mirror of
https://github.com/ZDoom/gzdoom.git
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3239 lines
86 KiB
C++
3239 lines
86 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Refresh of things, i.e. objects represented by sprites.
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//
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// This file contains some code from the Build Engine.
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//
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// "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
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// Ken Silverman's official web site: "http://www.advsys.net/ken"
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// See the included license file "BUILDLIC.TXT" for license info.
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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// [RH] A c-buffer. Used for keeping track of offscreen voxel spans.
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struct FCoverageBuffer
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{
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struct Span
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{
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Span *NextSpan;
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short Start, Stop;
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};
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FCoverageBuffer(int size);
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~FCoverageBuffer();
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void Clear();
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void InsertSpan(int listnum, int start, int stop);
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Span *AllocSpan();
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FMemArena SpanArena;
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Span **Spans; // [0..NumLists-1] span lists
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Span *FreeSpans;
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unsigned int NumLists;
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};
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extern double globaluclip, globaldclip;
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extern float MaskedScaleY;
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#define MINZ double((2048*4) / double(1 << 20))
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#define BASEXCENTER (160)
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#define BASEYCENTER (100)
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_deathcamera);
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CVAR(Bool, r_fullbrightignoresectorcolor, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//
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// Sprite rotation 0 is facing the viewer,
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// rotation 1 is one angle turn CLOCKWISE around the axis.
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// This is not the same as the angle,
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// which increases counter clockwise (protractor).
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//
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double pspritexscale;
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double pspritexiscale;
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double pspriteyscale;
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fixed_t sky1scale; // [RH] Sky 1 scale factor
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fixed_t sky2scale; // [RH] Sky 2 scale factor
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// Used to store a psprite's drawing information if it needs to be drawn later.
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struct vispsp_t
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{
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vissprite_t *vis;
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FDynamicColormap *basecolormap;
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int x1;
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};
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TArray<vispsp_t> vispsprites;
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unsigned int vispspindex;
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static int spriteshade;
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FTexture *WallSpriteTile;
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// constant arrays
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// used for psprite clipping and initializing clipping
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short zeroarray[MAXWIDTH];
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short screenheightarray[MAXWIDTH];
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR (Bool, r_drawvoxels)
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//
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// INITIALIZATION FUNCTIONS
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//
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int OffscreenBufferWidth, OffscreenBufferHeight;
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BYTE *OffscreenColorBuffer;
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FCoverageBuffer *OffscreenCoverageBuffer;
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//
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// GAME FUNCTIONS
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//
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int MaxVisSprites;
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vissprite_t **vissprites;
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vissprite_t **firstvissprite;
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vissprite_t **vissprite_p;
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vissprite_t **lastvissprite;
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int newvissprite;
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bool DrewAVoxel;
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static vissprite_t **spritesorter;
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static int spritesortersize = 0;
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static int vsprcount;
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static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, INTBOOL flip);
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void R_DeinitSprites()
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{
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// Free vissprites
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for (int i = 0; i < MaxVisSprites; ++i)
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{
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delete vissprites[i];
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}
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free (vissprites);
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vissprites = NULL;
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vissprite_p = lastvissprite = NULL;
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MaxVisSprites = 0;
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// Free vissprites sorter
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if (spritesorter != NULL)
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{
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delete[] spritesorter;
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spritesortersize = 0;
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spritesorter = NULL;
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}
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// Free offscreen buffer
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if (OffscreenColorBuffer != NULL)
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{
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delete[] OffscreenColorBuffer;
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OffscreenColorBuffer = NULL;
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}
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if (OffscreenCoverageBuffer != NULL)
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{
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delete OffscreenCoverageBuffer;
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OffscreenCoverageBuffer = NULL;
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}
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OffscreenBufferHeight = OffscreenBufferWidth = 0;
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}
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//
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// R_ClearSprites
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// Called at frame start.
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//
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void R_ClearSprites (void)
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{
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vissprite_p = firstvissprite;
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DrewAVoxel = false;
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}
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//
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// R_NewVisSprite
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//
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vissprite_t *R_NewVisSprite (void)
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{
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if (vissprite_p == lastvissprite)
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{
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ptrdiff_t firstvisspritenum = firstvissprite - vissprites;
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ptrdiff_t prevvisspritenum = vissprite_p - vissprites;
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MaxVisSprites = MaxVisSprites ? MaxVisSprites * 2 : 128;
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vissprites = (vissprite_t **)M_Realloc (vissprites, MaxVisSprites * sizeof(vissprite_t));
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lastvissprite = &vissprites[MaxVisSprites];
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firstvissprite = &vissprites[firstvisspritenum];
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vissprite_p = &vissprites[prevvisspritenum];
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DPrintf (DMSG_NOTIFY, "MaxVisSprites increased to %d\n", MaxVisSprites);
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// Allocate sprites from the new pile
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for (vissprite_t **p = vissprite_p; p < lastvissprite; ++p)
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{
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*p = new vissprite_t;
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}
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}
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vissprite_p++;
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return *(vissprite_p-1);
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}
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//
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// R_DrawMaskedColumn
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// Used for sprites and masked mid textures.
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// Masked means: partly transparent, i.e. stored
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// in posts/runs of opaque pixels.
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//
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short* mfloorclip;
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short* mceilingclip;
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double spryscale;
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double sprtopscreen;
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bool sprflipvert;
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void R_DrawMaskedColumn (const BYTE *column, const FTexture::Span *span, bool useRt)
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{
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while (span->Length != 0)
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{
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const int length = span->Length;
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const int top = span->TopOffset;
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// calculate unclipped screen coordinates for post
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dc_yl = (int)(sprtopscreen + spryscale * top + 0.5);
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dc_yh = (int)(sprtopscreen + spryscale * (top + length) + 0.5) - 1;
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if (sprflipvert)
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{
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swapvalues (dc_yl, dc_yh);
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}
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if (dc_yh >= mfloorclip[dc_x])
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{
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dc_yh = mfloorclip[dc_x] - 1;
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}
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if (dc_yl < mceilingclip[dc_x])
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{
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dc_yl = mceilingclip[dc_x];
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}
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if (dc_yl <= dc_yh)
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{
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dc_texturefrac = FLOAT2FIXED((dc_yl + 0.5 - sprtopscreen) / spryscale);
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dc_source = column;
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dc_dest = (ylookup[dc_yl] + dc_x) + dc_destorg;
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dc_count = dc_yh - dc_yl + 1;
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fixed_t maxfrac = ((top + length) << FRACBITS) - 1;
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dc_texturefrac = MAX(dc_texturefrac, 0);
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dc_texturefrac = MIN(dc_texturefrac, maxfrac);
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if (dc_iscale > 0)
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dc_count = MIN(dc_count, (maxfrac - dc_texturefrac + dc_iscale - 1) / dc_iscale);
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else if (dc_iscale < 0)
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dc_count = MIN(dc_count, (dc_texturefrac - dc_iscale) / (-dc_iscale));
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if (useRt)
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hcolfunc_pre();
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else
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colfunc ();
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}
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span++;
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}
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if (sprflipvert && useRt)
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rt_flip_posts();
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}
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// [ZZ]
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// R_ClipSpriteColumnWithPortals
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//
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static TArray<drawseg_t *> portaldrawsegs;
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static inline void R_CollectPortals()
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{
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// This function collects all drawsegs that may be of interest to R_ClipSpriteColumnWithPortals
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// Having that function over the entire list of drawsegs can break down performance quite drastically.
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// This is doing the costly stuff only once so that R_ClipSpriteColumnWithPortals can
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// a) exit early if no relevant info is found and
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// b) skip most of the collected drawsegs which have no portal attached.
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portaldrawsegs.Clear();
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for (drawseg_t* seg = ds_p; seg-- > firstdrawseg; ) // copied code from killough below
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{
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// I don't know what makes this happen (some old top-down portal code or possibly skybox code? something adds null lines...)
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// crashes at the first frame of the first map of Action2.wad
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if (!seg->curline) continue;
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line_t* line = seg->curline->linedef;
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// ignore minisegs from GL nodes.
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if (!line) continue;
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// check if this line will clip sprites to itself
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if (!line->isVisualPortal() && line->special != Line_Mirror)
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continue;
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// don't clip sprites with portal's back side (it's transparent)
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if (seg->curline->sidedef != line->sidedef[0])
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continue;
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portaldrawsegs.Push(seg);
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}
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}
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static inline bool R_ClipSpriteColumnWithPortals(vissprite_t* spr)
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{
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// [ZZ] 10.01.2016: don't clip sprites from the root of a skybox.
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if (CurrentPortalInSkybox)
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return false;
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for (drawseg_t *seg : portaldrawsegs)
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{
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// ignore segs from other portals
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if (seg->CurrentPortalUniq != CurrentPortalUniq)
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continue;
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// (all checks that are already done in R_CollectPortals have been removed for performance reasons.)
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// don't clip if the sprite is in front of the portal
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if (!P_PointOnLineSidePrecise(spr->gpos.X, spr->gpos.Y, seg->curline->linedef))
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continue;
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// now if current column is covered by this drawseg, we clip it away
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if ((dc_x >= seg->x1) && (dc_x < seg->x2))
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return true;
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}
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return false;
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}
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//
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// R_DrawVisSprite
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// mfloorclip and mceilingclip should also be set.
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//
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void R_DrawVisSprite (vissprite_t *vis)
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{
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const BYTE *pixels;
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const FTexture::Span *spans;
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fixed_t frac;
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FTexture *tex;
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int x2, stop4;
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fixed_t xiscale;
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ESPSResult mode;
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bool ispsprite = (!vis->sector && vis->gpos != FVector3(0, 0, 0));
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if (vis->xscale == 0 || fabs(vis->yscale) < (1.0f / 32000.0f))
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{ // scaled to 0; can't see
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return;
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}
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fixed_t centeryfrac = FLOAT2FIXED(CenterY);
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dc_colormap = vis->Style.colormap;
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
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{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
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// it is the brightest one. We need to get back to the proper light level for
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// this sprite.
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dc_colormap += vis->ColormapNum << COLORMAPSHIFT;
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}
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if (mode != DontDraw)
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{
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if (mode == DoDraw0)
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{
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// One column at a time
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stop4 = vis->x1;
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}
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else // DoDraw1
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{
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// Up to four columns at a time
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stop4 = vis->x2 & ~3;
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}
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tex = vis->pic;
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spryscale = vis->yscale;
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sprflipvert = false;
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dc_iscale = FLOAT2FIXED(1 / vis->yscale);
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frac = vis->startfrac;
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xiscale = vis->xiscale;
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dc_texturemid = vis->texturemid;
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if (vis->renderflags & RF_YFLIP)
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{
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sprflipvert = true;
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spryscale = -spryscale;
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dc_iscale = -dc_iscale;
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dc_texturemid -= vis->pic->GetHeight();
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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}
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else
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{
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sprflipvert = false;
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sprtopscreen = CenterY - dc_texturemid * spryscale;
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}
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dc_x = vis->x1;
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x2 = vis->x2;
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if (dc_x < x2)
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{
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while ((dc_x < stop4) && (dc_x & 3))
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{
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pixels = tex->GetColumn (frac >> FRACBITS, &spans);
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if (ispsprite || !R_ClipSpriteColumnWithPortals(vis))
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R_DrawMaskedColumn (pixels, spans, false);
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dc_x++;
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frac += xiscale;
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}
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while (dc_x < stop4)
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{
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rt_initcols();
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for (int zz = 4; zz; --zz)
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{
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pixels = tex->GetColumn (frac >> FRACBITS, &spans);
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if (ispsprite || !R_ClipSpriteColumnWithPortals(vis))
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R_DrawMaskedColumn (pixels, spans, true);
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dc_x++;
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frac += xiscale;
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}
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rt_draw4cols (dc_x - 4);
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}
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while (dc_x < x2)
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{
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pixels = tex->GetColumn (frac >> FRACBITS, &spans);
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if (ispsprite || !R_ClipSpriteColumnWithPortals(vis))
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R_DrawMaskedColumn (pixels, spans, false);
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dc_x++;
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frac += xiscale;
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}
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}
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}
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R_FinishSetPatchStyle ();
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NetUpdate ();
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}
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void R_DrawWallSprite(vissprite_t *spr)
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{
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int x1, x2;
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double iyscale;
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x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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x2 = MIN<int>(spr->x2, spr->wallc.sx2);
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if (x1 >= x2)
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return;
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WallT.InitFromWallCoords(&spr->wallc);
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PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2);
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iyscale = 1 / spr->yscale;
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dc_texturemid = (spr->gzt - ViewPos.Z) * iyscale;
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if (spr->renderflags & RF_XFLIP)
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{
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int right = (spr->pic->GetWidth() << FRACBITS) - 1;
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for (int 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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bool calclighting = false;
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FDynamicColormap *usecolormap = basecolormap;
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bool rereadcolormap = true;
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// Decals that are added to the scene must fade to black.
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if (spr->Style.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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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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GlobVis = r_WallVisibility;
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rw_lightleft = float (GlobVis / spr->wallc.sz1);
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rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
|
|
dc_colormap = usecolormap->Maps + fixedlightlev;
|
|
else if (fixedcolormap != NULL)
|
|
dc_colormap = fixedcolormap;
|
|
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
|
|
dc_colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : usecolormap->Maps;
|
|
else
|
|
calclighting = true;
|
|
|
|
// Draw it
|
|
WallSpriteTile = spr->pic;
|
|
if (spr->renderflags & RF_YFLIP)
|
|
{
|
|
sprflipvert = true;
|
|
iyscale = -iyscale;
|
|
dc_texturemid -= spr->pic->GetHeight();
|
|
}
|
|
else
|
|
{
|
|
sprflipvert = false;
|
|
}
|
|
|
|
MaskedScaleY = (float)iyscale;
|
|
|
|
dc_x = x1;
|
|
ESPSResult mode;
|
|
|
|
mode = R_SetPatchStyle (spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
|
|
|
|
// R_SetPatchStyle can modify basecolormap.
|
|
if (rereadcolormap)
|
|
{
|
|
usecolormap = basecolormap;
|
|
}
|
|
|
|
if (mode == DontDraw)
|
|
{
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
int stop4;
|
|
|
|
if (mode == DoDraw0)
|
|
{ // 1 column at a time
|
|
stop4 = dc_x;
|
|
}
|
|
else // DoDraw1
|
|
{ // up to 4 columns at a time
|
|
stop4 = x2 & ~3;
|
|
}
|
|
|
|
while ((dc_x < stop4) && (dc_x & 3))
|
|
{
|
|
if (calclighting)
|
|
{ // calculate lighting
|
|
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT);
|
|
}
|
|
if (!R_ClipSpriteColumnWithPortals(spr))
|
|
R_WallSpriteColumn(false);
|
|
dc_x++;
|
|
}
|
|
|
|
while (dc_x < stop4)
|
|
{
|
|
if (calclighting)
|
|
{ // calculate lighting
|
|
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT);
|
|
}
|
|
rt_initcols();
|
|
for (int zz = 4; zz; --zz)
|
|
{
|
|
if (!R_ClipSpriteColumnWithPortals(spr))
|
|
R_WallSpriteColumn(true);
|
|
dc_x++;
|
|
}
|
|
rt_draw4cols(dc_x - 4);
|
|
}
|
|
|
|
while (dc_x < x2)
|
|
{
|
|
if (calclighting)
|
|
{ // calculate lighting
|
|
dc_colormap = usecolormap->Maps + (GETPALOOKUP (rw_light, shade) << COLORMAPSHIFT);
|
|
}
|
|
if (!R_ClipSpriteColumnWithPortals(spr))
|
|
R_WallSpriteColumn(false);
|
|
dc_x++;
|
|
}
|
|
}
|
|
R_FinishSetPatchStyle();
|
|
}
|
|
|
|
void R_WallSpriteColumn (bool useRt)
|
|
{
|
|
float iscale = swall[dc_x] * MaskedScaleY;
|
|
dc_iscale = FLOAT2FIXED(iscale);
|
|
spryscale = 1 / iscale;
|
|
if (sprflipvert)
|
|
sprtopscreen = CenterY + dc_texturemid * spryscale;
|
|
else
|
|
sprtopscreen = CenterY - dc_texturemid * spryscale;
|
|
|
|
const BYTE *column;
|
|
const FTexture::Span *spans;
|
|
column = WallSpriteTile->GetColumn (lwall[dc_x] >> FRACBITS, &spans);
|
|
dc_texturefrac = 0;
|
|
R_DrawMaskedColumn(column, spans, useRt);
|
|
rw_light += rw_lightstep;
|
|
}
|
|
|
|
void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop, short *clipbot)
|
|
{
|
|
ESPSResult mode;
|
|
int flags = 0;
|
|
|
|
// Do setup for blending.
|
|
dc_colormap = spr->Style.colormap;
|
|
mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
|
|
|
|
if (mode == DontDraw)
|
|
{
|
|
return;
|
|
}
|
|
if (colfunc == fuzzcolfunc || colfunc == R_FillColumnP)
|
|
{
|
|
flags = DVF_OFFSCREEN | DVF_SPANSONLY;
|
|
}
|
|
else if (colfunc != basecolfunc)
|
|
{
|
|
flags = DVF_OFFSCREEN;
|
|
}
|
|
if (flags != 0)
|
|
{
|
|
R_CheckOffscreenBuffer(RenderTarget->GetWidth(), RenderTarget->GetHeight(), !!(flags & DVF_SPANSONLY));
|
|
}
|
|
if (spr->bInMirror)
|
|
{
|
|
flags |= DVF_MIRRORED;
|
|
}
|
|
|
|
// Render the voxel, either directly to the screen or offscreen.
|
|
R_DrawVoxel(spr->pa.vpos, spr->pa.vang, spr->gpos, spr->Angle,
|
|
spr->xscale, FLOAT2FIXED(spr->yscale), spr->voxel, spr->Style.colormap, cliptop, clipbot,
|
|
minslabz, maxslabz, flags);
|
|
|
|
// Blend the voxel, if that's what we need to do.
|
|
if ((flags & ~DVF_MIRRORED) != 0)
|
|
{
|
|
for (int x = 0; x < viewwidth; ++x)
|
|
{
|
|
if (!(flags & DVF_SPANSONLY) && (x & 3) == 0)
|
|
{
|
|
rt_initcols(OffscreenColorBuffer + x * OffscreenBufferHeight);
|
|
}
|
|
for (FCoverageBuffer::Span *span = OffscreenCoverageBuffer->Spans[x]; span != NULL; span = span->NextSpan)
|
|
{
|
|
if (flags & DVF_SPANSONLY)
|
|
{
|
|
dc_x = x;
|
|
dc_yl = span->Start;
|
|
dc_yh = span->Stop - 1;
|
|
dc_count = span->Stop - span->Start;
|
|
dc_dest = ylookup[span->Start] + x + dc_destorg;
|
|
colfunc();
|
|
}
|
|
else
|
|
{
|
|
unsigned int **tspan = &dc_ctspan[x & 3];
|
|
(*tspan)[0] = span->Start;
|
|
(*tspan)[1] = span->Stop - 1;
|
|
*tspan += 2;
|
|
}
|
|
}
|
|
if (!(flags & DVF_SPANSONLY) && (x & 3) == 3)
|
|
{
|
|
rt_draw4cols(x - 3);
|
|
}
|
|
}
|
|
}
|
|
|
|
R_FinishSetPatchStyle();
|
|
NetUpdate();
|
|
}
|
|
|
|
//
|
|
// R_ProjectSprite
|
|
// Generates a vissprite for a thing if it might be visible.
|
|
//
|
|
void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor *fakeceiling)
|
|
{
|
|
double tr_x;
|
|
double tr_y;
|
|
|
|
double gzt; // killough 3/27/98
|
|
double gzb; // [RH] use bottom of sprite, not actor
|
|
double tx;// , tx2;
|
|
double tz;
|
|
|
|
double xscale = 1, yscale = 1;
|
|
|
|
int x1;
|
|
int x2;
|
|
|
|
FTextureID picnum;
|
|
FTexture *tex;
|
|
FVoxelDef *voxel;
|
|
|
|
vissprite_t* vis;
|
|
|
|
fixed_t iscale;
|
|
|
|
sector_t* heightsec; // killough 3/27/98
|
|
|
|
// Don't waste time projecting sprites that are definitely not visible.
|
|
if (thing == NULL ||
|
|
(thing->renderflags & RF_INVISIBLE) ||
|
|
!thing->RenderStyle.IsVisible(thing->Alpha) ||
|
|
!thing->IsVisibleToPlayer() ||
|
|
!thing->IsInsideVisibleAngles())
|
|
{
|
|
return;
|
|
}
|
|
|
|
// [ZZ] Or less definitely not visible (hue)
|
|
// [ZZ] 10.01.2016: don't try to clip stuff inside a skybox against the current portal.
|
|
if (!CurrentPortalInSkybox && CurrentPortal && !!P_PointOnLineSidePrecise(thing->Pos(), CurrentPortal->dst))
|
|
return;
|
|
|
|
// [RH] Interpolate the sprite's position to make it look smooth
|
|
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
|
pos.Z += thing->GetBobOffset(r_TicFracF);
|
|
|
|
tex = NULL;
|
|
voxel = NULL;
|
|
|
|
int spritenum = thing->sprite;
|
|
DVector2 spriteScale = thing->Scale;
|
|
int renderflags = thing->renderflags;
|
|
if (spriteScale.Y < 0)
|
|
{
|
|
spriteScale.Y = -spriteScale.Y;
|
|
renderflags ^= RF_YFLIP;
|
|
}
|
|
if (thing->player != NULL)
|
|
{
|
|
P_CheckPlayerSprite(thing, spritenum, spriteScale);
|
|
}
|
|
|
|
if (thing->picnum.isValid())
|
|
{
|
|
picnum = thing->picnum;
|
|
|
|
tex = TexMan(picnum);
|
|
if (tex->UseType == FTexture::TEX_Null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (tex->Rotations != 0xFFFF)
|
|
{
|
|
// choose a different rotation based on player view
|
|
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
|
|
DAngle ang = (pos - ViewPos).Angle();
|
|
angle_t rot;
|
|
if (sprframe->Texture[0] == sprframe->Texture[1])
|
|
{
|
|
if (thing->flags7 & MF7_SPRITEANGLE)
|
|
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
|
else
|
|
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
|
}
|
|
else
|
|
{
|
|
if (thing->flags7 & MF7_SPRITEANGLE)
|
|
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
|
else
|
|
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
|
}
|
|
picnum = sprframe->Texture[rot];
|
|
if (sprframe->Flip & (1 << rot))
|
|
{
|
|
renderflags ^= RF_XFLIP;
|
|
}
|
|
tex = TexMan[picnum]; // Do not animate the rotation
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// decide which texture to use for the sprite
|
|
if ((unsigned)spritenum >= sprites.Size ())
|
|
{
|
|
DPrintf (DMSG_ERROR, "R_ProjectSprite: invalid sprite number %u\n", spritenum);
|
|
return;
|
|
}
|
|
spritedef_t *sprdef = &sprites[spritenum];
|
|
if (thing->frame >= sprdef->numframes)
|
|
{
|
|
// If there are no frames at all for this sprite, don't draw it.
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
|
|
// choose a different rotation based on player view
|
|
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
|
|
DAngle ang = (pos - ViewPos).Angle();
|
|
angle_t rot;
|
|
if (sprframe->Texture[0] == sprframe->Texture[1])
|
|
{
|
|
if (thing->flags7 & MF7_SPRITEANGLE)
|
|
rot = (thing->SpriteAngle + 45.0 / 2 * 9).BAMs() >> 28;
|
|
else
|
|
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + 45.0 / 2 * 9).BAMs() >> 28;
|
|
}
|
|
else
|
|
{
|
|
if (thing->flags7 & MF7_SPRITEANGLE)
|
|
rot = (thing->SpriteAngle + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
|
else
|
|
rot = (ang - (thing->Angles.Yaw + thing->SpriteRotation) + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
|
|
}
|
|
picnum = sprframe->Texture[rot];
|
|
if (sprframe->Flip & (1 << rot))
|
|
{
|
|
renderflags ^= RF_XFLIP;
|
|
}
|
|
tex = TexMan[picnum]; // Do not animate the rotation
|
|
if (r_drawvoxels)
|
|
{
|
|
voxel = sprframe->Voxel;
|
|
}
|
|
}
|
|
}
|
|
if (spriteScale.X < 0)
|
|
{
|
|
spriteScale.X = -spriteScale.X;
|
|
renderflags ^= RF_XFLIP;
|
|
}
|
|
if (voxel == NULL && (tex == NULL || tex->UseType == FTexture::TEX_Null))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
|
|
{
|
|
R_ProjectWallSprite(thing, pos, picnum, spriteScale, renderflags);
|
|
return;
|
|
}
|
|
|
|
// transform the origin point
|
|
tr_x = pos.X - ViewPos.X;
|
|
tr_y = pos.Y - ViewPos.Y;
|
|
|
|
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
|
|
|
|
// thing is behind view plane?
|
|
if (voxel == NULL && tz < MINZ)
|
|
return;
|
|
|
|
tx = tr_x * ViewSin - tr_y * ViewCos;
|
|
|
|
// [RH] Flip for mirrors
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
tx = -tx;
|
|
}
|
|
//tx2 = tx >> 4;
|
|
|
|
// too far off the side?
|
|
// if it's a voxel, it can be further off the side
|
|
if ((voxel == NULL && (fabs(tx / 64) > fabs(tz))) ||
|
|
(voxel != NULL && (fabs(tx / 128) > fabs(tz))))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (voxel == NULL)
|
|
{
|
|
// [RH] Added scaling
|
|
int scaled_to = tex->GetScaledTopOffset();
|
|
int scaled_bo = scaled_to - tex->GetScaledHeight();
|
|
gzt = pos.Z + spriteScale.Y * scaled_to;
|
|
gzb = pos.Z + spriteScale.Y * scaled_bo;
|
|
}
|
|
else
|
|
{
|
|
xscale = spriteScale.X * voxel->Scale;
|
|
yscale = spriteScale.Y * voxel->Scale;
|
|
double piv = voxel->Voxel->Mips[0].Pivot.Z;
|
|
gzt = pos.Z + yscale * piv - thing->Floorclip;
|
|
gzb = pos.Z + yscale * (piv - voxel->Voxel->Mips[0].SizeZ);
|
|
if (gzt <= gzb)
|
|
return;
|
|
}
|
|
|
|
// killough 3/27/98: exclude things totally separated
|
|
// from the viewer, by either water or fake ceilings
|
|
// killough 4/11/98: improve sprite clipping for underwater/fake ceilings
|
|
|
|
heightsec = thing->Sector->GetHeightSec();
|
|
|
|
if (heightsec != NULL) // only clip things which are in special sectors
|
|
{
|
|
if (fakeside == FAKED_AboveCeiling)
|
|
{
|
|
if (gzt < heightsec->ceilingplane.ZatPoint(pos))
|
|
return;
|
|
}
|
|
else if (fakeside == FAKED_BelowFloor)
|
|
{
|
|
if (gzb >= heightsec->floorplane.ZatPoint(pos))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (gzt < heightsec->floorplane.ZatPoint(pos))
|
|
return;
|
|
if (!(heightsec->MoreFlags & SECF_FAKEFLOORONLY) && gzb >= heightsec->ceilingplane.ZatPoint(pos))
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (voxel == NULL)
|
|
{
|
|
xscale = CenterX / tz;
|
|
|
|
// [RH] Reject sprites that are off the top or bottom of the screen
|
|
if (globaluclip * tz > ViewPos.Z - gzb || globaldclip * tz < ViewPos.Z - gzt)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// [RH] Flip for mirrors
|
|
renderflags ^= MirrorFlags & RF_XFLIP;
|
|
|
|
// calculate edges of the shape
|
|
const double thingxscalemul = spriteScale.X / tex->Scale.X;
|
|
|
|
tx -= ((renderflags & RF_XFLIP) ? (tex->GetWidth() - tex->LeftOffset - 1) : tex->LeftOffset) * thingxscalemul;
|
|
double dtx1 = tx * xscale;
|
|
x1 = centerx + xs_RoundToInt(dtx1);
|
|
|
|
// off the right side?
|
|
if (x1 >= WindowRight)
|
|
return;
|
|
|
|
tx += tex->GetWidth() * thingxscalemul;
|
|
x2 = centerx + xs_RoundToInt(tx * xscale);
|
|
|
|
// off the left side or too small?
|
|
if ((x2 < WindowLeft || x2 <= x1))
|
|
return;
|
|
|
|
xscale = spriteScale.X * xscale / tex->Scale.X;
|
|
iscale = (fixed_t)(FRACUNIT / xscale); // Round towards zero to avoid wrapping in edge cases
|
|
|
|
double yscale = spriteScale.Y / tex->Scale.Y;
|
|
|
|
// store information in a vissprite
|
|
vis = R_NewVisSprite();
|
|
|
|
vis->CurrentPortalUniq = CurrentPortalUniq;
|
|
vis->xscale = FLOAT2FIXED(xscale);
|
|
vis->yscale = float(InvZtoScale * yscale / tz);
|
|
vis->idepth = float(1 / tz);
|
|
vis->floorclip = thing->Floorclip / yscale;
|
|
vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
|
|
vis->x1 = x1 < WindowLeft ? WindowLeft : x1;
|
|
vis->x2 = x2 > WindowRight ? WindowRight : x2;
|
|
vis->Angle = thing->Angles.Yaw;
|
|
|
|
if (renderflags & RF_XFLIP)
|
|
{
|
|
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
|
vis->xiscale = -iscale;
|
|
}
|
|
else
|
|
{
|
|
vis->startfrac = 0;
|
|
vis->xiscale = iscale;
|
|
}
|
|
|
|
vis->startfrac += (fixed_t)(vis->xiscale * (vis->x1 - centerx + 0.5 - dtx1));
|
|
}
|
|
else
|
|
{
|
|
vis = R_NewVisSprite();
|
|
|
|
vis->CurrentPortalUniq = CurrentPortalUniq;
|
|
vis->xscale = FLOAT2FIXED(xscale);
|
|
vis->yscale = (float)yscale;
|
|
vis->x1 = WindowLeft;
|
|
vis->x2 = WindowRight;
|
|
vis->idepth = 1 / MINZ;
|
|
vis->floorclip = thing->Floorclip;
|
|
|
|
pos.Z -= thing->Floorclip;
|
|
|
|
vis->Angle = thing->Angles.Yaw + voxel->AngleOffset;
|
|
|
|
int voxelspin = (thing->flags & MF_DROPPED) ? voxel->DroppedSpin : voxel->PlacedSpin;
|
|
if (voxelspin != 0)
|
|
{
|
|
DAngle ang = double(I_FPSTime()) * voxelspin / 1000;
|
|
vis->Angle -= ang;
|
|
}
|
|
|
|
vis->pa.vpos = { (float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z };
|
|
vis->pa.vang = FAngle((float)ViewAngle.Degrees);
|
|
}
|
|
|
|
// killough 3/27/98: save sector for special clipping later
|
|
vis->heightsec = heightsec;
|
|
vis->sector = thing->Sector;
|
|
|
|
vis->depth = (float)tz;
|
|
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
|
|
vis->gzb = (float)gzb; // [RH] use gzb, not thing->z
|
|
vis->gzt = (float)gzt; // killough 3/27/98
|
|
vis->deltax = float(pos.X - ViewPos.X);
|
|
vis->deltay = float(pos.Y - ViewPos.Y);
|
|
vis->renderflags = renderflags;
|
|
if(thing->flags5 & MF5_BRIGHT)
|
|
vis->renderflags |= RF_FULLBRIGHT; // kg3D
|
|
vis->Style.RenderStyle = thing->RenderStyle;
|
|
vis->FillColor = thing->fillcolor;
|
|
vis->Translation = thing->Translation; // [RH] thing translation table
|
|
vis->FakeFlatStat = fakeside;
|
|
vis->Style.Alpha = float(thing->Alpha);
|
|
vis->fakefloor = fakefloor;
|
|
vis->fakeceiling = fakeceiling;
|
|
vis->ColormapNum = 0;
|
|
vis->bInMirror = MirrorFlags & RF_XFLIP;
|
|
vis->bSplitSprite = false;
|
|
|
|
if (voxel != NULL)
|
|
{
|
|
vis->voxel = voxel->Voxel;
|
|
vis->bIsVoxel = true;
|
|
vis->bWallSprite = false;
|
|
DrewAVoxel = true;
|
|
}
|
|
else
|
|
{
|
|
vis->pic = tex;
|
|
vis->bIsVoxel = false;
|
|
vis->bWallSprite = false;
|
|
}
|
|
|
|
// The software renderer cannot invert the source without inverting the overlay
|
|
// too. That means if the source is inverted, we need to do the reverse of what
|
|
// the invert overlay flag says to do.
|
|
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
|
{
|
|
invertcolormap = !invertcolormap;
|
|
}
|
|
|
|
FDynamicColormap *mybasecolormap = basecolormap;
|
|
|
|
// Sprites that are added to the scene must fade to black.
|
|
if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
|
}
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
|
{
|
|
if (invertcolormap)
|
|
{ // Fade to white
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
|
|
invertcolormap = false;
|
|
}
|
|
else
|
|
{ // Fade to black
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
|
|
}
|
|
}
|
|
|
|
// get light level
|
|
if (fixedcolormap != NULL)
|
|
{ // fixed map
|
|
vis->Style.colormap = fixedcolormap;
|
|
}
|
|
else
|
|
{
|
|
if (invertcolormap)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
}
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
vis->Style.colormap = mybasecolormap->Maps + fixedlightlev;
|
|
}
|
|
else if (!foggy && ((renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
|
|
{ // full bright
|
|
vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
|
|
}
|
|
else
|
|
{ // diminished light
|
|
vis->ColormapNum = GETPALOOKUP(
|
|
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
vis->Style.colormap = mybasecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags)
|
|
{
|
|
FWallCoords wallc;
|
|
double x1, x2;
|
|
DVector2 left, right;
|
|
double gzb, gzt, tz;
|
|
FTexture *pic = TexMan(picnum, true);
|
|
DAngle ang = thing->Angles.Yaw + 90;
|
|
double angcos = ang.Cos();
|
|
double angsin = ang.Sin();
|
|
vissprite_t *vis;
|
|
|
|
// Determine left and right edges of sprite. The sprite's angle is its normal,
|
|
// so the edges are 90 degrees each side of it.
|
|
x2 = pic->GetScaledWidth();
|
|
x1 = pic->GetScaledLeftOffset();
|
|
|
|
x1 *= scale.X;
|
|
x2 *= scale.X;
|
|
|
|
left.X = pos.X - x1 * angcos - ViewPos.X;
|
|
left.Y = pos.Y - x1 * angsin - ViewPos.Y;
|
|
right.X = left.X + x2 * angcos;
|
|
right.Y = right.Y + x2 * angsin;
|
|
|
|
// Is it off-screen?
|
|
if (wallc.Init(left, right, TOO_CLOSE_Z))
|
|
return;
|
|
|
|
if (wallc.sx1 >= WindowRight || wallc.sx2 <= WindowLeft)
|
|
return;
|
|
|
|
// Sprite sorting should probably treat these as walls, not sprites,
|
|
// but right now, I just want to get them drawing.
|
|
tz = (pos.X - ViewPos.X) * ViewTanCos + (pos.Y - ViewPos.Y) * ViewTanSin;
|
|
|
|
int scaled_to = pic->GetScaledTopOffset();
|
|
int scaled_bo = scaled_to - pic->GetScaledHeight();
|
|
gzt = pos.Z + scale.Y * scaled_to;
|
|
gzb = pos.Z + scale.Y * scaled_bo;
|
|
|
|
vis = R_NewVisSprite();
|
|
vis->CurrentPortalUniq = CurrentPortalUniq;
|
|
vis->x1 = wallc.sx1 < WindowLeft ? WindowLeft : wallc.sx1;
|
|
vis->x2 = wallc.sx2 >= WindowRight ? WindowRight : wallc.sx2;
|
|
vis->yscale = (float)scale.Y;
|
|
vis->idepth = float(1 / tz);
|
|
vis->depth = (float)tz;
|
|
vis->sector = thing->Sector;
|
|
vis->heightsec = NULL;
|
|
vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
|
|
vis->gzb = (float)gzb;
|
|
vis->gzt = (float)gzt;
|
|
vis->deltax = float(pos.X - ViewPos.X);
|
|
vis->deltay = float(pos.Y - ViewPos.Y);
|
|
vis->renderflags = renderflags;
|
|
if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
|
|
vis->Style.RenderStyle = thing->RenderStyle;
|
|
vis->FillColor = thing->fillcolor;
|
|
vis->Translation = thing->Translation;
|
|
vis->FakeFlatStat = 0;
|
|
vis->Style.Alpha = float(thing->Alpha);
|
|
vis->fakefloor = NULL;
|
|
vis->fakeceiling = NULL;
|
|
vis->ColormapNum = 0;
|
|
vis->bInMirror = MirrorFlags & RF_XFLIP;
|
|
vis->pic = pic;
|
|
vis->bIsVoxel = false;
|
|
vis->bWallSprite = true;
|
|
vis->ColormapNum = GETPALOOKUP(
|
|
r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
|
|
vis->Style.colormap = basecolormap->Maps + (vis->ColormapNum << COLORMAPSHIFT);
|
|
vis->wallc = wallc;
|
|
}
|
|
|
|
//
|
|
// R_AddSprites
|
|
// During BSP traversal, this adds sprites by sector.
|
|
//
|
|
// killough 9/18/98: add lightlevel as parameter, fixing underwater lighting
|
|
// [RH] Save which side of heightsec sprite is on here.
|
|
void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
|
|
{
|
|
AActor *thing;
|
|
F3DFloor *fakeceiling = NULL;
|
|
F3DFloor *fakefloor = NULL;
|
|
|
|
// BSP is traversed by subsector.
|
|
// A sector might have been split into several
|
|
// subsectors during BSP building.
|
|
// Thus we check whether it was already added.
|
|
if (sec->thinglist == NULL || sec->validcount == validcount)
|
|
return;
|
|
|
|
// Well, now it will be done.
|
|
sec->validcount = validcount;
|
|
|
|
spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
|
|
|
|
// Handle all things in sector.
|
|
for (thing = sec->thinglist; thing; thing = thing->snext)
|
|
{
|
|
FIntCVar *cvar = thing->GetClass()->distancecheck;
|
|
if (cvar != NULL && *cvar >= 0)
|
|
{
|
|
double dist = (thing->Pos() - ViewPos).LengthSquared();
|
|
double check = (double)**cvar;
|
|
if (dist >= check * check)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// find fake level
|
|
for(auto rover : frontsector->e->XFloor.ffloors)
|
|
{
|
|
if(!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES)) continue;
|
|
if(!(rover->flags & FF_SOLID) || rover->alpha != 255) continue;
|
|
if(!fakefloor)
|
|
{
|
|
if(!rover->top.plane->isSlope())
|
|
{
|
|
if(rover->top.plane->ZatPoint(0., 0.) <= thing->Z()) fakefloor = rover;
|
|
}
|
|
}
|
|
if(!rover->bottom.plane->isSlope())
|
|
{
|
|
if(rover->bottom.plane->ZatPoint(0., 0.) >= thing->Top()) fakeceiling = rover;
|
|
}
|
|
}
|
|
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);
|
|
fakeceiling = NULL;
|
|
fakefloor = NULL;
|
|
}
|
|
}
|
|
|
|
//
|
|
// R_DrawPSprite
|
|
//
|
|
void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
|
|
{
|
|
double tx;
|
|
int x1;
|
|
int x2;
|
|
double sx, sy;
|
|
spritedef_t* sprdef;
|
|
spriteframe_t* sprframe;
|
|
FTextureID picnum;
|
|
WORD flip;
|
|
FTexture* tex;
|
|
vissprite_t* vis;
|
|
bool noaccel;
|
|
static TArray<vissprite_t> avis;
|
|
|
|
if (avis.Size() < vispspindex + 1)
|
|
avis.Reserve(avis.Size() - vispspindex + 1);
|
|
|
|
// decide which patch to use
|
|
if ((unsigned)pspr->GetSprite() >= (unsigned)sprites.Size())
|
|
{
|
|
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite number %i\n", pspr->GetSprite());
|
|
return;
|
|
}
|
|
sprdef = &sprites[pspr->GetSprite()];
|
|
if (pspr->GetFrame() >= sprdef->numframes)
|
|
{
|
|
DPrintf(DMSG_ERROR, "R_DrawPSprite: invalid sprite frame %i : %i\n", pspr->GetSprite(), pspr->GetFrame());
|
|
return;
|
|
}
|
|
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
|
|
|
|
picnum = sprframe->Texture[0];
|
|
flip = sprframe->Flip & 1;
|
|
tex = TexMan(picnum);
|
|
|
|
if (tex->UseType == FTexture::TEX_Null)
|
|
return;
|
|
|
|
if (pspr->firstTic)
|
|
{ // Can't interpolate the first tic.
|
|
pspr->firstTic = false;
|
|
pspr->oldx = pspr->x;
|
|
pspr->oldy = pspr->y;
|
|
}
|
|
|
|
sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
|
|
sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac + WEAPON_FUDGE_Y;
|
|
|
|
if (pspr->Flags & PSPF_ADDBOB)
|
|
{
|
|
sx += bobx;
|
|
sy += boby;
|
|
}
|
|
|
|
if (pspr->Flags & PSPF_ADDWEAPON && pspr->GetID() != PSP_WEAPON)
|
|
{
|
|
sx += wx;
|
|
sy += wy;
|
|
}
|
|
|
|
// calculate edges of the shape
|
|
tx = sx - BASEXCENTER;
|
|
|
|
tx -= tex->GetScaledLeftOffset();
|
|
x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
|
|
|
// off the right side
|
|
if (x1 > viewwidth)
|
|
return;
|
|
|
|
tx += tex->GetScaledWidth();
|
|
x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
|
|
|
|
// off the left side
|
|
if (x2 <= 0)
|
|
return;
|
|
|
|
// store information in a vissprite
|
|
vis = &avis[vispspindex];
|
|
vis->renderflags = owner->renderflags;
|
|
vis->floorclip = 0;
|
|
|
|
vis->texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->TopOffset;
|
|
|
|
if (camera->player && (RenderTarget != screen ||
|
|
viewheight == RenderTarget->GetHeight() ||
|
|
(RenderTarget->GetWidth() > (BASEXCENTER * 2) && !st_scale)))
|
|
{ // Adjust PSprite for fullscreen views
|
|
AWeapon *weapon = dyn_cast<AWeapon>(pspr->GetCaller());
|
|
if (weapon != nullptr && weapon->YAdjust != 0)
|
|
{
|
|
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
|
{
|
|
vis->texturemid -= weapon->YAdjust;
|
|
}
|
|
else
|
|
{
|
|
vis->texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
|
|
}
|
|
}
|
|
}
|
|
if (pspr->GetID() < PSP_TARGETCENTER)
|
|
{ // Move the weapon down for 1280x1024.
|
|
vis->texturemid -= AspectPspriteOffset(WidescreenRatio);
|
|
}
|
|
vis->x1 = x1 < 0 ? 0 : x1;
|
|
vis->x2 = x2 >= viewwidth ? viewwidth : x2;
|
|
vis->xscale = FLOAT2FIXED(pspritexscale / tex->Scale.X);
|
|
vis->yscale = float(pspriteyscale / tex->Scale.Y);
|
|
vis->Translation = 0; // [RH] Use default colors
|
|
vis->pic = tex;
|
|
vis->ColormapNum = 0;
|
|
|
|
if (!(flip) != !(pspr->Flags & PSPF_FLIP))
|
|
{
|
|
vis->xiscale = -FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
|
vis->startfrac = (tex->GetWidth() << FRACBITS) - 1;
|
|
}
|
|
else
|
|
{
|
|
vis->xiscale = FLOAT2FIXED(pspritexiscale * tex->Scale.X);
|
|
vis->startfrac = 0;
|
|
}
|
|
|
|
if (vis->x1 > x1)
|
|
vis->startfrac += vis->xiscale*(vis->x1 - x1);
|
|
|
|
noaccel = false;
|
|
FDynamicColormap *colormap_to_use = nullptr;
|
|
if (pspr->GetID() < PSP_TARGETCENTER)
|
|
{
|
|
vis->Style.Alpha = float(owner->Alpha);
|
|
vis->Style.RenderStyle = owner->RenderStyle;
|
|
|
|
// The software renderer cannot invert the source without inverting the overlay
|
|
// too. That means if the source is inverted, we need to do the reverse of what
|
|
// the invert overlay flag says to do.
|
|
INTBOOL invertcolormap = (vis->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
|
{
|
|
invertcolormap = !invertcolormap;
|
|
}
|
|
|
|
FDynamicColormap *mybasecolormap = basecolormap;
|
|
|
|
if (vis->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
|
{
|
|
if (invertcolormap)
|
|
{ // Fade to white
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255, 255, 255), mybasecolormap->Desaturate);
|
|
invertcolormap = false;
|
|
}
|
|
else
|
|
{ // Fade to black
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0, 0, 0), mybasecolormap->Desaturate);
|
|
}
|
|
}
|
|
|
|
if (realfixedcolormap != nullptr)
|
|
{ // fixed color
|
|
vis->Style.colormap = realfixedcolormap->Colormap;
|
|
}
|
|
else
|
|
{
|
|
if (invertcolormap)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
}
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
vis->Style.colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (mybasecolormap->Maps + fixedlightlev);
|
|
}
|
|
else if (!foggy && pspr->GetState()->GetFullbright())
|
|
{ // full bright
|
|
vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps; // [RH] use basecolormap
|
|
}
|
|
else
|
|
{ // local light
|
|
vis->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP(0, spriteshade) << COLORMAPSHIFT);
|
|
}
|
|
}
|
|
if (camera->Inventory != nullptr)
|
|
{
|
|
lighttable_t *oldcolormap = vis->Style.colormap;
|
|
camera->Inventory->AlterWeaponSprite(&vis->Style);
|
|
if (vis->Style.colormap != oldcolormap)
|
|
{
|
|
// The colormap has changed. Is it one we can easily identify?
|
|
// If not, then don't bother trying to identify it for
|
|
// hardware accelerated drawing.
|
|
if (vis->Style.colormap < SpecialColormaps[0].Colormap ||
|
|
vis->Style.colormap > SpecialColormaps.Last().Colormap)
|
|
{
|
|
noaccel = true;
|
|
}
|
|
// Has the basecolormap changed? If so, we can't hardware accelerate it,
|
|
// since we don't know what it is anymore.
|
|
else if (vis->Style.colormap < mybasecolormap->Maps ||
|
|
vis->Style.colormap >= mybasecolormap->Maps + NUMCOLORMAPS * 256)
|
|
{
|
|
noaccel = true;
|
|
}
|
|
}
|
|
}
|
|
// If we're drawing with a special colormap, but shaders for them are disabled, do
|
|
// not accelerate.
|
|
if (!r_shadercolormaps && (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
|
|
vis->Style.colormap <= SpecialColormaps.Last().Colormap))
|
|
{
|
|
noaccel = true;
|
|
}
|
|
// If drawing with a BOOM colormap, disable acceleration.
|
|
if (mybasecolormap == &NormalLight && NormalLight.Maps != realcolormaps)
|
|
{
|
|
noaccel = true;
|
|
}
|
|
// If the main colormap has fixed lights, and this sprite is being drawn with that
|
|
// colormap, disable acceleration so that the lights can remain fixed.
|
|
if (!noaccel && realfixedcolormap == nullptr &&
|
|
NormalLightHasFixedLights && mybasecolormap == &NormalLight &&
|
|
vis->pic->UseBasePalette())
|
|
{
|
|
noaccel = true;
|
|
}
|
|
// [SP] If emulating GZDoom fullbright, disable acceleration
|
|
if (r_fullbrightignoresectorcolor && fixedlightlev >= 0)
|
|
mybasecolormap = &FullNormalLight;
|
|
if (r_fullbrightignoresectorcolor && !foggy && pspr->GetState()->GetFullbright())
|
|
mybasecolormap = &FullNormalLight;
|
|
colormap_to_use = mybasecolormap;
|
|
}
|
|
else
|
|
{
|
|
colormap_to_use = basecolormap;
|
|
vis->Style.colormap = basecolormap->Maps;
|
|
vis->Style.RenderStyle = STYLE_Normal;
|
|
}
|
|
|
|
// Check for hardware-assisted 2D. If it's available, and this sprite is not
|
|
// fuzzy, don't draw it until after the switch to 2D mode.
|
|
if (!noaccel && RenderTarget == screen && (DFrameBuffer *)screen->Accel2D)
|
|
{
|
|
FRenderStyle style = vis->Style.RenderStyle;
|
|
style.CheckFuzz();
|
|
if (style.BlendOp != STYLEOP_Fuzz)
|
|
{
|
|
if (vispsprites.Size() < vispspindex + 1)
|
|
vispsprites.Reserve(vispsprites.Size() - vispspindex + 1);
|
|
|
|
vispsprites[vispspindex].vis = vis;
|
|
vispsprites[vispspindex].basecolormap = colormap_to_use;
|
|
vispsprites[vispspindex].x1 = x1;
|
|
vispspindex++;
|
|
return;
|
|
}
|
|
}
|
|
R_DrawVisSprite(vis);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawPlayerSprites
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawPlayerSprites ()
|
|
{
|
|
int i;
|
|
int lightnum;
|
|
DPSprite* psp;
|
|
DPSprite* weapon;
|
|
sector_t* sec = NULL;
|
|
static sector_t tempsec;
|
|
int floorlight, ceilinglight;
|
|
F3DFloor *rover;
|
|
|
|
if (!r_drawplayersprites ||
|
|
!camera ||
|
|
!camera->player ||
|
|
(players[consoleplayer].cheats & CF_CHASECAM) ||
|
|
(r_deathcamera && camera->health <= 0))
|
|
return;
|
|
|
|
if (fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size())
|
|
{
|
|
for (i = viewsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
|
{
|
|
if (ViewPos.Z <= viewsector->e->XFloor.lightlist[i].plane.Zat0())
|
|
{
|
|
rover = viewsector->e->XFloor.lightlist[i].caster;
|
|
if (rover)
|
|
{
|
|
if (rover->flags & FF_DOUBLESHADOW && ViewPos.Z <= rover->bottom.plane->Zat0())
|
|
break;
|
|
sec = rover->model;
|
|
if (rover->flags & FF_FADEWALLS)
|
|
basecolormap = sec->ColorMap;
|
|
else
|
|
basecolormap = viewsector->e->XFloor.lightlist[i].extra_colormap;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if(!sec)
|
|
{
|
|
sec = viewsector;
|
|
basecolormap = sec->ColorMap;
|
|
}
|
|
floorlight = ceilinglight = sec->lightlevel;
|
|
}
|
|
else
|
|
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
|
// when the interpolated viewpoint is in a different sector than the camera.
|
|
sec = R_FakeFlat (viewsector, &tempsec, &floorlight,
|
|
&ceilinglight, false);
|
|
|
|
// [RH] set basecolormap
|
|
basecolormap = sec->ColorMap;
|
|
}
|
|
|
|
// [RH] set foggy flag
|
|
foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE));
|
|
r_actualextralight = foggy ? 0 : extralight << 4;
|
|
|
|
// get light level
|
|
lightnum = ((floorlight + ceilinglight) >> 1) + r_actualextralight;
|
|
spriteshade = LIGHT2SHADE(lightnum) - 24*FRACUNIT;
|
|
|
|
// clip to screen bounds
|
|
mfloorclip = screenheightarray;
|
|
mceilingclip = zeroarray;
|
|
|
|
if (camera->player != NULL)
|
|
{
|
|
double centerhack = CenterY;
|
|
double wx, wy;
|
|
float bobx, boby;
|
|
|
|
CenterY = viewheight / 2;
|
|
|
|
P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
|
|
|
|
// Interpolate the main weapon layer once so as to be able to add it to other layers.
|
|
if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
|
|
{
|
|
if (weapon->firstTic)
|
|
{
|
|
wx = weapon->x;
|
|
wy = weapon->y;
|
|
}
|
|
else
|
|
{
|
|
wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
|
|
wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF + WEAPON_FUDGE_Y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
wx = 0;
|
|
wy = 0;
|
|
}
|
|
|
|
// add all active psprites
|
|
psp = camera->player->psprites;
|
|
while (psp)
|
|
{
|
|
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
|
// It's possible this psprite's caller is now null but the layer itself hasn't been destroyed
|
|
// because it didn't tick yet (if we typed 'take all' while in the console for example).
|
|
// In this case let's simply not draw it to avoid crashing.
|
|
if ((psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && psp->GetCaller() != nullptr)
|
|
{
|
|
R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
|
|
}
|
|
|
|
psp = psp->GetNext();
|
|
}
|
|
|
|
CenterY = centerhack;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_DrawRemainingPlayerSprites
|
|
//
|
|
// Called from D_Display to draw sprites that were not drawn by
|
|
// R_DrawPlayerSprites().
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_DrawRemainingPlayerSprites()
|
|
{
|
|
for (unsigned int i = 0; i < vispspindex; i++)
|
|
{
|
|
vissprite_t *vis;
|
|
|
|
vis = vispsprites[i].vis;
|
|
FDynamicColormap *colormap = vispsprites[i].basecolormap;
|
|
bool flip = vis->xiscale < 0;
|
|
FSpecialColormap *special = NULL;
|
|
PalEntry overlay = 0;
|
|
FColormapStyle colormapstyle;
|
|
bool usecolormapstyle = false;
|
|
|
|
if (vis->Style.colormap >= SpecialColormaps[0].Colormap &&
|
|
vis->Style.colormap < SpecialColormaps[SpecialColormaps.Size()].Colormap)
|
|
{
|
|
// Yuck! There needs to be a better way to store colormaps in the vissprite... :(
|
|
ptrdiff_t specialmap = (vis->Style.colormap - SpecialColormaps[0].Colormap) / sizeof(FSpecialColormap);
|
|
special = &SpecialColormaps[specialmap];
|
|
}
|
|
else if (colormap->Color == PalEntry(255,255,255) &&
|
|
colormap->Desaturate == 0)
|
|
{
|
|
overlay = colormap->Fade;
|
|
overlay.a = BYTE(((vis->Style.colormap - colormap->Maps) >> 8) * 255 / NUMCOLORMAPS);
|
|
}
|
|
else
|
|
{
|
|
usecolormapstyle = true;
|
|
colormapstyle.Color = colormap->Color;
|
|
colormapstyle.Fade = colormap->Fade;
|
|
colormapstyle.Desaturate = colormap->Desaturate;
|
|
colormapstyle.FadeLevel = ((vis->Style.colormap - colormap->Maps) >> 8) / float(NUMCOLORMAPS);
|
|
}
|
|
screen->DrawTexture(vis->pic,
|
|
viewwindowx + vispsprites[i].x1,
|
|
viewwindowy + viewheight/2 - vis->texturemid * vis->yscale - 0.5,
|
|
DTA_DestWidthF, FIXED2DBL(vis->pic->GetWidth() * vis->xscale),
|
|
DTA_DestHeightF, vis->pic->GetHeight() * vis->yscale,
|
|
DTA_Translation, TranslationToTable(vis->Translation),
|
|
DTA_FlipX, flip,
|
|
DTA_TopOffset, 0,
|
|
DTA_LeftOffset, 0,
|
|
DTA_ClipLeft, viewwindowx,
|
|
DTA_ClipTop, viewwindowy,
|
|
DTA_ClipRight, viewwindowx + viewwidth,
|
|
DTA_ClipBottom, viewwindowy + viewheight,
|
|
DTA_AlphaF, vis->Style.Alpha,
|
|
DTA_RenderStyle, vis->Style.RenderStyle,
|
|
DTA_FillColor, vis->FillColor,
|
|
DTA_SpecialColormap, special,
|
|
DTA_ColorOverlay, overlay.d,
|
|
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
|
|
TAG_DONE);
|
|
}
|
|
|
|
vispspindex = 0;
|
|
}
|
|
|
|
//
|
|
// R_SortVisSprites
|
|
//
|
|
// [RH] The old code for this function used a bubble sort, which was far less
|
|
// than optimal with large numbers of sprites. I changed it to use the
|
|
// stdlib qsort() function instead, and now it is a *lot* faster; the
|
|
// more vissprites that need to be sorted, the better the performance
|
|
// gain compared to the old function.
|
|
//
|
|
// Sort vissprites by depth, far to near
|
|
|
|
// This is the standard version, which does a simple test based on depth.
|
|
static bool sv_compare(vissprite_t *a, vissprite_t *b)
|
|
{
|
|
return a->idepth > b->idepth;
|
|
}
|
|
|
|
// This is an alternate version, for when one or more voxel is in view.
|
|
// It does a 2D distance test based on whichever one is furthest from
|
|
// the viewpoint.
|
|
static bool sv_compare2d(vissprite_t *a, vissprite_t *b)
|
|
{
|
|
return DVector2(a->deltax, a->deltay).LengthSquared() <
|
|
DVector2(b->deltax, b->deltay).LengthSquared();
|
|
}
|
|
|
|
#if 0
|
|
static drawseg_t **drawsegsorter;
|
|
static int drawsegsortersize = 0;
|
|
|
|
// Sort vissprites by leftmost column, left to right
|
|
static int sv_comparex (const void *arg1, const void *arg2)
|
|
{
|
|
return (*(vissprite_t **)arg2)->x1 - (*(vissprite_t **)arg1)->x1;
|
|
}
|
|
|
|
// Sort drawsegs by rightmost column, left to right
|
|
static int sd_comparex (const void *arg1, const void *arg2)
|
|
{
|
|
return (*(drawseg_t **)arg2)->x2 - (*(drawseg_t **)arg1)->x2;
|
|
}
|
|
|
|
CVAR (Bool, r_splitsprites, true, CVAR_ARCHIVE)
|
|
|
|
// Split up vissprites that intersect drawsegs
|
|
void R_SplitVisSprites ()
|
|
{
|
|
size_t start, stop;
|
|
size_t numdrawsegs = ds_p - firstdrawseg;
|
|
size_t numsprites;
|
|
size_t spr, dseg, dseg2;
|
|
|
|
if (!r_splitsprites)
|
|
return;
|
|
|
|
if (numdrawsegs == 0 || vissprite_p - firstvissprite == 0)
|
|
return;
|
|
|
|
// Sort drawsegs from left to right
|
|
if (numdrawsegs > drawsegsortersize)
|
|
{
|
|
if (drawsegsorter != NULL)
|
|
delete[] drawsegsorter;
|
|
drawsegsortersize = numdrawsegs * 2;
|
|
drawsegsorter = new drawseg_t *[drawsegsortersize];
|
|
}
|
|
for (dseg = dseg2 = 0; dseg < numdrawsegs; ++dseg)
|
|
{
|
|
// Drawsegs that don't clip any sprites don't need to be considered.
|
|
if (firstdrawseg[dseg].silhouette)
|
|
{
|
|
drawsegsorter[dseg2++] = &firstdrawseg[dseg];
|
|
}
|
|
}
|
|
numdrawsegs = dseg2;
|
|
if (numdrawsegs == 0)
|
|
{
|
|
return;
|
|
}
|
|
qsort (drawsegsorter, numdrawsegs, sizeof(drawseg_t *), sd_comparex);
|
|
|
|
// Now sort vissprites from left to right, and walk them simultaneously
|
|
// with the drawsegs, splitting any that intersect.
|
|
start = firstvissprite - vissprites;
|
|
|
|
int p = 0;
|
|
do
|
|
{
|
|
p++;
|
|
R_SortVisSprites (sv_comparex, start);
|
|
stop = vissprite_p - vissprites;
|
|
numsprites = stop - start;
|
|
|
|
spr = dseg = 0;
|
|
do
|
|
{
|
|
vissprite_t *vis = spritesorter[spr], *vis2;
|
|
|
|
// Skip drawsegs until we get to one that doesn't end before the sprite
|
|
// begins.
|
|
while (dseg < numdrawsegs && drawsegsorter[dseg]->x2 <= vis->x1)
|
|
{
|
|
dseg++;
|
|
}
|
|
// Now split the sprite against any drawsegs it intersects
|
|
for (dseg2 = dseg; dseg2 < numdrawsegs; dseg2++)
|
|
{
|
|
drawseg_t *ds = drawsegsorter[dseg2];
|
|
|
|
if (ds->x1 > vis->x2 || ds->x2 < vis->x1)
|
|
continue;
|
|
|
|
if ((vis->idepth < ds->siz1) != (vis->idepth < ds->siz2))
|
|
{ // The drawseg is crossed; find the x where the intersection occurs
|
|
int cross = Scale (vis->idepth - ds->siz1, ds->sx2 - ds->sx1, ds->siz2 - ds->siz1) + ds->sx1 + 1;
|
|
|
|
/* if (cross < ds->x1 || cross > ds->x2)
|
|
{ // The original seg is crossed, but the drawseg is not
|
|
continue;
|
|
}
|
|
*/ if (cross <= vis->x1 || cross >= vis->x2)
|
|
{ // Don't create 0-sized sprites
|
|
continue;
|
|
}
|
|
|
|
vis->bSplitSprite = true;
|
|
|
|
// Create a new vissprite for the right part of the sprite
|
|
vis2 = R_NewVisSprite ();
|
|
*vis2 = *vis;
|
|
vis2->startfrac += vis2->xiscale * (cross - vis2->x1);
|
|
vis->x2 = cross-1;
|
|
vis2->x1 = cross;
|
|
//vis2->alpha /= 2;
|
|
//vis2->RenderStyle = STYLE_Add;
|
|
|
|
if (vis->idepth < ds->siz1)
|
|
{ // Left is in back, right is in front
|
|
vis->sector = ds->curline->backsector;
|
|
vis2->sector = ds->curline->frontsector;
|
|
}
|
|
else
|
|
{ // Right is in front, left is in back
|
|
vis->sector = ds->curline->frontsector;
|
|
vis2->sector = ds->curline->backsector;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while (dseg < numdrawsegs && ++spr < numsprites);
|
|
|
|
// Repeat for any new sprites that were added.
|
|
}
|
|
while (start = stop, stop != vissprite_p - vissprites);
|
|
}
|
|
#endif
|
|
|
|
#ifdef __GNUC__
|
|
static void swap(vissprite_t *&a, vissprite_t *&b)
|
|
{
|
|
vissprite_t *t = a;
|
|
a = b;
|
|
b = t;
|
|
}
|
|
#endif
|
|
|
|
void R_SortVisSprites (bool (*compare)(vissprite_t *, vissprite_t *), size_t first)
|
|
{
|
|
int i;
|
|
vissprite_t **spr;
|
|
|
|
vsprcount = int(vissprite_p - &vissprites[first]);
|
|
|
|
if (vsprcount == 0)
|
|
return;
|
|
|
|
if (spritesortersize < MaxVisSprites)
|
|
{
|
|
if (spritesorter != NULL)
|
|
delete[] spritesorter;
|
|
spritesorter = new vissprite_t *[MaxVisSprites];
|
|
spritesortersize = MaxVisSprites;
|
|
}
|
|
|
|
if (!(i_compatflags & COMPATF_SPRITESORT))
|
|
{
|
|
for (i = 0, spr = firstvissprite; i < vsprcount; i++, spr++)
|
|
{
|
|
spritesorter[i] = *spr;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If the compatibility option is on sprites of equal distance need to
|
|
// be sorted in inverse order. This is most easily achieved by
|
|
// filling the sort array backwards before the sort.
|
|
for (i = 0, spr = firstvissprite + vsprcount-1; i < vsprcount; i++, spr--)
|
|
{
|
|
spritesorter[i] = *spr;
|
|
}
|
|
}
|
|
|
|
std::stable_sort(&spritesorter[0], &spritesorter[vsprcount], compare);
|
|
}
|
|
|
|
//
|
|
// R_DrawSprite
|
|
//
|
|
void R_DrawSprite (vissprite_t *spr)
|
|
{
|
|
static short clipbot[MAXWIDTH];
|
|
static short cliptop[MAXWIDTH];
|
|
drawseg_t *ds;
|
|
int i;
|
|
int x1, x2;
|
|
int r1, r2;
|
|
short topclip, botclip;
|
|
short *clip1, *clip2;
|
|
lighttable_t *colormap = spr->Style.colormap;
|
|
F3DFloor *rover;
|
|
FDynamicColormap *mybasecolormap;
|
|
|
|
// [RH] Check for particles
|
|
if (!spr->bIsVoxel && spr->pic == NULL)
|
|
{
|
|
// kg3D - reject invisible parts
|
|
if ((fake3D & FAKE3D_CLIPBOTTOM) && spr->gpos.Z <= sclipBottom) return;
|
|
if ((fake3D & FAKE3D_CLIPTOP) && spr->gpos.Z >= sclipTop) return;
|
|
R_DrawParticle (spr);
|
|
return;
|
|
}
|
|
|
|
x1 = spr->x1;
|
|
x2 = spr->x2;
|
|
|
|
// [RH] Quickly reject sprites with bad x ranges.
|
|
if (x1 >= x2)
|
|
return;
|
|
|
|
// [RH] Sprites split behind a one-sided line can also be discarded.
|
|
if (spr->sector == NULL)
|
|
return;
|
|
|
|
// kg3D - reject invisible parts
|
|
if ((fake3D & FAKE3D_CLIPBOTTOM) && spr->gzt <= sclipBottom) return;
|
|
if ((fake3D & FAKE3D_CLIPTOP) && spr->gzb >= sclipTop) return;
|
|
|
|
// kg3D - correct colors now
|
|
if (!fixedcolormap && fixedlightlev < 0 && spr->sector->e && spr->sector->e->XFloor.lightlist.Size())
|
|
{
|
|
if (!(fake3D & FAKE3D_CLIPTOP))
|
|
{
|
|
sclipTop = spr->sector->ceilingplane.ZatPoint(ViewPos);
|
|
}
|
|
sector_t *sec = NULL;
|
|
for (i = spr->sector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
|
|
{
|
|
if (sclipTop <= spr->sector->e->XFloor.lightlist[i].plane.Zat0())
|
|
{
|
|
rover = spr->sector->e->XFloor.lightlist[i].caster;
|
|
if (rover)
|
|
{
|
|
if (rover->flags & FF_DOUBLESHADOW && sclipTop <= rover->bottom.plane->Zat0())
|
|
{
|
|
break;
|
|
}
|
|
sec = rover->model;
|
|
if (rover->flags & FF_FADEWALLS)
|
|
{
|
|
mybasecolormap = sec->ColorMap;
|
|
}
|
|
else
|
|
{
|
|
mybasecolormap = spr->sector->e->XFloor.lightlist[i].extra_colormap;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// found new values, recalculate
|
|
if (sec)
|
|
{
|
|
INTBOOL invertcolormap = (spr->Style.RenderStyle.Flags & STYLEF_InvertOverlay);
|
|
|
|
if (spr->Style.RenderStyle.Flags & STYLEF_InvertSource)
|
|
{
|
|
invertcolormap = !invertcolormap;
|
|
}
|
|
|
|
// Sprites that are added to the scene must fade to black.
|
|
if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
|
|
}
|
|
|
|
if (spr->Style.RenderStyle.Flags & STYLEF_FadeToBlack)
|
|
{
|
|
if (invertcolormap)
|
|
{ // Fade to white
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(255,255,255), mybasecolormap->Desaturate);
|
|
invertcolormap = false;
|
|
}
|
|
else
|
|
{ // Fade to black
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, MAKERGB(0,0,0), mybasecolormap->Desaturate);
|
|
}
|
|
}
|
|
|
|
// get light level
|
|
if (invertcolormap)
|
|
{
|
|
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
|
|
}
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
spr->Style.colormap = mybasecolormap->Maps + fixedlightlev;
|
|
}
|
|
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
|
|
{ // full bright
|
|
spr->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : mybasecolormap->Maps;
|
|
}
|
|
else
|
|
{ // diminished light
|
|
spriteshade = LIGHT2SHADE(sec->lightlevel + r_actualextralight);
|
|
spr->Style.colormap = mybasecolormap->Maps + (GETPALOOKUP (
|
|
r_SpriteVisibility / MAX(MINZ, (double)spr->depth), spriteshade) << COLORMAPSHIFT);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Initialize the clipping arrays to their largest possible range
|
|
// instead of using a special "not clipped" value. This eliminates
|
|
// visual anomalies when looking down and should be faster, too.
|
|
topclip = 0;
|
|
botclip = viewheight;
|
|
|
|
// killough 3/27/98:
|
|
// Clip the sprite against deep water and/or fake ceilings.
|
|
// [RH] rewrote this to be based on which part of the sector is really visible
|
|
|
|
double scale = InvZtoScale * spr->idepth;
|
|
double hzb = DBL_MIN, hzt = DBL_MAX;
|
|
|
|
if (spr->bIsVoxel && spr->floorclip != 0)
|
|
{
|
|
hzb = spr->gzb;
|
|
}
|
|
|
|
if (spr->heightsec && !(spr->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
|
{ // only things in specially marked sectors
|
|
if (spr->FakeFlatStat != FAKED_AboveCeiling)
|
|
{
|
|
double hz = spr->heightsec->floorplane.ZatPoint(spr->gpos);
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
|
|
if (spr->FakeFlatStat == FAKED_BelowFloor)
|
|
{ // seen below floor: clip top
|
|
if (!spr->bIsVoxel && h > topclip)
|
|
{
|
|
topclip = short(MIN(h, viewheight));
|
|
}
|
|
hzt = MIN(hzt, hz);
|
|
}
|
|
else
|
|
{ // seen in the middle: clip bottom
|
|
if (!spr->bIsVoxel && h < botclip)
|
|
{
|
|
botclip = MAX<short> (0, h);
|
|
}
|
|
hzb = MAX(hzb, hz);
|
|
}
|
|
}
|
|
if (spr->FakeFlatStat != FAKED_BelowFloor && !(spr->heightsec->MoreFlags & SECF_FAKEFLOORONLY))
|
|
{
|
|
double hz = spr->heightsec->ceilingplane.ZatPoint(spr->gpos);
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
|
|
if (spr->FakeFlatStat == FAKED_AboveCeiling)
|
|
{ // seen above ceiling: clip bottom
|
|
if (!spr->bIsVoxel && h < botclip)
|
|
{
|
|
botclip = MAX<short> (0, h);
|
|
}
|
|
hzb = MAX(hzb, hz);
|
|
}
|
|
else
|
|
{ // seen in the middle: clip top
|
|
if (!spr->bIsVoxel && h > topclip)
|
|
{
|
|
topclip = MIN(h, viewheight);
|
|
}
|
|
hzt = MIN(hzt, hz);
|
|
}
|
|
}
|
|
}
|
|
// killough 3/27/98: end special clipping for deep water / fake ceilings
|
|
else if (!spr->bIsVoxel && spr->floorclip)
|
|
{ // [RH] Move floorclip stuff from R_DrawVisSprite to here
|
|
//int clip = ((FLOAT2FIXED(CenterY) - FixedMul (spr->texturemid - (spr->pic->GetHeight() << FRACBITS) + spr->floorclip, spr->yscale)) >> FRACBITS);
|
|
int clip = xs_RoundToInt(CenterY - (spr->texturemid - spr->pic->GetHeight() + spr->floorclip) * spr->yscale);
|
|
if (clip < botclip)
|
|
{
|
|
botclip = MAX<short>(0, clip);
|
|
}
|
|
}
|
|
|
|
if (fake3D & FAKE3D_CLIPBOTTOM)
|
|
{
|
|
if (!spr->bIsVoxel)
|
|
{
|
|
double hz = sclipBottom;
|
|
if (spr->fakefloor)
|
|
{
|
|
double floorz = spr->fakefloor->top.plane->Zat0();
|
|
if (ViewPos.Z > floorz && floorz == sclipBottom )
|
|
{
|
|
hz = spr->fakefloor->bottom.plane->Zat0();
|
|
}
|
|
}
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
if (h < botclip)
|
|
{
|
|
botclip = MAX<short>(0, h);
|
|
}
|
|
}
|
|
hzb = MAX(hzb, sclipBottom);
|
|
}
|
|
if (fake3D & FAKE3D_CLIPTOP)
|
|
{
|
|
if (!spr->bIsVoxel)
|
|
{
|
|
double hz = sclipTop;
|
|
if (spr->fakeceiling != NULL)
|
|
{
|
|
double ceilingZ = spr->fakeceiling->bottom.plane->Zat0();
|
|
if (ViewPos.Z < ceilingZ && ceilingZ == sclipTop)
|
|
{
|
|
hz = spr->fakeceiling->top.plane->Zat0();
|
|
}
|
|
}
|
|
int h = xs_RoundToInt(CenterY - (hz - ViewPos.Z) * scale);
|
|
if (h > topclip)
|
|
{
|
|
topclip = short(MIN(h, viewheight));
|
|
}
|
|
}
|
|
hzt = MIN(hzt, sclipTop);
|
|
}
|
|
|
|
#if 0
|
|
// [RH] Sprites that were split by a drawseg should also be clipped
|
|
// by the sector's floor and ceiling. (Not sure how/if to handle this
|
|
// with fake floors, since those already do clipping.)
|
|
if (spr->bSplitSprite &&
|
|
(spr->heightsec == NULL || (spr->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)))
|
|
{
|
|
fixed_t h = spr->sector->floorplane.ZatPoint (spr->gx, spr->gy);
|
|
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
|
|
if (h < botclip)
|
|
{
|
|
botclip = MAX<short> (0, h);
|
|
}
|
|
h = spr->sector->ceilingplane.ZatPoint (spr->gx, spr->gy);
|
|
h = (centeryfrac - FixedMul (h-viewz, scale)) >> FRACBITS;
|
|
if (h > topclip)
|
|
{
|
|
topclip = short(MIN(h, viewheight));
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (topclip >= botclip)
|
|
{
|
|
spr->Style.colormap = colormap;
|
|
return;
|
|
}
|
|
|
|
i = x2 - x1;
|
|
clip1 = clipbot + x1;
|
|
clip2 = cliptop + x1;
|
|
do
|
|
{
|
|
*clip1++ = botclip;
|
|
*clip2++ = topclip;
|
|
} while (--i);
|
|
|
|
// Scan drawsegs from end to start for obscuring segs.
|
|
// The first drawseg that is closer than the sprite is the clip seg.
|
|
|
|
// Modified by Lee Killough:
|
|
// (pointer check was originally nonportable
|
|
// and buggy, by going past LEFT end of array):
|
|
|
|
// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
|
|
|
|
for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
|
|
{
|
|
// [ZZ] portal handling here
|
|
//if (ds->CurrentPortalUniq != spr->CurrentPortalUniq)
|
|
// continue;
|
|
// [ZZ] WARNING: uncommenting the two above lines, totally breaks sprite clipping
|
|
|
|
// kg3D - no clipping on fake segs
|
|
if (ds->fake) continue;
|
|
// determine if the drawseg obscures the sprite
|
|
if (ds->x1 >= x2 || ds->x2 <= x1 ||
|
|
(!(ds->silhouette & SIL_BOTH) && ds->maskedtexturecol == -1 &&
|
|
!ds->bFogBoundary) )
|
|
{
|
|
// does not cover sprite
|
|
continue;
|
|
}
|
|
|
|
r1 = MAX<int> (ds->x1, x1);
|
|
r2 = MIN<int> (ds->x2, x2);
|
|
|
|
float neardepth, fardepth;
|
|
if (!spr->bWallSprite)
|
|
{
|
|
if (ds->sz1 < ds->sz2)
|
|
{
|
|
neardepth = ds->sz1, fardepth = ds->sz2;
|
|
}
|
|
else
|
|
{
|
|
neardepth = ds->sz2, fardepth = ds->sz1;
|
|
}
|
|
}
|
|
// Check if sprite is in front of draw seg:
|
|
if ((!spr->bWallSprite && neardepth > spr->depth) || ((spr->bWallSprite || fardepth > spr->depth) &&
|
|
(spr->gpos.Y - ds->curline->v1->fY()) * (ds->curline->v2->fX() - ds->curline->v1->fX()) -
|
|
(spr->gpos.X - ds->curline->v1->fX()) * (ds->curline->v2->fY() - ds->curline->v1->fY()) <= 0))
|
|
{
|
|
// seg is behind sprite, so draw the mid texture if it has one
|
|
if (ds->CurrentPortalUniq == CurrentPortalUniq && // [ZZ] instead, portal uniq check is made here
|
|
(ds->maskedtexturecol != -1 || ds->bFogBoundary))
|
|
R_RenderMaskedSegRange (ds, r1, r2);
|
|
continue;
|
|
}
|
|
|
|
// clip this piece of the sprite
|
|
// killough 3/27/98: optimized and made much shorter
|
|
// [RH] Optimized further (at least for VC++;
|
|
// other compilers should be at least as good as before)
|
|
|
|
if (ds->silhouette & SIL_BOTTOM) //bottom sil
|
|
{
|
|
clip1 = clipbot + r1;
|
|
clip2 = openings + ds->sprbottomclip + r1 - ds->x1;
|
|
i = r2 - r1;
|
|
do
|
|
{
|
|
if (*clip1 > *clip2)
|
|
*clip1 = *clip2;
|
|
clip1++;
|
|
clip2++;
|
|
} while (--i);
|
|
}
|
|
|
|
if (ds->silhouette & SIL_TOP) // top sil
|
|
{
|
|
clip1 = cliptop + r1;
|
|
clip2 = openings + ds->sprtopclip + r1 - ds->x1;
|
|
i = r2 - r1;
|
|
do
|
|
{
|
|
if (*clip1 < *clip2)
|
|
*clip1 = *clip2;
|
|
clip1++;
|
|
clip2++;
|
|
} while (--i);
|
|
}
|
|
}
|
|
|
|
// all clipping has been performed, so draw the sprite
|
|
|
|
if (!spr->bIsVoxel)
|
|
{
|
|
mfloorclip = clipbot;
|
|
mceilingclip = cliptop;
|
|
if (!spr->bWallSprite)
|
|
{
|
|
R_DrawVisSprite(spr);
|
|
}
|
|
else
|
|
{
|
|
R_DrawWallSprite(spr);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If it is completely clipped away, don't bother drawing it.
|
|
if (cliptop[x2] >= clipbot[x2])
|
|
{
|
|
for (i = x1; i < x2; ++i)
|
|
{
|
|
if (cliptop[i] < clipbot[i])
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (i == x2)
|
|
{
|
|
spr->Style.colormap = colormap;
|
|
return;
|
|
}
|
|
}
|
|
// Add everything outside the left and right edges to the clipping array
|
|
// for R_DrawVisVoxel().
|
|
if (x1 > 0)
|
|
{
|
|
clearbufshort(cliptop, x1, viewheight);
|
|
}
|
|
if (x2 < viewwidth - 1)
|
|
{
|
|
clearbufshort(cliptop + x2, viewwidth - x2, viewheight);
|
|
}
|
|
int minvoxely = spr->gzt <= hzt ? 0 : xs_RoundToInt((spr->gzt - hzt) / spr->yscale);
|
|
int maxvoxely = spr->gzb > hzb ? INT_MAX : xs_RoundToInt((spr->gzt - hzb) / spr->yscale);
|
|
R_DrawVisVoxel(spr, minvoxely, maxvoxely, cliptop, clipbot);
|
|
}
|
|
spr->Style.colormap = colormap;
|
|
}
|
|
|
|
// kg3D:
|
|
// R_DrawMasked contains sorting
|
|
// original renamed to R_DrawMaskedSingle
|
|
|
|
void R_DrawMaskedSingle (bool renew)
|
|
{
|
|
drawseg_t *ds;
|
|
int i;
|
|
|
|
#if 0
|
|
R_SplitVisSprites ();
|
|
#endif
|
|
|
|
for (i = vsprcount; i > 0; i--)
|
|
{
|
|
if (spritesorter[i-1]->CurrentPortalUniq != CurrentPortalUniq)
|
|
continue; // probably another time
|
|
R_DrawSprite (spritesorter[i-1]);
|
|
}
|
|
|
|
// render any remaining masked mid textures
|
|
|
|
// Modified by Lee Killough:
|
|
// (pointer check was originally nonportable
|
|
// and buggy, by going past LEFT end of array):
|
|
|
|
// for (ds=ds_p-1 ; ds >= drawsegs ; ds--) old buggy code
|
|
|
|
if (renew)
|
|
{
|
|
fake3D |= FAKE3D_REFRESHCLIP;
|
|
}
|
|
for (ds = ds_p; ds-- > firstdrawseg; ) // new -- killough
|
|
{
|
|
// [ZZ] the same as above
|
|
if (ds->CurrentPortalUniq != CurrentPortalUniq)
|
|
continue;
|
|
// kg3D - no fake segs
|
|
if (ds->fake) continue;
|
|
if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
|
|
{
|
|
R_RenderMaskedSegRange (ds, ds->x1, ds->x2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawHeightPlanes(double height); // kg3D - fake planes
|
|
|
|
void R_DrawMasked (void)
|
|
{
|
|
R_CollectPortals();
|
|
R_SortVisSprites (DrewAVoxel ? sv_compare2d : sv_compare, firstvissprite - vissprites);
|
|
|
|
if (height_top == NULL)
|
|
{ // kg3D - no visible 3D floors, normal rendering
|
|
R_DrawMaskedSingle(false);
|
|
}
|
|
else
|
|
{ // kg3D - correct sorting
|
|
HeightLevel *hl;
|
|
|
|
// ceilings
|
|
for (hl = height_cur; hl != NULL && hl->height >= ViewPos.Z; hl = hl->prev)
|
|
{
|
|
if (hl->next)
|
|
{
|
|
fake3D = FAKE3D_CLIPBOTTOM | FAKE3D_CLIPTOP;
|
|
sclipTop = hl->next->height;
|
|
}
|
|
else
|
|
{
|
|
fake3D = FAKE3D_CLIPBOTTOM;
|
|
}
|
|
sclipBottom = hl->height;
|
|
R_DrawMaskedSingle(true);
|
|
R_DrawHeightPlanes(hl->height);
|
|
}
|
|
|
|
// floors
|
|
fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP;
|
|
sclipTop = height_top->height;
|
|
R_DrawMaskedSingle(true);
|
|
hl = height_top;
|
|
for (hl = height_top; hl != NULL && hl->height < ViewPos.Z; hl = hl->next)
|
|
{
|
|
R_DrawHeightPlanes(hl->height);
|
|
if (hl->next)
|
|
{
|
|
fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPTOP | FAKE3D_CLIPBOTTOM;
|
|
sclipTop = hl->next->height;
|
|
}
|
|
else
|
|
{
|
|
fake3D = FAKE3D_DOWN2UP | FAKE3D_CLIPBOTTOM;
|
|
}
|
|
sclipBottom = hl->height;
|
|
R_DrawMaskedSingle(true);
|
|
}
|
|
R_3D_DeleteHeights();
|
|
fake3D = 0;
|
|
}
|
|
R_DrawPlayerSprites ();
|
|
}
|
|
|
|
|
|
void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade, int fakeside)
|
|
{
|
|
double tr_x, tr_y;
|
|
double tx, ty;
|
|
double tz, tiz;
|
|
double xscale, yscale;
|
|
int x1, x2, y1, y2;
|
|
vissprite_t* vis;
|
|
sector_t* heightsec = NULL;
|
|
BYTE* map;
|
|
|
|
// [ZZ] Particle not visible through the portal plane
|
|
if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst))
|
|
return;
|
|
|
|
// transform the origin point
|
|
tr_x = particle->Pos.X - ViewPos.X;
|
|
tr_y = particle->Pos.Y - ViewPos.Y;
|
|
|
|
tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
|
|
|
|
// particle is behind view plane?
|
|
if (tz < MINZ)
|
|
return;
|
|
|
|
tx = tr_x * ViewSin - tr_y * ViewCos;
|
|
|
|
// Flip for mirrors
|
|
if (MirrorFlags & RF_XFLIP)
|
|
{
|
|
tx = viewwidth - tx - 1;
|
|
}
|
|
|
|
// too far off the side?
|
|
if (tz <= fabs(tx))
|
|
return;
|
|
|
|
tiz = 1 / tz;
|
|
xscale = centerx * tiz;
|
|
|
|
// calculate edges of the shape
|
|
double psize = particle->size / 8.0;
|
|
|
|
x1 = MAX<int>(WindowLeft, centerx + xs_RoundToInt((tx - psize) * xscale));
|
|
x2 = MIN<int>(WindowRight, centerx + xs_RoundToInt((tx + psize) * xscale));
|
|
|
|
if (x1 >= x2)
|
|
return;
|
|
|
|
yscale = YaspectMul * xscale;
|
|
ty = particle->Pos.Z - ViewPos.Z;
|
|
y1 = xs_RoundToInt(CenterY - (ty + psize) * yscale);
|
|
y2 = xs_RoundToInt(CenterY - (ty - psize) * yscale);
|
|
|
|
// Clip the particle now. Because it's a point and projected as its subsector is
|
|
// entered, we don't need to clip it to drawsegs like a normal sprite.
|
|
|
|
// Clip particles behind walls.
|
|
if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
|
|
if (y1 < ceilingclip[x2-1]) y1 = ceilingclip[x2-1];
|
|
if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
|
|
if (y2 >= floorclip[x2-1]) y2 = floorclip[x2-1] - 1;
|
|
|
|
if (y1 > y2)
|
|
return;
|
|
|
|
// Clip particles above the ceiling or below the floor.
|
|
heightsec = sector->GetHeightSec();
|
|
|
|
const secplane_t *topplane;
|
|
const secplane_t *botplane;
|
|
FTextureID toppic;
|
|
FTextureID botpic;
|
|
|
|
if (heightsec) // only clip things which are in special sectors
|
|
{
|
|
if (fakeside == FAKED_AboveCeiling)
|
|
{
|
|
topplane = §or->ceilingplane;
|
|
botplane = &heightsec->ceilingplane;
|
|
toppic = sector->GetTexture(sector_t::ceiling);
|
|
botpic = heightsec->GetTexture(sector_t::ceiling);
|
|
map = heightsec->ColorMap->Maps;
|
|
}
|
|
else if (fakeside == FAKED_BelowFloor)
|
|
{
|
|
topplane = &heightsec->floorplane;
|
|
botplane = §or->floorplane;
|
|
toppic = heightsec->GetTexture(sector_t::floor);
|
|
botpic = sector->GetTexture(sector_t::floor);
|
|
map = heightsec->ColorMap->Maps;
|
|
}
|
|
else
|
|
{
|
|
topplane = &heightsec->ceilingplane;
|
|
botplane = &heightsec->floorplane;
|
|
toppic = heightsec->GetTexture(sector_t::ceiling);
|
|
botpic = heightsec->GetTexture(sector_t::floor);
|
|
map = sector->ColorMap->Maps;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
topplane = §or->ceilingplane;
|
|
botplane = §or->floorplane;
|
|
toppic = sector->GetTexture(sector_t::ceiling);
|
|
botpic = sector->GetTexture(sector_t::floor);
|
|
map = sector->ColorMap->Maps;
|
|
}
|
|
|
|
if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos))
|
|
return;
|
|
if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint (particle->Pos))
|
|
return;
|
|
|
|
// store information in a vissprite
|
|
vis = R_NewVisSprite ();
|
|
vis->CurrentPortalUniq = CurrentPortalUniq;
|
|
vis->heightsec = heightsec;
|
|
vis->xscale = FLOAT2FIXED(xscale);
|
|
vis->yscale = (float)xscale;
|
|
// vis->yscale *= InvZtoScale;
|
|
vis->depth = (float)tz;
|
|
vis->idepth = float(1 / tz);
|
|
vis->gpos = { (float)particle->Pos.X, (float)particle->Pos.Y, (float)particle->Pos.Z };
|
|
vis->y1 = y1;
|
|
vis->y2 = y2;
|
|
vis->x1 = x1;
|
|
vis->x2 = x2;
|
|
vis->Translation = 0;
|
|
vis->startfrac = 255 & (particle->color >>24);
|
|
vis->pic = NULL;
|
|
vis->bIsVoxel = false;
|
|
vis->renderflags = particle->trans;
|
|
vis->FakeFlatStat = fakeside;
|
|
vis->floorclip = 0;
|
|
vis->ColormapNum = 0;
|
|
|
|
if (fixedlightlev >= 0)
|
|
{
|
|
vis->Style.colormap = map + fixedlightlev;
|
|
}
|
|
else if (fixedcolormap)
|
|
{
|
|
vis->Style.colormap = fixedcolormap;
|
|
}
|
|
else if (particle->bright)
|
|
{
|
|
vis->Style.colormap = (r_fullbrightignoresectorcolor) ? FullNormalLight.Maps : map;
|
|
}
|
|
else
|
|
{
|
|
// Particles are slightly more visible than regular sprites.
|
|
vis->ColormapNum = GETPALOOKUP(tiz * r_SpriteVisibility * 0.5, shade);
|
|
vis->Style.colormap = map + (vis->ColormapNum << COLORMAPSHIFT);
|
|
}
|
|
}
|
|
|
|
static void R_DrawMaskedSegsBehindParticle (const vissprite_t *vis)
|
|
{
|
|
const int x1 = vis->x1;
|
|
const int x2 = vis->x2;
|
|
|
|
// Draw any masked textures behind this particle so that when the
|
|
// particle is drawn, it will be in front of them.
|
|
for (unsigned int p = InterestingDrawsegs.Size(); p-- > FirstInterestingDrawseg; )
|
|
{
|
|
drawseg_t *ds = &drawsegs[InterestingDrawsegs[p]];
|
|
// kg3D - no fake segs
|
|
if(ds->fake) continue;
|
|
if (ds->x1 >= x2 || ds->x2 <= x1)
|
|
{
|
|
continue;
|
|
}
|
|
if ((ds->siz2 - ds->siz1) * ((x2 + x1)/2 - ds->sx1) / (ds->sx2 - ds->sx1) + ds->siz1 < vis->idepth)
|
|
{
|
|
// [ZZ] only draw stuff that's inside the same portal as the particle, other portals will care for themselves
|
|
if (ds->CurrentPortalUniq == vis->CurrentPortalUniq)
|
|
R_RenderMaskedSegRange (ds, MAX<int>(ds->x1, x1), MIN<int>(ds->x2, x2));
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_DrawParticle (vissprite_t *vis)
|
|
{
|
|
DWORD *bg2rgb;
|
|
int spacing;
|
|
BYTE *dest;
|
|
DWORD fg;
|
|
BYTE color = vis->Style.colormap[vis->startfrac];
|
|
int yl = vis->y1;
|
|
int ycount = vis->y2 - yl + 1;
|
|
int x1 = vis->x1;
|
|
int countbase = vis->x2 - x1;
|
|
|
|
R_DrawMaskedSegsBehindParticle (vis);
|
|
|
|
// vis->renderflags holds translucency level (0-255)
|
|
{
|
|
fixed_t fglevel, bglevel;
|
|
DWORD *fg2rgb;
|
|
|
|
fglevel = ((vis->renderflags + 1) << 8) & ~0x3ff;
|
|
bglevel = FRACUNIT-fglevel;
|
|
fg2rgb = Col2RGB8[fglevel>>10];
|
|
bg2rgb = Col2RGB8[bglevel>>10];
|
|
fg = fg2rgb[color];
|
|
}
|
|
|
|
/*
|
|
|
|
spacing = RenderTarget->GetPitch() - countbase;
|
|
dest = ylookup[yl] + x1 + dc_destorg;
|
|
|
|
do
|
|
{
|
|
int count = countbase;
|
|
do
|
|
{
|
|
DWORD bg = bg2rgb[*dest];
|
|
bg = (fg+bg) | 0x1f07c1f;
|
|
*dest++ = RGB32k.All[bg & (bg>>15)];
|
|
} while (--count);
|
|
dest += spacing;
|
|
} while (--ycount);*/
|
|
|
|
// original was row-wise
|
|
// width = countbase
|
|
// height = ycount
|
|
|
|
spacing = RenderTarget->GetPitch();
|
|
|
|
for (int x = x1; x < (x1+countbase); x++)
|
|
{
|
|
dc_x = x;
|
|
if (R_ClipSpriteColumnWithPortals(vis))
|
|
continue;
|
|
dest = ylookup[yl] + x + dc_destorg;
|
|
for (int y = 0; y < ycount; y++)
|
|
{
|
|
DWORD bg = bg2rgb[*dest];
|
|
bg = (fg+bg) | 0x1f07c1f;
|
|
*dest = RGB32k.All[bg & (bg>>15)];
|
|
dest += spacing;
|
|
}
|
|
}
|
|
}
|
|
|
|
extern double BaseYaspectMul;;
|
|
|
|
void R_DrawVoxel(const FVector3 &globalpos, FAngle viewangle,
|
|
const FVector3 &dasprpos, DAngle dasprang,
|
|
fixed_t daxscale, fixed_t dayscale, FVoxel *voxobj,
|
|
lighttable_t *colormap, short *daumost, short *dadmost, int minslabz, int maxslabz, int flags)
|
|
{
|
|
int i, j, k, x, y, syoff, ggxstart, ggystart, nxoff;
|
|
fixed_t cosang, sinang, sprcosang, sprsinang;
|
|
int backx, backy, gxinc, gyinc;
|
|
int daxscalerecip, dayscalerecip, cnt, gxstart, gystart, dazscale;
|
|
int lx, rx, nx, ny, x1=0, y1=0, x2=0, y2=0, yinc=0;
|
|
int yoff, xs=0, ys=0, xe, ye, xi=0, yi=0, cbackx, cbacky, dagxinc, dagyinc;
|
|
kvxslab_t *voxptr, *voxend;
|
|
FVoxelMipLevel *mip;
|
|
int z1a[64], z2a[64], yplc[64];
|
|
|
|
const int nytooclose = centerxwide * 2100, nytoofar = 32768*32768 - 1048576;
|
|
const int xdimenscale = FLOAT2FIXED(centerxwide * YaspectMul / 160);
|
|
const double centerxwide_f = centerxwide;
|
|
const double centerxwidebig_f = centerxwide_f * 65536*65536*8;
|
|
|
|
// Convert to Build's coordinate system.
|
|
fixed_t globalposx = xs_Fix<4>::ToFix(globalpos.X);
|
|
fixed_t globalposy = xs_Fix<4>::ToFix(-globalpos.Y);
|
|
fixed_t globalposz = xs_Fix<8>::ToFix(-globalpos.Z);
|
|
|
|
fixed_t dasprx = xs_Fix<4>::ToFix(dasprpos.X);
|
|
fixed_t daspry = xs_Fix<4>::ToFix(-dasprpos.Y);
|
|
fixed_t dasprz = xs_Fix<8>::ToFix(-dasprpos.Z);
|
|
|
|
// Shift the scales from 16 bits of fractional precision to 6.
|
|
// Also do some magic voodoo scaling to make them the right size.
|
|
daxscale = daxscale / (0xC000 >> 6);
|
|
dayscale = dayscale / (0xC000 >> 6);
|
|
if (daxscale <= 0 || dayscale <= 0)
|
|
{
|
|
// won't be visible.
|
|
return;
|
|
}
|
|
|
|
angle_t viewang = viewangle.BAMs();
|
|
cosang = FLOAT2FIXED(viewangle.Cos()) >> 2;
|
|
sinang = FLOAT2FIXED(-viewangle.Sin()) >> 2;
|
|
sprcosang = FLOAT2FIXED(dasprang.Cos()) >> 2;
|
|
sprsinang = FLOAT2FIXED(-dasprang.Sin()) >> 2;
|
|
|
|
R_SetupDrawSlab(colormap);
|
|
|
|
// Select mip level
|
|
i = abs(DMulScale6(dasprx - globalposx, cosang, daspry - globalposy, sinang));
|
|
i = DivScale6(i, MIN(daxscale, dayscale));
|
|
j = xs_Fix<13>::ToFix(FocalLengthX);
|
|
for (k = 0; i >= j && k < voxobj->NumMips; ++k)
|
|
{
|
|
i >>= 1;
|
|
}
|
|
if (k >= voxobj->NumMips) k = voxobj->NumMips - 1;
|
|
|
|
mip = &voxobj->Mips[k]; if (mip->SlabData == NULL) return;
|
|
|
|
minslabz >>= k;
|
|
maxslabz >>= k;
|
|
|
|
daxscale <<= (k+8); dayscale <<= (k+8);
|
|
dazscale = FixedDiv(dayscale, FLOAT2FIXED(BaseYaspectMul));
|
|
daxscale = fixed_t(daxscale / YaspectMul);
|
|
daxscale = Scale(daxscale, xdimenscale, centerxwide << 9);
|
|
dayscale = Scale(dayscale, FixedMul(xdimenscale, viewingrangerecip), centerxwide << 9);
|
|
|
|
daxscalerecip = (1<<30) / daxscale;
|
|
dayscalerecip = (1<<30) / dayscale;
|
|
|
|
fixed_t piv_x = fixed_t(mip->Pivot.X*256.);
|
|
fixed_t piv_y = fixed_t(mip->Pivot.Y*256.);
|
|
fixed_t piv_z = fixed_t(mip->Pivot.Z*256.);
|
|
|
|
x = FixedMul(globalposx - dasprx, daxscalerecip);
|
|
y = FixedMul(globalposy - daspry, daxscalerecip);
|
|
backx = (DMulScale10(x, sprcosang, y, sprsinang) + piv_x) >> 8;
|
|
backy = (DMulScale10(y, sprcosang, x, -sprsinang) + piv_y) >> 8;
|
|
cbackx = clamp(backx, 0, mip->SizeX - 1);
|
|
cbacky = clamp(backy, 0, mip->SizeY - 1);
|
|
|
|
sprcosang = MulScale14(daxscale, sprcosang);
|
|
sprsinang = MulScale14(daxscale, sprsinang);
|
|
|
|
x = (dasprx - globalposx) - DMulScale18(piv_x, sprcosang, piv_y, -sprsinang);
|
|
y = (daspry - globalposy) - DMulScale18(piv_y, sprcosang, piv_x, sprsinang);
|
|
|
|
cosang = FixedMul(cosang, dayscalerecip);
|
|
sinang = FixedMul(sinang, dayscalerecip);
|
|
|
|
gxstart = y*cosang - x*sinang;
|
|
gystart = x*cosang + y*sinang;
|
|
gxinc = DMulScale10(sprsinang, cosang, sprcosang, -sinang);
|
|
gyinc = DMulScale10(sprcosang, cosang, sprsinang, sinang);
|
|
if ((abs(globalposz - dasprz) >> 10) >= abs(dazscale)) return;
|
|
|
|
x = 0; y = 0; j = MAX(mip->SizeX, mip->SizeY);
|
|
fixed_t *ggxinc = (fixed_t *)alloca((j + 1) * sizeof(fixed_t) * 2);
|
|
fixed_t *ggyinc = ggxinc + (j + 1);
|
|
for (i = 0; i <= j; i++)
|
|
{
|
|
ggxinc[i] = x; x += gxinc;
|
|
ggyinc[i] = y; y += gyinc;
|
|
}
|
|
|
|
syoff = DivScale21(globalposz - dasprz, FixedMul(dazscale, 0xE800)) + (piv_z << 7);
|
|
yoff = (abs(gxinc) + abs(gyinc)) >> 1;
|
|
|
|
for (cnt = 0; cnt < 8; cnt++)
|
|
{
|
|
switch (cnt)
|
|
{
|
|
case 0: xs = 0; ys = 0; xi = 1; yi = 1; break;
|
|
case 1: xs = mip->SizeX-1; ys = 0; xi = -1; yi = 1; break;
|
|
case 2: xs = 0; ys = mip->SizeY-1; xi = 1; yi = -1; break;
|
|
case 3: xs = mip->SizeX-1; ys = mip->SizeY-1; xi = -1; yi = -1; break;
|
|
case 4: xs = 0; ys = cbacky; xi = 1; yi = 2; break;
|
|
case 5: xs = mip->SizeX-1; ys = cbacky; xi = -1; yi = 2; break;
|
|
case 6: xs = cbackx; ys = 0; xi = 2; yi = 1; break;
|
|
case 7: xs = cbackx; ys = mip->SizeY-1; xi = 2; yi = -1; break;
|
|
}
|
|
xe = cbackx; ye = cbacky;
|
|
if (cnt < 4)
|
|
{
|
|
if ((xi < 0) && (xe >= xs)) continue;
|
|
if ((xi > 0) && (xe <= xs)) continue;
|
|
if ((yi < 0) && (ye >= ys)) continue;
|
|
if ((yi > 0) && (ye <= ys)) continue;
|
|
}
|
|
else
|
|
{
|
|
if ((xi < 0) && (xe > xs)) continue;
|
|
if ((xi > 0) && (xe < xs)) continue;
|
|
if ((yi < 0) && (ye > ys)) continue;
|
|
if ((yi > 0) && (ye < ys)) continue;
|
|
xe += xi; ye += yi;
|
|
}
|
|
|
|
i = ksgn(ys-backy)+ksgn(xs-backx)*3+4;
|
|
switch(i)
|
|
{
|
|
case 6: case 7: x1 = 0; y1 = 0; break;
|
|
case 8: case 5: x1 = gxinc; y1 = gyinc; break;
|
|
case 0: case 3: x1 = gyinc; y1 = -gxinc; break;
|
|
case 2: case 1: x1 = gxinc+gyinc; y1 = gyinc-gxinc; break;
|
|
}
|
|
switch(i)
|
|
{
|
|
case 2: case 5: x2 = 0; y2 = 0; break;
|
|
case 0: case 1: x2 = gxinc; y2 = gyinc; break;
|
|
case 8: case 7: x2 = gyinc; y2 = -gxinc; break;
|
|
case 6: case 3: x2 = gxinc+gyinc; y2 = gyinc-gxinc; break;
|
|
}
|
|
BYTE oand = (1 << int(xs<backx)) + (1 << (int(ys<backy)+2));
|
|
BYTE oand16 = oand + 16;
|
|
BYTE oand32 = oand + 32;
|
|
|
|
if (yi > 0) { dagxinc = gxinc; dagyinc = FixedMul(gyinc, viewingrangerecip); }
|
|
else { dagxinc = -gxinc; dagyinc = -FixedMul(gyinc, viewingrangerecip); }
|
|
|
|
/* Fix for non 90 degree viewing ranges */
|
|
nxoff = FixedMul(x2 - x1, viewingrangerecip);
|
|
x1 = FixedMul(x1, viewingrangerecip);
|
|
|
|
ggxstart = gxstart + ggyinc[ys];
|
|
ggystart = gystart - ggxinc[ys];
|
|
|
|
for (x = xs; x != xe; x += xi)
|
|
{
|
|
BYTE *slabxoffs = &mip->SlabData[mip->OffsetX[x]];
|
|
short *xyoffs = &mip->OffsetXY[x * (mip->SizeY + 1)];
|
|
|
|
nx = FixedMul(ggxstart + ggxinc[x], viewingrangerecip) + x1;
|
|
ny = ggystart + ggyinc[x];
|
|
for (y = ys; y != ye; y += yi, nx += dagyinc, ny -= dagxinc)
|
|
{
|
|
if ((ny <= nytooclose) || (ny >= nytoofar)) continue;
|
|
voxptr = (kvxslab_t *)(slabxoffs + xyoffs[y]);
|
|
voxend = (kvxslab_t *)(slabxoffs + xyoffs[y+1]);
|
|
if (voxptr >= voxend) continue;
|
|
|
|
lx = xs_RoundToInt(nx * centerxwide_f / (ny + y1)) + centerx;
|
|
if (lx < 0) lx = 0;
|
|
rx = xs_RoundToInt((nx + nxoff) * centerxwide_f / (ny + y2)) + centerx;
|
|
if (rx > viewwidth) rx = viewwidth;
|
|
if (rx <= lx) continue;
|
|
|
|
if (flags & DVF_MIRRORED)
|
|
{
|
|
int t = viewwidth - lx;
|
|
lx = viewwidth - rx;
|
|
rx = t;
|
|
}
|
|
|
|
fixed_t l1 = xs_RoundToInt(centerxwidebig_f / (ny - yoff));
|
|
fixed_t l2 = xs_RoundToInt(centerxwidebig_f / (ny + yoff));
|
|
for (; voxptr < voxend; voxptr = (kvxslab_t *)((BYTE *)voxptr + voxptr->zleng + 3))
|
|
{
|
|
const BYTE *col = voxptr->col;
|
|
int zleng = voxptr->zleng;
|
|
int ztop = voxptr->ztop;
|
|
fixed_t z1, z2;
|
|
|
|
if (ztop < minslabz)
|
|
{
|
|
int diff = minslabz - ztop;
|
|
ztop = minslabz;
|
|
col += diff;
|
|
zleng -= diff;
|
|
}
|
|
if (ztop + zleng > maxslabz)
|
|
{
|
|
int diff = ztop + zleng - maxslabz;
|
|
zleng -= diff;
|
|
}
|
|
if (zleng <= 0) continue;
|
|
|
|
j = (ztop << 15) - syoff;
|
|
if (j < 0)
|
|
{
|
|
k = j + (zleng << 15);
|
|
if (k < 0)
|
|
{
|
|
if ((voxptr->backfacecull & oand32) == 0) continue;
|
|
z2 = MulScale32(l2, k) + centery; /* Below slab */
|
|
}
|
|
else
|
|
{
|
|
if ((voxptr->backfacecull & oand) == 0) continue; /* Middle of slab */
|
|
z2 = MulScale32(l1, k) + centery;
|
|
}
|
|
z1 = MulScale32(l1, j) + centery;
|
|
}
|
|
else
|
|
{
|
|
if ((voxptr->backfacecull & oand16) == 0) continue;
|
|
z1 = MulScale32(l2, j) + centery; /* Above slab */
|
|
z2 = MulScale32(l1, j + (zleng << 15)) + centery;
|
|
}
|
|
|
|
if (z2 <= z1) continue;
|
|
|
|
if (zleng == 1)
|
|
{
|
|
yinc = 0;
|
|
}
|
|
else
|
|
{
|
|
if (z2-z1 >= 1024) yinc = FixedDiv(zleng, z2 - z1);
|
|
else yinc = (((1 << 24) - 1) / (z2 - z1)) * zleng >> 8;
|
|
}
|
|
// [RH] Clip each column separately, not just by the first one.
|
|
for (int stripwidth = MIN<int>(countof(z1a), rx - lx), lxt = lx;
|
|
lxt < rx;
|
|
(lxt += countof(z1a)), stripwidth = MIN<int>(countof(z1a), rx - lxt))
|
|
{
|
|
// Calculate top and bottom pixels locations
|
|
for (int xxx = 0; xxx < stripwidth; ++xxx)
|
|
{
|
|
if (zleng == 1)
|
|
{
|
|
yplc[xxx] = 0;
|
|
z1a[xxx] = MAX<int>(z1, daumost[lxt + xxx]);
|
|
}
|
|
else
|
|
{
|
|
if (z1 < daumost[lxt + xxx])
|
|
{
|
|
yplc[xxx] = yinc * (daumost[lxt + xxx] - z1);
|
|
z1a[xxx] = daumost[lxt + xxx];
|
|
}
|
|
else
|
|
{
|
|
yplc[xxx] = 0;
|
|
z1a[xxx] = z1;
|
|
}
|
|
}
|
|
z2a[xxx] = MIN<int>(z2, dadmost[lxt + xxx]);
|
|
}
|
|
// Find top and bottom pixels that match and draw them as one strip
|
|
for (int xxl = 0, xxr; xxl < stripwidth; )
|
|
{
|
|
if (z1a[xxl] >= z2a[xxl])
|
|
{ // No column here
|
|
xxl++;
|
|
continue;
|
|
}
|
|
int z1 = z1a[xxl];
|
|
int z2 = z2a[xxl];
|
|
// How many columns share the same extents?
|
|
for (xxr = xxl + 1; xxr < stripwidth; ++xxr)
|
|
{
|
|
if (z1a[xxr] != z1 || z2a[xxr] != z2)
|
|
break;
|
|
}
|
|
|
|
if (!(flags & DVF_OFFSCREEN))
|
|
{
|
|
// Draw directly to the screen.
|
|
R_DrawSlab(xxr - xxl, yplc[xxl], z2 - z1, yinc, col, ylookup[z1] + lxt + xxl + dc_destorg);
|
|
}
|
|
else
|
|
{
|
|
// Record the area covered and possibly draw to an offscreen buffer.
|
|
dc_yl = z1;
|
|
dc_yh = z2 - 1;
|
|
dc_count = z2 - z1;
|
|
dc_iscale = yinc;
|
|
for (int x = xxl; x < xxr; ++x)
|
|
{
|
|
OffscreenCoverageBuffer->InsertSpan(lxt + x, z1, z2);
|
|
if (!(flags & DVF_SPANSONLY))
|
|
{
|
|
dc_x = lxt + x;
|
|
rt_initcols(OffscreenColorBuffer + (dc_x & ~3) * OffscreenBufferHeight);
|
|
dc_source = col;
|
|
dc_texturefrac = yplc[xxl];
|
|
hcolfunc_pre();
|
|
}
|
|
}
|
|
}
|
|
xxl = xxr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCoverageBuffer Constructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FCoverageBuffer::FCoverageBuffer(int lists)
|
|
: Spans(NULL), FreeSpans(NULL)
|
|
{
|
|
NumLists = lists;
|
|
Spans = new Span *[lists];
|
|
memset(Spans, 0, sizeof(Span*)*lists);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCoverageBuffer Destructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FCoverageBuffer::~FCoverageBuffer()
|
|
{
|
|
if (Spans != NULL)
|
|
{
|
|
delete[] Spans;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCoverageBuffer :: Clear
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCoverageBuffer::Clear()
|
|
{
|
|
SpanArena.FreeAll();
|
|
memset(Spans, 0, sizeof(Span*)*NumLists);
|
|
FreeSpans = NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCoverageBuffer :: InsertSpan
|
|
//
|
|
// start is inclusive.
|
|
// stop is exclusive.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FCoverageBuffer::InsertSpan(int listnum, int start, int stop)
|
|
{
|
|
assert(unsigned(listnum) < NumLists);
|
|
assert(start < stop);
|
|
|
|
Span **span_p = &Spans[listnum];
|
|
Span *span;
|
|
|
|
if (*span_p == NULL || (*span_p)->Start > stop)
|
|
{ // This list is empty or the first entry is after this one, so we can just insert the span.
|
|
goto addspan;
|
|
}
|
|
|
|
// Insert the new span in order, merging with existing ones.
|
|
while (*span_p != NULL)
|
|
{
|
|
if ((*span_p)->Stop < start) // ===== (existing span)
|
|
{ // Span ends before this one starts. // ++++ (new span)
|
|
span_p = &(*span_p)->NextSpan;
|
|
continue;
|
|
}
|
|
|
|
// Does the new span overlap or abut the existing one?
|
|
if ((*span_p)->Start <= start)
|
|
{
|
|
if ((*span_p)->Stop >= stop) // =============
|
|
{ // The existing span completely covers this one. // +++++
|
|
return;
|
|
}
|
|
extend: // Extend the existing span with the new one. // ======
|
|
span = *span_p; // +++++++
|
|
span->Stop = stop; // (or) +++++
|
|
|
|
// Free up any spans we just covered up.
|
|
span_p = &(*span_p)->NextSpan;
|
|
while (*span_p != NULL && (*span_p)->Start <= stop && (*span_p)->Stop <= stop)
|
|
{
|
|
Span *span = *span_p; // ====== ======
|
|
*span_p = span->NextSpan; // +++++++++++++
|
|
span->NextSpan = FreeSpans;
|
|
FreeSpans = span;
|
|
}
|
|
if (*span_p != NULL && (*span_p)->Start <= stop) // ======= ========
|
|
{ // Our new span connects two existing spans. // ++++++++++++++
|
|
// They should all be collapsed into a single span.
|
|
span->Stop = (*span_p)->Stop;
|
|
span = *span_p;
|
|
*span_p = span->NextSpan;
|
|
span->NextSpan = FreeSpans;
|
|
FreeSpans = span;
|
|
}
|
|
goto check;
|
|
}
|
|
else if ((*span_p)->Start <= stop) // =====
|
|
{ // The new span extends the existing span from // ++++
|
|
// the beginning. // (or) ++++
|
|
(*span_p)->Start = start;
|
|
if ((*span_p)->Stop < stop)
|
|
{ // The new span also extends the existing span // ======
|
|
// at the bottom // ++++++++++++++
|
|
goto extend;
|
|
}
|
|
goto check;
|
|
}
|
|
else // ======
|
|
{ // No overlap, so insert a new span. // +++++
|
|
goto addspan;
|
|
}
|
|
}
|
|
// Append a new span to the end of the list.
|
|
addspan:
|
|
span = AllocSpan();
|
|
span->NextSpan = *span_p;
|
|
span->Start = start;
|
|
span->Stop = stop;
|
|
*span_p = span;
|
|
check:
|
|
#ifdef _DEBUG
|
|
// Validate the span list: Spans must be in order, and there must be
|
|
// at least one pixel between spans.
|
|
for (span = Spans[listnum]; span != NULL; span = span->NextSpan)
|
|
{
|
|
assert(span->Start < span->Stop);
|
|
if (span->NextSpan != NULL)
|
|
{
|
|
assert(span->Stop < span->NextSpan->Start);
|
|
}
|
|
}
|
|
#endif
|
|
;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FCoverageBuffer :: AllocSpan
|
|
//
|
|
//==========================================================================
|
|
|
|
FCoverageBuffer::Span *FCoverageBuffer::AllocSpan()
|
|
{
|
|
Span *span;
|
|
|
|
if (FreeSpans != NULL)
|
|
{
|
|
span = FreeSpans;
|
|
FreeSpans = span->NextSpan;
|
|
}
|
|
else
|
|
{
|
|
span = (Span *)SpanArena.Alloc(sizeof(Span));
|
|
}
|
|
return span;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// R_CheckOffscreenBuffer
|
|
//
|
|
// Allocates the offscreen coverage buffer and optionally the offscreen
|
|
// color buffer. If they already exist but are the wrong size, they will
|
|
// be reallocated.
|
|
//
|
|
//==========================================================================
|
|
|
|
void R_CheckOffscreenBuffer(int width, int height, bool spansonly)
|
|
{
|
|
if (OffscreenCoverageBuffer == NULL)
|
|
{
|
|
assert(OffscreenColorBuffer == NULL && "The color buffer cannot exist without the coverage buffer");
|
|
OffscreenCoverageBuffer = new FCoverageBuffer(width);
|
|
}
|
|
else if (OffscreenCoverageBuffer->NumLists != (unsigned)width)
|
|
{
|
|
delete OffscreenCoverageBuffer;
|
|
OffscreenCoverageBuffer = new FCoverageBuffer(width);
|
|
if (OffscreenColorBuffer != NULL)
|
|
{
|
|
delete[] OffscreenColorBuffer;
|
|
OffscreenColorBuffer = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
OffscreenCoverageBuffer->Clear();
|
|
}
|
|
|
|
if (!spansonly)
|
|
{
|
|
if (OffscreenColorBuffer == NULL)
|
|
{
|
|
OffscreenColorBuffer = new BYTE[width * height];
|
|
}
|
|
else if (OffscreenBufferWidth != width || OffscreenBufferHeight != height)
|
|
{
|
|
delete[] OffscreenColorBuffer;
|
|
OffscreenColorBuffer = new BYTE[width * height];
|
|
}
|
|
}
|
|
OffscreenBufferWidth = width;
|
|
OffscreenBufferHeight = height;
|
|
}
|