gzdoom/src/swrenderer/line/r_line.cpp
2017-03-06 23:27:02 +01:00

1373 lines
48 KiB
C++

//
// 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 <stdlib.h>
#include <stddef.h>
#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;
RenderPortal *renderportal = Thread->Portal.get();
DrawSegment *draw_segment = Thread->FrameMemory->NewObject<DrawSegment>();
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<short>(stop - start);
draw_segment->sprbottomclip = Thread->FrameMemory->AllocMemory<short>(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<short>(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<short>(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<short>(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<fixed_t>(stop - start);
draw_segment->swall = Thread->FrameMemory->AllocMemory<float>(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_lightleft + rw_lightstep * (start - WallC.sx1);
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 = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mLineSegment->frontsector->lightlevel) + LightVisibility::ActualExtraLight(foggy), foggy);
}
if (draw_segment->bFogBoundary || draw_segment->maskedtexturecol != nullptr)
{
Thread->DrawSegments->PushInteresting(draw_segment);
}
}
}
ClipSegmentTopBottom(start, stop);
MarkCeilingPlane(start, stop);
MarkFloorPlane(start, stop);
Mark3DFloors(start, stop);
if (clip3d->fake3D & FAKE3D_FAKEMASK)
{
return (clip3d->fake3D & FAKE3D_FAKEMASK) == 0;
}
MarkOpaquePassClip(start, stop);
// save sprite clipping info
if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == nullptr)
{
draw_segment->sprtopclip = Thread->FrameMemory->AllocMemory<short>(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<short>(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;
}
RenderMiddleTexture(start, stop);
RenderTopTexture(start, stop);
RenderBottomTexture(start, stop);
// [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() && ((ib_compatflags & BCOMPATF_CLIPMIDTEX) || (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 (ib_compatflags & BCOMPATF_CLIPMIDTEX) return true;
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();
SetTopTexture();
SetMiddleTexture();
SetBottomTexture();
if (mBackSector && !(sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)))
{
// skyhack to allow height changes in outdoor areas
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);
}
}
}
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 = LightVisibility::LightLevelToShade(mLineSegment->sidedef->GetLightLevel(foggy, mFrontSector->lightlevel) + LightVisibility::ActualExtraLight(foggy), foggy);
double GlobVis = LightVisibility::Instance()->WallGlobVis(foggy);
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;
}
}
}
void SWRenderLine::SetTopTexture()
{
mTopPart.Texture = nullptr;
if (!(mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2)) return;
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
if (!mBackSector) return;
// No top texture for skyhack lines
if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum) return;
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;
}
}
void SWRenderLine::SetMiddleTexture()
{
mMiddlePart.Texture = nullptr;
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
if (mBackSector) return;
// [RH] Horizon lines do not need to be textured
if (linedef->isVisualPortal()) return;
if (linedef->special == Line_Horizon) return;
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;
}
}
void SWRenderLine::SetBottomTexture()
{
mBottomPart.Texture = nullptr;
if (!(mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2)) return;
side_t *sidedef = mLineSegment->sidedef;
line_t *linedef = mLineSegment->linedef;
if (sidedef == linedef->sidedef[0] && (linedef->special == Line_Mirror && r_drawmirrors)) return;
if (!mBackSector) return;
double frontlowertop = mFrontSector->GetPlaneTexZ(sector_t::ceiling);
if (mFrontSector->GetTexture(sector_t::ceiling) == skyflatnum && mBackSector->GetTexture(sector_t::ceiling) == skyflatnum)
{
// Putting sky ceilings on the front and back of a line alters the way unpegged
// positioning works.
frontlowertop = mBackSector->GetPlaneTexZ(sector_t::ceiling);
}
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 = (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 = (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;
}
}
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);
}
void SWRenderLine::ClipSegmentTopBottom(int x1, int x2)
{
// clip wall to the floor and ceiling
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
for (int 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];
}
}
}
void SWRenderLine::MarkCeilingPlane(int x1, int x2)
{
// mark ceiling areas
if (markceiling)
{
mCeilingPlane = Thread->PlaneList->GetRange(mCeilingPlane, x1, x2);
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
Clip3DFloors *clip3d = Thread->Clip3D.get();
for (int 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;
}
}
}
}
void SWRenderLine::MarkFloorPlane(int x1, int x2)
{
if (markfloor)
{
mFloorPlane = Thread->PlaneList->GetRange(mFloorPlane, x1, x2);
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
Clip3DFloors *clip3d = Thread->Clip3D.get();
for (int 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;
}
}
}
}
void SWRenderLine::Mark3DFloors(int x1, int x2)
{
Clip3DFloors *clip3d = Thread->Clip3D.get();
// kg3D - fake planes clipping
if (clip3d->fake3D & FAKE3D_REFRESHCLIP)
{
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
if (clip3d->fake3D & FAKE3D_CLIPBOTFRONT)
{
memcpy(clip3d->fakeFloor->floorclip + x1, wallbottom.ScreenY + x1, (x2 - x1) * sizeof(short));
}
else
{
for (int 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 (int 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));
}
}
}
void SWRenderLine::MarkOpaquePassClip(int x1, int x2)
{
auto ceilingclip = Thread->OpaquePass->ceilingclip;
auto floorclip = Thread->OpaquePass->floorclip;
if (mMiddlePart.Texture) // one sided line
{
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 (int x = x1; x < x2; ++x)
{
wallupper.ScreenY[x] = MAX(MIN(wallupper.ScreenY[x], floorclip[x]), walltop.ScreenY[x]);
}
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 (int x = x1; x < x2; ++x)
{
walllower.ScreenY[x] = MIN(MAX(walllower.ScreenY[x], ceilingclip[x]), wallbottom.ScreenY[x]);
}
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));
}
}
}
void SWRenderLine::RenderTopTexture(int x1, int x2)
{
if (mMiddlePart.Texture) return;
if (!mTopPart.Texture || mTopPart.Texture->UseType == FTexture::TEX_Null) return;
if (!viewactive) return;
FTexture *rw_pic = mTopPart.Texture;
double xscale = rw_pic->Scale.X * mTopPart.TextureScaleU;
double 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;
}
WallDrawerArgs drawerargs;
drawerargs.SetStyle(false, false, OPAQUE);
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap() != nullptr)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
float rw_light = rw_lightleft + rw_lightstep * (x1 - WallC.sx1);
FLightNode *light_list = (mLineSegment && mLineSegment->sidedef) ? mLineSegment->sidedef->lighthead : nullptr;
if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
light_list = nullptr; // [SP] Don't draw dynlights if invul/lightamp active
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);
}
void SWRenderLine::RenderMiddleTexture(int x1, int x2)
{
if (!mMiddlePart.Texture || mMiddlePart.Texture->UseType == FTexture::TEX_Null) return;
if (!viewactive) return;
FTexture *rw_pic = mMiddlePart.Texture;
double xscale = rw_pic->Scale.X * mMiddlePart.TextureScaleU;
double 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;
}
WallDrawerArgs drawerargs;
drawerargs.SetStyle(false, false, OPAQUE);
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap() != nullptr)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
float rw_light = rw_lightleft + rw_lightstep * (x1 - WallC.sx1);
FLightNode *light_list = (mLineSegment && mLineSegment->sidedef) ? mLineSegment->sidedef->lighthead : nullptr;
if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
light_list = nullptr; // [SP] Don't draw dynlights if invul/lightamp active
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);
}
void SWRenderLine::RenderBottomTexture(int x1, int x2)
{
if (mMiddlePart.Texture) return;
if (!mBottomPart.Texture || mBottomPart.Texture->UseType == FTexture::TEX_Null) return;
if (!viewactive) return;
FTexture *rw_pic = mBottomPart.Texture;
double xscale = rw_pic->Scale.X * mBottomPart.TextureScaleU;
double 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;
}
WallDrawerArgs drawerargs;
drawerargs.SetStyle(false, false, OPAQUE);
CameraLight *cameraLight = CameraLight::Instance();
if (cameraLight->FixedLightLevel() >= 0)
drawerargs.SetLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, cameraLight->FixedLightLevelShade());
else if (cameraLight->FixedColormap() != nullptr)
drawerargs.SetLight(cameraLight->FixedColormap(), 0, 0);
float rw_light = rw_lightleft + rw_lightstep * (x1 - WallC.sx1);
FLightNode *light_list = (mLineSegment && mLineSegment->sidedef) ? mLineSegment->sidedef->lighthead : nullptr;
if ((cameraLight->FixedLightLevel() >= 0) || (cameraLight->FixedColormap() != nullptr))
light_list = nullptr; // [SP] Don't draw dynlights if invul/lightamp active
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);
}
////////////////////////////////////////////////////////////////////////////
// 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);
}
}