FRACBITS; topfrac = (skymid + iscale * (1-centery)) % (frontskytex->GetHeight() << FRACBITS); if (topfrac < 0) topfrac += frontskytex->GetHeight() << FRACBITS; yl = 0; yh = (short)MulScale32 ((frontskytex->GetHeight() << FRACBITS) - topfrac, frontyScale); dc_texturemid = topfrac - iscale * (1-centery); while (yl < viewheight) { for (x = pl->minx; x <= pl->maxx; ++x) { top[x] = MAX (yl, (short)pl->top[x]); bot[x] = MIN (yh, (short)pl->bottom[x]); } for (x = 0; x < 4; ++x) { lastskycol[x] = 0xffffffff; } wallscan (pl->minx, pl->maxx, top, bot, swall, lwall, rw_pic->yScale, backskytex == NULL ? R_GetOneSkyColumn : R_GetTwoSkyColumns); yl = yh; yh += drawheight; dc_texturemid = iscale * (centery-yl-1); } centeryfrac = centerysave; } //========================================================================== // // R_DrawPlanes // // At the end of each frame. // //========================================================================== CVAR (Bool, tilt, false, 0); //CVAR (Int, pa, 0, 0) void R_DrawPlanes () { visplane_t *pl; int i; int vpcount; ds_color = 3; for (i = vpcount = 0; i < MAXVISPLANES; i++) { for (pl = visplanes[i]; pl; pl = pl->next) { // kg3D - draw only correct planes if(pl->CurrentMirror != CurrentMirror || pl->CurrentSkybox != CurrentSkybox) continue; // kg3D - draw only real planes now if(pl->sky >= 0) { vpcount++; R_DrawSinglePlane (pl, OPAQUE, false); } } } } // kg3D - draw all visplanes with "height" void R_DrawHeightPlanes(fixed_t height) { visplane_t *pl; int i; ds_color = 3; for (i = 0; i < MAXVISPLANES; i++) { for (pl = visplanes[i]; pl; pl = pl->next) { // kg3D - draw only correct planes if(pl->CurrentSkybox != CurrentSkybox) continue; if(pl->sky < 0 && pl->height.Zat0() == height) { viewx = pl->viewx; viewy = pl->viewy; viewangle = pl->viewangle; MirrorFlags = pl->MirrorFlags; R_DrawSinglePlane (pl, pl->sky & 0x7FFFFFFF, true); } } } } //========================================================================== // // R_DrawSinglePlane // // Draws a single visplane. // //========================================================================== void R_DrawSinglePlane (visplane_t *pl, fixed_t alpha, bool masked) { // pl->angle = pa<minx > pl->maxx) return; if (r_drawflat) { // [RH] no texture mapping ds_color += 4; R_MapVisPlane (pl, R_MapColoredPlane); } else if (pl->picnum == skyflatnum) { // sky flat R_DrawSkyPlane (pl); } else { // regular flat FTexture *tex = TexMan(pl->picnum); if (tex->UseType == FTexture::TEX_Null) { return; } if (!masked) { // If we're not supposed to see through this plane, draw it opaque. alpha = OPAQUE; } else if (!tex->bMasked) { // Don't waste time on a masked texture if it isn't really masked. masked = false; } R_SetupSpanBits(tex); pl->xscale = MulScale16 (pl->xscale, tex->xScale); pl->yscale = MulScale16 (pl->yscale, tex->yScale); ds_source = tex->GetPixels (); basecolormap = pl->colormap; planeshade = LIGHT2SHADE(pl->lightlevel); if (r_drawflat || ((pl->height.a == 0 && pl->height.b == 0) && !tilt)) { R_DrawNormalPlane (pl, alpha, masked); } else { R_DrawTiltedPlane (pl, alpha, masked); } } NetUpdate (); } //========================================================================== // // R_DrawSkyBoxes // // Draws any recorded sky boxes and then frees them. // // The process: // 1. Move the camera to coincide with the SkyViewpoint. // 2. Clear out the old planes. (They have already been drawn.) // 3. Clear a window out of the ClipSegs just large enough for the plane. // 4. Pretend the existing vissprites and drawsegs aren't there. // 5. Create a drawseg at 0 distance to clip sprites to the visplane. It // doesn't need to be associated with a line in the map, since there // will never be any sprites in front of it. // 6. Render the BSP, then planes, then masked stuff. // 7. Restore the previous vissprites and drawsegs. // 8. Repeat for any other sky boxes. // 9. Put the camera back where it was to begin with. // //========================================================================== CVAR (Bool, r_skyboxes, true, 0) static int numskyboxes; void R_DrawSkyBoxes () { static TArray interestingStack; static TArray drawsegStack; static TArray visspriteStack; static TArray viewxStack, viewyStack, viewzStack; static TArray visplaneStack; numskyboxes = 0; if (visplanes[MAXVISPLANES] == NULL) return; R_3D_EnterSkybox(); int savedextralight = extralight; fixed_t savedx = viewx; fixed_t savedy = viewy; fixed_t savedz = viewz; angle_t savedangle = viewangle; ptrdiff_t savedvissprite_p = vissprite_p - vissprites; ptrdiff_t savedds_p = ds_p - drawsegs; ptrdiff_t savedlastopening = lastopening; size_t savedinteresting = FirstInterestingDrawseg; float savedvisibility = R_GetVisibility (); AActor *savedcamera = camera; sector_t *savedsector = viewsector; int i; visplane_t *pl; for (pl = visplanes[MAXVISPLANES]; pl != NULL; pl = visplanes[MAXVISPLANES]) { // Pop the visplane off the list now so that if this skybox adds more // skyboxes to the list, they will be drawn instead of skipped (because // new skyboxes go to the beginning of the list instead of the end). visplanes[MAXVISPLANES] = pl->next; pl->next = NULL; if (pl->maxx < pl->minx || !r_skyboxes || numskyboxes == MAX_SKYBOX_PLANES) { R_DrawSinglePlane (pl, OPAQUE, false); *freehead = pl; freehead = &pl->next; continue; } numskyboxes++; ASkyViewpoint *sky = pl->skybox; ASkyViewpoint *mate = sky->Mate; if (mate == NULL) { // Don't let gun flashes brighten the sky box extralight = 0; R_SetVisibility (sky->args[0] * 0.25f); viewx = sky->PrevX + FixedMul(r_TicFrac, sky->x - sky->PrevX); viewy = sky->PrevY + FixedMul(r_TicFrac, sky->y - sky->PrevY); viewz = sky->PrevZ + FixedMul(r_TicFrac, sky->z - sky->PrevZ); viewangle = savedangle + sky->PrevAngle + FixedMul(r_TicFrac, sky->angle - sky->PrevAngle); R_CopyStackedViewParameters(); } else { extralight = pl->extralight; R_SetVisibility (pl->visibility); viewx = pl->viewx - sky->Mate->x + sky->x; viewy = pl->viewy - sky->Mate->y + sky->y; viewz = pl->viewz; viewangle = pl->viewangle; } sky->bInSkybox = true; if (mate != NULL) mate->bInSkybox = true; camera = sky; viewsector = sky->Sector; R_SetViewAngle (); validcount++; // Make sure we see all sprites R_ClearPlanes (false); R_ClearClipSegs (pl->minx, pl->maxx + 1); WindowLeft = pl->minx; WindowRight = pl->maxx; for (i = pl->minx; i <= pl->maxx; i++) { if (pl->top[i] == 0x7fff) { ceilingclip[i] = viewheight; floorclip[i] = -1; } else { ceilingclip[i] = pl->top[i]; floorclip[i] = pl->bottom[i]; } } // Create a drawseg to clip sprites to the sky plane R_CheckDrawSegs (); ds_p->siz1 = INT_MAX; ds_p->siz2 = INT_MAX; ds_p->sz1 = 0; ds_p->sz2 = 0; ds_p->x1 = pl->minx; ds_p->x2 = pl->maxx; ds_p->silhouette = SIL_BOTH; ds_p->sprbottomclip = R_NewOpening (pl->maxx - pl->minx + 1); ds_p->sprtopclip = R_NewOpening (pl->maxx - pl->minx + 1); ds_p->maskedtexturecol = ds_p->swall = -1; ds_p->bFogBoundary = false; memcpy (openings + ds_p->sprbottomclip, floorclip + pl->minx, (pl->maxx - pl->minx + 1)*sizeof(short)); memcpy (openings + ds_p->sprtopclip, ceilingclip + pl->minx, (pl->maxx - pl->minx + 1)*sizeof(short)); firstvissprite = vissprite_p; firstdrawseg = ds_p++; FirstInterestingDrawseg = InterestingDrawsegs.Size(); interestingStack.Push (FirstInterestingDrawseg); ptrdiff_t diffnum = firstdrawseg - drawsegs; drawsegStack.Push (diffnum); diffnum = firstvissprite - vissprites; visspriteStack.Push (diffnum); viewxStack.Push (viewx); viewyStack.Push (viewy); viewzStack.Push (viewz); visplaneStack.Push (pl); R_RenderBSPNode (nodes + numnodes - 1); R_3D_ResetClip(); // reset clips (floor/ceiling) R_DrawPlanes (); sky->bInSkybox = false; if (mate != NULL) mate->bInSkybox = false; } // Draw all the masked textures in a second pass, in the reverse order they // were added. This must be done separately from the previous step for the // sake of nested skyboxes. while (interestingStack.Pop (FirstInterestingDrawseg)) { ptrdiff_t pd = 0; drawsegStack.Pop (pd); firstdrawseg = drawsegs + pd; visspriteStack.Pop (pd); firstvissprite = vissprites + pd; viewxStack.Pop (viewx); // Masked textures and planes need the view viewyStack.Pop (viewy); // coordinates restored for proper positioning. viewzStack.Pop (viewz); R_DrawMasked (); ds_p = firstdrawseg; vissprite_p = firstvissprite; visplaneStack.Pop (pl); if (pl->alpha > 0) { R_DrawSinglePlane (pl, pl->alpha, true); } *freehead = pl; freehead = &pl->next; } firstvissprite = vissprites; vissprite_p = vissprites + savedvissprite_p; firstdrawseg = drawsegs; ds_p = drawsegs + savedds_p; InterestingDrawsegs.Resize ((unsigned int)FirstInterestingDrawseg); FirstInterestingDrawseg = savedinteresting; lastopening = savedlastopening; camera = savedcamera; viewsector = savedsector; viewx = savedx; viewy = savedy; viewz = savedz; R_SetVisibility (savedvisibility); extralight = savedextralight; viewangle = savedangle; R_SetViewAngle (); R_3D_LeaveSkybox(); if(fakeActive) return; for (*freehead = visplanes[MAXVISPLANES], visplanes[MAXVISPLANES] = NULL; *freehead; ) freehead = &(*freehead)->next; } ADD_STAT(skyboxes) { FString out; out.Format (out, "%d skybox planes", numskyboxes); return out; } //========================================================================== // // R_DrawSkyPlane // //========================================================================== void R_DrawSkyPlane (visplane_t *pl) { FTextureID sky1tex, sky2tex; double frontdpos = 0, backdpos = 0; if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY)) { sky1tex = sky2texture; } else { sky1tex = sky1texture; } sky2tex = sky2texture; skymid = skytexturemid; skyangle = viewangle; if (pl->picnum == skyflatnum) { if (!(pl->sky & PL_SKYFLAT)) { // use sky1 sky1: frontskytex = TexMan(sky1tex); if (level.flags & LEVEL_DOUBLESKY) backskytex = TexMan(sky2tex); else backskytex = NULL; skyflip = 0; frontdpos = sky1pos; backdpos = sky2pos; frontcyl = sky1cyl; backcyl = sky2cyl; } else if (pl->sky == PL_SKYFLAT) { // use sky2 frontskytex = TexMan(sky2tex); backskytex = NULL; frontcyl = sky2cyl; skyflip = 0; frontdpos = sky2pos; } else { // MBF's linedef-controlled skies // Sky Linedef const line_t *l = &lines[(pl->sky & ~PL_SKYFLAT)-1]; // Sky transferred from first sidedef const side_t *s = l->sidedef[0]; int pos; // Texture comes from upper texture of reference sidedef // [RH] If swapping skies, then use the lower sidedef if (level.flags & LEVEL_SWAPSKIES && s->GetTexture(side_t::bottom).isValid()) { pos = side_t::bottom; } else { pos = side_t::top; } frontskytex = TexMan(s->GetTexture(pos)); if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null) { // [RH] The blank texture: Use normal sky instead. goto sky1; } backskytex = NULL; // Horizontal offset is turned into an angle offset, // to allow sky rotation as well as careful positioning. // However, the offset is scaled very small, so that it // allows a long-period of sky rotation. skyangle += s->GetTextureXOffset(pos); // Vertical offset allows careful sky positioning. skymid = s->GetTextureYOffset(pos) - 28*FRACUNIT; // We sometimes flip the picture horizontally. // // Doom always flipped the picture, so we make it optional, // to make it easier to use the new feature, while to still // allow old sky textures to be used. skyflip = l->args[2] ? 0u : ~0u; frontcyl = MAX(frontskytex->GetWidth(), frontskytex->xScale >> (16 - 10)); if (skystretch) { skymid = Scale(skymid, frontskytex->GetScaledHeight(), SKYSTRETCH_HEIGHT); } } } frontpos = int(fmod(frontdpos, sky1cyl * 65536.0)); if (backskytex != NULL) { backpos = int(fmod(backdpos, sky2cyl * 65536.0)); } bool fakefixed = false; if (fixedcolormap) { dc_colormap = fixedcolormap; } else { fakefixed = true; fixedcolormap = dc_colormap = NormalLight.Maps; } R_DrawSky (pl); if (fakefixed) fixedcolormap = NULL; } //========================================================================== // // R_DrawNormalPlane // //========================================================================== void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool masked) { #ifdef X86_ASM if (ds_source != ds_cursource) { R_SetSpanSource_ASM (ds_source); } #endif if (alpha <= 0) { return; } angle_t planeang = pl->angle; xscale = pl->xscale << (16 - ds_xbits); yscale = pl->yscale << (16 - ds_ybits); if (planeang != 0) { fixed_t cosine = finecosine[planeang >> ANGLETOFINESHIFT]; fixed_t sine = finesine[planeang >> ANGLETOFINESHIFT]; pviewx = pl->xoffs + FixedMul (viewx, cosine) - FixedMul (viewy, sine); pviewy = pl->yoffs - FixedMul (viewx, sine) - FixedMul (viewy, cosine); } else { pviewx = pl->xoffs + viewx; pviewy = pl->yoffs - viewy; } pviewx = FixedMul (xscale, pviewx); pviewy = FixedMul (yscale, pviewy); // left to right mapping planeang = (viewangle - ANG90 + planeang) >> ANGLETOFINESHIFT; // Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance xstepscale = Scale (xscale, finecosine[planeang], FocalLengthX); ystepscale = Scale (yscale, -finesine[planeang], FocalLengthX); // [RH] flip for mirrors if (MirrorFlags & RF_XFLIP) { xstepscale = (DWORD)(-(SDWORD)xstepscale); ystepscale = (DWORD)(-(SDWORD)ystepscale); } int x = pl->maxx - halfviewwidth; planeang = (planeang + (ANG90 >> ANGLETOFINESHIFT)) & FINEMASK; basexfrac = FixedMul (xscale, finecosine[planeang]) + x*xstepscale; baseyfrac = FixedMul (yscale, -finesine[planeang]) + x*ystepscale; planeheight = abs (FixedMul (pl->height.d, -pl->height.ic) - viewz); GlobVis = FixedDiv (r_FloorVisibility, planeheight); if (fixedlightlev >= 0) ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false; else if (fixedcolormap) ds_colormap = fixedcolormap, plane_shade = false; else plane_shade = true; if (spanfunc != R_FillSpan) { if (masked) { if (alpha < OPAQUE) { spanfunc = R_DrawSpanMaskedTranslucent; dc_srcblend = Col2RGB8[alpha>>10]; dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10]; } else { spanfunc = R_DrawSpanMasked; } } else { if (alpha < OPAQUE) { spanfunc = R_DrawSpanTranslucent; dc_srcblend = Col2RGB8[alpha>>10]; dc_destblend = Col2RGB8[(OPAQUE-alpha)>>10]; } else { spanfunc = R_DrawSpan; } } } R_MapVisPlane (pl, R_MapPlane); } //========================================================================== // // R_DrawTiltedPlane // //========================================================================== void R_DrawTiltedPlane (visplane_t *pl, fixed_t alpha, bool masked) { static const float ifloatpow2[16] = { // ifloatpow2[i] = 1 / (1 << i) 64.f, 32.f, 16.f, 8.f, 4.f, 2.f, 1.f, 0.5f, 0.25f, 0.125f, 0.0625f, 0.03125f, 0.015625f, 0.0078125f, 0.00390625f, 0.001953125f /*, 0.0009765625f, 0.00048828125f, 0.000244140625f, 1.220703125e-4f, 6.103515625e-5, 3.0517578125e-5*/ }; double lxscale, lyscale; double xscale, yscale; FVector3 p, m, n; double ang; double zeroheight; if (alpha <= 0) { return; } double vx = FIXED2FLOAT(viewx); double vy = FIXED2FLOAT(viewy); double vz = FIXED2FLOAT(viewz); lxscale = FIXED2FLOAT(pl->xscale) * ifloatpow2[ds_xbits]; lyscale = FIXED2FLOAT(pl->yscale) * ifloatpow2[ds_ybits]; xscale = 64.f / lxscale; yscale = 64.f / lyscale; zeroheight = pl->height.ZatPoint(vx, vy); pviewx = MulScale (pl->xoffs, pl->xscale, ds_xbits); pviewy = MulScale (pl->yoffs, pl->yscale, ds_ybits); // p is the texture origin in view space // Don't add in the offsets at this stage, because doing so can result in // errors if the flat is rotated. ang = bam2rad(ANG270 - viewangle); p[0] = vx * cos(ang) - vy * sin(ang); p[2] = vx * sin(ang) + vy * cos(ang); p[1] = pl->height.ZatPoint(0.0, 0.0) - vz; // m is the v direction vector in view space ang = bam2rad(ANG180 - viewangle - pl->angle); m[0] = yscale * cos(ang); m[2] = yscale * sin(ang); // m[1] = FIXED2FLOAT(pl->height.ZatPoint (0, iyscale) - pl->height.ZatPoint (0,0)); // VectorScale2 (m, 64.f/VectorLength(m)); // n is the u direction vector in view space ang += PI/2; n[0] = -xscale * cos(ang); n[2] = -xscale * sin(ang); // n[1] = FIXED2FLOAT(pl->height.ZatPoint (ixscale, 0) - pl->height.ZatPoint (0,0)); // VectorScale2 (n, 64.f/VectorLength(n)); // This code keeps the texture coordinates constant across the x,y plane no matter // how much you slope the surface. Use the commented-out code above instead to keep // the textures a constant size across the surface's plane instead. ang = bam2rad(pl->angle); m[1] = pl->height.ZatPoint(vx + yscale * sin(ang), vy + yscale * cos(ang)) - zeroheight; ang += PI/2; n[1] = pl->height.ZatPoint(vx + xscale * sin(ang), vy + xscale * cos(ang)) - zeroheight; plane_su = p ^ m; plane_sv = p ^ n; plane_sz = m ^ n; plane_su.Z *= FocalLengthXfloat; plane_sv.Z *= FocalLengthXfloat; plane_sz.Z *= FocalLengthXfloat; plane_su.Y *= iyaspectmulfloat; plane_sv.Y *= iyaspectmulfloat; plane_sz.Y *= iyaspectmulfloat; // Premultiply the texture vectors with the scale factors plane_su *= 4294967296.f; plane_sv *= 4294967296.f; if (MirrorFlags & RF_XFLIP) { plane_su[0] = -plane_su[0]; plane_sv[0] = -plane_sv[0]; plane_sz[0] = -plane_sz[0]; } planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (float)(abs(pl->height.ZatPoint (viewx, viewy) - viewz)); if (pl->height.c > 0) planelightfloat = -planelightfloat; if (fixedlightlev >= 0) ds_colormap = basecolormap->Maps + fixedlightlev, plane_shade = false; else if (fixedcolormap) ds_colormap = fixedcolormap, plane_shade = false; else ds_colormap = basecolormap->Maps, plane_shade = true; if (!plane_shade) { for (int i = 0; i < viewwidth; ++i) { tiltlighting[i] = ds_colormap; } } #if defined(X86_ASM) if (ds_source != ds_curtiltedsource) R_SetTiltedSpanSource_ASM (ds_source); R_MapVisPlane (pl, R_DrawTiltedPlane_ASM); #else R_MapVisPlane (pl, R_MapTiltedPlane); #endif } //========================================================================== // // R_MapVisPlane // // t1/b1 are at x // t2/b2 are at x+1 // spanend[y] is at the right edge // //========================================================================== void R_MapVisPlane (visplane_t *pl, void (*mapfunc)(int y, int x1)) { int x = pl->maxx; int t2 = pl->top[x]; int b2 = pl->bottom[x]; if (b2 > t2) { clearbufshort (spanend+t2, b2-t2, x); } for (--x; x >= pl->minx; --x) { int t1 = pl->top[x]; int b1 = pl->bottom[x]; const int xr = x+1; int stop; // Draw any spans that have just closed stop = MIN (t1, b2); while (t2 < stop) { mapfunc (t2++, xr); } stop = MAX (b1, t2); while (b2 > stop) { mapfunc (--b2, xr); } // Mark any spans that have just opened stop = MIN (t2, b1); while (t1 < stop) { spanend[t1++] = x; } stop = MAX (b2, t2); while (b1 > stop) { spanend[--b1] = x; } t2 = pl->top[x]; b2 = pl->bottom[x]; basexfrac -= xstepscale; baseyfrac -= ystepscale; } // Draw any spans that are still open while (t2 < b2) { mapfunc (--b2, pl->minx); } } //========================================================================== // // R_PlaneInitData // //========================================================================== bool R_PlaneInitData () { int i; visplane_t *pl; // Free all visplanes and let them be re-allocated as needed. pl = freetail; while (pl) { visplane_t *next = pl->next; M_Free (pl); pl = next; } freetail = NULL; freehead = &freetail; for (i = 0; i < MAXVISPLANES; i++) { pl = visplanes[i]; visplanes[i] = NULL; while (pl) { visplane_t *next = pl->next; M_Free (pl); pl = next; } } return true; } //========================================================================== // // R_AlignFlat // //========================================================================== bool R_AlignFlat (int linenum, int side, int fc) { line_t *line = lines + linenum; sector_t *sec = side ? line->backsector : line->frontsector; if (!sec) return false; fixed_t x = line->v1->x; fixed_t y = line->v1->y; angle_t angle = R_PointToAngle2 (x, y, line->v2->x, line->v2->y); angle_t norm = (angle-ANGLE_90) >> ANGLETOFINESHIFT; fixed_t dist = -DMulScale16 (finecosine[norm], x, finesine[norm], y); if (side) { angle = angle + ANGLE_180; dist = -dist; } sec->SetBase(fc, dist & ((1<<(FRACBITS+8))-1), 0-angle); return true; }