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157 lines
4.1 KiB
C++
157 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2016 Magnus Norddahl
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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#include <stdlib.h>
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#include <float.h>
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#include "templates.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "r_sky.h"
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#include "stats.h"
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#include "v_video.h"
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#include "a_sharedglobal.h"
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#include "c_console.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "g_level.h"
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#include "v_palette.h"
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#include "r_data/colormaps.h"
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#include "a_dynlight.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/scene/r_opaque_pass.h"
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#include "swrenderer/scene/r_3dfloors.h"
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#include "swrenderer/scene/r_portal.h"
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#include "swrenderer/segments/r_clipsegment.h"
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#include "swrenderer/segments/r_drawsegment.h"
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#include "swrenderer/line/r_fogboundary.h"
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#include "swrenderer/r_memory.h"
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#include "swrenderer/scene/r_light.h"
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#ifdef _MSC_VER
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#pragma warning(disable:4244)
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#endif
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namespace swrenderer
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{
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void RenderFogBoundary::Render(RenderThread *thread, int x1, int x2, short *uclip, short *dclip, int wallshade, float lightleft, float lightstep, FDynamicColormap *basecolormap)
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{
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// This is essentially the same as R_MapVisPlane but with an extra step
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// to create new horizontal spans whenever the light changes enough that
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// we need to use a new colormap.
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float light = lightleft + lightstep*(x2 - x1 - 1);
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int x = x2 - 1;
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int t2 = uclip[x];
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int b2 = dclip[x];
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int rcolormap = GETPALOOKUP(light, wallshade);
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int lcolormap;
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uint8_t *basecolormapdata = basecolormap->Maps;
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if (b2 > t2)
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{
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fillshort(spanend + t2, b2 - t2, x);
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}
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drawerargs.SetLight(basecolormap, (float)light, wallshade);
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uint8_t *fake_dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
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for (--x; x >= x1; --x)
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{
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int t1 = uclip[x];
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int b1 = dclip[x];
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const int xr = x + 1;
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int stop;
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light -= lightstep;
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lcolormap = GETPALOOKUP(light, wallshade);
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if (lcolormap != rcolormap)
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{
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if (t2 < b2 && rcolormap != 0)
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{ // Colormap 0 is always the identity map, so rendering it is
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// just a waste of time.
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RenderSection(thread, t2, b2, xr);
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}
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if (t1 < t2) t2 = t1;
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if (b1 > b2) b2 = b1;
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if (t2 < b2)
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{
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fillshort(spanend + t2, b2 - t2, x);
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}
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rcolormap = lcolormap;
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drawerargs.SetLight(basecolormap, (float)light, wallshade);
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fake_dc_colormap = basecolormap->Maps + (GETPALOOKUP(light, wallshade) << COLORMAPSHIFT);
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}
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else
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{
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if (fake_dc_colormap != basecolormapdata)
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{
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stop = MIN(t1, b2);
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while (t2 < stop)
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{
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int y = t2++;
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drawerargs.DrawFogBoundaryLine(thread, y, xr, spanend[y]);
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}
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stop = MAX(b1, t2);
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while (b2 > stop)
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{
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int y = --b2;
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drawerargs.DrawFogBoundaryLine(thread, y, xr, spanend[y]);
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}
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}
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else
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{
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t2 = MAX(t2, MIN(t1, b2));
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b2 = MIN(b2, MAX(b1, t2));
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}
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stop = MIN(t2, b1);
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while (t1 < stop)
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{
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spanend[t1++] = x;
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}
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stop = MAX(b2, t2);
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while (b1 > stop)
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{
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spanend[--b1] = x;
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}
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}
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t2 = uclip[x];
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b2 = dclip[x];
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}
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if (t2 < b2 && rcolormap != 0)
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{
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RenderSection(thread, t2, b2, x1);
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}
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}
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void RenderFogBoundary::RenderSection(RenderThread *thread, int y, int y2, int x1)
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{
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for (; y < y2; ++y)
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{
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drawerargs.DrawFogBoundaryLine(thread, y, x1, spanend[y]);
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}
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}
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}
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