// 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. // // DESCRIPTION: // All the clipping: columns, horizontal spans, sky columns. // // This file contains some code from the Build Engine. // // "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman // Ken Silverman's official web site: "http://www.advsys.net/ken" // See the included license file "BUILDLIC.TXT" for license info. // //----------------------------------------------------------------------------- #include #include #include "templates.h" #include "i_system.h" #include "doomdef.h" #include "doomstat.h" #include "doomdata.h" #include "p_lnspec.h" #include "r_local.h" #include "r_sky.h" #include "v_video.h" #include "m_swap.h" #include "w_wad.h" #include "stats.h" #include "a_sharedglobal.h" #include "d_net.h" #include "g_level.h" #include "r_bsp.h" #include "r_plane.h" #include "r_segs.h" #include "v_palette.h" #define WALLYREPEAT 8 //CVAR (Int, ty, 8, 0) //CVAR (Int, tx, 8, 0) #define HEIGHTBITS 12 #define HEIGHTSHIFT (FRACBITS-HEIGHTBITS) // The 3072 below is just an arbitrary value picked to avoid // drawing lines the player is too close to that would overflow // the texture calculations. #define TOO_CLOSE_Z 3072 extern fixed_t globaluclip, globaldclip; // OPTIMIZE: closed two sided lines as single sided // killough 1/6/98: replaced globals with statics where appropriate static bool segtextured; // True if any of the segs textures might be visible. bool markfloor; // False if the back side is the same plane. bool markceiling; FTexture *toptexture; FTexture *bottomtexture; FTexture *midtexture; fixed_t rw_offset_top; fixed_t rw_offset_mid; fixed_t rw_offset_bottom; int OWallMost (short *mostbuf, fixed_t z); int WallMost (short *mostbuf, const secplane_t &plane); void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat); void PrepLWall (fixed_t *lwall, fixed_t walxrepeat); extern fixed_t WallSZ1, WallSZ2, WallTX1, WallTX2, WallTY1, WallTY2, WallCX1, WallCX2, WallCY1, WallCY2; extern int WallSX1, WallSX2; extern float WallUoverZorg, WallUoverZstep, WallInvZorg, WallInvZstep, WallDepthScale, WallDepthOrg; int wallshade; short walltop[MAXWIDTH]; // [RH] record max extents of wall short wallbottom[MAXWIDTH]; short wallupper[MAXWIDTH]; short walllower[MAXWIDTH]; fixed_t swall[MAXWIDTH]; fixed_t lwall[MAXWIDTH]; fixed_t lwallscale; // // regular wall // extern fixed_t rw_backcz1, rw_backcz2; extern fixed_t rw_backfz1, rw_backfz2; extern fixed_t rw_frontcz1, rw_frontcz2; extern fixed_t rw_frontfz1, rw_frontfz2; int rw_ceilstat, rw_floorstat; bool rw_mustmarkfloor, rw_mustmarkceiling; bool rw_prepped; bool rw_markmirror; bool rw_havehigh; bool rw_havelow; fixed_t rw_light; // [RH] Scale lights with viewsize adjustments fixed_t rw_lightstep; fixed_t rw_lightleft; static fixed_t rw_frontlowertop; static int rw_x; static int rw_stopx; fixed_t rw_offset; static fixed_t rw_scalestep; static fixed_t rw_midtexturemid; static fixed_t rw_toptexturemid; static fixed_t rw_bottomtexturemid; FTexture *rw_pic; static fixed_t *maskedtexturecol; static FTexture *WallSpriteTile; static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass); static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans)); //============================================================================= // // CVAR r_fogboundary // // If true, makes fog look more "real" by shading the walls separating two // sectors with different fog. //============================================================================= CVAR(Bool, r_fogboundary, true, 0) inline bool IsFogBoundary (sector_t *front, sector_t *back) { return r_fogboundary && !fixedcolormap && front->ColorMap->Fade && front->ColorMap->Fade != back->ColorMap->Fade && (front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum); } //============================================================================= // // CVAR r_drawmirrors // // Set to false to disable rendering of mirrors //============================================================================= CVAR(Bool, r_drawmirrors, true, 0) // // R_RenderMaskedSegRange // fixed_t *MaskedSWall; fixed_t MaskedScaleY; static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FTexture::Span *spans), FTexture *tex) { if (maskedtexturecol[dc_x] != FIXED_MAX) { // calculate lighting if (!fixedcolormap) { dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT); } dc_iscale = MulScale18 (MaskedSWall[dc_x], MaskedScaleY); sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale); // killough 1/25/98: here's where Medusa came in, because // it implicitly assumed that the column was all one patch. // Originally, Doom did not construct complete columns for // multipatched textures, so there were no header or trailer // bytes in the column referred to below, which explains // the Medusa effect. The fix is to construct true columns // when forming multipatched textures (see r_data.c). // draw the texture const FTexture::Span *spans; const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans); blastfunc (pixels, spans); maskedtexturecol[dc_x] = FIXED_MAX; } rw_light += rw_lightstep; spryscale += rw_scalestep; } void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2) { FTexture *tex; int i; sector_t tempsec; // killough 4/13/98 fixed_t texheight, textop; sprflipvert = false; curline = ds->curline; // killough 4/11/98: draw translucent 2s normal textures // [RH] modified because we don't use user-definable translucency maps ESPSResult drawmode; drawmode = R_SetPatchStyle (LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent], MIN(curline->linedef->Alpha, FRACUNIT), 0, 0); if ((drawmode == DontDraw && !ds->bFogBoundary)) { return; } NetUpdate (); frontsector = curline->frontsector; backsector = curline->backsector; tex = TexMan(curline->sidedef->GetTexture(side_t::mid)); // killough 4/13/98: get correct lightlevel for 2s normal textures const sector_t *sec = R_FakeFlat (frontsector, &tempsec, NULL, NULL, false); basecolormap = sec->ColorMap; // [RH] Set basecolormap wallshade = ds->shade; rw_lightstep = ds->lightstep; rw_light = ds->light + (x1 - ds->x1) * rw_lightstep; mfloorclip = openings + ds->sprbottomclip - ds->x1; mceilingclip = openings + ds->sprtopclip - ds->x1; // [RH] Draw fog partition if (ds->bFogBoundary) { R_DrawFogBoundary (x1, x2, mceilingclip, mfloorclip); if (ds->maskedtexturecol == -1) { goto clearfog; } } MaskedSWall = (fixed_t *)(openings + ds->swall) - ds->x1; MaskedScaleY = tex->yScale; maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1; spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1); rw_scalestep = ds->iscalestep; // find positioning texheight = tex->GetScaledHeight() << FRACBITS; if (curline->linedef->flags & ML_DONTPEGBOTTOM) { dc_texturemid = MAX (frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight; } else { dc_texturemid = MIN (frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling)); } { // encapsulate the lifetime of rowoffset fixed_t rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid); if (tex->bWorldPanning) { // rowoffset is added before the MulScale3 so that the masked texture will // still be positioned in world units rather than texels. dc_texturemid += rowoffset - viewz; textop = dc_texturemid; dc_texturemid = MulScale16 (dc_texturemid, tex->yScale); } else { // rowoffset is added outside the multiply so that it positions the texture // by texels instead of world units. textop = dc_texturemid - viewz + SafeDivScale16 (rowoffset, tex->yScale); dc_texturemid = MulScale16 (dc_texturemid - viewz, tex->yScale) + rowoffset; } } if (fixedlightlev) dc_colormap = basecolormap->Maps + fixedlightlev; else if (fixedcolormap) dc_colormap = fixedcolormap; if (!(curline->linedef->flags & ML_WRAP_MIDTEX)) { // Texture does not wrap vertically. // [RH] Don't bother drawing segs that are completely offscreen if (MulScale12 (globaldclip, ds->sz1) < -textop && MulScale12 (globaldclip, ds->sz2) < -textop) { // Texture top is below the bottom of the screen goto clearfog; } if (MulScale12 (globaluclip, ds->sz1) > texheight - textop && MulScale12 (globaluclip, ds->sz2) > texheight - textop) { // Texture bottom is above the top of the screen goto clearfog; } WallSZ1 = ds->sz1; WallSZ2 = ds->sz2; WallSX1 = ds->sx1; WallSX2 = ds->sx2; OWallMost (wallupper, textop); OWallMost (walllower, textop - texheight); for (i = x1; i <= x2; i++) { if (wallupper[i] < mceilingclip[i]) wallupper[i] = mceilingclip[i]; } for (i = x1; i <= x2; i++) { if (walllower[i] > mfloorclip[i]) walllower[i] = mfloorclip[i]; } mfloorclip = walllower; mceilingclip = wallupper; // draw the columns one at a time if (drawmode == DoDraw0) { for (dc_x = x1; dc_x <= x2; ++dc_x) { BlastMaskedColumn (R_DrawMaskedColumn, tex); } } else { // [RH] Draw up to four columns at once int stop = (x2+1) & ~3; if (x1 > x2) goto clearfog; dc_x = x1; while ((dc_x < stop) && (dc_x & 3)) { BlastMaskedColumn (R_DrawMaskedColumn, tex); dc_x++; } while (dc_x < stop) { rt_initcols(); BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++; BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++; BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); dc_x++; BlastMaskedColumn (R_DrawMaskedColumnHoriz, tex); rt_draw4cols (dc_x - 3); dc_x++; } while (dc_x <= x2) { BlastMaskedColumn (R_DrawMaskedColumn, tex); dc_x++; } } } else { // Texture does wrap vertically. rw_offset = 0; rw_pic = tex; if (colfunc == basecolfunc) { maskwallscan(x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol); } else { transmaskwallscan(x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol); } } clearfog: R_FinishSetPatchStyle (); //if (ds->bFogBoundary) { clearbufshort (openings + ds->sprtopclip - ds->x1 + x1, x2-x1+1, viewheight); } return; } // prevlineasm1 is like vlineasm1 but skips the loop if only drawing one pixel inline fixed_t prevline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest) { dc_iscale = vince; dc_colormap = colormap; dc_count = count; dc_texturefrac = vplce; dc_source = bufplce; dc_dest = dest; return doprevline1 (); } void wallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int x)) { int x, shiftval; int y1ve[4], y2ve[4], u4, d4, z; char bad; fixed_t light = rw_light - rw_lightstep; SDWORD yrepeat, texturemid, xoffset; BYTE *basecolormapdata; // This function also gets used to draw skies. Unlike BUILD, skies are // drawn by visplane instead of by bunch, so these checks are invalid. //if ((uwal[x1] > viewheight) && (uwal[x2] > viewheight)) return; //if ((dwal[x1] < 0) && (dwal[x2] < 0)) return; if (rw_pic->UseType == FTexture::TEX_Null) { return; } //extern cycle_t WallScanCycles; //clock (WallScanCycles); rw_pic->GetHeight(); // Make sure texture size is loaded shiftval = rw_pic->HeightBits; setupvline (32-shiftval); yrepeat = rw_pic->yScale >> (2 + shiftval); texturemid = dc_texturemid << (16 - shiftval); xoffset = rw_offset; basecolormapdata = basecolormap->Maps; x = x1; //while ((umost[x] > dmost[x]) && (x <= x2)) x++; if (fixedcolormap) { palookupoffse[0] = dc_colormap; palookupoffse[1] = dc_colormap; palookupoffse[2] = dc_colormap; palookupoffse[3] = dc_colormap; } for(; (x <= x2) && (x & 3); ++x) { light += rw_lightstep; y1ve[0] = uwal[x];//max(uwal[x],umost[x]); y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); if (y2ve[0] <= y1ve[0]) continue; assert (y1ve[0] < viewheight); assert (y2ve[0] <= viewheight); if (!fixedcolormap) { // calculate lighting dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); } dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); dc_dest = ylookup[y1ve[0]] + x + dc_destorg; dc_iscale = swal[x] * yrepeat; dc_count = y2ve[0] - y1ve[0]; dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<= 0; --z) { y1ve[z] = uwal[x+z];//max(uwal[x+z],umost[x+z]); y2ve[z] = dwal[x+z];//min(dwal[x+z],dmost[x+z])-1; if (y2ve[z] <= y1ve[z]) { bad += 1<> FRACBITS); vince[z] = swal[x+z] * yrepeat; vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<= d4)) { for (z = 0; z < 4; ++z) { if (!(bad & 1)) { prevline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg); } bad >>= 1; } continue; } for (z = 0; z < 4; ++z) { if (u4 > y1ve[z]) { vplce[z] = prevline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+x+z+dc_destorg); } } if (d4 > u4) { dc_count = d4-u4; dc_dest = ylookup[u4]+x+dc_destorg; dovline4(); } BYTE *i = x+ylookup[d4]+dc_destorg; for (z = 0; z < 4; ++z) { if (y2ve[z] > d4) { prevline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z); } } } for(;x<=x2;x++) { light += rw_lightstep; y1ve[0] = uwal[x];//max(uwal[x],umost[x]); y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); if (y2ve[0] <= y1ve[0]) continue; assert (y1ve[0] < viewheight); assert (y2ve[0] <= viewheight); if (!fixedcolormap) { // calculate lighting dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); } dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); dc_dest = ylookup[y1ve[0]] + x + dc_destorg; dc_iscale = swal[x] * yrepeat; dc_count = y2ve[0] - y1ve[0]; dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<ExtraLights; up = uwal; down = most1; assert(WallSX1 <= x1); assert(WallSX2 > x2); for (int i = 0; i < el->NumUsedLights; ++i) { if (flooding && !el->Lights[i].bFlooder) { continue; } if (!el->Lights[i].bOverlaps) { int j = WallMost (most3, el->Lights[i].Plane); if (most3[x1] > dwal[x1] && most3[x2] > dwal[x2]) { // Done - does not work as well as I thought it would //break; } if (j != 3 /*&& (most3[x1] > up[x1] || most3[x2] > up[x2])*/) { for (int j = x1; j <= x2; ++j) { down[j] = clamp (most3[j], up[j], dwal[j]); } wallscan (x1, x2, up, down, swal, lwal); up = down; down = (down == most1) ? most2 : most1; } } if (el->Lights[i].Master == NULL) { basecolormap = floodcolormap; wallshade = floodshade; fogginess = floodfoggy; } else { basecolormap = el->Lights[i].Master->ColorMap; fogginess = level.fadeto || basecolormap->Fade; wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(fogginess, el->Lights[i].Master->lightlevel) + r_actualextralight); if (el->Lights[i].bFlooder) { floodcolormap = basecolormap; floodshade = wallshade; flooding = true; } } } wallscan (x1, x2, up, dwal, swal, lwal); basecolormap = startcolormap; wallshade = startshade; } inline fixed_t mvline1 (fixed_t vince, BYTE *colormap, int count, fixed_t vplce, const BYTE *bufplce, BYTE *dest) { dc_iscale = vince; dc_colormap = colormap; dc_count = count; dc_texturefrac = vplce; dc_source = bufplce; dc_dest = dest; return domvline1 (); } void maskwallscan (int x1, int x2, short *uwal, short *dwal, fixed_t *swal, fixed_t *lwal, const BYTE *(*getcol)(FTexture *tex, int x)) { int x, shiftval; BYTE *p; int y1ve[4], y2ve[4], u4, d4, startx, dax, z; char bad; fixed_t light = rw_light - rw_lightstep; SDWORD yrepeat, texturemid, xoffset; BYTE *basecolormapdata; if (rw_pic->UseType == FTexture::TEX_Null) { return; } if (!rw_pic->bMasked) { // Textures that aren't masked can use the faster wallscan. wallscan (x1, x2, uwal, dwal, swal, lwal, getcol); return; } //extern cycle_t WallScanCycles; //clock (WallScanCycles); rw_pic->GetHeight(); // Make sure texture size is loaded shiftval = rw_pic->HeightBits; setupmvline (32-shiftval); yrepeat = rw_pic->yScale >> (2 + shiftval); texturemid = dc_texturemid << (16 - shiftval); xoffset = rw_offset; basecolormapdata = basecolormap->Maps; x = startx = x1; p = x + dc_destorg; if (fixedcolormap) { palookupoffse[0] = dc_colormap; palookupoffse[1] = dc_colormap; palookupoffse[2] = dc_colormap; palookupoffse[3] = dc_colormap; } for(; (x <= x2) && ((size_t)p & 3); ++x, ++p) { light += rw_lightstep; y1ve[0] = uwal[x];//max(uwal[x],umost[x]); y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); if (y2ve[0] <= y1ve[0]) continue; if (!fixedcolormap) { // calculate lighting dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); } dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); dc_dest = ylookup[y1ve[0]] + p; dc_iscale = swal[x] * yrepeat; dc_count = y2ve[0] - y1ve[0]; dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<= 0; --z, --dax) { y1ve[z] = uwal[dax]; y2ve[z] = dwal[dax]; if (y2ve[z] <= y1ve[z]) { bad += 1<> FRACBITS); vince[z] = swal[dax] * yrepeat; vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<= d4)) { for (z = 0; z < 4; ++z) { if (!(bad & 1)) { mvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); } bad >>= 1; } continue; } for (z = 0; z < 4; ++z) { if (u4 > y1ve[z]) { vplce[z] = mvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); } } if (d4 > u4) { dc_count = d4-u4; dc_dest = ylookup[u4]+p; domvline4(); } BYTE *i = p+ylookup[d4]; for (z = 0; z < 4; ++z) { if (y2ve[z] > d4) { mvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z); } } } for(; x <= x2; ++x, ++p) { light += rw_lightstep; y1ve[0] = uwal[x]; y2ve[0] = dwal[x]; if (y2ve[0] <= y1ve[0]) continue; if (!fixedcolormap) { // calculate lighting dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); } dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); dc_dest = ylookup[y1ve[0]] + p; dc_iscale = swal[x] * yrepeat; dc_count = y2ve[0] - y1ve[0]; dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<UseType == FTexture::TEX_Null) { return; } if (!R_GetTransMaskDrawers (&tmvline1, &tmvline4)) { // The current translucency is unsupported, so draw with regular maskwallscan instead. maskwallscan (x1, x2, uwal, dwal, swal, lwal, getcol); return; } //extern cycle_t WallScanCycles; //clock (WallScanCycles); rw_pic->GetHeight(); // Make sure texture size is loaded shiftval = rw_pic->HeightBits; setuptmvline (32-shiftval); yrepeat = rw_pic->yScale >> (2 + shiftval); texturemid = dc_texturemid << (16 - shiftval); xoffset = rw_offset; basecolormapdata = basecolormap->Maps; x = startx = x1; p = x + dc_destorg; if (fixedcolormap) { palookupoffse[0] = dc_colormap; palookupoffse[1] = dc_colormap; palookupoffse[2] = dc_colormap; palookupoffse[3] = dc_colormap; } for(; (x <= x2) && ((size_t)p & 3); ++x, ++p) { light += rw_lightstep; y1ve[0] = uwal[x];//max(uwal[x],umost[x]); y2ve[0] = dwal[x];//min(dwal[x],dmost[x]); if (y2ve[0] <= y1ve[0]) continue; if (!fixedcolormap) { // calculate lighting dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); } dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); dc_dest = ylookup[y1ve[0]] + p; dc_iscale = swal[x] * yrepeat; dc_count = y2ve[0] - y1ve[0]; dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<= 0; --z, --dax) { y1ve[z] = uwal[dax]; y2ve[z] = dwal[dax]; if (y2ve[z] <= y1ve[z]) { bad += 1<> FRACBITS); vince[z] = swal[dax] * yrepeat; vplce[z] = texturemid + FixedMul (vince[z], (y1ve[z]<= d4)) { for (z = 0; z < 4; ++z) { if (!(bad & 1)) { preptmvline1(vince[z],palookupoffse[z],y2ve[z]-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); tmvline1(); } bad >>= 1; } continue; } for (z = 0; z < 4; ++z) { if (u4 > y1ve[z]) { preptmvline1(vince[z],palookupoffse[z],u4-y1ve[z],vplce[z],bufplce[z],ylookup[y1ve[z]]+p+z); vplce[z] = tmvline1(); } } if (d4 > u4) { dc_count = d4-u4; dc_dest = ylookup[u4]+p; tmvline4(); } BYTE *i = p+ylookup[d4]; for (z = 0; z < 4; ++z) { if (y2ve[z] > d4) { preptmvline1(vince[z],palookupoffse[0],y2ve[z]-d4,vplce[z],bufplce[z],i+z); tmvline1(); } } } for(; x <= x2; ++x, ++p) { light += rw_lightstep; y1ve[0] = uwal[x]; y2ve[0] = dwal[x]; if (y2ve[0] <= y1ve[0]) continue; if (!fixedcolormap) { // calculate lighting dc_colormap = basecolormapdata + (GETPALOOKUP (light, wallshade) << COLORMAPSHIFT); } dc_source = getcol (rw_pic, (lwal[x] + xoffset) >> FRACBITS); dc_dest = ylookup[y1ve[0]] + p; dc_iscale = swal[x] * yrepeat; dc_count = y2ve[0] - y1ve[0]; dc_texturefrac = texturemid + FixedMul (dc_iscale, (y1ve[0]<Maps + fixedlightlev; else if (fixedcolormap) dc_colormap = fixedcolormap; // clip wall to the floor and ceiling for (x = x1; x < x2; ++x) { if (walltop[x] < ceilingclip[x]) { walltop[x] = ceilingclip[x]; } if (wallbottom[x] > floorclip[x]) { wallbottom[x] = floorclip[x]; } } // mark ceiling areas if (markceiling) { for (x = x1; x < x2; ++x) { short top = ceilingclip[x]; short bottom = MIN (walltop[x], floorclip[x]); if (top < bottom) { ceilingplane->top[x] = top; ceilingplane->bottom[x] = bottom; } } } // mark floor areas if (markfloor) { for (x = x1; x < x2; ++x) { short top = MAX (wallbottom[x], ceilingclip[x]); short bottom = floorclip[x]; if (top < bottom) { assert (bottom <= viewheight); floorplane->top[x] = top; floorplane->bottom[x] = bottom; } } } // draw the wall tiers if (midtexture) { // one sided line if (midtexture->UseType != FTexture::TEX_Null && viewactive) { dc_texturemid = rw_midtexturemid; rw_pic = midtexture; xscale = rw_pic->xScale; if (xscale != lwallscale) { PrepLWall (lwall, curline->sidedef->TexelLength*xscale); lwallscale = xscale; } if (midtexture->bWorldPanning) { rw_offset = MulScale16 (rw_offset_mid, midtexture->xScale); } else { rw_offset = rw_offset_mid; } if (fixedlightlev || fixedcolormap || !frontsector->ExtraLights) { wallscan (x1, x2-1, walltop, wallbottom, swall, lwall); } else { wallscan_striped (x1, x2-1, walltop, wallbottom, swall, lwall); } } clearbufshort (ceilingclip+x1, x2-x1, viewheight); clearbufshort (floorclip+x1, x2-x1, 0xffff); } else { // two sided line if (toptexture != NULL && toptexture->UseType != FTexture::TEX_Null) { // top wall for (x = x1; x < x2; ++x) { wallupper[x] = MAX (MIN (wallupper[x], floorclip[x]), walltop[x]); } if (viewactive) { dc_texturemid = rw_toptexturemid; rw_pic = toptexture; xscale = rw_pic->xScale; if (xscale != lwallscale) { PrepLWall (lwall, curline->sidedef->TexelLength*xscale); lwallscale = xscale; } if (toptexture->bWorldPanning) { rw_offset = MulScale16 (rw_offset_top, toptexture->xScale); } else { rw_offset = rw_offset_top; } if (fixedlightlev || fixedcolormap || !frontsector->ExtraLights) { wallscan (x1, x2-1, walltop, wallupper, swall, lwall); } else { wallscan_striped (x1, x2-1, walltop, wallupper, swall, lwall); } } memcpy (ceilingclip+x1, wallupper+x1, (x2-x1)*sizeof(short)); } else if (markceiling) { // no top wall memcpy (ceilingclip+x1, walltop+x1, (x2-x1)*sizeof(short)); } if (bottomtexture != NULL && bottomtexture->UseType != FTexture::TEX_Null) { // bottom wall for (x = x1; x < x2; ++x) { walllower[x] = MIN (MAX (walllower[x], ceilingclip[x]), wallbottom[x]); } if (viewactive) { dc_texturemid = rw_bottomtexturemid; rw_pic = bottomtexture; xscale = rw_pic->xScale; if (xscale != lwallscale) { PrepLWall (lwall, curline->sidedef->TexelLength*xscale); lwallscale = xscale; } if (bottomtexture->bWorldPanning) { rw_offset = MulScale16 (rw_offset_bottom, bottomtexture->xScale); } else { rw_offset = rw_offset_bottom; } if (fixedlightlev || fixedcolormap || !frontsector->ExtraLights) { wallscan (x1, x2-1, walllower, wallbottom, swall, lwall); } else { wallscan_striped (x1, x2-1, walllower, wallbottom, swall, lwall); } } memcpy (floorclip+x1, walllower+x1, (x2-x1)*sizeof(short)); } else if (markfloor) { // no bottom wall memcpy (floorclip+x1, wallbottom+x1, (x2-x1)*sizeof(short)); } } rw_offset = xoffset; } void R_NewWall (bool needlights) { fixed_t rowoffset; rw_markmirror = false; sidedef = curline->sidedef; linedef = curline->linedef; // mark the segment as visible for auto map if (!r_dontmaplines) linedef->flags |= ML_MAPPED; midtexture = toptexture = bottomtexture = 0; if (backsector == NULL) { // single sided line // a single sided line is terminal, so it must mark ends markfloor = markceiling = true; // [RH] Render mirrors later, but mark them now. if (linedef->special != Line_Mirror || !r_drawmirrors) { // [RH] Horizon lines do not need to be textured if (linedef->special != Line_Horizon) { midtexture = TexMan(sidedef->GetTexture(side_t::mid)); rw_offset_mid = sidedef->GetTextureXOffset(side_t::mid); rowoffset = sidedef->GetTextureYOffset(side_t::mid); if (linedef->flags & ML_DONTPEGBOTTOM) { // bottom of texture at bottom rw_midtexturemid = frontsector->GetPlaneTexZ(sector_t::floor) + (midtexture->GetHeight() << FRACBITS); } else { // top of texture at top rw_midtexturemid = frontsector->GetPlaneTexZ(sector_t::ceiling); if (rowoffset < 0 && midtexture != NULL) { rowoffset += midtexture->GetHeight() << FRACBITS; } } if (midtexture->bWorldPanning) { rw_midtexturemid = MulScale16 (rw_midtexturemid - viewz + rowoffset, midtexture->yScale); } else { // rowoffset is added outside the multiply so that it positions the texture // by texels instead of world units. rw_midtexturemid = MulScale16 (rw_midtexturemid - viewz, midtexture->yScale) + rowoffset; } } } else { rw_markmirror = true; } } else { // two-sided line // hack to allow height changes in outdoor areas rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling); if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum) { if (rw_havehigh) { // front ceiling is above back ceiling memcpy (&walltop[WallSX1], &wallupper[WallSX1], (WallSX2 - WallSX1)*sizeof(walltop[0])); rw_havehigh = false; } else if (rw_havelow && frontsector->ceilingplane != backsector->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. WallMost (walltop, backsector->ceilingplane); } // Putting sky ceilings on the front and back of a line alters the way unpegged // positioning works. rw_frontlowertop = backsector->GetPlaneTexZ(sector_t::ceiling); } if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2)) { // 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) // killough 3/7/98: Add checks for (x,y) offsets || backsector->GetXOffset(sector_t::floor) != frontsector->GetXOffset(sector_t::floor) || backsector->GetYOffset(sector_t::floor) != frontsector->GetYOffset(sector_t::floor) // killough 4/15/98: prevent 2s normals // from bleeding through deep water || frontsector->heightsec || backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor) || backsector->GetFlags(sector_t::floor) != frontsector->GetFlags(sector_t::floor) // [RH] Add checks for colormaps || backsector->ColorMap != frontsector->ColorMap || backsector->GetXScale(sector_t::floor) != frontsector->GetXScale(sector_t::floor) || backsector->GetYScale(sector_t::floor) != frontsector->GetYScale(sector_t::floor) || backsector->GetAngle(sector_t::floor) != frontsector->GetAngle(sector_t::floor) || (sidedef->GetTexture(side_t::mid).isValid() && linedef->flags & (ML_CLIP_MIDTEX|ML_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) // killough 3/7/98: Add checks for (x,y) offsets || backsector->GetXOffset(sector_t::ceiling) != frontsector->GetXOffset(sector_t::ceiling) || backsector->GetYOffset(sector_t::ceiling) != frontsector->GetYOffset(sector_t::ceiling) // killough 4/15/98: prevent 2s normals // from bleeding through fake ceilings || (frontsector->heightsec && frontsector->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) // [RH] Add check for colormaps || backsector->ColorMap != frontsector->ColorMap || backsector->GetXScale(sector_t::ceiling) != frontsector->GetXScale(sector_t::ceiling) || backsector->GetYScale(sector_t::ceiling) != frontsector->GetYScale(sector_t::ceiling) || backsector->GetAngle(sector_t::ceiling) != frontsector->GetAngle(sector_t::ceiling) || (sidedef->GetTexture(side_t::mid).isValid() && linedef->flags & (ML_CLIP_MIDTEX|ML_WRAP_MIDTEX)) ); } if (rw_havehigh) { // top texture toptexture = TexMan(sidedef->GetTexture(side_t::top)); const fixed_t scale = toptexture->yScale; rw_offset_top = sidedef->GetTextureXOffset(side_t::top); rowoffset = sidedef->GetTextureYOffset(side_t::top); if (linedef->flags & ML_DONTPEGTOP) { // top of texture at top rw_toptexturemid = MulScale16 (frontsector->GetPlaneTexZ(sector_t::ceiling) - viewz, scale); if (rowoffset < 0 && toptexture != NULL) { rowoffset += toptexture->GetHeight() << FRACBITS; } } else { // bottom of texture at bottom rw_toptexturemid = MulScale16 (backsector->GetPlaneTexZ(sector_t::ceiling) - viewz, scale) + (toptexture->GetHeight() << FRACBITS); } if (toptexture->bWorldPanning) { rw_toptexturemid += MulScale16 (rowoffset, scale); } else { rw_toptexturemid += rowoffset; } } if (rw_havelow) { // bottom texture bottomtexture = TexMan(sidedef->GetTexture(side_t::bottom)); rw_offset_bottom = sidedef->GetTextureXOffset(side_t::bottom); rowoffset = sidedef->GetTextureYOffset(side_t::bottom); if (linedef->flags & ML_DONTPEGBOTTOM) { // bottom of texture at bottom rw_bottomtexturemid = rw_frontlowertop; } else { // top of texture at top rw_bottomtexturemid = backsector->GetPlaneTexZ(sector_t::floor); if (rowoffset < 0 && bottomtexture != NULL) { rowoffset += bottomtexture->GetHeight() << FRACBITS; } } if (bottomtexture->bWorldPanning) { rw_bottomtexturemid = MulScale16 (rw_bottomtexturemid - viewz + rowoffset, bottomtexture->yScale); } else { rw_bottomtexturemid = MulScale16 (rw_bottomtexturemid - viewz, bottomtexture->yScale) + rowoffset; } } } // if a floor / ceiling plane is on the wrong side of the view plane, // it is definitely invisible and doesn't need to be marked. // killough 3/7/98: add deep water check if (frontsector->heightsec == NULL || (frontsector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)) { if (frontsector->floorplane.ZatPoint (viewx, viewy) >= viewz) // above view plane markfloor = false; if (frontsector->ceilingplane.ZatPoint (viewx, viewy) <= viewz && frontsector->GetTexture(sector_t::ceiling) != skyflatnum) // below view plane markceiling = false; } FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid)); segtextured = midtex != NULL || toptexture != NULL || bottomtexture != NULL; // calculate light table if (needlights && (segtextured || (backsector && IsFogBoundary (frontsector, backsector)))) { lwallscale = midtex ? midtex->xScale : toptexture ? toptexture->xScale : bottomtexture ? bottomtexture->xScale : FRACUNIT; PrepWall (swall, lwall, sidedef->TexelLength*lwallscale); if (!fixedcolormap) { wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel) + r_actualextralight); GlobVis = r_WallVisibility; rw_lightleft = SafeDivScale12 (GlobVis, WallSZ1); rw_lightstep = (SafeDivScale12 (GlobVis, WallSZ2) - rw_lightleft) / (WallSX2 - WallSX1); } else { rw_lightleft = FRACUNIT; rw_lightstep = 0; } } } CVAR(Bool, r_smoothlighting, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) int side_t::GetLightLevel (bool foggy, int baselight) const { if (Flags & WALLF_ABSLIGHTING) { baselight = (BYTE)Light; } if (!foggy) // Don't do relative lighting in foggy sectors { if (!(Flags & WALLF_NOFAKECONTRAST)) { if (((level.flags2 & LEVEL2_SMOOTHLIGHTING) || (Flags & WALLF_SMOOTHLIGHTING) || r_smoothlighting) && lines[linenum].dx != 0) { baselight += int // OMG LEE KILLOUGH LIVES! :/ ( (float(level.WallHorizLight) +abs(atan(float(lines[linenum].dy)/float(lines[linenum].dx))/float(1.57079)) *float(level.WallVertLight - level.WallHorizLight)) ); } else { baselight += lines[linenum].dx==0? level.WallVertLight : lines[linenum].dy==0? level.WallHorizLight : 0; } } if (!(Flags & WALLF_ABSLIGHTING)) { baselight += this->Light; } } return clamp(baselight, 0, 255); } // // R_CheckDrawSegs // void R_CheckDrawSegs () { if (ds_p == &drawsegs[MaxDrawSegs]) { // [RH] Grab some more drawsegs size_t newdrawsegs = MaxDrawSegs ? MaxDrawSegs*2 : 32; ptrdiff_t firstofs = firstdrawseg - drawsegs; drawsegs = (drawseg_t *)M_Realloc (drawsegs, newdrawsegs * sizeof(drawseg_t)); firstdrawseg = drawsegs + firstofs; ds_p = drawsegs + MaxDrawSegs; MaxDrawSegs = newdrawsegs; DPrintf ("MaxDrawSegs increased to %zu\n", MaxDrawSegs); } } // // R_CheckOpenings // void R_CheckOpenings (size_t need) { need += lastopening; if (need > maxopenings) { do maxopenings = maxopenings ? maxopenings*2 : 16384; while (need > maxopenings); openings = (short *)M_Realloc (openings, maxopenings * sizeof(*openings)); DPrintf ("MaxOpenings increased to %zu\n", maxopenings); } } // // R_StoreWallRange // A wall segment will be drawn between start and stop pixels (inclusive). // void R_StoreWallRange (int start, int stop) { bool maskedtexture = false; #ifdef RANGECHECK if (start >= viewwidth || start >= stop) I_FatalError ("Bad R_StoreWallRange: %i to %i", start , stop); #endif // don't overflow and crash R_CheckDrawSegs (); if (!rw_prepped) { rw_prepped = true; R_NewWall (true); } rw_offset = sidedef->GetTextureXOffset(side_t::mid); rw_light = rw_lightleft + rw_lightstep * (start - WallSX1); ds_p->sx1 = WallSX1; ds_p->sx2 = WallSX2; ds_p->sz1 = WallSZ1; ds_p->sz2 = WallSZ2; ds_p->cx = WallTX1; ds_p->cy = WallTY1; ds_p->cdx = WallTX2 - WallTX1; ds_p->cdy = WallTY2 - WallTY1; ds_p->siz1 = (DWORD)DivScale32 (1, WallSZ1) >> 1; ds_p->siz2 = (DWORD)DivScale32 (1, WallSZ2) >> 1; ds_p->x1 = rw_x = start; ds_p->x2 = stop-1; ds_p->curline = curline; rw_stopx = stop; ds_p->bFogBoundary = false; // killough 1/6/98, 2/1/98: remove limit on openings R_CheckOpenings ((stop - start)*6); ds_p->sprtopclip = ds_p->sprbottomclip = ds_p->maskedtexturecol = ds_p->swall = -1; if (rw_markmirror) { size_t drawsegnum = ds_p - drawsegs; WallMirrors.Push (drawsegnum); ds_p->silhouette = SIL_BOTH; } else if (backsector == NULL) { ds_p->sprtopclip = R_NewOpening (stop - start); ds_p->sprbottomclip = R_NewOpening (stop - start); clearbufshort (openings + ds_p->sprtopclip, stop-start, viewheight); memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short)); ds_p->silhouette = SIL_BOTH; } else { // two sided line ds_p->silhouette = 0; if (rw_frontfz1 > rw_backfz1 || rw_frontfz2 > rw_backfz2 || backsector->floorplane.ZatPoint (viewx, viewy) > viewz) { ds_p->silhouette = SIL_BOTTOM; } if (rw_frontcz1 < rw_backcz1 || rw_frontcz2 < rw_backcz2 || backsector->ceilingplane.ZatPoint (viewx, viewy) < viewz) { ds_p->silhouette |= SIL_TOP; } // killough 1/17/98: this test is required if the fix // for the automap bug (r_bsp.c) is used, or else some // sprites will be displayed behind closed doors. That // fix prevents lines behind closed doors with dropoffs // from being displayed on the automap. // // killough 4/7/98: make doorclosed external variable { extern int doorclosed; // killough 1/17/98, 2/8/98, 4/7/98 if (doorclosed || (rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2)) { ds_p->sprbottomclip = R_NewOpening (stop - start); memset (openings + ds_p->sprbottomclip, -1, (stop-start)*sizeof(short)); ds_p->silhouette |= SIL_BOTTOM; } if (doorclosed || (rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2)) { // killough 1/17/98, 2/8/98 ds_p->sprtopclip = R_NewOpening (stop - start); clearbufshort (openings + ds_p->sprtopclip, stop - start, viewheight); ds_p->silhouette |= SIL_TOP; } } // allocate space for masked texture tables, if needed // [RH] Don't just allocate the space; fill it in too. if ((TexMan(sidedef->GetTexture(side_t::mid))->UseType != FTexture::TEX_Null || IsFogBoundary (frontsector, backsector)) && (rw_ceilstat != 12 || !sidedef->GetTexture(side_t::top).isValid()) && (rw_floorstat != 3 || !sidedef->GetTexture(side_t::bottom).isValid()) && (WallSZ1 >= TOO_CLOSE_Z && WallSZ2 >= TOO_CLOSE_Z)) { fixed_t *swal; fixed_t *lwal; int i; maskedtexture = true; ds_p->bFogBoundary = IsFogBoundary (frontsector, backsector); if (sidedef->GetTexture(side_t::mid).isValid()) { ds_p->maskedtexturecol = R_NewOpening ((stop - start) * 2); ds_p->swall = R_NewOpening ((stop - start) * 2); lwal = (fixed_t *)(openings + ds_p->maskedtexturecol); swal = (fixed_t *)(openings + ds_p->swall); FTexture *pic = TexMan(sidedef->GetTexture(side_t::mid)); int scaley = pic->yScale; int xoffset = sidedef->GetTextureXOffset(side_t::mid); if (pic->bWorldPanning) { xoffset = MulScale16 (xoffset, pic->xScale); } for (i = start; i < stop; i++) { *lwal++ = lwall[i] + xoffset; *swal++ = swall[i]; } fixed_t istart = MulScale18 (*((fixed_t *)(openings + ds_p->swall)), scaley); fixed_t iend = MulScale18 (*(swal - 1), scaley); if (istart < 3 && istart >= 0) istart = 3; if (istart > -3 && istart < 0) istart = -3; if (iend < 3 && iend >= 0) iend = 3; if (iend > -3 && iend < 0) iend = -3; istart = DivScale32 (1, istart); iend = DivScale32 (1, iend); ds_p->iscale = istart; if (stop - start > 1) { ds_p->iscalestep = (iend - istart) / (stop - start - 1); } else { ds_p->iscalestep = 0; } } ds_p->light = rw_light; ds_p->lightstep = rw_lightstep; ds_p->shade = wallshade; if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1) { size_t drawsegnum = ds_p - drawsegs; InterestingDrawsegs.Push (drawsegnum); } } } // render it if (markceiling) { if (ceilingplane) { // killough 4/11/98: add NULL ptr checks ceilingplane = R_CheckPlane (ceilingplane, start, stop-1); } else { markceiling = false; } } if (markfloor) { if (floorplane) { // killough 4/11/98: add NULL ptr checks floorplane = R_CheckPlane (floorplane, start, stop-1); } else { markfloor = false; } } R_RenderSegLoop (); // save sprite clipping info if ( ((ds_p->silhouette & SIL_TOP) || maskedtexture) && ds_p->sprtopclip == -1) { ds_p->sprtopclip = R_NewOpening (stop - start); memcpy (openings + ds_p->sprtopclip, &ceilingclip[start], sizeof(short)*(stop-start)); } if ( ((ds_p->silhouette & SIL_BOTTOM) || maskedtexture) && ds_p->sprbottomclip == -1) { ds_p->sprbottomclip = R_NewOpening (stop - start); memcpy (openings + ds_p->sprbottomclip, &floorclip[start], sizeof(short)*(stop-start)); } if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid()) { ds_p->silhouette |= SIL_TOP | SIL_BOTTOM; } // [RH] Draw any decals bound to the seg for (DBaseDecal *decal = curline->sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext) { R_RenderDecal (curline->sidedef, decal, ds_p, 0); } ds_p++; } int OWallMost (short *mostbuf, fixed_t z) { int bad, y, ix1, ix2, iy1, iy2; fixed_t s1, s2, s3, s4; z = -(z >> 4); s1 = MulScale16 (globaluclip, WallSZ1); s2 = MulScale16 (globaluclip, WallSZ2); s3 = MulScale16 (globaldclip, WallSZ1); s4 = MulScale16 (globaldclip, WallSZ2); bad = (zs3)<<2)+((z>s4)<<3); if ((bad&3) == 3) { memset (&mostbuf[WallSX1], 0, (WallSX2 - WallSX1)*sizeof(mostbuf[0])); return bad; } if ((bad&12) == 12) { clearbufshort (&mostbuf[WallSX1], WallSX2 - WallSX1, viewheight); return bad; } ix1 = WallSX1; iy1 = WallSZ1; ix2 = WallSX2; iy2 = WallSZ2; if (bad & 3) { int t = DivScale30 (z-s1, s2-s1); int inty = WallSZ1 + MulScale30 (WallSZ2 - WallSZ1, t); int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2 - WallSX1, inty); if ((bad & 3) == 2) { if (WallSX1 <= xcross) { iy2 = inty; ix2 = xcross; } if (WallSX2 > xcross) memset (&mostbuf[xcross], 0, (WallSX2-xcross)*sizeof(mostbuf[0])); } else { if (xcross <= WallSX2) { iy1 = inty; ix1 = xcross; } if (xcross > WallSX1) memset (&mostbuf[WallSX1], 0, (xcross-WallSX1)*sizeof(mostbuf[0])); } } if (bad & 12) { int t = DivScale30 (z-s3, s4-s3); int inty = WallSZ1 + MulScale30 (WallSZ2 - WallSZ1, t); int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2 - WallSX1, inty); if ((bad & 12) == 8) { if (WallSX1 <= xcross) { iy2 = inty; ix2 = xcross; } if (WallSX2 > xcross) clearbufshort (&mostbuf[xcross], WallSX2 - xcross, viewheight); } else { if (xcross <= WallSX2) { iy1 = inty; ix1 = xcross; } if (xcross > WallSX1) clearbufshort (&mostbuf[WallSX1], xcross - WallSX1, viewheight); } } y = Scale (z, InvZtoScale, iy1); if (ix2 == ix1) { mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS); } else { fixed_t yinc = (Scale (z, InvZtoScale, iy2) - y) / (ix2 - ix1); qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac, yinc); } if (mostbuf[ix1] < 0) mostbuf[ix1] = 0; else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight; if (mostbuf[ix2] < 0) mostbuf[ix2] = 0; else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight; return bad; } int WallMost (short *mostbuf, const secplane_t &plane) { if ((plane.a | plane.b) == 0) { return OWallMost (mostbuf, ((plane.c < 0) ? plane.d : -plane.d) - viewz); } fixed_t x, y, den, z1, z2, oz1, oz2; fixed_t s1, s2, s3, s4; int bad, ix1, ix2, iy1, iy2; if (MirrorFlags & RF_XFLIP) { x = curline->v2->x; y = curline->v2->y; if (WallSX1 == 0 && 0 != (den = WallTX1 - WallTX2 + WallTY1 - WallTY2)) { int frac = SafeDivScale30 (WallTY1 + WallTX1, den); x -= MulScale30 (frac, x - curline->v1->x); y -= MulScale30 (frac, y - curline->v1->y); } z1 = viewz - plane.ZatPoint (x, y); if (WallSX2 > WallSX1 + 1) { x = curline->v1->x; y = curline->v1->y; if (WallSX2 == viewwidth && 0 != (den = WallTX1 - WallTX2 - WallTY1 + WallTY2)) { int frac = SafeDivScale30 (WallTY2 - WallTX2, den); x += MulScale30 (frac, curline->v2->x - x); y += MulScale30 (frac, curline->v2->y - y); } z2 = viewz - plane.ZatPoint (x, y); } else { z2 = z1; } } else { x = curline->v1->x; y = curline->v1->y; if (WallSX1 == 0 && 0 != (den = WallTX1 - WallTX2 + WallTY1 - WallTY2)) { int frac = SafeDivScale30 (WallTY1 + WallTX1, den); x += MulScale30 (frac, curline->v2->x - x); y += MulScale30 (frac, curline->v2->y - y); } z1 = viewz - plane.ZatPoint (x, y); if (WallSX2 > WallSX1 + 1) { x = curline->v2->x; y = curline->v2->y; if (WallSX2 == viewwidth && 0 != (den = WallTX1 - WallTX2 - WallTY1 + WallTY2)) { int frac = SafeDivScale30 (WallTY2 - WallTX2, den); x -= MulScale30 (frac, x - curline->v1->x); y -= MulScale30 (frac, y - curline->v1->y); } z2 = viewz - plane.ZatPoint (x, y); } else { z2 = z1; } } s1 = MulScale12 (globaluclip, WallSZ1); s2 = MulScale12 (globaluclip, WallSZ2); s3 = MulScale12 (globaldclip, WallSZ1); s4 = MulScale12 (globaldclip, WallSZ2); bad = (z1s3)<<2)+((z2>s4)<<3); ix1 = WallSX1; ix2 = WallSX2; iy1 = WallSZ1; iy2 = WallSZ2; oz1 = z1; oz2 = z2; if ((bad&3) == 3) { memset (&mostbuf[ix1], -1, (ix2-ix1)*sizeof(mostbuf[0])); return bad; } if ((bad&12) == 12) { clearbufshort (&mostbuf[ix1], ix2-ix1, viewheight); return bad; } if (bad&3) { //inty = intz / (globaluclip>>16) int t = SafeDivScale30 (oz1-s1, s2-s1+oz1-oz2); int inty = WallSZ1 + MulScale30 (WallSZ2-WallSZ1,t); int intz = oz1 + MulScale30 (oz2-oz1,t); int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2-WallSX1, inty); //t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4)); //inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t); //intz = z1 + mulscale30(z2-z1,t); if ((bad&3) == 2) { if (WallSX1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; } memset (&mostbuf[xcross], 0, (WallSX2-xcross)*sizeof(mostbuf[0])); } else { if (xcross <= WallSX2) { z1 = intz; iy1 = inty; ix1 = xcross; } memset (&mostbuf[WallSX1], 0, (xcross-WallSX1)*sizeof(mostbuf[0])); } } if (bad&12) { //inty = intz / (globaldclip>>16) int t = SafeDivScale30 (oz1-s3, s4-s3+oz1-oz2); int inty = WallSZ1 + MulScale30 (WallSZ2-WallSZ1,t); int intz = oz1 + MulScale30 (oz2-oz1,t); int xcross = WallSX1 + Scale (MulScale30 (WallSZ2, t), WallSX2-WallSX1,inty); //t = divscale30((x1<<4)-xcross*yb1[w],xcross*(yb2[w]-yb1[w])-((x2-x1)<<4)); //inty = yb1[w] + mulscale30(yb2[w]-yb1[w],t); //intz = z1 + mulscale30(z2-z1,t); if ((bad&12) == 8) { if (WallSX1 <= xcross) { z2 = intz; iy2 = inty; ix2 = xcross; } if (WallSX2 > xcross) clearbufshort (&mostbuf[xcross], WallSX2-xcross, viewheight); } else { if (xcross <= WallSX2) { z1 = intz; iy1 = inty; ix1 = xcross; } if (xcross > WallSX1) clearbufshort (&mostbuf[WallSX1], xcross-WallSX1, viewheight); } } y = Scale (z1>>4, InvZtoScale, iy1); if (ix2 == ix1) { mostbuf[ix1] = (short)((y + centeryfrac) >> FRACBITS); } else { fixed_t yinc = (Scale (z2>>4, InvZtoScale, iy2) - y) / (ix2-ix1); qinterpolatedown16short (&mostbuf[ix1], ix2-ix1, y + centeryfrac,yinc); } if (mostbuf[ix1] < 0) mostbuf[ix1] = 0; else if (mostbuf[ix1] > viewheight) mostbuf[ix1] = (short)viewheight; if (mostbuf[ix2] < 0) mostbuf[ix2] = 0; else if (mostbuf[ix2] > viewheight) mostbuf[ix2] = (short)viewheight; return bad; } void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat) { // swall = scale, lwall = texturecolumn int x; float top, bot, i; float xrepeat = (float)walxrepeat; float ol, l, topinc, botinc; i = (float)(WallSX1 - centerx); top = WallUoverZorg + WallUoverZstep * i; bot = WallInvZorg + WallInvZstep * i; topinc = WallUoverZstep * 4.f; botinc = WallInvZstep * 4.f; x = WallSX1; l = top / bot; swall[x] = quickertoint (l * WallDepthScale + WallDepthOrg); lwall[x] = quickertoint (l * xrepeat); // As long as l is invalid, step one column at a time so that // we can get as many correct texture columns as possible. while (l > 1.0 && x+1 < WallSX2) { l = (top += WallUoverZstep) / (bot += WallInvZstep); x++; swall[x] = quickertoint (l * WallDepthScale + WallDepthOrg); lwall[x] = quickertoint (l * xrepeat); } l *= xrepeat; while (x+4 < WallSX2) { top += topinc; bot += botinc; ol = l; l = top / bot; swall[x+4] = quickertoint (l * WallDepthScale + WallDepthOrg); lwall[x+4] = quickertoint (l *= xrepeat); i = (ol+l) * 0.5f; lwall[x+2] = quickertoint (i); lwall[x+1] = quickertoint ((ol+i) * 0.5f); lwall[x+3] = quickertoint ((l+i) * 0.5f); swall[x+2] = ((swall[x]+swall[x+4])>>1); swall[x+1] = ((swall[x]+swall[x+2])>>1); swall[x+3] = ((swall[x+4]+swall[x+2])>>1); x += 4; } if (x+2 < WallSX2) { top += topinc * 0.5f; bot += botinc * 0.5f; ol = l; l = top / bot; swall[x+2] = quickertoint (l * WallDepthScale + WallDepthOrg); lwall[x+2] = quickertoint (l *= xrepeat); lwall[x+1] = quickertoint ((l+ol)*0.5f); swall[x+1] = (swall[x]+swall[x+2])>>1; x += 2; } if (x+1 < WallSX2) { l = (top + WallUoverZstep) / (bot + WallInvZstep); swall[x+1] = quickertoint (l * WallDepthScale + WallDepthOrg); lwall[x+1] = quickertoint (l * xrepeat); } /* for (x = WallSX1; x < WallSX2; x++) { frac = top / bot; lwall[x] = quickertoint (frac * xrepeat); swall[x] = quickertoint (frac * WallDepthScale + WallDepthOrg); top += WallUoverZstep; bot += WallInvZstep; } */ // fix for rounding errors fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0; if (WallSX1 > 0) { for (x = WallSX1; x < WallSX2; x++) { if ((unsigned)lwall[x] >= (unsigned)walxrepeat) { lwall[x] = fix; } else { break; } } } fix = walxrepeat - 1 - fix; for (x = WallSX2-1; x >= WallSX1; x--) { if ((unsigned)lwall[x] >= (unsigned)walxrepeat) { lwall[x] = fix; } else { break; } } } void PrepLWall (fixed_t *lwall, fixed_t walxrepeat) { // lwall = texturecolumn int x; float top, bot, i; float xrepeat = (float)walxrepeat; float ol, l, topinc, botinc; i = (float)(WallSX1 - centerx); top = WallUoverZorg + WallUoverZstep * i; bot = WallInvZorg + WallInvZstep * i; topinc = WallUoverZstep * 4.f; botinc = WallInvZstep * 4.f; x = WallSX1; l = top / bot; lwall[x] = quickertoint (l * xrepeat); // As long as l is invalid, step one column at a time so that // we can get as many correct texture columns as possible. while (l > 1.0 && x+1 < WallSX2) { l = (top += WallUoverZstep) / (bot += WallInvZstep); lwall[++x] = quickertoint (l * xrepeat); } l *= xrepeat; while (x+4 < WallSX2) { top += topinc; bot += botinc; ol = l; l = top / bot; lwall[x+4] = quickertoint (l *= xrepeat); i = (ol+l) * 0.5f; lwall[x+2] = quickertoint (i); lwall[x+1] = quickertoint ((ol+i) * 0.5f); lwall[x+3] = quickertoint ((l+i) * 0.5f); x += 4; } if (x+2 < WallSX2) { top += topinc * 0.5f; bot += botinc * 0.5f; ol = l; l = top / bot; lwall[x+2] = quickertoint (l *= xrepeat); lwall[x+1] = quickertoint ((l+ol)*0.5f); x += 2; } if (x+1 < WallSX2) { l = (top + WallUoverZstep) / (bot + WallInvZstep); lwall[x+1] = quickertoint (l * xrepeat); } // fix for rounding errors fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0; if (WallSX1 > 0) { for (x = WallSX1; x < WallSX2; x++) { if ((unsigned)lwall[x] >= (unsigned)walxrepeat) { lwall[x] = fix; } else { break; } } } fix = walxrepeat - 1 - fix; for (x = WallSX2-1; x >= WallSX1; x--) { if ((unsigned)lwall[x] >= (unsigned)walxrepeat) { lwall[x] = fix; } else { break; } } } // pass = 0: when seg is first drawn // = 1: drawing masked textures (including sprites) // Currently, only pass = 0 is done or used static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass) { fixed_t lx, ly, lx2, ly2, decalx, decaly; int x1, x2; fixed_t xscale, yscale; fixed_t topoff; BYTE flipx; fixed_t zpos; int needrepeat = 0; sector_t *front, *back; if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid()) return; // Determine actor z zpos = decal->Z; front = curline->frontsector; back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector; switch (decal->RenderFlags & RF_RELMASK) { default: zpos = decal->Z; break; case RF_RELUPPER: if (curline->linedef->flags & ML_DONTPEGTOP) { zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling); } else { zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling); } break; case RF_RELLOWER: if (curline->linedef->flags & ML_DONTPEGBOTTOM) { zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling); } else { zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor); } break; case RF_RELMID: if (curline->linedef->flags & ML_DONTPEGBOTTOM) { zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor); } else { zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling); } } xscale = decal->ScaleX; yscale = decal->ScaleY; WallSpriteTile = TexMan(decal->PicNum); flipx = (BYTE)(decal->RenderFlags & RF_XFLIP); if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null) { return; } // Determine left and right edges of sprite. Since this sprite is bound // to a wall, we use the wall's angle instead of the decal's. This is // pretty much the same as what R_AddLine() does. x2 = WallSpriteTile->GetWidth(); x1 = WallSpriteTile->LeftOffset; x2 = x2 - x1; x1 *= xscale; x2 *= xscale; decal->GetXY (wall, decalx, decaly); angle_t ang = R_PointToAngle2 (curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y) >> ANGLETOFINESHIFT; lx = decalx - FixedMul (x1, finecosine[ang]) - viewx; lx2 = decalx + FixedMul (x2, finecosine[ang]) - viewx; ly = decaly - FixedMul (x1, finesine[ang]) - viewy; ly2 = decaly + FixedMul (x2, finesine[ang]) - viewy; WallTX1 = DMulScale20 (lx, viewsin, -ly, viewcos); WallTX2 = DMulScale20 (lx2, viewsin, -ly2, viewcos); WallTY1 = DMulScale20 (lx, viewtancos, ly, viewtansin); WallTY2 = DMulScale20 (lx2, viewtancos, ly2, viewtansin); if (MirrorFlags & RF_XFLIP) { int t = 256-WallTX1; WallTX1 = 256-WallTX2; WallTX2 = t; swap (WallTY1, WallTY2); } if (WallTX1 >= -WallTY1) { if (WallTX1 > WallTY1) return; // left edge is off the right side if (WallTY1 == 0) return; x1 = (centerxfrac + Scale (WallTX1, centerxfrac, WallTY1)) >> FRACBITS; if (WallTX1 >= 0) x1 = MIN (viewwidth, x1+1); // fix for signed divide WallSZ1 = WallTY1; } else { if (WallTX2 < -WallTY2) return; // wall is off the left side fixed_t den = WallTX1 - WallTX2 - WallTY2 + WallTY1; if (den == 0) return; x1 = 0; WallSZ1 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 + WallTY1, den); } if (WallSZ1 < TOO_CLOSE_Z) return; if (WallTX2 <= WallTY2) { if (WallTX2 < -WallTY2) return; // right edge is off the left side if (WallTY2 == 0) return; x2 = (centerxfrac + Scale (WallTX2, centerxfrac, WallTY2)) >> FRACBITS; if (WallTX2 >= 0) x2 = MIN (viewwidth, x2+1); // fix for signed divide WallSZ2 = WallTY2; } else { if (WallTX1 > WallTY1) return; // wall is off the right side fixed_t den = WallTY2 - WallTY1 - WallTX2 + WallTX1; if (den == 0) return; x2 = viewwidth; WallSZ2 = WallTY1 + Scale (WallTY2 - WallTY1, WallTX1 - WallTY1, den); } if (x1 >= x2 || x1 > clipper->x2 || x2 <= clipper->x1 || WallSZ2 < TOO_CLOSE_Z) return; if (MirrorFlags & RF_XFLIP) { WallUoverZorg = (float)WallTX2 * WallTMapScale; WallUoverZstep = (float)(-WallTY2) * 32.f; WallInvZorg = (float)(WallTX2 - WallTX1) * WallTMapScale; WallInvZstep = (float)(WallTY1 - WallTY2) * 32.f; } else { WallUoverZorg = (float)WallTX1 * WallTMapScale; WallUoverZstep = (float)(-WallTY1) * 32.f; WallInvZorg = (float)(WallTX1 - WallTX2) * WallTMapScale; WallInvZstep = (float)(WallTY2 - WallTY1) * 32.f; } WallDepthScale = WallInvZstep * WallTMapScale2; WallDepthOrg = -WallUoverZstep * WallTMapScale2; // Get the top and bottom clipping arrays switch (decal->RenderFlags & RF_CLIPMASK) { case RF_CLIPFULL: if (curline->backsector == NULL) { if (pass != 0) { return; } mceilingclip = walltop; mfloorclip = wallbottom; } else if (pass == 0) { mceilingclip = walltop; mfloorclip = ceilingclip; needrepeat = 1; } else { mceilingclip = openings + clipper->sprtopclip - clipper->x1; mfloorclip = openings + clipper->sprbottomclip - clipper->x1; } break; case RF_CLIPUPPER: if (pass != 0) { return; } mceilingclip = walltop; mfloorclip = ceilingclip; break; case RF_CLIPMID: if (curline->backsector != NULL && pass != 2) { return; } mceilingclip = openings + clipper->sprtopclip - clipper->x1; mfloorclip = openings + clipper->sprbottomclip - clipper->x1; break; case RF_CLIPLOWER: if (pass != 0) { return; } mceilingclip = floorclip; mfloorclip = wallbottom; break; } topoff = WallSpriteTile->TopOffset << FRACBITS; dc_texturemid = topoff + FixedDiv (zpos - viewz, yscale); // Clip sprite to drawseg if (x1 < clipper->x1) { x1 = clipper->x1; } if (x2 > clipper->x2) { x2 = clipper->x2 + 1; } if (x1 >= x2) { return; } swap (x1, WallSX1); swap (x2, WallSX2); PrepWall (swall, lwall, WallSpriteTile->GetWidth() << FRACBITS); swap (x1, WallSX1); swap (x2, WallSX2); if (flipx) { int i; int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1; for (i = x1; i < x2; i++) { lwall[i] = right - lwall[i]; } } // Prepare lighting bool calclighting = false; rw_light = rw_lightleft + (x1 - WallSX1) * rw_lightstep; if (fixedlightlev) dc_colormap = basecolormap->Maps + fixedlightlev; else if (fixedcolormap) dc_colormap = fixedcolormap; else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT)) dc_colormap = basecolormap->Maps; else calclighting = true; // Draw it if (decal->RenderFlags & RF_YFLIP) { sprflipvert = true; yscale = -yscale; dc_texturemid = dc_texturemid - (WallSpriteTile->GetHeight() << FRACBITS); } else { sprflipvert = false; } // rw_offset is used as the texture's vertical scale rw_offset = SafeDivScale30(1, yscale); do { dc_x = x1; ESPSResult mode; mode = R_SetPatchStyle (decal->RenderStyle, decal->Alpha, decal->Translation, decal->AlphaColor); if (mode == DontDraw) { needrepeat = 0; } else { int stop4; if (mode == DoDraw0) { // 1 column at a time stop4 = dc_x; } else // DoDraw1 { // up to 4 columns at a time stop4 = x2 & ~3; } while ((dc_x < stop4) && (dc_x & 3)) { if (calclighting) { // calculate lighting dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT); } WallSpriteColumn (R_DrawMaskedColumn); dc_x++; } while (dc_x < stop4) { if (calclighting) { // calculate lighting dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT); } rt_initcols(); for (int zz = 4; zz; --zz) { WallSpriteColumn (R_DrawMaskedColumnHoriz); dc_x++; } rt_draw4cols (dc_x - 4); } while (dc_x < x2) { if (calclighting) { // calculate lighting dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT); } WallSpriteColumn (R_DrawMaskedColumn); dc_x++; } } // If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will // be set 1 if we need to draw on the lower wall. In all other cases, // needrepeat will be 0, and the while will fail. mceilingclip = floorclip; mfloorclip = wallbottom; R_FinishSetPatchStyle (); } while (needrepeat--); colfunc = basecolfunc; hcolfunc_post1 = rt_map1col; hcolfunc_post4 = rt_map4cols; R_FinishSetPatchStyle (); } static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans)) { unsigned int texturecolumn = lwall[dc_x] >> FRACBITS; dc_iscale = MulScale16 (swall[dc_x], rw_offset); spryscale = SafeDivScale32 (1, dc_iscale); if (sprflipvert) sprtopscreen = centeryfrac + FixedMul (dc_texturemid, spryscale); else sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale); const BYTE *column; const FTexture::Span *spans; column = WallSpriteTile->GetColumn (texturecolumn, &spans); dc_texturefrac = 0; drawfunc (column, spans); rw_light += rw_lightstep; }