// // 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. // #include #include #include "templates.h" #include "i_system.h" #include "doomdef.h" #include "doomstat.h" #include "doomdata.h" #include "p_lnspec.h" #include "p_setup.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 "g_levellocals.h" #include "r_wallsetup.h" #include "v_palette.h" #include "r_utility.h" #include "r_data/colormaps.h" #include "swrenderer/r_memory.h" #include "swrenderer/scene/r_opaque_pass.h" #include "swrenderer/scene/r_3dfloors.h" #include "swrenderer/scene/r_portal.h" #include "swrenderer/scene/r_light.h" #include "swrenderer/scene/r_scene.h" #include "swrenderer/viewport/r_viewport.h" #include "swrenderer/line/r_line.h" #include "swrenderer/line/r_walldraw.h" #include "swrenderer/line/r_wallsetup.h" #include "swrenderer/drawers/r_draw.h" #include "swrenderer/segments/r_clipsegment.h" #include "swrenderer/segments/r_drawsegment.h" #include "swrenderer/plane/r_visibleplane.h" #include "swrenderer/plane/r_visibleplanelist.h" #include "swrenderer/things/r_decal.h" #include "swrenderer/r_renderthread.h" CVAR(Bool, r_fogboundary, true, 0) CVAR(Bool, r_drawmirrors, true, 0) EXTERN_CVAR(Bool, r_fullbrightignoresectorcolor); namespace swrenderer { SWRenderLine::SWRenderLine(RenderThread *thread) { Thread = thread; } void SWRenderLine::Render(seg_t *line, subsector_t *subsector, sector_t *sector, sector_t *fakebacksector, VisiblePlane *linefloorplane, VisiblePlane *lineceilingplane, bool infog, FDynamicColormap *colormap) { mSubsector = subsector; mFrontSector = sector; mBackSector = fakebacksector; mFloorPlane = linefloorplane; mCeilingPlane = lineceilingplane; foggy = infog; basecolormap = colormap; mLineSegment = line; DVector2 pt1 = line->v1->fPos() - ViewPos; DVector2 pt2 = line->v2->fPos() - ViewPos; // Reject lines not facing viewer if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0) return; if (WallC.Init(Thread, pt1, pt2, 32.0 / (1 << 12))) return; RenderPortal *renderportal = Thread->Portal.get(); if (WallC.sx1 >= renderportal->WindowRight || WallC.sx2 <= renderportal->WindowLeft) return; if (line->linedef == nullptr) { if (Thread->ClipSegments->Check(WallC.sx1, WallC.sx2)) { mSubsector->flags |= SSECF_DRAWN; } return; } // reject lines that aren't seen from the portal (if any) // [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes. if (!renderportal->CurrentPortalInSkybox && renderportal->CurrentPortal && P_ClipLineToPortal(line->linedef, renderportal->CurrentPortal->dst, ViewPos)) return; vertex_t *v1 = line->linedef->v1; vertex_t *v2 = line->linedef->v2; if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2)) { // The seg is the entire wall. WallT.InitFromWallCoords(Thread, &WallC); } else { // The seg is only part of the wall. if (line->linedef->sidedef[0] != line->sidedef) { swapvalues(v1, v2); } WallT.InitFromLine(Thread, v1->fPos() - ViewPos, v2->fPos() - ViewPos); } mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1); mFrontFloorZ1 = mFrontSector->floorplane.ZatPoint(line->v1); mFrontCeilingZ2 = mFrontSector->ceilingplane.ZatPoint(line->v2); mFrontFloorZ2 = mFrontSector->floorplane.ZatPoint(line->v2); Clip3DFloors *clip3d = Thread->Clip3D.get(); if (!(clip3d->fake3D & FAKE3D_FAKEBACK)) { mBackSector = line->backsector; } if (mBackSector) { // kg3D - its fake, no transfer_heights if (!(clip3d->fake3D & FAKE3D_FAKEBACK)) { // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water mBackSector = Thread->OpaquePass->FakeFlat(mBackSector, &tempsec, nullptr, nullptr, mLineSegment, WallC.sx1, WallC.sx2, mFrontCeilingZ1, mFrontCeilingZ2); } mBackCeilingZ1 = mBackSector->ceilingplane.ZatPoint(line->v1); mBackFloorZ1 = mBackSector->floorplane.ZatPoint(line->v1); mBackCeilingZ2 = mBackSector->ceilingplane.ZatPoint(line->v2); mBackFloorZ2 = mBackSector->floorplane.ZatPoint(line->v2); if (clip3d->fake3D & FAKE3D_FAKEBACK) { if (mFrontFloorZ1 >= mBackFloorZ1 && mFrontFloorZ2 >= mBackFloorZ2) { clip3d->fake3D |= FAKE3D_CLIPBOTFRONT; } if (mFrontCeilingZ1 <= mBackCeilingZ1 && mFrontCeilingZ2 <= mBackCeilingZ2) { clip3d->fake3D |= FAKE3D_CLIPTOPFRONT; } } } mDoorClosed = IsDoorClosed(); if (IsInvisibleLine()) { // When using GL nodes, do a clipping test for these lines so we can // mark their subsectors as visible for automap texturing. if (hasglnodes && !(mSubsector->flags & SSECF_DRAWN)) { if (Thread->ClipSegments->Check(WallC.sx1, WallC.sx2)) { mSubsector->flags |= SSECF_DRAWN; } } return; } rw_prepped = false; bool visible = Thread->ClipSegments->Clip(WallC.sx1, WallC.sx2, IsSolid(), this); if (visible) { mSubsector->flags |= SSECF_DRAWN; } } bool SWRenderLine::IsInvisibleLine() const { // Reject empty lines used for triggers and special events. // Identical floor and ceiling on both sides, identical light levels // on both sides, and no middle texture. if (!mBackSector) return false; // Portal if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return false; // Closed door. if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return false; if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return false; if (IsDoorClosed()) return false; // Window. if (mFrontSector->ceilingplane != mBackSector->ceilingplane || mFrontSector->floorplane != mBackSector->floorplane) return false; if (SkyboxCompare(mFrontSector, mBackSector)) return false; if (mBackSector->lightlevel != mFrontSector->lightlevel) return false; if (mBackSector->GetTexture(sector_t::floor) != mFrontSector->GetTexture(sector_t::floor)) return false; if (mBackSector->GetTexture(sector_t::ceiling) != mFrontSector->GetTexture(sector_t::ceiling)) return false; if (mLineSegment->sidedef->GetTexture(side_t::mid).isValid()) return false; if (mBackSector->planes[sector_t::floor].xform != mFrontSector->planes[sector_t::floor].xform) return false; if (mBackSector->planes[sector_t::ceiling].xform != mFrontSector->planes[sector_t::ceiling].xform) return false; if (mBackSector->GetPlaneLight(sector_t::floor) != mFrontSector->GetPlaneLight(sector_t::floor)) return false; if (mBackSector->GetPlaneLight(sector_t::ceiling) != mFrontSector->GetPlaneLight(sector_t::ceiling)) return false; if (mBackSector->GetVisFlags(sector_t::floor) != mFrontSector->GetVisFlags(sector_t::floor)) return false; if (mBackSector->GetVisFlags(sector_t::ceiling) != mFrontSector->GetVisFlags(sector_t::ceiling)) return false; if (mBackSector->ColorMap != mFrontSector->ColorMap) return false; if (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size()) return false; if (mBackSector->e && mBackSector->e->XFloor.lightlist.Size()) return false; return true; } bool SWRenderLine::IsSolid() const { // One sided if (mBackSector == nullptr) return true; // Portal if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return true; // Closed door if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return true; if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return true; if (IsDoorClosed()) return true; return false; } bool SWRenderLine::IsDoorClosed() const { if (!mBackSector) return false; // Portal if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return false; // Closed door. if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return false; if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return false; // properly render skies (consider door "open" if both ceilings are sky) if (mBackSector->GetTexture(sector_t::ceiling) == skyflatnum && mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum) return false; // if door is closed because back is shut: if (!(mBackCeilingZ1 <= mBackFloorZ1 && mBackCeilingZ2 <= mBackFloorZ2)) return false; // preserve a kind of transparent door/lift special effect: if (((mBackCeilingZ1 >= mFrontCeilingZ1 && mBackCeilingZ2 >= mFrontCeilingZ2) || mLineSegment->sidedef->GetTexture(side_t::top).isValid()) && ((mBackFloorZ1 <= mFrontFloorZ1 && mBackFloorZ2 <= mFrontFloorZ2) || mLineSegment->sidedef->GetTexture(side_t::bottom).isValid())) { // killough 1/18/98 -- This function is used to fix the automap bug which // showed lines behind closed doors simply because the door had a dropoff. // // It assumes that Doom has already ruled out a door being closed because // of front-back closure (e.g. front floor is taller than back ceiling). // This fixes the automap floor height bug -- killough 1/18/98: // killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c return true; } return false; } bool SWRenderLine::SkyboxCompare(sector_t *frontsector, sector_t *backsector) const { FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling); FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor); FSectorPortal *backc = backsector->GetPortal(sector_t::ceiling); FSectorPortal *backf = backsector->GetPortal(sector_t::floor); // return true if any of the planes has a linedef-based portal (unless both sides have the same one. // Ideally this should also check thing based portals but the omission of this check had been abused to hell and back for those. // (Note: This may require a compatibility option if some maps ran into this for line based portals as well.) if (!frontc->MergeAllowed()) return (frontc != backc); if (!frontf->MergeAllowed()) return (frontf != backf); if (!backc->MergeAllowed()) return true; if (!backf->MergeAllowed()) return true; return false; } // A wall segment will be drawn between start and stop pixels (inclusive). bool SWRenderLine::RenderWallSegment(int start, int stop) { int i; bool maskedtexture = false; #ifdef RANGECHECK if (start >= viewwidth || start >= stop) I_FatalError("Bad R_StoreWallRange: %i to %i", start, stop); #endif if (!rw_prepped) { rw_prepped = true; SetWallVariables(true); } side_t *sidedef = mLineSegment->sidedef; rw_light = rw_lightleft + rw_lightstep * (start - WallC.sx1); RenderPortal *renderportal = Thread->Portal.get(); DrawSegment *draw_segment = Thread->FrameMemory->NewObject(); Thread->DrawSegments->Push(draw_segment); draw_segment->CurrentPortalUniq = renderportal->CurrentPortalUniq; draw_segment->sx1 = WallC.sx1; draw_segment->sx2 = WallC.sx2; draw_segment->sz1 = WallC.sz1; draw_segment->sz2 = WallC.sz2; draw_segment->cx = WallC.tleft.X;; draw_segment->cy = WallC.tleft.Y; draw_segment->cdx = WallC.tright.X - WallC.tleft.X; draw_segment->cdy = WallC.tright.Y - WallC.tleft.Y; draw_segment->tmapvals = WallT; draw_segment->siz1 = 1 / WallC.sz1; draw_segment->siz2 = 1 / WallC.sz2; draw_segment->x1 = start; draw_segment->x2 = stop; draw_segment->curline = mLineSegment; draw_segment->bFogBoundary = false; draw_segment->bFakeBoundary = false; draw_segment->foggy = foggy; Clip3DFloors *clip3d = Thread->Clip3D.get(); if (clip3d->fake3D & FAKE3D_FAKEMASK) draw_segment->fake = 1; else draw_segment->fake = 0; draw_segment->sprtopclip = nullptr; draw_segment->sprbottomclip = nullptr; draw_segment->maskedtexturecol = nullptr; draw_segment->bkup = nullptr; draw_segment->swall = nullptr; bool markportal = ShouldMarkPortal(); if (markportal) { draw_segment->silhouette = SIL_BOTH; } else if (mBackSector == NULL) { draw_segment->sprtopclip = Thread->FrameMemory->AllocMemory(stop - start); draw_segment->sprbottomclip = Thread->FrameMemory->AllocMemory(stop - start); fillshort(draw_segment->sprtopclip, stop - start, viewheight); memset(draw_segment->sprbottomclip, -1, (stop - start) * sizeof(short)); draw_segment->silhouette = SIL_BOTH; } else { // two sided line draw_segment->silhouette = 0; if (mFrontFloorZ1 > mBackFloorZ1 || mFrontFloorZ2 > mBackFloorZ2 || mBackSector->floorplane.PointOnSide(ViewPos) < 0) { draw_segment->silhouette = SIL_BOTTOM; } if (mFrontCeilingZ1 < mBackCeilingZ1 || mFrontCeilingZ2 < mBackCeilingZ2 || mBackSector->ceilingplane.PointOnSide(ViewPos) < 0) { draw_segment->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 { if (mDoorClosed || (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2)) { draw_segment->sprbottomclip = Thread->FrameMemory->AllocMemory(stop - start); memset(draw_segment->sprbottomclip, -1, (stop - start) * sizeof(short)); draw_segment->silhouette |= SIL_BOTTOM; } if (mDoorClosed || (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2)) { // killough 1/17/98, 2/8/98 draw_segment->sprtopclip = Thread->FrameMemory->AllocMemory(stop - start); fillshort(draw_segment->sprtopclip, stop - start, viewheight); draw_segment->silhouette |= SIL_TOP; } } if (!draw_segment->fake && r_3dfloors && mBackSector->e && mBackSector->e->XFloor.ffloors.Size()) { for (i = 0; i < (int)mBackSector->e->XFloor.ffloors.Size(); i++) { F3DFloor *rover = mBackSector->e->XFloor.ffloors[i]; if (rover->flags & FF_RENDERSIDES && (!(rover->flags & FF_INVERTSIDES) || rover->flags & FF_ALLSIDES)) { draw_segment->bFakeBoundary |= 1; break; } } } if (!draw_segment->fake && r_3dfloors && mFrontSector->e && mFrontSector->e->XFloor.ffloors.Size()) { for (i = 0; i < (int)mFrontSector->e->XFloor.ffloors.Size(); i++) { F3DFloor *rover = mFrontSector->e->XFloor.ffloors[i]; if (rover->flags & FF_RENDERSIDES && (rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) { draw_segment->bFakeBoundary |= 2; break; } } } // kg3D - no for fakes if (!draw_segment->fake) // 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), true)->UseType != FTexture::TEX_Null || draw_segment->bFakeBoundary || IsFogBoundary(mFrontSector, mBackSector)) && (mCeilingClipped != ProjectedWallCull::OutsideBelow || !sidedef->GetTexture(side_t::top).isValid()) && (mFloorClipped != ProjectedWallCull::OutsideAbove || !sidedef->GetTexture(side_t::bottom).isValid()) && (WallC.sz1 >= TOO_CLOSE_Z && WallC.sz2 >= TOO_CLOSE_Z)) { float *swal; fixed_t *lwal; int i; maskedtexture = true; // kg3D - backup for mid and fake walls draw_segment->bkup = Thread->FrameMemory->AllocMemory(stop - start); memcpy(draw_segment->bkup, &Thread->OpaquePass->ceilingclip[start], sizeof(short)*(stop - start)); draw_segment->bFogBoundary = IsFogBoundary(mFrontSector, mBackSector); if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary) { if (sidedef->GetTexture(side_t::mid).isValid()) draw_segment->bFakeBoundary |= 4; // it is also mid texture draw_segment->maskedtexturecol = Thread->FrameMemory->AllocMemory(stop - start); draw_segment->swall = Thread->FrameMemory->AllocMemory(stop - start); lwal = draw_segment->maskedtexturecol; swal = draw_segment->swall; FTexture *pic = TexMan(sidedef->GetTexture(side_t::mid), true); double yscale = pic->Scale.Y * sidedef->GetTextureYScale(side_t::mid); fixed_t xoffset = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid)); if (pic->bWorldPanning) { xoffset = xs_RoundToInt(xoffset * lwallscale); } for (i = start; i < stop; i++) { *lwal++ = walltexcoords.UPos[i] + xoffset; *swal++ = walltexcoords.VStep[i]; } double istart = draw_segment->swall[0] * yscale; double iend = *(swal - 1) * yscale; #if 0 ///This was for avoiding overflow when using fixed point. It might not be needed anymore. const double mini = 3 / 65536.0; if (istart < mini && istart >= 0) istart = mini; if (istart > -mini && istart < 0) istart = -mini; if (iend < mini && iend >= 0) iend = mini; if (iend > -mini && iend < 0) iend = -mini; #endif istart = 1 / istart; iend = 1 / iend; draw_segment->yscale = (float)yscale; draw_segment->iscale = (float)istart; if (stop - start > 0) { draw_segment->iscalestep = float((iend - istart) / (stop - start)); } else { draw_segment->iscalestep = 0; } } draw_segment->light = rw_light; draw_segment->lightstep = rw_lightstep; // Masked mMiddlePart.Textures should get the light level from the sector they reference, // not from the current subsector, which is what the current wallshade value // comes from. We make an exeption for polyobjects, however, since their "home" // sector should be whichever one they move into. if (mLineSegment->sidedef->Flags & WALLF_POLYOBJ) { draw_segment->shade = wallshade; } else { draw_segment->shade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + R_ActualExtraLight(foggy)); } if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr) { Thread->DrawSegments->PushInteresting(draw_segment); } } } // render it if (markceiling) { mCeilingPlane = Thread->PlaneList->GetRange(mCeilingPlane, start, stop); } if (markfloor) { mFloorPlane = Thread->PlaneList->GetRange(mFloorPlane, start, stop); } RenderWallSegmentTextures(start, stop); if (clip3d->fake3D & FAKE3D_FAKEMASK) { return (clip3d->fake3D & FAKE3D_FAKEMASK) == 0; } // save sprite clipping info if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == nullptr) { draw_segment->sprtopclip = Thread->FrameMemory->AllocMemory(stop - start); memcpy(draw_segment->sprtopclip, &Thread->OpaquePass->ceilingclip[start], sizeof(short)*(stop - start)); } if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == nullptr) { draw_segment->sprbottomclip = Thread->FrameMemory->AllocMemory(stop - start); memcpy(draw_segment->sprbottomclip, &Thread->OpaquePass->floorclip[start], sizeof(short)*(stop - start)); } if (maskedtexture && mLineSegment->sidedef->GetTexture(side_t::mid).isValid()) { draw_segment->silhouette |= SIL_TOP | SIL_BOTTOM; } // [RH] Draw any decals bound to the seg // [ZZ] Only if not an active mirror if (!markportal) { RenderDecal::RenderDecals(Thread, mLineSegment->sidedef, draw_segment, wallshade, rw_lightleft, rw_lightstep, mLineSegment, WallC, foggy, basecolormap, walltop.ScreenY, wallbottom.ScreenY); } if (markportal) { Thread->Portal->AddLinePortal(mLineSegment->linedef, draw_segment->x1, draw_segment->x2, draw_segment->sprtopclip, draw_segment->sprbottomclip); } return (clip3d->fake3D & FAKE3D_FAKEMASK) == 0; } bool SWRenderLine::ShouldMarkFloor() const { if (!mFloorPlane) return false; // deep water check if (mFrontSector->GetHeightSec() == nullptr) { int planeside = mFrontSector->floorplane.PointOnSide(ViewPos); if (mFrontSector->floorplane.fC() < 0) // 3D floors have the floor backwards planeside = -planeside; if (planeside <= 0) // above view plane return false; } side_t *sidedef = mLineSegment->sidedef; line_t *linedef = mLineSegment->linedef; if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) { return true; } else if (mBackSector == nullptr) // single sided line { return true; } else // two-sided line { if (linedef->isVisualPortal()) return true; // closed door if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return true; if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return true; if (mBackSector->floorplane != mFrontSector->floorplane) return true; if (mBackSector->lightlevel != mFrontSector->lightlevel) return true; if (mBackSector->GetTexture(sector_t::floor) != mFrontSector->GetTexture(sector_t::floor)) return true; if (mBackSector->GetPlaneLight(sector_t::floor) != mFrontSector->GetPlaneLight(sector_t::floor)) return true; // Add checks for (x,y) offsets if (mBackSector->planes[sector_t::floor].xform != mFrontSector->planes[sector_t::floor].xform) return true; if (mBackSector->GetAlpha(sector_t::floor) != mFrontSector->GetAlpha(sector_t::floor)) return true; // prevent 2s normals from bleeding through deep water if (mFrontSector->heightsec) return true; if (mBackSector->GetVisFlags(sector_t::floor) != mFrontSector->GetVisFlags(sector_t::floor)) return true; if (mBackSector->ColorMap != mFrontSector->ColorMap) return true; if (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size()) return true; if (mBackSector->e && mBackSector->e->XFloor.lightlist.Size()) return true; if (sidedef->GetTexture(side_t::mid).isValid() && ((linedef->flags & (ML_CLIP_MIDTEX | ML_WRAP_MIDTEX)) || sidedef->Flags & (WALLF_CLIP_MIDTEX | WALLF_WRAP_MIDTEX))) return true; return false; } } bool SWRenderLine::ShouldMarkCeiling() const { if (!mCeilingPlane) return false; // deep water check if (mFrontSector->GetHeightSec() == nullptr && mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum) { int planeside = mFrontSector->ceilingplane.PointOnSide(ViewPos); if (mFrontSector->ceilingplane.fC() > 0) // 3D floors have the ceiling backwards planeside = -planeside; if (planeside <= 0) // below view plane return false; } side_t *sidedef = mLineSegment->sidedef; line_t *linedef = mLineSegment->linedef; if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) { return true; } else if (mBackSector == nullptr) // single sided line { return true; } else // two-sided line { if (linedef->isVisualPortal()) return true; // closed door if (mBackCeilingZ1 <= mFrontFloorZ1 && mBackCeilingZ2 <= mFrontFloorZ2) return true; if (mBackFloorZ1 >= mFrontCeilingZ1 && mBackFloorZ2 >= mFrontCeilingZ2) return true; if (mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum || mBackSector->GetTexture(sector_t::ceiling) != skyflatnum) { if (mBackSector->ceilingplane != mFrontSector->ceilingplane) return true; if (mBackSector->lightlevel != mFrontSector->lightlevel) return true; if (mBackSector->GetTexture(sector_t::ceiling) != mFrontSector->GetTexture(sector_t::ceiling)) return true; // Add checks for (x,y) offsets if (mBackSector->planes[sector_t::ceiling].xform != mFrontSector->planes[sector_t::ceiling].xform) return true; if (mBackSector->GetAlpha(sector_t::ceiling) != mFrontSector->GetAlpha(sector_t::ceiling)) return true; // prevent 2s normals from bleeding through fake ceilings if (mFrontSector->heightsec && mFrontSector->GetTexture(sector_t::ceiling) != skyflatnum) return true; if (mBackSector->GetPlaneLight(sector_t::ceiling) != mFrontSector->GetPlaneLight(sector_t::ceiling)) return true; if (mBackSector->GetFlags(sector_t::ceiling) != mFrontSector->GetFlags(sector_t::ceiling)) return true; if (mBackSector->ColorMap != mFrontSector->ColorMap) return true; if (mFrontSector->e && mFrontSector->e->XFloor.lightlist.Size()) return true; if (mBackSector->e && mBackSector->e->XFloor.lightlist.Size()) return true; if (sidedef->GetTexture(side_t::mid).isValid()) { if (linedef->flags & (ML_CLIP_MIDTEX | ML_WRAP_MIDTEX)) return true; if (sidedef->Flags & (WALLF_CLIP_MIDTEX | WALLF_WRAP_MIDTEX)) return true; } } return false; } } bool SWRenderLine::ShouldMarkPortal() const { side_t *sidedef = mLineSegment->sidedef; line_t *linedef = mLineSegment->linedef; if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) { return true; } else { return linedef->isVisualPortal(); } } void SWRenderLine::SetWallVariables(bool needlights) { RenderPortal *renderportal = Thread->Portal.get(); bool rw_havehigh = false; bool rw_havelow = false; if (mBackSector) { // Cannot make these walls solid, because it can result in // sprite clipping problems for sprites near the wall if (mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2) { rw_havehigh = true; wallupper.Project(mBackSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP); } if (mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2) { rw_havelow = true; walllower.Project(mBackSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP); } } if (mLineSegment->linedef->special == Line_Horizon) { // Be aware: Line_Horizon does not work properly with sloped planes fillshort(walltop.ScreenY + WallC.sx1, WallC.sx2 - WallC.sx1, centery); fillshort(wallbottom.ScreenY + WallC.sx1, WallC.sx2 - WallC.sx1, centery); } else { mCeilingClipped = walltop.Project(mFrontSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP); mFloorClipped = wallbottom.Project(mFrontSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP); } side_t *sidedef = mLineSegment->sidedef; line_t *linedef = mLineSegment->linedef; // mark the segment as visible for auto map if (!Thread->Scene->DontMapLines()) linedef->flags |= ML_MAPPED; markfloor = ShouldMarkFloor(); markceiling = ShouldMarkCeiling(); mTopPart.Texture = nullptr; mMiddlePart.Texture = nullptr; mBottomPart.Texture = nullptr; if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) // [ZZ] compatibility with r_drawmirrors cvar that existed way before portals { } else if (mBackSector == NULL) { // single sided line // [RH] Horizon lines do not need to be textured if (linedef->isVisualPortal()) { } else if (linedef->special != Line_Horizon) { mMiddlePart.Texture = TexMan(sidedef->GetTexture(side_t::mid), true); mMiddlePart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::mid)); double rowoffset = sidedef->GetTextureYOffset(side_t::mid); mMiddlePart.TextureScaleU = sidedef->GetTextureXScale(side_t::mid); mMiddlePart.TextureScaleV = sidedef->GetTextureYScale(side_t::mid); double yrepeat = mMiddlePart.Texture->Scale.Y * mMiddlePart.TextureScaleV; if (yrepeat >= 0) { // normal orientation if (linedef->flags & ML_DONTPEGBOTTOM) { // bottom of texture at bottom mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + mMiddlePart.Texture->GetHeight(); } else { // top of texture at top mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat; if (rowoffset < 0 && mMiddlePart.Texture != NULL) { rowoffset += mMiddlePart.Texture->GetHeight(); } } } else { // upside down rowoffset = -rowoffset; if (linedef->flags & ML_DONTPEGBOTTOM) { // top of texture at bottom mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat; } else { // bottom of texture at top mMiddlePart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mMiddlePart.Texture->GetHeight(); } } if (mMiddlePart.Texture->bWorldPanning) { mMiddlePart.TextureMid += rowoffset * yrepeat; } else { // rowoffset is added outside the multiply so that it positions the texture // by texels instead of world units. mMiddlePart.TextureMid += rowoffset; } } } else { // two-sided line // hack to allow height changes in outdoor areas double rw_frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling); if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum) { if (rw_havehigh) { // front ceiling is above back ceiling memcpy(&walltop.ScreenY[WallC.sx1], &wallupper.ScreenY[WallC.sx1], (WallC.sx2 - WallC.sx1) * sizeof(walltop.ScreenY[0])); rw_havehigh = false; } else if (rw_havelow && mFrontSector->ceilingplane != mBackSector->ceilingplane) { // back ceiling is above front ceiling // The check for rw_havelow is not Doom-compliant, but it avoids HoM that // would otherwise occur because there is space made available for this // wall but nothing to draw for it. // Recalculate walltop so that the wall is clipped by the back sector's // ceiling instead of the front sector's ceiling. walltop.Project(mBackSector->ceilingplane, &WallC, mLineSegment, Thread->Portal->MirrorFlags & RF_XFLIP); } // Putting sky ceilings on the front and back of a line alters the way unpegged // positioning works. rw_frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling); } if (rw_havehigh) { // top texture mTopPart.Texture = TexMan(sidedef->GetTexture(side_t::top), true); mTopPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::top)); double rowoffset = sidedef->GetTextureYOffset(side_t::top); mTopPart.TextureScaleU = sidedef->GetTextureXScale(side_t::top); mTopPart.TextureScaleV = sidedef->GetTextureYScale(side_t::top); double yrepeat = mTopPart.Texture->Scale.Y * mTopPart.TextureScaleV; if (yrepeat >= 0) { // normal orientation if (linedef->flags & ML_DONTPEGTOP) { // top of texture at top mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat; if (rowoffset < 0 && mTopPart.Texture != NULL) { rowoffset += mTopPart.Texture->GetHeight(); } } else { // bottom of texture at bottom mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight(); } } else { // upside down rowoffset = -rowoffset; if (linedef->flags & ML_DONTPEGTOP) { // bottom of texture at top mTopPart.TextureMid = (mFrontSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat + mTopPart.Texture->GetHeight(); } else { // top of texture at bottom mTopPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::ceiling) - ViewPos.Z) * yrepeat; } } if (mTopPart.Texture->bWorldPanning) { mTopPart.TextureMid += rowoffset * yrepeat; } else { mTopPart.TextureMid += rowoffset; } } if (rw_havelow) { // bottom texture mBottomPart.Texture = TexMan(sidedef->GetTexture(side_t::bottom), true); mBottomPart.TextureOffsetU = FLOAT2FIXED(sidedef->GetTextureXOffset(side_t::bottom)); double rowoffset = sidedef->GetTextureYOffset(side_t::bottom); mBottomPart.TextureScaleU = sidedef->GetTextureXScale(side_t::bottom); mBottomPart.TextureScaleV = sidedef->GetTextureYScale(side_t::bottom); double yrepeat = mBottomPart.Texture->Scale.Y * mBottomPart.TextureScaleV; if (yrepeat >= 0) { // normal orientation if (linedef->flags & ML_DONTPEGBOTTOM) { // bottom of texture at bottom mBottomPart.TextureMid = (rw_frontlowertop - ViewPos.Z) * yrepeat; } else { // top of texture at top mBottomPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat; if (rowoffset < 0 && mBottomPart.Texture != NULL) { rowoffset += mBottomPart.Texture->GetHeight(); } } } else { // upside down rowoffset = -rowoffset; if (linedef->flags & ML_DONTPEGBOTTOM) { // top of texture at bottom mBottomPart.TextureMid = (rw_frontlowertop - ViewPos.Z) * yrepeat; } else { // bottom of texture at top mBottomPart.TextureMid = (mBackSector->GetPlaneTexZ(sector_t::floor) - ViewPos.Z) * yrepeat + mBottomPart.Texture->GetHeight(); } } if (mBottomPart.Texture->bWorldPanning) { mBottomPart.TextureMid += rowoffset * yrepeat; } else { mBottomPart.TextureMid += rowoffset; } } } FTexture *midtex = TexMan(sidedef->GetTexture(side_t::mid), true); bool segtextured = midtex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL; // calculate light table if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector)))) { lwallscale = midtex ? (midtex->Scale.X * sidedef->GetTextureXScale(side_t::mid)) : mTopPart.Texture ? (mTopPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::top)) : mBottomPart.Texture ? (mBottomPart.Texture->Scale.X * sidedef->GetTextureXScale(side_t::bottom)) : 1.; walltexcoords.Project(sidedef->TexelLength * lwallscale, WallC.sx1, WallC.sx2, WallT); CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0) { wallshade = LIGHT2SHADE(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + R_ActualExtraLight(foggy)); double GlobVis = LightVisibility::Instance()->WallGlobVis(); rw_lightleft = float(GlobVis / WallC.sz1); rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1)); } else { rw_lightleft = 1; rw_lightstep = 0; } } } bool SWRenderLine::IsFogBoundary(sector_t *front, sector_t *back) const { return r_fogboundary && CameraLight::Instance()->FixedColormap() == nullptr && front->ColorMap->Fade && front->ColorMap->Fade != back->ColorMap->Fade && (front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum); } // Draws zero, one, or two textures for walls. // Can draw or mark the starting pixel of floor and ceiling textures. void SWRenderLine::RenderWallSegmentTextures(int x1, int x2) { int x; double xscale; double yscale; WallDrawerArgs drawerargs; drawerargs.SetStyle(false, false, OPAQUE); CameraLight *cameraLight = CameraLight::Instance(); if (cameraLight->FixedLightLevel() >= 0) drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(cameraLight->FixedLightLevel())); else if (cameraLight->FixedColormap() != nullptr) drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0); // clip wall to the floor and ceiling auto ceilingclip = Thread->OpaquePass->ceilingclip; auto floorclip = Thread->OpaquePass->floorclip; for (x = x1; x < x2; ++x) { if (walltop.ScreenY[x] < ceilingclip[x]) { walltop.ScreenY[x] = ceilingclip[x]; } if (wallbottom.ScreenY[x] > floorclip[x]) { wallbottom.ScreenY[x] = floorclip[x]; } } Clip3DFloors *clip3d = Thread->Clip3D.get(); // mark ceiling areas if (markceiling) { for (x = x1; x < x2; ++x) { short top = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKECEILING) ? clip3d->fakeFloor->ceilingclip[x] : ceilingclip[x]; short bottom = MIN(walltop.ScreenY[x], floorclip[x]); if (top < bottom) { mCeilingPlane->top[x] = top; mCeilingPlane->bottom[x] = bottom; } } } // mark floor areas if (markfloor) { for (x = x1; x < x2; ++x) { short top = MAX(wallbottom.ScreenY[x], ceilingclip[x]); short bottom = (clip3d->fakeFloor && clip3d->fake3D & FAKE3D_FAKEFLOOR) ? clip3d->fakeFloor->floorclip[x] : floorclip[x]; if (top < bottom) { assert(bottom <= viewheight); mFloorPlane->top[x] = top; mFloorPlane->bottom[x] = bottom; } } } // kg3D - fake planes clipping if (clip3d->fake3D & FAKE3D_REFRESHCLIP) { if (clip3d->fake3D & FAKE3D_CLIPBOTFRONT) { memcpy(clip3d->fakeFloor->floorclip + x1, wallbottom.ScreenY + x1, (x2 - x1) * sizeof(short)); } else { for (x = x1; x < x2; ++x) { walllower.ScreenY[x] = MIN(MAX(walllower.ScreenY[x], ceilingclip[x]), wallbottom.ScreenY[x]); } memcpy(clip3d->fakeFloor->floorclip + x1, walllower.ScreenY + x1, (x2 - x1) * sizeof(short)); } if (clip3d->fake3D & FAKE3D_CLIPTOPFRONT) { memcpy(clip3d->fakeFloor->ceilingclip + x1, walltop.ScreenY + x1, (x2 - x1) * sizeof(short)); } else { for (x = x1; x < x2; ++x) { wallupper.ScreenY[x] = MAX(MIN(wallupper.ScreenY[x], floorclip[x]), walltop.ScreenY[x]); } memcpy(clip3d->fakeFloor->ceilingclip + x1, wallupper.ScreenY + x1, (x2 - x1) * sizeof(short)); } } if (clip3d->fake3D & FAKE3D_FAKEMASK) return; FLightNode *light_list = (mLineSegment && mLineSegment->sidedef) ? mLineSegment->sidedef->lighthead : nullptr; // draw the wall tiers if (mMiddlePart.Texture) { // one sided line if (mMiddlePart.Texture->UseType != FTexture::TEX_Null && viewactive) { FTexture *rw_pic = mMiddlePart.Texture; xscale = rw_pic->Scale.X * mMiddlePart.TextureScaleU; yscale = rw_pic->Scale.Y * mMiddlePart.TextureScaleV; if (xscale != lwallscale) { walltexcoords.ProjectPos(mLineSegment->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT); lwallscale = xscale; } fixed_t offset; if (mMiddlePart.Texture->bWorldPanning) { offset = xs_RoundToInt(mMiddlePart.TextureOffsetU * xscale); } else { offset = mMiddlePart.TextureOffsetU; } if (xscale < 0) { offset = -offset; } RenderWallPart renderWallpart(Thread); renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallbottom.ScreenY, mMiddlePart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, wallshade, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap); } fillshort(ceilingclip + x1, x2 - x1, viewheight); fillshort(floorclip + x1, x2 - x1, 0xffff); } else { // two sided line if (mTopPart.Texture != NULL && mTopPart.Texture->UseType != FTexture::TEX_Null) { // top wall for (x = x1; x < x2; ++x) { wallupper.ScreenY[x] = MAX(MIN(wallupper.ScreenY[x], floorclip[x]), walltop.ScreenY[x]); } if (viewactive) { FTexture *rw_pic = mTopPart.Texture; xscale = rw_pic->Scale.X * mTopPart.TextureScaleU; yscale = rw_pic->Scale.Y * mTopPart.TextureScaleV; if (xscale != lwallscale) { walltexcoords.ProjectPos(mLineSegment->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT); lwallscale = xscale; } fixed_t offset; if (mTopPart.Texture->bWorldPanning) { offset = xs_RoundToInt(mTopPart.TextureOffsetU * xscale); } else { offset = mTopPart.TextureOffsetU; } if (xscale < 0) { offset = -offset; } RenderWallPart renderWallpart(Thread); renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walltop.ScreenY, wallupper.ScreenY, mTopPart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mFrontCeilingZ1, mFrontCeilingZ2), MIN(mBackCeilingZ1, mBackCeilingZ2), false, wallshade, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap); } memcpy(ceilingclip + x1, wallupper.ScreenY + x1, (x2 - x1) * sizeof(short)); } else if (markceiling) { // no top wall memcpy(ceilingclip + x1, walltop.ScreenY + x1, (x2 - x1) * sizeof(short)); } if (mBottomPart.Texture != NULL && mBottomPart.Texture->UseType != FTexture::TEX_Null) { // bottom wall for (x = x1; x < x2; ++x) { walllower.ScreenY[x] = MIN(MAX(walllower.ScreenY[x], ceilingclip[x]), wallbottom.ScreenY[x]); } if (viewactive) { FTexture *rw_pic = mBottomPart.Texture; xscale = rw_pic->Scale.X * mBottomPart.TextureScaleU; yscale = rw_pic->Scale.Y * mBottomPart.TextureScaleV; if (xscale != lwallscale) { walltexcoords.ProjectPos(mLineSegment->sidedef->TexelLength*xscale, WallC.sx1, WallC.sx2, WallT); lwallscale = xscale; } fixed_t offset; if (mBottomPart.Texture->bWorldPanning) { offset = xs_RoundToInt(mBottomPart.TextureOffsetU * xscale); } else { offset = mBottomPart.TextureOffsetU; } if (xscale < 0) { offset = -offset; } RenderWallPart renderWallpart(Thread); renderWallpart.Render(drawerargs, mFrontSector, mLineSegment, WallC, rw_pic, x1, x2, walllower.ScreenY, wallbottom.ScreenY, mBottomPart.TextureMid, walltexcoords.VStep, walltexcoords.UPos, yscale, MAX(mBackFloorZ1, mBackFloorZ2), MIN(mFrontFloorZ1, mFrontFloorZ2), false, wallshade, offset, rw_light, rw_lightstep, light_list, foggy, basecolormap); } memcpy(floorclip + x1, walllower.ScreenY + x1, (x2 - x1) * sizeof(short)); } else if (markfloor) { // no bottom wall memcpy(floorclip + x1, wallbottom.ScreenY + x1, (x2 - x1) * sizeof(short)); } } } //////////////////////////////////////////////////////////////////////////// // Transform and clip coordinates. Returns true if it was clipped away bool FWallCoords::Init(RenderThread *thread, const DVector2 &pt1, const DVector2 &pt2, double too_close) { tleft.X = float(pt1.X * ViewSin - pt1.Y * ViewCos); tright.X = float(pt2.X * ViewSin - pt2.Y * ViewCos); tleft.Y = float(pt1.X * ViewTanCos + pt1.Y * ViewTanSin); tright.Y = float(pt2.X * ViewTanCos + pt2.Y * ViewTanSin); RenderPortal *renderportal = thread->Portal.get(); auto viewport = RenderViewport::Instance(); if (renderportal->MirrorFlags & RF_XFLIP) { float t = -tleft.X; tleft.X = -tright.X; tright.X = t; swapvalues(tleft.Y, tright.Y); } if (tleft.X >= -tleft.Y) { if (tleft.X > tleft.Y) return true; // left edge is off the right side if (tleft.Y == 0) return true; sx1 = xs_RoundToInt(viewport->CenterX + tleft.X * viewport->CenterX / tleft.Y); sz1 = tleft.Y; } else { if (tright.X < -tright.Y) return true; // wall is off the left side float den = tleft.X - tright.X - tright.Y + tleft.Y; if (den == 0) return true; sx1 = 0; sz1 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X + tleft.Y) / den; } if (sz1 < too_close) return true; if (tright.X <= tright.Y) { if (tright.X < -tright.Y) return true; // right edge is off the left side if (tright.Y == 0) return true; sx2 = xs_RoundToInt(viewport->CenterX + tright.X * viewport->CenterX / tright.Y); sz2 = tright.Y; } else { if (tleft.X > tleft.Y) return true; // wall is off the right side float den = tright.Y - tleft.Y - tright.X + tleft.X; if (den == 0) return true; sx2 = viewwidth; sz2 = tleft.Y + (tright.Y - tleft.Y) * (tleft.X - tleft.Y) / den; } if (sz2 < too_close || sx2 <= sx1) return true; return false; } ///////////////////////////////////////////////////////////////////////// void FWallTmapVals::InitFromWallCoords(RenderThread *thread, const FWallCoords *wallc) { const FVector2 *left = &wallc->tleft; const FVector2 *right = &wallc->tright; RenderPortal *renderportal = thread->Portal.get(); if (renderportal->MirrorFlags & RF_XFLIP) { swapvalues(left, right); } UoverZorg = left->X * centerx; UoverZstep = -left->Y; InvZorg = (left->X - right->X) * centerx; InvZstep = right->Y - left->Y; } void FWallTmapVals::InitFromLine(RenderThread *thread, const DVector2 &left, const DVector2 &right) { // Coordinates should have already had viewx,viewy subtracted double fullx1 = left.X * ViewSin - left.Y * ViewCos; double fullx2 = right.X * ViewSin - right.Y * ViewCos; double fully1 = left.X * ViewTanCos + left.Y * ViewTanSin; double fully2 = right.X * ViewTanCos + right.Y * ViewTanSin; RenderPortal *renderportal = thread->Portal.get(); if (renderportal->MirrorFlags & RF_XFLIP) { fullx1 = -fullx1; fullx2 = -fullx2; } UoverZorg = float(fullx1 * centerx); UoverZstep = float(-fully1); InvZorg = float((fullx1 - fullx2) * centerx); InvZstep = float(fully2 - fully1); } }