mirror of
https://github.com/ZDoom/gzdoom.git
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296 lines
6.9 KiB
C++
296 lines
6.9 KiB
C++
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#include <stdlib.h>
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#include <stddef.h>
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#include "templates.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "p_lnspec.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "r_sky.h"
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#include "v_video.h"
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#include "m_swap.h"
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#include "w_wad.h"
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#include "stats.h"
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#include "a_sharedglobal.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_decal.h"
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#include "r_3dfloors.h"
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#include "swrenderer/drawers/r_draw.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "r_walldraw.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "r_wallsprite.h"
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#include "r_draw_segment.h"
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#include "r_segs.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void R_RenderDecals(side_t *sidedef, drawseg_t *draw_segment)
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{
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for (DBaseDecal *decal = sidedef->AttachedDecals; decal != NULL; decal = decal->WallNext)
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{
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R_RenderDecal(sidedef, decal, draw_segment, 0);
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}
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}
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// pass = 0: when seg is first drawn
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// = 1: drawing masked textures (including sprites)
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// Currently, only pass = 0 is done or used
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void R_RenderDecal(side_t *wall, DBaseDecal *decal, drawseg_t *clipper, int pass)
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{
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DVector2 decal_left, decal_right, decal_pos;
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int x1, x2;
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double yscale;
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BYTE flipx;
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double zpos;
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int needrepeat = 0;
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sector_t *front, *back;
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bool calclighting;
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bool rereadcolormap;
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FDynamicColormap *usecolormap;
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if (decal->RenderFlags & RF_INVISIBLE || !viewactive || !decal->PicNum.isValid())
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return;
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// Determine actor z
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zpos = decal->Z;
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front = curline->frontsector;
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back = (curline->backsector != NULL) ? curline->backsector : curline->frontsector;
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switch (decal->RenderFlags & RF_RELMASK)
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{
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default:
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zpos = decal->Z;
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break;
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case RF_RELUPPER:
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if (curline->linedef->flags & ML_DONTPEGTOP)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + back->GetPlaneTexZ(sector_t::ceiling);
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}
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break;
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case RF_RELLOWER:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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else
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{
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zpos = decal->Z + back->GetPlaneTexZ(sector_t::floor);
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}
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break;
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case RF_RELMID:
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if (curline->linedef->flags & ML_DONTPEGBOTTOM)
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::floor);
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}
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else
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{
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zpos = decal->Z + front->GetPlaneTexZ(sector_t::ceiling);
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}
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}
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WallSpriteTile = TexMan(decal->PicNum, true);
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flipx = (BYTE)(decal->RenderFlags & RF_XFLIP);
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if (WallSpriteTile == NULL || WallSpriteTile->UseType == FTexture::TEX_Null)
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{
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return;
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}
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// Determine left and right edges of sprite. Since this sprite is bound
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// to a wall, we use the wall's angle instead of the decal's. This is
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// pretty much the same as what R_AddLine() does.
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FWallCoords savecoord = WallC;
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double edge_right = WallSpriteTile->GetWidth();
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double edge_left = WallSpriteTile->LeftOffset;
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edge_right = (edge_right - edge_left) * decal->ScaleX;
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edge_left *= decal->ScaleX;
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double dcx, dcy;
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decal->GetXY(wall, dcx, dcy);
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decal_pos = { dcx, dcy };
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DVector2 angvec = (curline->v2->fPos() - curline->v1->fPos()).Unit();
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decal_left = decal_pos - edge_left * angvec - ViewPos;
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decal_right = decal_pos + edge_right * angvec - ViewPos;
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if (WallC.Init(decal_left, decal_right, TOO_CLOSE_Z))
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goto done;
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x1 = WallC.sx1;
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x2 = WallC.sx2;
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if (x1 >= clipper->x2 || x2 <= clipper->x1)
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goto done;
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WallT.InitFromWallCoords(&WallC);
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// Get the top and bottom clipping arrays
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switch (decal->RenderFlags & RF_CLIPMASK)
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{
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case RF_CLIPFULL:
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if (curline->backsector == NULL)
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{
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = walltop;
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mfloorclip = wallbottom;
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}
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else if (pass == 0)
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{
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mceilingclip = walltop;
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mfloorclip = ceilingclip;
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needrepeat = 1;
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}
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else
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{
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mceilingclip = openings + clipper->sprtopclip - clipper->x1;
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mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
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}
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break;
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case RF_CLIPUPPER:
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = walltop;
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mfloorclip = ceilingclip;
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break;
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case RF_CLIPMID:
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if (curline->backsector != NULL && pass != 2)
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{
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goto done;
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}
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mceilingclip = openings + clipper->sprtopclip - clipper->x1;
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mfloorclip = openings + clipper->sprbottomclip - clipper->x1;
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break;
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case RF_CLIPLOWER:
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if (pass != 0)
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{
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goto done;
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}
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mceilingclip = floorclip;
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mfloorclip = wallbottom;
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break;
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}
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yscale = decal->ScaleY;
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dc_texturemid = WallSpriteTile->TopOffset + (zpos - ViewPos.Z) / yscale;
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// Clip sprite to drawseg
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x1 = MAX<int>(clipper->x1, x1);
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x2 = MIN<int>(clipper->x2, x2);
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if (x1 >= x2)
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{
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goto done;
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}
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PrepWall(swall, lwall, WallSpriteTile->GetWidth(), x1, x2);
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if (flipx)
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{
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int i;
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int right = (WallSpriteTile->GetWidth() << FRACBITS) - 1;
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for (i = x1; i < x2; i++)
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{
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lwall[i] = right - lwall[i];
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}
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}
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// Prepare lighting
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calclighting = false;
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usecolormap = basecolormap;
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rereadcolormap = true;
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// Decals that are added to the scene must fade to black.
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if (decal->RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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{
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usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
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rereadcolormap = false;
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}
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rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (decal->RenderFlags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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// Draw it
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if (decal->RenderFlags & RF_YFLIP)
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{
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sprflipvert = true;
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yscale = -yscale;
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dc_texturemid -= WallSpriteTile->GetHeight();
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}
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else
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{
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sprflipvert = false;
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}
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float maskedScaleY = float(1 / yscale);
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do
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{
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int x = x1;
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bool visible = R_SetPatchStyle(decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
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// R_SetPatchStyle can modify basecolormap.
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if (rereadcolormap)
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{
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usecolormap = basecolormap;
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}
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if (visible)
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{
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while (x < x2)
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{
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if (calclighting)
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{ // calculate lighting
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R_SetColorMapLight(usecolormap, rw_light, wallshade);
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}
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R_WallSpriteColumn(x, maskedScaleY);
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x++;
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}
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}
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// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
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// be set 1 if we need to draw on the lower wall. In all other cases,
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// needrepeat will be 0, and the while will fail.
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mceilingclip = floorclip;
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mfloorclip = wallbottom;
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R_FinishSetPatchStyle();
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} while (needrepeat--);
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colfunc = basecolfunc;
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R_FinishSetPatchStyle();
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done:
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WallC = savecoord;
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}
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}
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