qzdoom-gpl/src/r_poly.cpp

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/*
** Experimental Doom software renderer
** Copyright (c) 2016 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include <stdlib.h>
#include "templates.h"
#include "doomdef.h"
#include "sbar.h"
#include "r_data/r_translate.h"
#include "r_poly.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)
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CVAR(Bool, r_debug_cull, 0, 0)
/////////////////////////////////////////////////////////////////////////////
void RenderPolyBsp::Render()
{
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// Setup working buffers
PolyVertexBuffer::Clear();
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SolidSegments.clear();
SolidSegments.reserve(MAXWIDTH / 2 + 2);
SolidSegments.push_back({ -0x7fff, 0 });
SolidSegments.push_back({ viewwidth, 0x7fff });
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SectorSpriteRanges.clear();
SectorSpriteRanges.resize(numsectors);
SortedSprites.clear();
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PvsSectors.clear();
ScreenSprites.clear();
PolyStencilBuffer::Instance()->Clear(viewwidth, viewheight, 0);
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PolySubsectorGBuffer::Instance()->Resize(dc_pitch, viewheight);
NextSubsectorDepth = 0;
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// Perspective correct:
float ratio = WidescreenRatio;
float fovratio = (WidescreenRatio >= 1.3f) ? 1.333333f : ratio;
float fovy = (float)(2 * DAngle::ToDegrees(atan(tan(FieldOfView.Radians() / 2) / fovratio)).Degrees);
TriMatrix worldToView =
TriMatrix::scale(1.0f, (float)YaspectMul, 1.0f) *
TriMatrix::rotate((float)ViewPitch.Radians(), 1.0f, 0.0f, 0.0f) *
TriMatrix::rotate((float)(ViewAngle - 90).Radians(), 0.0f, -1.0f, 0.0f) *
TriMatrix::swapYZ() *
TriMatrix::translate((float)-ViewPos.X, (float)-ViewPos.Y, (float)-ViewPos.Z);
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worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView;
// Y shearing like the Doom renderer:
//worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView();
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// Cull front to back
if (numnodes == 0)
PvsSectors.push_back(subsectors); // RenderSubsector(subsectors);
else
RenderNode(nodes + numnodes - 1); // The head node is the last node output.
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// Render front to back
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if (r_debug_cull)
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{
for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it)
RenderSubsector(*it);
}
else
{
for (auto it = PvsSectors.begin(); it != PvsSectors.end(); ++it)
RenderSubsector(*it);
}
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skydome.Render(worldToClip);
RenderPlayerSprites();
DrawerCommandQueue::WaitForWorkers();
RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here
}
void RenderPolyBsp::RenderScreenSprites()
{
for (auto &sprite : ScreenSprites)
sprite.Render();
}
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TriVertex RenderPolyBsp::PlaneVertex(vertex_t *v1, sector_t *sector, const secplane_t &plane)
{
TriVertex v;
v.x = (float)v1->fPos().X;
v.y = (float)v1->fPos().Y;
v.z = (float)plane.ZatPoint(v1);
v.w = 1.0f;
v.varying[0] = v.x / 64.0f;
v.varying[1] = v.y / 64.0f;
/*
double vis = r_FloorVisibility / (plane.Zat0() - ViewPos.Z);
if (fixedlightlev >= 0)
R_SetDSColorMapLight(sector->ColorMap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap)
R_SetDSColorMapLight(fixedcolormap, 0, 0);
else
R_SetDSColorMapLight(sector->ColorMap, (float)(vis * fabs(CenterY - y)), LIGHT2SHADE(sector->lightlevel));
*/
return v;
}
void RenderPolyBsp::RenderSubsector(subsector_t *sub)
{
sector_t *frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
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uint32_t subsectorDepth = NextSubsectorDepth++;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
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if (line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ))
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AddLine(line, frontsector, subsectorDepth);
}
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FTextureID floorpicnum = frontsector->GetTexture(sector_t::floor);
FTexture *floortex = TexMan(floorpicnum);
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if (floortex->UseType != FTexture::TEX_Null)
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{
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bool isSky = floorpicnum == skyflatnum;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
if (!vertices)
return;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[i] = PlaneVertex(line->v1, frontsector, frontsector->floorplane);
}
TriUniforms uniforms;
uniforms.objectToClip = worldToClip;
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (fixedlightlev >= 0)
uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
else if (fixedcolormap)
uniforms.light = 256;
uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? SkySubsectorDepth : subsectorDepth;
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if (!isSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, floortex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
}
else
PolyTriangleDrawer::fill(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 0);
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}
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FTextureID ceilpicnum = frontsector->GetTexture(sector_t::ceiling);
FTexture *ceiltex = TexMan(ceilpicnum);
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if (ceiltex->UseType != FTexture::TEX_Null)
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{
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bool isSky = ceilpicnum == skyflatnum;
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TriVertex *vertices = PolyVertexBuffer::GetVertices(sub->numlines);
if (!vertices)
return;
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
vertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane);
}
TriUniforms uniforms;
uniforms.objectToClip = worldToClip;
uniforms.light = (uint32_t)(frontsector->lightlevel / 255.0f * 256.0f);
if (fixedlightlev >= 0)
uniforms.light = (uint32_t)(fixedlightlev / 255.0f * 256.0f);
else if (fixedcolormap)
uniforms.light = 256;
uniforms.flags = 0;
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uniforms.subsectorDepth = isSky ? SkySubsectorDepth : subsectorDepth;
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if (!isSky)
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{
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PolyTriangleDrawer::draw(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, ceiltex, 0);
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PolyTriangleDrawer::stencil(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
}
else
PolyTriangleDrawer::fill(uniforms, vertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 0);
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}
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SpriteRange sprites = GetSpritesForSector(sub->sector);
for (int i = 0; i < sprites.Count; i++)
{
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AActor *thing = SortedSprites[sprites.Start + i].Thing;
if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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AddWallSprite(thing, sub, subsectorDepth);
else
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AddSprite(thing, sub, subsectorDepth);
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}
}
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SpriteRange RenderPolyBsp::GetSpritesForSector(sector_t *sector)
{
if (SectorSpriteRanges.size() < sector->sectornum || sector->sectornum < 0)
return SpriteRange();
auto &range = SectorSpriteRanges[sector->sectornum];
if (range.Start == -1)
{
range.Start = (int)SortedSprites.size();
range.Count = 0;
for (AActor *thing = sector->thinglist; thing != nullptr; thing = thing->snext)
{
SortedSprites.push_back({ thing, (thing->Pos() - ViewPos).LengthSquared() });
range.Count++;
}
std::stable_sort(SortedSprites.begin() + range.Start, SortedSprites.begin() + range.Start + range.Count);
}
return range;
}
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void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector, uint32_t subsectorDepth)
{
// 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);
RenderPolyWall wall;
wall.Line = line;
wall.Colormap = frontsector->ColorMap;
wall.Masked = false;
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wall.SubsectorDepth = subsectorDepth;
if (line->backsector == nullptr)
{
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if (line->sidedef)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), frontceilz1, frontfloorz1, frontceilz2, frontfloorz2);
wall.TopZ = frontceilz1;
wall.BottomZ = frontfloorz1;
wall.UnpeggedCeil = frontceilz1;
wall.Texpart = side_t::mid;
wall.Render(worldToClip);
}
}
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);
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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;
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if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && line->sidedef)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), topceilz1, topfloorz1, topceilz2, topfloorz2);
wall.TopZ = topceilz1;
wall.BottomZ = topfloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::top;
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wall.IsSky = bothSkyCeiling;
wall.Render(worldToClip);
}
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if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && line->sidedef)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), bottomceilz1, bottomfloorz2, bottomceilz2, bottomfloorz2);
wall.TopZ = bottomceilz1;
wall.BottomZ = bottomfloorz2;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::bottom;
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wall.IsSky = bothSkyFloor;
wall.Render(worldToClip);
}
if (line->sidedef)
{
FTexture *midtex = TexMan(line->sidedef->GetTexture(side_t::mid), true);
if (midtex && midtex->UseType != FTexture::TEX_Null)
{
wall.SetCoords(line->v1->fPos(), line->v2->fPos(), middleceilz1, middlefloorz1, middleceilz2, middlefloorz2);
wall.TopZ = middleceilz1;
wall.BottomZ = middlefloorz1;
wall.UnpeggedCeil = topceilz1;
wall.Texpart = side_t::mid;
wall.Masked = true;
wall.Render(worldToClip);
}
}
}
}
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bool RenderPolyBsp::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;
}
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void RenderPolyBsp::AddSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
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{
if (IsThingCulled(thing))
return;
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
pos.Z += thing->GetBobOffset(r_TicFracF);
bool flipTextureX = false;
FTexture *tex = GetSpriteTexture(thing, flipTextureX);
if (tex == nullptr)
return;
DVector2 spriteScale = thing->Scale;
double thingxscalemul = spriteScale.X / tex->Scale.X;
double thingyscalemul = spriteScale.Y / tex->Scale.Y;
if (flipTextureX)
pos.X -= (tex->GetWidth() - tex->LeftOffset) * thingxscalemul;
else
pos.X -= tex->LeftOffset * thingxscalemul;
//pos.Z -= tex->TopOffset * thingyscalemul;
pos.Z -= (tex->GetHeight() - tex->TopOffset) * thingyscalemul + thing->Floorclip;
double spriteHalfWidth = thingxscalemul * tex->GetWidth() * 0.5;
double spriteHeight = thingyscalemul * tex->GetHeight();
pos.X += spriteHalfWidth;
DVector2 points[2] =
{
{ pos.X - ViewSin * spriteHalfWidth, pos.Y + ViewCos * spriteHalfWidth },
{ pos.X + ViewSin * spriteHalfWidth, pos.Y - ViewCos * spriteHalfWidth }
};
// Is this sprite inside? (To do: clip the points)
for (int i = 0; i < 2; i++)
{
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
double nx = line->v1->fY() - line->v2->fY();
double ny = line->v2->fX() - line->v1->fX();
double d = -(line->v1->fX() * nx + line->v1->fY() * ny);
if (pos.X * nx + pos.Y * ny + d > 0.0)
return;
}
}
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//double depth = 1.0;
//visstyle_t visstyle = GetSpriteVisStyle(thing, depth);
// Rumor has it that AlterWeaponSprite needs to be called with visstyle passed in somewhere around here..
//R_SetColorMapLight(visstyle.BaseColormap, 0, visstyle.ColormapNum << FRACBITS);
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return;
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
std::pair<float, float> offsets[4] =
{
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
};
for (int i = 0; i < 4; i++)
{
auto &p = (i == 0 || i == 3) ? points[0] : points[1];
vertices[i].x = (float)p.X;
vertices[i].y = (float)p.Y;
vertices[i].z = (float)(pos.Z + spriteHeight * offsets[i].second);
vertices[i].w = 1.0f;
vertices[i].varying[0] = (float)(offsets[i].first * tex->Scale.X);
vertices[i].varying[1] = (float)((1.0f - offsets[i].second) * tex->Scale.Y);
if (flipTextureX)
vertices[i].varying[0] = 1.0f - vertices[i].varying[0];
}
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TriUniforms uniforms;
uniforms.objectToClip = worldToClip;
uniforms.light = (uint32_t)((thing->Sector->lightlevel + actualextralight) / 255.0f * 256.0f);
uniforms.flags = 0;
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uniforms.subsectorDepth = subsectorDepth;
PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
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}
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void RenderPolyBsp::AddWallSprite(AActor *thing, subsector_t *sub, uint32_t subsectorDepth)
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{
if (IsThingCulled(thing))
return;
}
visstyle_t RenderPolyBsp::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
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if (fixedcolormap != nullptr)
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{ // 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 *RenderPolyBsp::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 RenderPolyBsp::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];
}
2016-11-09 00:33:40 +00:00
// Mark that we need to render this
subsector_t *sub = (subsector_t *)((BYTE *)node - 1);
PvsSectors.push_back(sub);
// Update culling info for further bsp clipping
for (uint32_t i = 0; i < sub->numlines; i++)
{
seg_t *line = &sub->firstline[i];
if ((line->sidedef == nullptr || !(line->sidedef->Flags & WALLF_POLYOBJ)) && line->backsector == nullptr)
{
int sx1, sx2;
if (GetSegmentRangeForLine(line->v1->fX(), line->v1->fY(), line->v2->fX(), line->v2->fY(), sx1, sx2))
{
MarkSegmentCulled(sx1, sx2);
}
}
}
}
void RenderPolyBsp::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 RenderPolyBsp::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)
{
PolyScreenSprite 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);
}
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bool RenderPolyBsp::IsSegmentCulled(int x1, int x2) const
{
int next = 0;
while (SolidSegments[next].X2 <= x2)
next++;
return (x1 >= SolidSegments[next].X1 && x2 <= SolidSegments[next].X2);
}
void RenderPolyBsp::MarkSegmentCulled(int x1, int x2)
{
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++;
}
}
int RenderPolyBsp::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 RenderPolyBsp::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).
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// Does not cross a pixel.
if (sx2 <= sx1)
return false;
return !IsSegmentCulled(sx1, sx2);
}
bool RenderPolyBsp::GetSegmentRangeForLine(double x1, double y1, double x2, double y2, int &sx1, int &sx2) const
{
x1 = x1 - ViewPos.X;
y1 = y1 - ViewPos.Y;
x2 = x2 - ViewPos.X;
y2 = y2 - ViewPos.Y;
// Sitting on a line?
if (y1 * (x1 - x2) + x1 * (y2 - y1) >= -EQUAL_EPSILON)
return false;
double rx1 = x1 * ViewSin - y1 * ViewCos;
double rx2 = x2 * ViewSin - y2 * ViewCos;
double ry1 = x1 * ViewTanCos + y1 * ViewTanSin;
double ry2 = x2 * ViewTanCos + y2 * ViewTanSin;
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;
}
// Does not cross a pixel.
if (sx2 <= sx1)
return false;
return true;
}
/////////////////////////////////////////////////////////////////////////////
void RenderPolyWall::Render(const TriMatrix &worldToClip)
{
FTexture *tex = GetTexture();
if (!tex)
return;
PolyWallTextureCoords texcoords(tex, Line, Texpart, TopZ, BottomZ, UnpeggedCeil);
TriVertex *vertices = PolyVertexBuffer::GetVertices(4);
if (!vertices)
return;
vertices[0].x = (float)v1.X;
vertices[0].y = (float)v1.Y;
vertices[0].z = (float)ceil1;
vertices[0].w = 1.0f;
vertices[0].varying[0] = (float)texcoords.u1;
vertices[0].varying[1] = (float)texcoords.v1;
vertices[1].x = (float)v2.X;
vertices[1].y = (float)v2.Y;
vertices[1].z = (float)ceil2;
vertices[1].w = 1.0f;
vertices[1].varying[0] = (float)texcoords.u2;
vertices[1].varying[1] = (float)texcoords.v1;
vertices[2].x = (float)v2.X;
vertices[2].y = (float)v2.Y;
vertices[2].z = (float)floor2;
vertices[2].w = 1.0f;
vertices[2].varying[0] = (float)texcoords.u2;
vertices[2].varying[1] = (float)texcoords.v2;
vertices[3].x = (float)v1.X;
vertices[3].y = (float)v1.Y;
vertices[3].z = (float)floor1;
vertices[3].w = 1.0f;
vertices[3].varying[0] = (float)texcoords.u1;
vertices[3].varying[1] = (float)texcoords.v2;
2016-11-08 15:16:24 +00:00
TriUniforms uniforms;
uniforms.objectToClip = worldToClip;
uniforms.light = (uint32_t)(GetLightLevel() / 255.0f * 256.0f);
uniforms.flags = 0;
2016-11-10 12:58:03 +00:00
uniforms.subsectorDepth = IsSky ? RenderPolyBsp::SkySubsectorDepth : SubsectorDepth;
2016-11-10 09:44:35 +00:00
if (!IsSky)
2016-11-10 12:58:03 +00:00
{
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PolyTriangleDrawer::draw(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, tex, 0);
2016-11-10 12:58:03 +00:00
PolyTriangleDrawer::stencil(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 1);
}
else
PolyTriangleDrawer::fill(uniforms, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, 0, viewheight, 0, 0);
}
FTexture *RenderPolyWall::GetTexture()
{
FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true);
if (tex == nullptr || tex->UseType == FTexture::TEX_Null)
return nullptr;
else
return tex;
}
2016-11-08 01:48:14 +00:00
int RenderPolyWall::GetLightLevel()
{
if (fixedlightlev >= 0 || fixedcolormap)
{
2016-11-08 01:48:14 +00:00
return 255;
}
else
{
bool foggy = false;
int actualextralight = foggy ? 0 : extralight << 4;
2016-11-08 01:48:14 +00:00
return Line->sidedef->GetLightLevel(foggy, Line->frontsector->lightlevel) + actualextralight;
}
}
/*
float RenderPolyWall::GetLight(short x)
{
if (fixedlightlev >= 0 || fixedcolormap)
return 0.0f;
else
return (float)(r_WallVisibility / Coords.Z(x));
}
*/
/////////////////////////////////////////////////////////////////////////////
PolyWallTextureCoords::PolyWallTextureCoords(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 PolyWallTextureCoords::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 PolyWallTextureCoords::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 PolyWallTextureCoords::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 PolyWallTextureCoords::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 PolyWallTextureCoords::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 PolyScreenSprite::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,
2016-11-10 04:30:33 +00:00
DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : nullptr,
TAG_DONE);
}
/////////////////////////////////////////////////////////////////////////////
namespace
{
int NextBufferVertex = 0;
}
TriVertex *PolyVertexBuffer::GetVertices(int count)
{
enum { VertexBufferSize = 16 * 1024 };
static TriVertex Vertex[VertexBufferSize];
if (NextBufferVertex + count > VertexBufferSize)
return nullptr;
TriVertex *v = Vertex + NextBufferVertex;
NextBufferVertex += count;
return v;
}
void PolyVertexBuffer::Clear()
{
NextBufferVertex = 0;
}
2016-11-10 04:01:33 +00:00
/////////////////////////////////////////////////////////////////////////////
TriVertex PolySkyDome::SetVertex(float xx, float yy, float zz, float uu, float vv)
{
TriVertex v;
v.x = xx;
v.y = yy;
v.z = zz;
v.w = 1.0f;
v.varying[0] = uu;
v.varying[1] = vv;
return v;
}
TriVertex PolySkyDome::SetVertexXYZ(float xx, float yy, float zz, float uu, float vv)
{
TriVertex v;
v.x = xx;
v.y = zz;
v.z = yy;
v.w = 1.0f;
v.varying[0] = uu;
v.varying[1] = vv;
return v;
}
void PolySkyDome::SkyVertex(int r, int c, bool zflip)
{
static const FAngle maxSideAngle = 60.f;
static const float scale = 10000.;
FAngle topAngle = (c / (float)mColumns * 360.f);
FAngle sideAngle = maxSideAngle * (float)(mRows - r) / (float)mRows;
float height = sideAngle.Sin();
float realRadius = scale * sideAngle.Cos();
FVector2 pos = topAngle.ToVector(realRadius);
float z = (!zflip) ? scale * height : -scale * height;
float u, v;
//uint32_t color = r == 0 ? 0xffffff : 0xffffffff;
// And the texture coordinates.
if (!zflip) // Flipped Y is for the lower hemisphere.
{
u = (-c / (float)mColumns);
v = (r / (float)mRows);
}
else
{
u = (-c / (float)mColumns);
v = 1.0f + ((mRows - r) / (float)mRows);
}
if (r != 4) z += 300;
// And finally the vertex.
TriVertex vert;
vert = SetVertexXYZ(-pos.X, z - 1.f, pos.Y, u * 4.0f, v + 0.5f/*, color*/);
mVertices.Push(vert);
}
void PolySkyDome::CreateSkyHemisphere(bool zflip)
{
int r, c;
mPrimStart.Push(mVertices.Size());
for (c = 0; c < mColumns; c++)
{
SkyVertex(1, c, zflip);
}
// The total number of triangles per hemisphere can be calculated
// as follows: rows * columns * 2 + 2 (for the top cap).
for (r = 0; r < mRows; r++)
{
mPrimStart.Push(mVertices.Size());
for (c = 0; c <= mColumns; c++)
{
SkyVertex(r + zflip, c, zflip);
SkyVertex(r + 1 - zflip, c, zflip);
}
}
}
void PolySkyDome::CreateDome()
{
mColumns = 128;
mRows = 4;
CreateSkyHemisphere(false);
CreateSkyHemisphere(true);
mPrimStart.Push(mVertices.Size());
}
void PolySkyDome::RenderRow(const TriUniforms &uniforms, FTexture *skytex, int row)
{
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PolyTriangleDrawer::draw(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Strip, false, 0, viewwidth, 0, viewheight, skytex, 0);
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}
void PolySkyDome::RenderCapColorRow(const TriUniforms &uniforms, FTexture *skytex, int row, bool bottomCap)
{
uint32_t solid = skytex->GetSkyCapColor(bottomCap);
if (!r_swtruecolor)
solid = RGB32k.RGB[(RPART(solid) >> 3)][(GPART(solid) >> 3)][(BPART(solid) >> 3)];
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PolyTriangleDrawer::fill(uniforms, &mVertices[mPrimStart[row]], mPrimStart[row + 1] - mPrimStart[row], TriangleDrawMode::Fan, bottomCap, 0, viewwidth, 0, viewheight, solid, 0);
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}
void PolySkyDome::Render(const TriMatrix &worldToClip)
{
FTextureID sky1tex, sky2tex;
if ((level.flags & LEVEL_SWAPSKIES) && !(level.flags & LEVEL_DOUBLESKY))
sky1tex = sky2texture;
else
sky1tex = sky1texture;
sky2tex = sky2texture;
FTexture *frontskytex = TexMan(sky1tex, true);
FTexture *backskytex = nullptr;
if (level.flags & LEVEL_DOUBLESKY)
backskytex = TexMan(sky2tex, true);
TriMatrix objectToWorld = TriMatrix::translate((float)ViewPos.X, (float)ViewPos.Y, (float)ViewPos.Z);
TriUniforms uniforms;
uniforms.objectToClip = worldToClip * objectToWorld;
uniforms.light = 256;
uniforms.flags = 0;
int rc = mRows + 1;
RenderCapColorRow(uniforms, frontskytex, 0, false);
RenderCapColorRow(uniforms, frontskytex, rc, true);
for (int i = 1; i <= mRows; i++)
{
RenderRow(uniforms, frontskytex, i);
RenderRow(uniforms, frontskytex, rc + i);
}
}