gzdoom/src/swrenderer/plane/r_slopeplane.cpp
2017-01-12 21:29:19 +01:00

187 lines
5.5 KiB
C++

//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
#include <stdlib.h>
#include <float.h>
#include "templates.h"
#include "i_system.h"
#include "w_wad.h"
#include "doomdef.h"
#include "doomstat.h"
#include "r_sky.h"
#include "stats.h"
#include "v_video.h"
#include "a_sharedglobal.h"
#include "c_console.h"
#include "cmdlib.h"
#include "d_net.h"
#include "g_level.h"
#include "swrenderer/scene/r_opaque_pass.h"
#include "r_slopeplane.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "gl/dynlights/gl_dynlight.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "swrenderer/scene/r_scene.h"
#include "swrenderer/scene/r_viewport.h"
#include "swrenderer/scene/r_light.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/plane/r_visibleplane.h"
#ifdef _MSC_VER
#pragma warning(disable:4244)
#endif
namespace swrenderer
{
void RenderSlopePlane::Render(visplane_t *pl, double _xscale, double _yscale, fixed_t alpha, bool additive, bool masked, FDynamicColormap *colormap)
{
using namespace drawerargs;
static const float ifloatpow2[16] =
{
// ifloatpow2[i] = 1 / (1 << i)
64.f, 32.f, 16.f, 8.f, 4.f, 2.f, 1.f, 0.5f,
0.25f, 0.125f, 0.0625f, 0.03125f, 0.015625f, 0.0078125f,
0.00390625f, 0.001953125f
/*, 0.0009765625f, 0.00048828125f, 0.000244140625f,
1.220703125e-4f, 6.103515625e-5, 3.0517578125e-5*/
};
double lxscale, lyscale;
double xscale, yscale;
FVector3 p, m, n;
double ang, planeang, cosine, sine;
double zeroheight;
if (alpha <= 0)
{
return;
}
lxscale = _xscale * ifloatpow2[ds_xbits];
lyscale = _yscale * ifloatpow2[ds_ybits];
xscale = 64.f / lxscale;
yscale = 64.f / lyscale;
zeroheight = pl->height.ZatPoint(ViewPos);
pviewx = xs_ToFixed(32 - ds_xbits, pl->xform.xOffs * pl->xform.xScale);
pviewy = xs_ToFixed(32 - ds_ybits, pl->xform.yOffs * pl->xform.yScale);
planeang = (pl->xform.Angle + pl->xform.baseAngle).Radians();
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
// errors if the flat is rotated.
ang = M_PI * 3 / 2 - ViewAngle.Radians();
cosine = cos(ang), sine = sin(ang);
p[0] = ViewPos.X * cosine - ViewPos.Y * sine;
p[2] = ViewPos.X * sine + ViewPos.Y * cosine;
p[1] = pl->height.ZatPoint(0.0, 0.0) - ViewPos.Z;
// m is the v direction vector in view space
ang = ang - M_PI / 2 - planeang;
cosine = cos(ang), sine = sin(ang);
m[0] = yscale * cosine;
m[2] = yscale * sine;
// m[1] = pl->height.ZatPointF (0, iyscale) - pl->height.ZatPointF (0,0));
// VectorScale2 (m, 64.f/VectorLength(m));
// n is the u direction vector in view space
#if 0
//let's use the sin/cosine we already know instead of computing new ones
ang += M_PI / 2
n[0] = -xscale * cos(ang);
n[2] = -xscale * sin(ang);
#else
n[0] = xscale * sine;
n[2] = -xscale * cosine;
#endif
// n[1] = pl->height.ZatPointF (ixscale, 0) - pl->height.ZatPointF (0,0));
// VectorScale2 (n, 64.f/VectorLength(n));
// This code keeps the texture coordinates constant across the x,y plane no matter
// how much you slope the surface. Use the commented-out code above instead to keep
// the textures a constant size across the surface's plane instead.
cosine = cos(planeang), sine = sin(planeang);
m[1] = pl->height.ZatPoint(ViewPos.X + yscale * sine, ViewPos.Y + yscale * cosine) - zeroheight;
n[1] = -(pl->height.ZatPoint(ViewPos.X - xscale * cosine, ViewPos.Y + xscale * sine) - zeroheight);
plane_su = p ^ m;
plane_sv = p ^ n;
plane_sz = m ^ n;
plane_su.Z *= FocalLengthX;
plane_sv.Z *= FocalLengthX;
plane_sz.Z *= FocalLengthX;
plane_su.Y *= IYaspectMul;
plane_sv.Y *= IYaspectMul;
plane_sz.Y *= IYaspectMul;
// Premultiply the texture vectors with the scale factors
plane_su *= 4294967296.f;
plane_sv *= 4294967296.f;
RenderPortal *renderportal = RenderPortal::Instance();
if (renderportal->MirrorFlags & RF_XFLIP)
{
plane_su[0] = -plane_su[0];
plane_sv[0] = -plane_sv[0];
plane_sz[0] = -plane_sz[0];
}
planelightfloat = (r_TiltVisibility * lxscale * lyscale) / (fabs(pl->height.ZatPoint(ViewPos) - ViewPos.Z)) / 65536.f;
if (pl->height.fC() > 0)
planelightfloat = -planelightfloat;
basecolormap = colormap;
if (fixedlightlev >= 0)
{
R_SetDSColorMapLight(basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
plane_shade = false;
}
else if (fixedcolormap)
{
R_SetDSColorMapLight(fixedcolormap, 0, 0);
plane_shade = false;
}
else
{
R_SetDSColorMapLight(basecolormap, 0, 0);
plane_shade = true;
planeshade = LIGHT2SHADE(pl->lightlevel);
}
// Hack in support for 1 x Z and Z x 1 texture sizes
if (ds_ybits == 0)
{
plane_sv[2] = plane_sv[1] = plane_sv[0] = 0;
}
if (ds_xbits == 0)
{
plane_su[2] = plane_su[1] = plane_su[0] = 0;
}
RenderLines(pl);
}
void RenderSlopePlane::RenderLine(int y, int x1, int x2)
{
R_Drawers()->DrawTiltedSpan(y, x1, x2, plane_sz, plane_su, plane_sv, plane_shade, planeshade, planelightfloat, pviewx, pviewy, basecolormap);
}
}