gzdoom/src/r_swrenderer2.cpp
2016-09-24 09:36:37 +02:00

1871 lines
50 KiB
C++

#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_swrenderer2.h"
#include "r_draw.h"
#include "r_plane.h" // for yslope
#include "r_sky.h" // for skyflatnum
#include "r_things.h" // for pspritexscale
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
EXTERN_CVAR(Bool, st_scale)
DVector3 ViewPosTransform::WorldToEye(const DVector3 &worldPoint) const
{
double tr_x = worldPoint.X - ViewPos.X;
double tr_y = worldPoint.Y - ViewPos.Y;
double tr_z = worldPoint.Z - ViewPos.Z;
double tx = tr_x * ViewSin - tr_y * ViewCos;
double tz = tr_x * ViewTanCos + tr_y * ViewTanSin;
return DVector3(tx, tr_z, tz);
}
DVector3 ViewPosTransform::EyeToViewport(const DVector3 &eyePoint) const
{
double rcp_z = 1.0 / eyePoint.Z;
return DVector3(eyePoint.X * rcp_z, eyePoint.Y * rcp_z, rcp_z);
}
DVector3 ViewPosTransform::ViewportToScreen(const DVector3 &viewportPoint) const
{
return DVector3(CenterX + viewportPoint.X * CenterX, CenterY - viewportPoint.Y * InvZtoScale, viewportPoint.Z);
}
double ViewPosTransform::ScreenXToEye(int x, double z) const
{
return (x + 0.5 - CenterX) / CenterX * z;
}
double ViewPosTransform::ScreenYToEye(int y, double z) const
{
return -(y + 0.5 - CenterY) / InvZtoScale * z;
}
/////////////////////////////////////////////////////////////////////////////
WallCoords::WallCoords(const ViewPosTransform &transform, const DVector2 &v1, const DVector2 &v2, double ceil1, double floor1, double ceil2, double floor2) : Transform(transform)
{
// Transform wall to eye space
DVector3 top1 = transform.WorldToEye(DVector3(v1, ceil1));
DVector3 top2 = transform.WorldToEye(DVector3(v2, ceil2));
DVector3 bottom1 = transform.WorldToEye(DVector3(v1, floor1));
DVector3 bottom2 = transform.WorldToEye(DVector3(v2, floor2));
double clipNearZ = transform.NearZ();
// Is entire wall behind znear clipping plane? If so, wall is culled
if ((top1.Z < clipNearZ && top2.Z < clipNearZ))
return;
PlaneNormal = (top2 - top1) ^ (top1 - bottom1);
PlaneD = -(PlaneNormal | top1);
// Clip wall to znear clipping plane
if (top1.Z < clipNearZ)
{
double t = (clipNearZ - top1.Z) / (top2.Z - top1.Z);
top1 = Mix(top1, top2, t);
bottom1 = Mix(bottom1, bottom2, t);
VaryingXScale = 1.0 - t;
VaryingXOffset = t;
}
else if (top2.Z < clipNearZ)
{
double t = (clipNearZ - top1.Z) / (top2.Z - top1.Z);
top2 = Mix(top1, top2, t);
bottom2 = Mix(bottom1, bottom2, t);
VaryingXScale = t;
VaryingXOffset = 0.0;
}
NearZ = MIN(top1.Z, top2.Z);
FarZ = MAX(top1.Z, top2.Z);
// Transform to screen coordinates
ScreenTopLeft = transform.EyeToScreen(top1);
ScreenTopRight = transform.EyeToScreen(top2);
ScreenBottomLeft = transform.EyeToScreen(bottom1);
ScreenBottomRight = transform.EyeToScreen(bottom2);
if (ScreenTopLeft.X > ScreenTopRight.X)
{
std::swap(ScreenTopLeft, ScreenTopRight);
std::swap(ScreenBottomLeft, ScreenBottomRight);
}
ScreenX1 = xs_RoundToInt(MAX(ScreenTopLeft.X, 0.0));
ScreenX2 = xs_RoundToInt(MIN(ScreenTopRight.X, (double)viewwidth));
ScreenY1 = xs_RoundToInt(MAX(MIN(ScreenTopLeft.Y, ScreenTopRight.Y), 0.0));
ScreenY2 = xs_RoundToInt(MIN(MAX(ScreenBottomLeft.Y, ScreenBottomRight.Y), (double)viewheight));
// Cull if nothing of the wall is visible
if (ScreenX2 <= ScreenX1 || ScreenY2 <= ScreenY1)
return;
RcpDeltaScreenX = 1.0 / (ScreenTopRight.X - ScreenTopLeft.X);
Culled = false;
}
DVector3 WallCoords::Mix(const DVector3 &a, const DVector3 &b, double t)
{
double invt = 1.0 - t;
return DVector3(a.X * invt + b.X * t, a.Y * invt + b.Y * t, a.Z * invt + b.Z * t);
}
double WallCoords::Mix(double a, double b, double t)
{
return a * (1.0 - t) + b * t;
}
short WallCoords::Y1(int x) const
{
double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
return (short)MAX(xs_RoundToInt(Mix(ScreenTopLeft.Y, ScreenTopRight.Y, t)), 0);
}
short WallCoords::Y2(int x) const
{
double t = (x + 0.5 - ScreenBottomLeft.X) * RcpDeltaScreenX;
return (short)MIN(xs_RoundToInt(Mix(ScreenBottomLeft.Y, ScreenBottomRight.Y, t)), viewheight);
}
double WallCoords::Z(int x) const
{
double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
double rcp_z = Mix(ScreenTopLeft.Z, ScreenTopRight.Z, t);
return 1.0 / rcp_z;
}
double WallCoords::VaryingX(int x, double start, double end) const
{
double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
double rcp_z = Mix(ScreenTopLeft.Z, ScreenTopRight.Z, t);
double t2 = VaryingXOffset + t / rcp_z * ScreenTopRight.Z * VaryingXScale;
return Mix(start, end, t2);
}
double WallCoords::VaryingY(int x, int y, double start, double end) const
{
double t = (x + 0.5 - ScreenTopLeft.X) * RcpDeltaScreenX;
double y1 = Mix(ScreenTopLeft.Y, ScreenTopRight.Y, t);
double y2 = Mix(ScreenBottomLeft.Y, ScreenBottomRight.Y, t);
if (y1 == y2 || y1 == -y2)
return start;
double t2 = (y + 0.5 - y1) / (y2 - y1);
return Mix(start, end, t2);
}
/////////////////////////////////////////////////////////////////////////////
void RenderBsp::Render()
{
Clip.Clear(0, viewwidth);
Planes.Clear();
VisibleSprites.clear();
ScreenSprites.clear();
if (numnodes == 0)
RenderSubsector(subsectors);
else
RenderNode(nodes + numnodes - 1); // The head node is the last node output.
Planes.Render();
RenderMaskedObjects();
RenderPlayerSprites();
RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
}
void RenderBsp::RenderScreenSprites()
{
for (auto &sprite : ScreenSprites)
sprite.Render();
}
void RenderBsp::RenderMaskedObjects()
{
Clip.DrawMaskedWall = [&](short x1, short x2, int drawIndex, const short *clipTop, const short *clipBottom)
{
VisibleMaskedWalls[drawIndex].RenderMasked(x1, x2, clipTop, clipBottom);
};
std::stable_sort(VisibleSprites.begin(), VisibleSprites.end(), [](const auto &a, const auto &b) { return a.EyePos.Z > b.EyePos.Z; });
for (auto &sprite : VisibleSprites)
sprite.Render(&Clip);
Clip.RenderMaskedWalls();
}
void RenderBsp::RenderPlayerSprites()
{
if (!r_drawplayersprites ||
!camera ||
!camera->player ||
(players[consoleplayer].cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
float bobx, boby;
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.
double wx, wy;
DPSprite *weapon = camera->player->FindPSprite(PSP_WEAPON);
if (weapon)
{
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;
}
}
else
{
wx = 0;
wy = 0;
}
for (DPSprite *sprite = camera->player->psprites; sprite != nullptr; sprite = sprite->GetNext())
{
// [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 ((sprite->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr) && sprite->GetCaller() != nullptr)
{
RenderPlayerSprite(sprite, camera, bobx, boby, wx, wy, r_TicFracF);
}
}
}
void RenderBsp::RenderPlayerSprite(DPSprite *sprite, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
{
// decide which patch to use
if ((unsigned)sprite->GetSprite() >= (unsigned)sprites.Size())
{
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite number %i\n", sprite->GetSprite());
return;
}
spritedef_t *def = &sprites[sprite->GetSprite()];
if (sprite->GetFrame() >= def->numframes)
{
DPrintf(DMSG_ERROR, "RenderPlayerSprite: invalid sprite frame %i : %i\n", sprite->GetSprite(), sprite->GetFrame());
return;
}
spriteframe_t *frame = &SpriteFrames[def->spriteframes + sprite->GetFrame()];
FTextureID picnum = frame->Texture[0];
bool flip = (frame->Flip & 1) != 0;
FTexture *tex = TexMan(picnum);
if (tex->UseType == FTexture::TEX_Null)
return;
// Can't interpolate the first tic.
if (sprite->firstTic)
{
sprite->firstTic = false;
sprite->oldx = sprite->x;
sprite->oldy = sprite->y;
}
double sx = sprite->oldx + (sprite->x - sprite->oldx) * ticfrac;
double sy = sprite->oldy + (sprite->y - sprite->oldy) * ticfrac;
if (sprite->Flags & PSPF_ADDBOB)
{
sx += bobx;
sy += boby;
}
if (sprite->Flags & PSPF_ADDWEAPON && sprite->GetID() != PSP_WEAPON)
{
sx += wx;
sy += wy;
}
// calculate edges of the shape
double tx = sx - BaseXCenter;
tx -= tex->GetScaledLeftOffset();
int x1 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the right side
if (x1 > viewwidth)
return;
tx += tex->GetScaledWidth();
int x2 = xs_RoundToInt(CenterX + tx * pspritexscale);
// off the left side
if (x2 <= 0)
return;
double texturemid = (BaseYCenter - sy) * tex->Scale.Y + tex->TopOffset;
// Adjust PSprite for fullscreen views
if (camera->player && (RenderTarget != screen || viewheight == RenderTarget->GetHeight() || (RenderTarget->GetWidth() > (BaseXCenter * 2) && !st_scale)))
{
AWeapon *weapon = dyn_cast<AWeapon>(sprite->GetCaller());
if (weapon != nullptr && weapon->YAdjust != 0)
{
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
{
texturemid -= weapon->YAdjust;
}
else
{
texturemid -= StatusBar->GetDisplacement() * weapon->YAdjust;
}
}
}
// Move the weapon down for 1280x1024.
if (sprite->GetID() < PSP_TARGETCENTER)
{
texturemid -= AspectPspriteOffset(WidescreenRatio);
}
int clipped_x1 = MAX(x1, 0);
int clipped_x2 = MIN(x2, viewwidth);
double xscale = pspritexscale / tex->Scale.X;
double yscale = pspriteyscale / tex->Scale.Y;
uint32_t translation = 0; // [RH] Use default colors
double xiscale, startfrac;
if (flip)
{
xiscale = -pspritexiscale * tex->Scale.X;
startfrac = 1;
}
else
{
xiscale = pspritexiscale * tex->Scale.X;
startfrac = 0;
}
if (clipped_x1 > x1)
startfrac += xiscale * (clipped_x1 - x1);
bool noaccel = false;
FDynamicColormap *basecolormap = viewsector->ColorMap;
FDynamicColormap *colormap_to_use = basecolormap;
visstyle_t visstyle;
visstyle.ColormapNum = 0;
visstyle.BaseColormap = basecolormap;
visstyle.Alpha = 0;
visstyle.RenderStyle = STYLE_Normal;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int spriteshade = LIGHT2SHADE(owner->Sector->lightlevel + actualextralight);
double minz = double((2048 * 4) / double(1 << 20));
visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / minz, spriteshade);
if (sprite->GetID() < PSP_TARGETCENTER)
{
// Lots of complicated style and noaccel stuff
}
// 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 = visstyle.RenderStyle;
style.CheckFuzz();
if (style.BlendOp != STYLEOP_Fuzz)
{
ScreenSprite screenSprite;
screenSprite.Pic = tex;
screenSprite.X1 = viewwindowx + x1;
screenSprite.Y1 = viewwindowy + viewheight / 2 - texturemid * yscale - 0.5;
screenSprite.Width = tex->GetWidth() * xscale;
screenSprite.Height = tex->GetHeight() * yscale;
screenSprite.Translation = TranslationToTable(translation);
screenSprite.Flip = xiscale < 0;
screenSprite.visstyle = visstyle;
screenSprite.Colormap = colormap_to_use;
ScreenSprites.push_back(screenSprite);
return;
}
}
//R_DrawVisSprite(vis);
}
bool RenderBsp::IsThingCulled(AActor *thing)
{
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != nullptr && *cvar >= 0)
{
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
return true;
}
// Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr ||
(thing->renderflags & RF_INVISIBLE) ||
!thing->RenderStyle.IsVisible(thing->Alpha) ||
!thing->IsVisibleToPlayer())
{
return true;
}
return false;
}
void RenderBsp::AddSprite(AActor *thing)
{
if (IsThingCulled(thing))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DVector3 eyePos = Transform.WorldToEye(pos);
// thing is behind view plane?
if (eyePos.Z < Transform.NearZ())
return;
// too far off the side?
if (fabs(eyePos.X / 64) > eyePos.Z)
return;
VisibleSprites.push_back({ thing, eyePos });
}
void RenderBsp::AddWallSprite(AActor *thing)
{
if (IsThingCulled(thing))
return;
}
void RenderBsp::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext)
{
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
AddWallSprite(thing);
else
AddSprite(thing);
}
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if (line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ))
AddLine(line, frontsector);
}
}
void RenderBsp::AddLine(seg_t *line, sector_t *frontsector)
{
// Reject lines not facing viewer
DVector2 pt1 = line->v1->fPos() - ViewPos;
DVector2 pt2 = line->v2->fPos() - ViewPos;
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
double frontceilz1 = frontsector->ceilingplane.ZatPoint(line->v1);
double frontfloorz1 = frontsector->floorplane.ZatPoint(line->v1);
double frontceilz2 = frontsector->ceilingplane.ZatPoint(line->v2);
double frontfloorz2 = frontsector->floorplane.ZatPoint(line->v2);
WallCoords entireWall(Transform, line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
if (entireWall.Culled)
return;
VisiblePlaneKey ceilingPlaneKey(frontsector->GetTexture(sector_t::ceiling), frontsector->ColorMap, frontsector->lightlevel, frontsector->ceilingplane, frontsector->planes[sector_t::ceiling].xform);
VisiblePlaneKey floorPlaneKey(frontsector->GetTexture(sector_t::floor), frontsector->ColorMap, frontsector->lightlevel, frontsector->floorplane, frontsector->planes[sector_t::floor].xform);
RenderWall wall;
wall.Line = line;
wall.Colormap = frontsector->ColorMap;
wall.Masked = false;
if (line->backsector == nullptr)
{
Planes.MarkCeilingPlane(ceilingPlaneKey, Clip, entireWall);
Planes.MarkFloorPlane(floorPlaneKey, Clip, entireWall);
wall.Coords = entireWall;
wall.TopZ = frontceilz1;
wall.BottomZ = frontfloorz1;
wall.UnpeggedCeil = frontceilz1;
wall.Texpart = side_t::mid;
wall.Render(Clip);
Clip.MarkSegmentCulled(entireWall, -1);
}
else
{
sector_t *backsector = (line->backsector != line->frontsector) ? line->backsector : line->frontsector;
double backceilz1 = backsector->ceilingplane.ZatPoint(line->v1);
double backfloorz1 = backsector->floorplane.ZatPoint(line->v1);
double backceilz2 = backsector->ceilingplane.ZatPoint(line->v2);
double backfloorz2 = backsector->floorplane.ZatPoint(line->v2);
double topceilz1 = frontceilz1;
double topceilz2 = frontceilz2;
double topfloorz1 = MIN(backceilz1, frontceilz1);
double topfloorz2 = MIN(backceilz2, frontceilz2);
double bottomceilz1 = MAX(frontfloorz1, backfloorz1);
double bottomceilz2 = MAX(frontfloorz2, backfloorz2);
double bottomfloorz1 = frontfloorz1;
double bottomfloorz2 = frontfloorz2;
double middleceilz1 = topfloorz1;
double middleceilz2 = topfloorz2;
double middlefloorz1 = MIN(bottomceilz1, middleceilz1);
double middlefloorz2 = MIN(bottomceilz2, middleceilz2);
bool bothSkyCeiling = frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum;
bool bothSkyFloor = frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum;
int maskedWallIndex = -1;
if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && !bothSkyCeiling && line->sidedef)
{
WallCoords topwall(Transform, line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
if (!topwall.Culled)
{
wall.Coords = topwall;
wall.TopZ = topceilz1;
wall.BottomZ = topfloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::top;
wall.Render(Clip);
}
}
if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && !bothSkyFloor && line->sidedef)
{
WallCoords bottomwall(Transform, line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
if (!bottomwall.Culled)
{
wall.Coords = bottomwall;
wall.TopZ = bottomceilz1;
wall.BottomZ = bottomfloorz2;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::bottom;
wall.Render(Clip);
}
}
WallCoords midwall(Transform, line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
if (!midwall.Culled && line->sidedef)
{
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
if (midtex && midtex->UseType != FTexture::TEX_Null)
{
DVector3 v1 = Transform.WorldToEye({ line->v1->fPos(), 0.0 });
DVector3 v2 = Transform.WorldToEye({ line->v2->fPos(), 0.0 });
wall.Coords = midwall;
wall.TopZ = middleceilz1;
wall.BottomZ = middlefloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::mid;
wall.Masked = true;
maskedWallIndex = (int)VisibleMaskedWalls.size();
VisibleMaskedWalls.push_back(wall);
}
}
if (!bothSkyCeiling && !bothSkyFloor)
{
Planes.MarkCeilingPlane(ceilingPlaneKey, Clip, entireWall);
Planes.MarkFloorPlane(floorPlaneKey, Clip, entireWall);
if (!midwall.Culled)
Clip.ClipVertical(midwall, maskedWallIndex);
else
Clip.MarkSegmentCulled(entireWall, maskedWallIndex);
}
else if (bothSkyCeiling)
{
Planes.MarkFloorPlane(floorPlaneKey, Clip, entireWall);
if (!midwall.Culled)
Clip.ClipBottom(midwall, maskedWallIndex);
else
Clip.MarkSegmentCulled(entireWall, maskedWallIndex);
}
else if (bothSkyFloor)
{
Planes.MarkCeilingPlane(ceilingPlaneKey, Clip, entireWall);
if (!midwall.Culled)
Clip.ClipTop(midwall, maskedWallIndex);
else
Clip.MarkSegmentCulled(entireWall, maskedWallIndex);
}
}
}
void RenderBsp::RenderNode(void *node)
{
while (!((size_t)node & 1)) // Keep going until found a subsector
{
node_t *bsp = (node_t *)node;
// Decide which side the view point is on.
int side = PointOnSide(ViewPos, bsp);
// Recursively divide front space (toward the viewer).
RenderNode(bsp->children[side]);
// Possibly divide back space (away from the viewer).
side ^= 1;
if (!CheckBBox(bsp->bbox[side]))
return;
node = bsp->children[side];
}
RenderSubsector((subsector_t *)((BYTE *)node - 1));
}
int RenderBsp::PointOnSide(const DVector2 &pos, const node_t *node)
{
return DMulScale32(FLOAT2FIXED(pos.Y) - node->y, node->dx, node->x - FLOAT2FIXED(pos.X), node->dy) > 0;
}
bool RenderBsp::CheckBBox(float *bspcoord)
{
static const int checkcoord[12][4] =
{
{ 3,0,2,1 },
{ 3,0,2,0 },
{ 3,1,2,0 },
{ 0 },
{ 2,0,2,1 },
{ 0,0,0,0 },
{ 3,1,3,0 },
{ 0 },
{ 2,0,3,1 },
{ 2,1,3,1 },
{ 2,1,3,0 }
};
int boxx;
int boxy;
int boxpos;
double x1, y1, x2, y2;
double rx1, ry1, rx2, ry2;
int sx1, sx2;
// Find the corners of the box
// that define the edges from current viewpoint.
if (ViewPos.X <= bspcoord[BOXLEFT])
boxx = 0;
else if (ViewPos.X < bspcoord[BOXRIGHT])
boxx = 1;
else
boxx = 2;
if (ViewPos.Y >= bspcoord[BOXTOP])
boxy = 0;
else if (ViewPos.Y > bspcoord[BOXBOTTOM])
boxy = 1;
else
boxy = 2;
boxpos = (boxy << 2) + boxx;
if (boxpos == 5)
return true;
x1 = bspcoord[checkcoord[boxpos][0]] - ViewPos.X;
y1 = bspcoord[checkcoord[boxpos][1]] - ViewPos.Y;
x2 = bspcoord[checkcoord[boxpos][2]] - ViewPos.X;
y2 = bspcoord[checkcoord[boxpos][3]] - ViewPos.Y;
// check clip list for an open space
// Sitting on a line?
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
return true;
rx1 = x1 * ViewSin - y1 * ViewCos;
rx2 = x2 * ViewSin - y2 * ViewCos;
ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
/*if (MirrorFlags & RF_XFLIP)
{
double t = -rx1;
rx1 = -rx2;
rx2 = t;
swapvalues(ry1, ry2);
}*/
if (rx1 >= -ry1)
{
if (rx1 > ry1) return false; // left edge is off the right side
if (ry1 == 0) return false;
sx1 = xs_RoundToInt(CenterX + rx1 * CenterX / ry1);
}
else
{
if (rx2 < -ry2) return false; // wall is off the left side
if (rx1 - rx2 - ry2 + ry1 == 0) return false; // wall does not intersect view volume
sx1 = 0;
}
if (rx2 <= ry2)
{
if (rx2 < -ry2) return false; // right edge is off the left side
if (ry2 == 0) return false;
sx2 = xs_RoundToInt(CenterX + rx2 * CenterX / ry2);
}
else
{
if (rx1 > ry1) return false; // wall is off the right side
if (ry2 - ry1 - rx2 + rx1 == 0) return false; // wall does not intersect view volume
sx2 = viewwidth;
}
// Find the first clippost that touches the source post
// (adjacent pixels are touching).
// Does not cross a pixel.
if (sx2 <= sx1)
return false;
return !Clip.IsSegmentCulled(sx1, sx2);
}
/////////////////////////////////////////////////////////////////////////////
WallTextureCoords::WallTextureCoords(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
{
CalcU(tex, line, texpart);
CalcV(tex, line, texpart, topz, bottomz, unpeggedceil);
}
void WallTextureCoords::CalcU(FTexture *tex, const seg_t *line, side_t::ETexpart texpart)
{
double lineLength = line->sidedef->TexelLength;
double lineStart = 0.0;
bool entireSegment = ((line->linedef->v1 == line->v1) && (line->linedef->v2 == line->v2) || (line->linedef->v2 == line->v1) && (line->linedef->v1 == line->v2));
if (!entireSegment)
{
lineLength = (line->v2->fPos() - line->v1->fPos()).Length();
lineStart = (line->v1->fPos() - line->linedef->v1->fPos()).Length();
}
int texWidth = tex->GetWidth();
double uscale = line->sidedef->GetTextureXScale(texpart) * tex->Scale.X;
u1 = lineStart + line->sidedef->GetTextureXOffset(texpart);
u2 = u1 + lineLength;
u1 *= uscale;
u2 *= uscale;
u1 /= texWidth;
u2 /= texWidth;
}
void WallTextureCoords::CalcV(FTexture *tex, const seg_t *line, side_t::ETexpart texpart, double topz, double bottomz, double unpeggedceil)
{
double vscale = line->sidedef->GetTextureYScale(texpart) * tex->Scale.Y;
double yoffset = line->sidedef->GetTextureYOffset(texpart);
if (tex->bWorldPanning)
yoffset *= vscale;
switch (texpart)
{
default:
case side_t::mid:
CalcVMidPart(tex, line, topz, bottomz, vscale, yoffset);
break;
case side_t::top:
CalcVTopPart(tex, line, topz, bottomz, vscale, yoffset);
break;
case side_t::bottom:
CalcVBottomPart(tex, line, topz, bottomz, unpeggedceil, vscale, yoffset);
break;
}
int texHeight = tex->GetHeight();
v1 /= texHeight;
v2 /= texHeight;
}
void WallTextureCoords::CalcVTopPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
{
bool pegged = (line->linedef->flags & ML_DONTPEGTOP) == 0;
if (pegged) // bottom to top
{
int texHeight = tex->GetHeight();
v1 = -yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
v1 = texHeight - v1;
v2 = texHeight - v2;
std::swap(v1, v2);
}
else // top to bottom
{
v1 = yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
}
void WallTextureCoords::CalcVMidPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double vscale, double yoffset)
{
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
if (pegged) // top to bottom
{
v1 = yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
else // bottom to top
{
int texHeight = tex->GetHeight();
v1 = yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
v1 = texHeight - v1;
v2 = texHeight - v2;
std::swap(v1, v2);
}
}
void WallTextureCoords::CalcVBottomPart(FTexture *tex, const seg_t *line, double topz, double bottomz, double unpeggedceil, double vscale, double yoffset)
{
bool pegged = (line->linedef->flags & ML_DONTPEGBOTTOM) == 0;
if (pegged) // top to bottom
{
v1 = yoffset;
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
else
{
v1 = yoffset + (unpeggedceil - topz);
v2 = v1 + (topz - bottomz);
v1 *= vscale;
v2 *= vscale;
}
}
/////////////////////////////////////////////////////////////////////////////
void RenderClipBuffer::Clear(short left, short right)
{
SolidSegments.clear();
SolidSegments.reserve(MAXWIDTH / 2 + 2);
SolidSegments.push_back({ -0x7fff, left });
SolidSegments.push_back({ right, 0x7fff });
DrawSegments.clear();
ClipValues.clear();
for (int x = left; x < right; x++)
{
Top[x] = 0;
Bottom[x] = viewheight;
}
}
bool RenderClipBuffer::IsSegmentCulled(short x1, short x2) const
{
int next = 0;
while (SolidSegments[next].X2 <= x2)
next++;
return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
}
void RenderClipBuffer::MarkSegmentCulled(const WallCoords &wallCoords, int drawIndex)
{
if (wallCoords.Culled)
return;
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
while (it.Step())
{
for (short x = it.X1; x < it.X2; x++)
{
Bottom[x] = Top[x];
}
AddDrawSegment(it.X1, it.X2, wallCoords, true, true, drawIndex);
}
short x1 = wallCoords.ScreenX1;
short x2 = wallCoords.ScreenX2;
if (x1 >= x2)
return;
int cur = 1;
while (true)
{
if (SolidSegments[cur].X1 <= x1 && SolidSegments[cur].X2 >= x2) // Already fully marked
{
break;
}
else if (cur + 1 != SolidSegments.size() && SolidSegments[cur].X2 >= x1 && SolidSegments[cur].X1 <= x2) // Merge segments
{
// Find last segment
int merge = cur;
while (merge + 2 != SolidSegments.size() && SolidSegments[merge + 1].X1 <= x2)
merge++;
// Apply new merged range
SolidSegments[cur].X1 = MIN(SolidSegments[cur].X1, x1);
SolidSegments[cur].X2 = MAX(SolidSegments[merge].X2, x2);
// Remove additional segments we merged with
if (merge > cur)
SolidSegments.erase(SolidSegments.begin() + (cur + 1), SolidSegments.begin() + (merge + 1));
break;
}
else if (SolidSegments[cur].X1 > x1) // Insert new segment
{
SolidSegments.insert(SolidSegments.begin() + cur, { x1, x2 });
break;
}
cur++;
}
}
void RenderClipBuffer::ClipVertical(const WallCoords &wallCoords, int drawIndex)
{
if (wallCoords.Culled)
return;
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
while (it.Step())
{
for (short x = it.X1; x < it.X2; x++)
{
Top[x] = MAX(wallCoords.Y1(x), Top[x]);
Bottom[x] = MIN(wallCoords.Y2(x), Bottom[x]);
}
AddDrawSegment(it.X1, it.X2, wallCoords, true, true, drawIndex);
}
}
void RenderClipBuffer::ClipTop(const WallCoords &wallCoords, int drawIndex)
{
if (wallCoords.Culled)
return;
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
while (it.Step())
{
for (short x = it.X1; x < it.X2; x++)
{
Top[x] = MAX(wallCoords.Y1(x), Top[x]);
}
AddDrawSegment(it.X1, it.X2, wallCoords, true, false, drawIndex);
}
}
void RenderClipBuffer::ClipBottom(const WallCoords &wallCoords, int drawIndex)
{
if (wallCoords.Culled)
return;
VisibleSegmentsIterator it(*this, wallCoords.ScreenX1, wallCoords.ScreenX2);
while (it.Step())
{
for (short x = it.X1; x < it.X2; x++)
{
Bottom[x] = MIN(wallCoords.Y2(x), Bottom[x]);
}
AddDrawSegment(it.X1, it.X2, wallCoords, false, true, drawIndex);
}
}
void RenderClipBuffer::AddDrawSegment(short x1, short x2, const WallCoords &wall, bool clipTop, bool clipBottom, int drawIndex)
{
if (drawIndex != -1) // DrawMaskedWall needs both clipping ranges
{
clipTop = true;
clipBottom = true;
}
DrawSegment segment;
segment.X1 = x1;
segment.X2 = x2;
segment.ClipOffset = (int)ClipValues.size();
segment.ClipTop = clipTop;
segment.ClipBottom = clipBottom;
segment.PlaneNormal = wall.PlaneNormal;
segment.PlaneD = wall.PlaneD;
segment.NearZ = wall.NearZ;
segment.FarZ = wall.FarZ;
segment.DrawIndex = drawIndex;
if (clipTop)
{
ClipValues.insert(ClipValues.end(), Top + x1, Top + x2);
}
if (clipBottom)
{
ClipValues.insert(ClipValues.end(), Bottom + x1, Bottom + x2);
}
DrawSegments.push_back(segment);
}
void RenderClipBuffer::SetupSpriteClip(short x1, short x2, const DVector3 &pos, bool wallSprite)
{
for (int i = x1; i < x2; i++)
{
Top[i] = 0;
Bottom[i] = viewheight;
}
for (auto it = DrawSegments.crbegin(); it != DrawSegments.crend(); ++it)
{
const auto &segment = *it;
int r1 = MAX<int>(segment.X1, x1);
int r2 = MIN<int>(segment.X2, x2);
if (r2 <= r1)
continue;
short *clipTop = ClipValues.data() + segment.ClipOffset;
short *clipBottom = segment.ClipTop ? clipTop + (segment.X2 - segment.X1) : clipTop;
double side = (pos | segment.PlaneNormal) + segment.PlaneD;
bool segBehindSprite;
if (!wallSprite)
segBehindSprite = (segment.NearZ >= pos.Z) || (segment.FarZ >= pos.Z && side <= 0.0);
else
segBehindSprite = side <= 0.0;
if (segBehindSprite)
{
if (segment.DrawIndex != -1 && DrawMaskedWall)
DrawMaskedWall(r1, r2, segment.DrawIndex, clipTop + (r1 - segment.X1), clipBottom + (r1 - segment.X1));
if (segment.ClipTop)
{
for (int i = r1 - segment.X1; i < r2 - segment.X1; i++)
clipTop[i] = 0;
}
if (segment.ClipBottom)
{
for (int i = r1 - segment.X1; i < r2 - segment.X1; i++)
clipBottom[i] = 0;
}
}
else
{
if (segment.ClipTop)
{
for (int x = r1; x < r2; x++)
Top[x] = MAX(clipTop[x - segment.X1], Top[x]);
}
if (segment.ClipBottom)
{
for (int x = r1; x < r2; x++)
Bottom[x] = MIN(clipBottom[x - segment.X1], Bottom[x]);
}
}
}
}
void RenderClipBuffer::RenderMaskedWalls()
{
for (int i = 0; i < viewwidth; i++)
{
Top[i] = 0;
Bottom[i] = viewheight;
}
for (auto it = DrawSegments.crbegin(); it != DrawSegments.crend(); ++it)
{
const auto &segment = *it;
if (segment.DrawIndex != -1 && DrawMaskedWall)
{
short *clipTop = ClipValues.data() + segment.ClipOffset;
short *clipBottom = segment.ClipTop ? clipTop + (segment.X2 - segment.X1) : clipTop;
DrawMaskedWall(segment.X1, segment.X2, segment.DrawIndex, clipTop, clipBottom);
}
}
}
/////////////////////////////////////////////////////////////////////////////
VisibleSegmentsIterator::VisibleSegmentsIterator(const RenderClipBuffer &buffer, short startx, short endx) : SolidSegments(buffer.SolidSegments), endx(endx)
{
X1 = startx;
X2 = startx;
}
bool VisibleSegmentsIterator::Step()
{
if (next == 0)
{
while (SolidSegments[next].X2 <= X1)
next++;
if (SolidSegments[next].X1 <= X1)
X1 = SolidSegments[next++].X2;
X2 = MIN(SolidSegments[next].X1, endx);
}
else if (X2 == SolidSegments[next].X1 && next + 1 != SolidSegments.size())
{
X1 = SolidSegments[next++].X2;
X2 = MIN(SolidSegments[next].X1, endx);
}
else
{
X1 = X2;
}
return X1 < X2;
}
/////////////////////////////////////////////////////////////////////////////
RenderVisiblePlane::RenderVisiblePlane(VisiblePlane *plane, FTexture *tex)
{
const auto &key = plane->Key;
double xscale = key.Transform.xScale * tex->Scale.X;
double yscale = key.Transform.yScale * tex->Scale.Y;
double planeang = (key.Transform.Angle + key.Transform.baseAngle).Radians();
double cosine = cos(planeang);
double sine = sin(planeang);
viewx = (key.Transform.xOffs + ViewPos.X * cosine - ViewPos.Y * sine) * xscale;
viewy = (key.Transform.yOffs - ViewPos.X * sine - ViewPos.Y * cosine) * yscale;
// left to right mapping
planeang += (ViewAngle - 90).Radians();
// Scale will be unit scale at FocalLengthX (normally SCREENWIDTH/2) distance
double xstep = cos(planeang) / FocalLengthX;
double ystep = -sin(planeang) / FocalLengthX;
// [RH] flip for mirrors
/*if (MirrorFlags & RF_XFLIP)
{
xstep = -xstep;
ystep = -ystep;
}*/
planeang += M_PI / 2;
cosine = cos(planeang);
sine = -sin(planeang);
double x = plane->Right - centerx - 0.5;
double rightxfrac = xscale * (cosine + x * xstep);
double rightyfrac = yscale * (sine + x * ystep);
x = plane->Left - centerx - 0.5;
double leftxfrac = xscale * (cosine + x * xstep);
double leftyfrac = yscale * (sine + x * ystep);
basexfrac = rightxfrac;
baseyfrac = rightyfrac;
xstepscale = (rightxfrac - leftxfrac) / (plane->Right - plane->Left);
ystepscale = (rightyfrac - leftyfrac) / (plane->Right - plane->Left);
planeheight = fabs(key.Plane.Zat0() - ViewPos.Z);
}
void RenderVisiblePlane::Step()
{
basexfrac -= xstepscale;
baseyfrac -= ystepscale;
}
/////////////////////////////////////////////////////////////////////////////
void RenderPlanes::Render()
{
for (int i = 0; i < NumBuckets; i++)
{
VisiblePlane *plane = PlaneBuckets[i].get();
while (plane)
{
RenderPlane(plane);
plane = plane->Next.get();
}
}
}
void RenderPlanes::RenderPlane(VisiblePlane *plane)
{
FTexture *tex = TexMan(plane->Key.Picnum);
if (tex->UseType == FTexture::TEX_Null)
return;
RenderVisiblePlane render(plane, tex);
short spanend[MAXHEIGHT];
int x = plane->Right - 1;
int t2 = plane->Top[x];
int b2 = plane->Bottom[x];
if (b2 > t2)
{
clearbufshort(spanend + t2, b2 - t2, x);
}
for (--x; x >= plane->Left; --x)
{
int t1 = plane->Top[x];
int b1 = plane->Bottom[x];
const int xr = x + 1;
int stop;
// Draw any spans that have just closed
stop = MIN(t1, b2);
while (t2 < stop)
{
int y = t2++;
RenderSpan(y, xr, spanend[y], plane->Key, tex, render);
}
stop = MAX(b1, t2);
while (b2 > stop)
{
int y = --b2;
RenderSpan(y, xr, spanend[y], plane->Key, tex, render);
}
// Mark any spans that have just opened
stop = MIN(t2, b1);
while (t1 < stop)
{
spanend[t1++] = x;
}
stop = MAX(b2, t2);
while (b1 > stop)
{
spanend[--b1] = x;
}
t2 = plane->Top[x];
b2 = plane->Bottom[x];
render.Step();
}
// Draw any spans that are still open
while (t2 < b2)
{
int y = --b2;
RenderSpan(y, plane->Left, spanend[y], plane->Key, tex, render);
}
}
void RenderPlanes::RenderSpan(int y, int x1, int x2, const VisiblePlaneKey &key, FTexture *tex, const RenderVisiblePlane &renderInfo)
{
if (key.Picnum != skyflatnum)
{
double distance = renderInfo.planeheight * yslope[y];
double u = distance * renderInfo.basexfrac + renderInfo.viewx;
double v = distance * renderInfo.baseyfrac + renderInfo.viewy;
double uscale = distance * renderInfo.xstepscale;
double vscale = distance * renderInfo.ystepscale;
double vis = r_FloorVisibility / renderInfo.planeheight;
if (fixedlightlev >= 0)
R_SetDSColorMapLight(key.ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap)
R_SetDSColorMapLight(fixedcolormap, 0, 0);
else
R_SetDSColorMapLight(key.ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(key.LightLevel));
ds_source = (const BYTE *)tex->GetPixelsBgra();
ds_source_mipmapped = false;
ds_xbits = tex->WidthBits;
ds_ybits = tex->HeightBits;
ds_xfrac = (uint32_t)(u * (1 << (32 - ds_xbits)));
ds_yfrac = (uint32_t)(v * (1 << (32 - ds_ybits)));
ds_xstep = (uint32_t)(uscale * (1 << (32 - ds_xbits)));
ds_ystep = (uint32_t)(vscale * (1 << (32 - ds_ybits)));
ds_y = y;
ds_x1 = x1;
ds_x2 = x2;
R_DrawSpan();
}
else
{
tex = TexMan(sky1texture, true);
double xangle1 = ((0.5 - x1 / (double)viewwidth) * FocalTangent * 90.0);
double xangle2 = ((0.5 - x2 / (double)viewwidth) * FocalTangent * 90.0);
double u1 = sky1pos + (ViewAngle.Degrees + xangle1) * sky1cyl / 360.0;
double u2 = sky1pos + (ViewAngle.Degrees + xangle2) * sky1cyl / 360.0;
double u = u1;
double v = (y - CenterY) * skyiscale + skytexturemid * tex->Scale.Y;
double uscale = (u2 - u1) / (x2 - x1);
double vscale = 0.0;
if (fixedlightlev >= 0)
R_SetDSColorMapLight(key.ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap)
R_SetDSColorMapLight(fixedcolormap, 0, 0);
else
R_SetDSColorMapLight(key.ColorMap, 0, 0);
ds_source = (const BYTE *)tex->GetPixelsBgra();
ds_source_mipmapped = false;
ds_xbits = tex->WidthBits;
ds_ybits = tex->HeightBits;
ds_xfrac = (uint32_t)(u * (1 << (32 - ds_xbits)));
ds_yfrac = (uint32_t)(v * (1 << (32 - ds_ybits)));
ds_xstep = (uint32_t)(uscale * (1 << (32 - ds_xbits)));
ds_ystep = (uint32_t)(vscale * (1 << (32 - ds_ybits)));
ds_y = y;
ds_x1 = x1;
ds_x2 = x2;
R_DrawSpan();
}
}
void RenderPlanes::Clear()
{
for (int i = 0; i < NumBuckets; i++)
{
std::unique_ptr<VisiblePlane> plane = std::move(PlaneBuckets[i]);
while (plane)
{
std::unique_ptr<VisiblePlane> next = std::move(plane->Next);
FreePlanes.push_back(std::move(plane));
plane = std::move(next);
}
}
}
void RenderPlanes::MarkCeilingPlane(const VisiblePlaneKey &key, const RenderClipBuffer &clip, const WallCoords &wallCoords)
{
VisibleSegmentsIterator it(clip, wallCoords.ScreenX1, wallCoords.ScreenX2);
while (it.Step())
{
VisiblePlane *plane = GetPlaneWithUnsetRange(key, it.X1, it.X2);
for (short x = it.X1; x < it.X2; x++)
{
short walltop = MAX(wallCoords.Y1(x), clip.Top[x]);
short top = clip.Top[x];
short bottom = MIN(walltop, clip.Bottom[x]);
if (top < bottom)
{
plane->Top[x] = top;
plane->Bottom[x] = bottom;
}
}
}
}
void RenderPlanes::MarkFloorPlane(const VisiblePlaneKey &key, const RenderClipBuffer &clip, const WallCoords &wallCoords)
{
VisibleSegmentsIterator it(clip, wallCoords.ScreenX1, wallCoords.ScreenX2);
while (it.Step())
{
VisiblePlane *plane = GetPlaneWithUnsetRange(key, it.X1, it.X2);
for (short x = it.X1; x < it.X2; x++)
{
short wallbottom = MIN(wallCoords.Y2(x), clip.Bottom[x]);
short top = MAX(wallbottom, clip.Top[x]);
short bottom = clip.Bottom[x];
if (top < bottom)
{
plane->Top[x] = top;
plane->Bottom[x] = bottom;
}
}
}
}
VisiblePlane *RenderPlanes::GetPlaneWithUnsetRange(const VisiblePlaneKey &key, int start, int stop)
{
VisiblePlane *plane = GetPlane(key);
int intrl, intrh;
int unionl, unionh;
if (start < plane->Left)
{
intrl = plane->Left;
unionl = start;
}
else
{
unionl = plane->Left;
intrl = start;
}
if (stop > plane->Right)
{
intrh = plane->Right;
unionh = stop;
}
else
{
unionh = plane->Right;
intrh = stop;
}
// Verify that the entire range has unset values
int x = intrl;
while (x < intrh && plane->Top[x] == VisiblePlane::UnsetValue)
x++;
if (x >= intrh) // They do. Use the current plane
{
plane->Left = unionl;
plane->Right = unionh;
return plane;
}
else // Create new plane and make sure it is found first
{
auto &bucket = PlaneBuckets[Hash(key)];
std::unique_ptr<VisiblePlane> newPlane = AllocPlane(key);
newPlane->Left = start;
newPlane->Right = stop;
newPlane->Next = std::move(bucket);
bucket = std::move(newPlane);
return bucket.get();
}
}
VisiblePlane *RenderPlanes::GetPlane(const VisiblePlaneKey &key)
{
auto &bucket = PlaneBuckets[Hash(key)];
VisiblePlane *plane = bucket.get();
while (plane != nullptr)
{
if (plane->Key == key)
return plane;
plane = plane->Next.get();
}
std::unique_ptr<VisiblePlane> new_plane = AllocPlane(key);
new_plane->Next = std::move(bucket);
bucket = std::move(new_plane);
return bucket.get();
}
std::unique_ptr<VisiblePlane> RenderPlanes::AllocPlane(const VisiblePlaneKey &key)
{
if (!FreePlanes.empty())
{
std::unique_ptr<VisiblePlane> plane = std::move(FreePlanes.back());
FreePlanes.pop_back();
plane->Clear(key);
return std::move(plane);
}
else
{
return std::make_unique<VisiblePlane>(key);
}
}
/////////////////////////////////////////////////////////////////////////////
void RenderWall::Render(const RenderClipBuffer &clip)
{
FTexture *tex = GetTexture();
if (!tex)
return;
int texWidth = tex->GetWidth();
int texHeight = tex->GetHeight();
WallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
VisibleSegmentsIterator it(clip, Coords.ScreenX1, Coords.ScreenX2);
while (it.Step())
{
for (short x = it.X1; x < it.X2; x++)
{
short y1 = MAX(Coords.Y1(x), clip.Top[x]);
short y2 = MIN(Coords.Y2(x), clip.Bottom[x]);
if (y1 >= y2)
continue;
double u = Coords.VaryingX(x, texcoords.u1, texcoords.u2);
double v1 = Coords.VaryingY(x, y1, texcoords.v1, texcoords.v2);
double v2 = Coords.VaryingY(x, y2, texcoords.v1, texcoords.v2);
R_SetColorMapLight(Colormap, GetLight(x), GetShade());
dc_source = (const BYTE *)tex->GetColumnBgra((int)(u * texWidth), nullptr);
dc_source2 = nullptr;
dc_textureheight = texHeight;
dc_texturefrac = (uint32_t)(v1 * 0xffffffff);
dc_iscale = (uint32_t)((v2 - v1) / (y2 - y1) * 0xffffffff);
dc_dest = dc_destorg + (ylookup[y1] + x) * 4;
dc_count = y2 - y1;
dovline1();
}
}
}
void RenderWall::RenderMasked(short x1, short x2, const short *clipTop, const short *clipBottom)
{
FTexture *tex = GetTexture();
if (!tex)
return;
int texWidth = tex->GetWidth();
int texHeight = tex->GetHeight();
WallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
for (short x = x1; x < x2; x++)
{
short y1 = MAX(Coords.Y1(x), clipTop[x - x1]);
short y2 = MIN(Coords.Y2(x), clipBottom[x - x1]);
if (y1 >= y2)
continue;
double u = Coords.VaryingX(x, texcoords.u1, texcoords.u2);
double v1 = Coords.VaryingY(x, y1, texcoords.v1, texcoords.v2);
double v2 = Coords.VaryingY(x, y2, texcoords.v1, texcoords.v2);
R_SetColorMapLight(Colormap, GetLight(x), GetShade());
dc_source = (const BYTE *)tex->GetColumnBgra((int)(u * texWidth), nullptr);
dc_source2 = nullptr;
dc_textureheight = texHeight;
dc_texturefrac = (uint32_t)(v1 * 0xffffffff);
dc_iscale = (uint32_t)((v2 - v1) / (y2 - y1) * 0xffffffff);
dc_dest = dc_destorg + (ylookup[y1] + x) * 4;
dc_count = y2 - y1;
domvline1();
}
}
FTexture *RenderWall::GetTexture()
{
FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return nullptr;
else
return tex;
}
int RenderWall::GetShade()
{
if (fixedlightlev >= 0 || fixedcolormap)
{
return 0;
}
else
{
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int shade = LIGHT2SHADE(Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight);
return shade;
}
}
float RenderWall::GetLight(short x)
{
if (fixedlightlev >= 0 || fixedcolormap)
return 0.0f;
else
return (float)(r_WallVisibility / Coords.Z(x));
}
/////////////////////////////////////////////////////////////////////////////
VisibleSprite::VisibleSprite(AActor *actor, const DVector3 &eyePos) : Actor(actor), EyePos(eyePos)
{
}
void VisibleSprite::Render(RenderClipBuffer *clip)
{
//if (MirrorFlags & RF_XFLIP)
// tx = -tx;
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(Actor, flipTextureX);
DVector2 spriteScale = Actor->Scale;
const double thingxscalemul = spriteScale.X / tex->Scale.X;
double xscale = CenterX / EyePos.Z;
double yscale = spriteScale.Y / tex->Scale.Y;// spriteScale.Y / tex->Scale.Y * InvZtoScale / EyePos.Z;
double tx;
if (flipTextureX)
{
tx = EyePos.X - (tex->GetWidth() - tex->LeftOffset - 1) * thingxscalemul;
}
else
{
tx = EyePos.X - tex->LeftOffset * thingxscalemul;
}
double texturemid = tex->TopOffset + (EyePos.Y - Actor->Floorclip) / yscale;
double y = CenterY - texturemid * (InvZtoScale * yscale / EyePos.Z);
int x1 = centerx + xs_RoundToInt(tx * xscale);
int x2 = centerx + xs_RoundToInt((tx + tex->GetWidth() * thingxscalemul) * xscale);
int y1 = xs_RoundToInt(y);
int y2 = xs_RoundToInt(y + (InvZtoScale * yscale / EyePos.Z) * tex->GetHeight());
xscale = spriteScale.X * xscale / tex->Scale.X;
int clipped_x1 = clamp(x1, 0, viewwidth - 1);
int clipped_x2 = clamp(x2, 0, viewwidth - 1);
int clipped_y1 = clamp(y1, 0, viewheight - 1);
int clipped_y2 = clamp(y2, 0, viewheight - 1);
if (clipped_x1 >= clipped_x2 || clipped_y1 >= clipped_y2)
return;
clip->SetupSpriteClip(clipped_x1, clipped_x2, EyePos, false);
uint32_t texwidth = tex->GetWidth();
uint32_t texheight = tex->GetHeight();
visstyle_t visstyle = GetSpriteVisStyle(Actor, EyePos.Z);
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
for (int x = clipped_x1; x < clipped_x2; x++)
{
short top = MAX<int>(clipped_y1, clip->Top[x]);
short bottom = MIN<int>(clipped_y2, clip->Bottom[x]);
if (top < bottom)
{
float u = (x - x1) / (float)(x2 - x1);
float v = (top - y1) / (float)(y2 - y1);
if (flipTextureX)
u = 1.0f - u;
u = u - floor(u);
dc_source = (const BYTE *)tex->GetColumnBgra((int)(u * texwidth), nullptr);
dc_source2 = nullptr;
dc_textureheight = texheight;
dc_texturefrac = (uint32_t)(v * 0xffffffff);
dc_iscale = 0xffffffff / (y2 - y1);
dc_dest = dc_destorg + (ylookup[top] + x) * 4;
dc_count = bottom - top;
domvline1();
}
}
}
visstyle_t VisibleSprite::GetSpriteVisStyle(AActor *thing, double z)
{
visstyle_t visstyle;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
int spriteshade = LIGHT2SHADE(thing->Sector->lightlevel + actualextralight);
visstyle.RenderStyle = thing->RenderStyle;
visstyle.Alpha = float(thing->Alpha);
visstyle.ColormapNum = 0;
// 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.
bool invertcolormap = (visstyle.RenderStyle.Flags & STYLEF_InvertOverlay) != 0;
if (visstyle.RenderStyle.Flags & STYLEF_InvertSource)
{
invertcolormap = !invertcolormap;
}
FDynamicColormap *mybasecolormap = thing->Sector->ColorMap;
// Sprites that are added to the scene must fade to black.
if (visstyle.RenderStyle == LegacyRenderStyles[STYLE_Add] && mybasecolormap->Fade != 0)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, 0, mybasecolormap->Desaturate);
}
if (visstyle.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
visstyle.BaseColormap = fixedcolormap;
visstyle.ColormapNum = 0;
}
else
{
if (invertcolormap)
{
mybasecolormap = GetSpecialLights(mybasecolormap->Color, mybasecolormap->Fade.InverseColor(), mybasecolormap->Desaturate);
}
if (fixedlightlev >= 0)
{
visstyle.BaseColormap = mybasecolormap;
visstyle.ColormapNum = fixedlightlev >> COLORMAPSHIFT;
}
else if (!foggy && ((thing->renderflags & RF_FULLBRIGHT) || (thing->flags5 & MF5_BRIGHT)))
{ // full bright
visstyle.BaseColormap = mybasecolormap;
visstyle.ColormapNum = 0;
}
else
{ // diminished light
double minz = double((2048 * 4) / double(1 << 20));
visstyle.ColormapNum = GETPALOOKUP(r_SpriteVisibility / MAX(z, minz), spriteshade);
visstyle.BaseColormap = mybasecolormap;
}
}
return visstyle;
}
FTexture *VisibleSprite::GetSpriteTexture(AActor *thing, /*out*/ bool &flipX)
{
flipX = false;
if (thing->picnum.isValid())
{
FTexture *tex = TexMan(thing->picnum);
if (tex->UseType == FTexture::TEX_Null)
{
return nullptr;
}
if (tex->Rotations != 0xFFFF)
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DAngle ang = (pos - ViewPos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
flipX = (sprframe->Flip & (1 << rot)) != 0;
tex = TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
}
return tex;
}
else
{
// decide which texture to use for the sprite
int spritenum = thing->sprite;
if (spritenum >= (signed)sprites.Size() || spritenum < 0)
return nullptr;
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 nullptr;
}
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];
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
DAngle ang = (pos - ViewPos).Angle();
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->Angles.Yaw + 45.0 / 2 * 9).BAMs() >> 28;
}
else
{
rot = (ang - thing->Angles.Yaw + (45.0 / 2 * 9 - 180.0 / 16)).BAMs() >> 28;
}
flipX = (sprframe->Flip & (1 << rot)) != 0;
return TexMan[sprframe->Texture[rot]]; // Do not animate the rotation
}
}
}
/////////////////////////////////////////////////////////////////////////////
void ScreenSprite::Render()
{
FSpecialColormap *special = nullptr;
FColormapStyle colormapstyle;
PalEntry overlay = 0;
bool usecolormapstyle = false;
if (visstyle.BaseColormap >= &SpecialColormaps[0] &&
visstyle.BaseColormap < &SpecialColormaps[SpecialColormaps.Size()])
{
special = static_cast<FSpecialColormap*>(visstyle.BaseColormap);
}
else if (Colormap->Color == PalEntry(255, 255, 255) &&
Colormap->Desaturate == 0)
{
overlay = Colormap->Fade;
overlay.a = BYTE(visstyle.ColormapNum * 255 / NUMCOLORMAPS);
}
else
{
usecolormapstyle = true;
colormapstyle.Color = Colormap->Color;
colormapstyle.Fade = Colormap->Fade;
colormapstyle.Desaturate = Colormap->Desaturate;
colormapstyle.FadeLevel = visstyle.ColormapNum / float(NUMCOLORMAPS);
}
screen->DrawTexture(Pic,
X1,
Y1,
DTA_DestWidthF, Width,
DTA_DestHeightF, Height,
DTA_Translation, 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, visstyle.Alpha,
DTA_RenderStyle, visstyle.RenderStyle,
DTA_FillColor, FillColor,
DTA_SpecialColormap, special,
DTA_ColorOverlay, overlay.d,
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL,
TAG_DONE);
}