mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 23:23:07 +00:00
Move wallsprite handling to r_wallsprite
This commit is contained in:
parent
98026c5711
commit
50c525161b
6 changed files with 253 additions and 191 deletions
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@ -829,6 +829,7 @@ set( FASTMATH_PCH_SOURCES
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swrenderer/scene/r_visible_sprite.cpp
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swrenderer/scene/r_particle.cpp
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swrenderer/scene/r_playersprite.cpp
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swrenderer/scene/r_wallsprite.cpp
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polyrenderer/poly_renderer.cpp
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polyrenderer/scene/poly_scene.cpp
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polyrenderer/scene/poly_portal.cpp
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@ -51,6 +51,7 @@
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#include "r_walldraw.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "r_wallsprite.h"
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#include "swrenderer/r_memory.h"
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#define WALLYREPEAT 8
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@ -138,7 +139,6 @@ FTexture *rw_pic;
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static fixed_t *maskedtexturecol;
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static void R_RenderDecal (side_t *wall, DBaseDecal *first, drawseg_t *clipper, int pass);
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static void WallSpriteColumn (void (*drawfunc)(const BYTE *column, const FTexture::Span *spans));
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inline bool IsFogBoundary (sector_t *front, sector_t *back)
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{
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@ -2246,10 +2246,10 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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sprflipvert = false;
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}
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MaskedScaleY = float(1 / yscale);
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float maskedScaleY = float(1 / yscale);
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do
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{
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dc_x = x1;
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int x = x1;
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bool visible = R_SetPatchStyle (decal->RenderStyle, (float)decal->Alpha, decal->Translation, decal->AlphaColor);
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@ -2261,14 +2261,14 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
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if (visible)
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{
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while (dc_x < x2)
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while (x < x2)
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{
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if (calclighting)
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{ // calculate lighting
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R_SetColorMapLight(usecolormap, rw_light, wallshade);
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}
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R_WallSpriteColumn ();
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dc_x++;
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R_WallSpriteColumn(x, maskedScaleY);
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x++;
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}
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}
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@ -72,6 +72,7 @@
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#include "r_portal.h"
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#include "r_particle.h"
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#include "r_playersprite.h"
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#include "r_wallsprite.h"
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#include "swrenderer/r_memory.h"
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EXTERN_CVAR(Int, r_drawfuzz)
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@ -109,7 +110,6 @@ struct FCoverageBuffer
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};
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extern double globaluclip, globaldclip;
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extern float MaskedScaleY;
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//
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// Sprite rotation 0 is facing the viewer,
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@ -151,7 +151,6 @@ static vissprite_t **spritesorter;
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static int spritesortersize = 0;
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static int vsprcount;
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static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, INTBOOL flip);
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@ -530,114 +529,6 @@ void R_DrawVisSprite (vissprite_t *vis)
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NetUpdate ();
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}
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void R_DrawWallSprite(vissprite_t *spr)
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{
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int x1, x2;
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double iyscale;
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x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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x2 = MIN<int>(spr->x2, spr->wallc.sx2);
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if (x1 >= x2)
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return;
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WallT.InitFromWallCoords(&spr->wallc);
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PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2);
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iyscale = 1 / spr->yscale;
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dc_texturemid = (spr->gzt - ViewPos.Z) * iyscale;
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if (spr->renderflags & RF_XFLIP)
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{
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int right = (spr->pic->GetWidth() << FRACBITS) - 1;
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for (int i = x1; i < x2; i++)
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{
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lwall[i] = right - lwall[i];
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}
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}
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// Prepare lighting
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bool calclighting = false;
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FDynamicColormap *usecolormap = basecolormap;
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bool rereadcolormap = true;
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// Decals that are added to the scene must fade to black.
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if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
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{
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usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
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rereadcolormap = false;
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}
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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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GlobVis = r_WallVisibility;
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rw_lightleft = float (GlobVis / spr->wallc.sz1);
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rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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else if (fixedcolormap != NULL)
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R_SetColorMapLight(fixedcolormap, 0, 0);
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else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
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else
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calclighting = true;
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// Draw it
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WallSpriteTile = spr->pic;
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if (spr->renderflags & RF_YFLIP)
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{
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sprflipvert = true;
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iyscale = -iyscale;
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dc_texturemid -= spr->pic->GetHeight();
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}
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else
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{
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sprflipvert = false;
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}
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MaskedScaleY = (float)iyscale;
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dc_x = x1;
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bool visible = R_SetPatchStyle (spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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// R_SetPatchStyle can modify basecolormap.
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if (rereadcolormap)
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{
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usecolormap = basecolormap;
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}
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if (!visible)
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{
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return;
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}
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else
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{
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while (dc_x < x2)
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{
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if (calclighting)
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{ // calculate lighting
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R_SetColorMapLight(usecolormap, rw_light, shade);
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}
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if (!R_ClipSpriteColumnWithPortals(spr))
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R_WallSpriteColumn();
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dc_x++;
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}
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}
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R_FinishSetPatchStyle();
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}
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void R_WallSpriteColumn ()
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{
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float iscale = swall[dc_x] * MaskedScaleY;
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dc_iscale = FLOAT2FIXED(iscale);
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spryscale = 1 / iscale;
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if (sprflipvert)
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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else
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sprtopscreen = CenterY - dc_texturemid * spryscale;
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dc_texturefrac = 0;
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R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
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rw_light += rw_lightstep;
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}
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#if 0
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void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop, short *clipbot)
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{
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@ -1142,80 +1033,6 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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}
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}
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static void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags)
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{
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FWallCoords wallc;
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double x1, x2;
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DVector2 left, right;
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double gzb, gzt, tz;
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FTexture *pic = TexMan(picnum, true);
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DAngle ang = thing->Angles.Yaw + 90;
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double angcos = ang.Cos();
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double angsin = ang.Sin();
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vissprite_t *vis;
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// Determine left and right edges of sprite. The sprite's angle is its normal,
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// so the edges are 90 degrees each side of it.
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x2 = pic->GetScaledWidth();
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x1 = pic->GetScaledLeftOffset();
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x1 *= scale.X;
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x2 *= scale.X;
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left.X = pos.X - x1 * angcos - ViewPos.X;
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left.Y = pos.Y - x1 * angsin - ViewPos.Y;
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right.X = left.X + x2 * angcos;
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right.Y = right.Y + x2 * angsin;
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// Is it off-screen?
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if (wallc.Init(left, right, TOO_CLOSE_Z))
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return;
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if (wallc.sx1 >= WindowRight || wallc.sx2 <= WindowLeft)
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return;
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// Sprite sorting should probably treat these as walls, not sprites,
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// but right now, I just want to get them drawing.
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tz = (pos.X - ViewPos.X) * ViewTanCos + (pos.Y - ViewPos.Y) * ViewTanSin;
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int scaled_to = pic->GetScaledTopOffset();
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int scaled_bo = scaled_to - pic->GetScaledHeight();
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gzt = pos.Z + scale.Y * scaled_to;
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gzb = pos.Z + scale.Y * scaled_bo;
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vis = R_NewVisSprite();
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vis->CurrentPortalUniq = CurrentPortalUniq;
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vis->x1 = wallc.sx1 < WindowLeft ? WindowLeft : wallc.sx1;
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vis->x2 = wallc.sx2 >= WindowRight ? WindowRight : wallc.sx2;
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vis->yscale = (float)scale.Y;
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vis->idepth = float(1 / tz);
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vis->depth = (float)tz;
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vis->sector = thing->Sector;
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vis->heightsec = NULL;
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vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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vis->gzb = (float)gzb;
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vis->gzt = (float)gzt;
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vis->deltax = float(pos.X - ViewPos.X);
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if(thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation;
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vis->FakeFlatStat = 0;
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = NULL;
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vis->fakeceiling = NULL;
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vis->bInMirror = MirrorFlags & RF_XFLIP;
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vis->pic = pic;
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vis->bIsVoxel = false;
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vis->bWallSprite = true;
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vis->Style.ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.BaseColormap = basecolormap;
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vis->wallc = wallc;
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}
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//
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// R_AddSprites
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// During BSP traversal, this adds sprites by sector.
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@ -60,7 +60,6 @@ extern int spriteshade;
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bool R_ClipSpriteColumnWithPortals(vissprite_t* spr);
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void R_DrawMaskedColumn (FTexture *texture, fixed_t column, bool unmasked = false);
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void R_WallSpriteColumn ();
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void R_CacheSprite (spritedef_t *sprite);
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void R_SortVisSprites (int (*compare)(const void *, const void *), size_t first);
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234
src/swrenderer/scene/r_wallsprite.cpp
Normal file
234
src/swrenderer/scene/r_wallsprite.cpp
Normal file
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@ -0,0 +1,234 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <algorithm>
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#include "p_lnspec.h"
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#include "templates.h"
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#include "doomdef.h"
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#include "m_swap.h"
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#include "i_system.h"
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#include "w_wad.h"
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#include "swrenderer/r_main.h"
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#include "swrenderer/scene/r_things.h"
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#include "swrenderer/scene/r_wallsprite.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "doomstat.h"
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#include "v_video.h"
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#include "sc_man.h"
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#include "s_sound.h"
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#include "sbar.h"
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#include "gi.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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#include "p_effect.h"
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#include "r_bsp.h"
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#include "r_plane.h"
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#include "r_segs.h"
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#include "r_3dfloors.h"
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#include "swrenderer/drawers/r_draw_rgba.h"
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#include "swrenderer/drawers/r_draw_pal.h"
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#include "v_palette.h"
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#include "r_data/r_translate.h"
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#include "r_data/colormaps.h"
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#include "r_data/voxels.h"
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#include "p_local.h"
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#include "p_maputl.h"
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#include "r_voxel.h"
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#include "r_draw_segment.h"
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#include "r_portal.h"
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#include "swrenderer/r_memory.h"
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namespace swrenderer
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{
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void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags)
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{
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FWallCoords wallc;
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double x1, x2;
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DVector2 left, right;
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double gzb, gzt, tz;
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FTexture *pic = TexMan(picnum, true);
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DAngle ang = thing->Angles.Yaw + 90;
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double angcos = ang.Cos();
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double angsin = ang.Sin();
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vissprite_t *vis;
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// Determine left and right edges of sprite. The sprite's angle is its normal,
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// so the edges are 90 degrees each side of it.
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x2 = pic->GetScaledWidth();
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x1 = pic->GetScaledLeftOffset();
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x1 *= scale.X;
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x2 *= scale.X;
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left.X = pos.X - x1 * angcos - ViewPos.X;
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left.Y = pos.Y - x1 * angsin - ViewPos.Y;
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right.X = left.X + x2 * angcos;
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right.Y = right.Y + x2 * angsin;
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// Is it off-screen?
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if (wallc.Init(left, right, TOO_CLOSE_Z))
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return;
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if (wallc.sx1 >= WindowRight || wallc.sx2 <= WindowLeft)
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return;
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// Sprite sorting should probably treat these as walls, not sprites,
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// but right now, I just want to get them drawing.
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tz = (pos.X - ViewPos.X) * ViewTanCos + (pos.Y - ViewPos.Y) * ViewTanSin;
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int scaled_to = pic->GetScaledTopOffset();
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int scaled_bo = scaled_to - pic->GetScaledHeight();
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gzt = pos.Z + scale.Y * scaled_to;
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gzb = pos.Z + scale.Y * scaled_bo;
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vis = R_NewVisSprite();
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vis->CurrentPortalUniq = CurrentPortalUniq;
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vis->x1 = wallc.sx1 < WindowLeft ? WindowLeft : wallc.sx1;
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vis->x2 = wallc.sx2 >= WindowRight ? WindowRight : wallc.sx2;
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vis->yscale = (float)scale.Y;
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vis->idepth = float(1 / tz);
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vis->depth = (float)tz;
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vis->sector = thing->Sector;
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vis->heightsec = NULL;
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vis->gpos = { (float)pos.X, (float)pos.Y, (float)pos.Z };
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vis->gzb = (float)gzb;
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vis->gzt = (float)gzt;
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vis->deltax = float(pos.X - ViewPos.X);
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vis->deltay = float(pos.Y - ViewPos.Y);
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vis->renderflags = renderflags;
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if (thing->flags5 & MF5_BRIGHT) vis->renderflags |= RF_FULLBRIGHT; // kg3D
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vis->Style.RenderStyle = thing->RenderStyle;
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation;
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vis->FakeFlatStat = 0;
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = NULL;
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vis->fakeceiling = NULL;
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vis->bInMirror = MirrorFlags & RF_XFLIP;
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vis->pic = pic;
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vis->bIsVoxel = false;
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vis->bWallSprite = true;
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vis->Style.ColormapNum = GETPALOOKUP(
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r_SpriteVisibility / MAX(tz, MINZ), spriteshade);
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vis->Style.BaseColormap = basecolormap;
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vis->wallc = wallc;
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}
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void R_DrawWallSprite(vissprite_t *spr)
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{
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int x1, x2;
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double iyscale;
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x1 = MAX<int>(spr->x1, spr->wallc.sx1);
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x2 = MIN<int>(spr->x2, spr->wallc.sx2);
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if (x1 >= x2)
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return;
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WallT.InitFromWallCoords(&spr->wallc);
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PrepWall(swall, lwall, spr->pic->GetWidth() << FRACBITS, x1, x2);
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iyscale = 1 / spr->yscale;
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dc_texturemid = (spr->gzt - ViewPos.Z) * iyscale;
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if (spr->renderflags & RF_XFLIP)
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{
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int right = (spr->pic->GetWidth() << FRACBITS) - 1;
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for (int i = x1; i < x2; i++)
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{
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lwall[i] = right - lwall[i];
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}
|
||||
}
|
||||
// Prepare lighting
|
||||
bool calclighting = false;
|
||||
FDynamicColormap *usecolormap = basecolormap;
|
||||
bool rereadcolormap = true;
|
||||
|
||||
// Decals that are added to the scene must fade to black.
|
||||
if (spr->Style.RenderStyle == LegacyRenderStyles[STYLE_Add] && usecolormap->Fade != 0)
|
||||
{
|
||||
usecolormap = GetSpecialLights(usecolormap->Color, 0, usecolormap->Desaturate);
|
||||
rereadcolormap = false;
|
||||
}
|
||||
|
||||
int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
|
||||
GlobVis = r_WallVisibility;
|
||||
rw_lightleft = float(GlobVis / spr->wallc.sz1);
|
||||
rw_lightstep = float((GlobVis / spr->wallc.sz2 - rw_lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
|
||||
rw_light = rw_lightleft + (x1 - spr->wallc.sx1) * rw_lightstep;
|
||||
if (fixedlightlev >= 0)
|
||||
R_SetColorMapLight(usecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
|
||||
else if (fixedcolormap != NULL)
|
||||
R_SetColorMapLight(fixedcolormap, 0, 0);
|
||||
else if (!foggy && (spr->renderflags & RF_FULLBRIGHT))
|
||||
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : usecolormap, 0, 0);
|
||||
else
|
||||
calclighting = true;
|
||||
|
||||
// Draw it
|
||||
WallSpriteTile = spr->pic;
|
||||
if (spr->renderflags & RF_YFLIP)
|
||||
{
|
||||
sprflipvert = true;
|
||||
iyscale = -iyscale;
|
||||
dc_texturemid -= spr->pic->GetHeight();
|
||||
}
|
||||
else
|
||||
{
|
||||
sprflipvert = false;
|
||||
}
|
||||
|
||||
float maskedScaleY = (float)iyscale;
|
||||
|
||||
int x = x1;
|
||||
|
||||
bool visible = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
|
||||
|
||||
// R_SetPatchStyle can modify basecolormap.
|
||||
if (rereadcolormap)
|
||||
{
|
||||
usecolormap = basecolormap;
|
||||
}
|
||||
|
||||
if (!visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
while (x < x2)
|
||||
{
|
||||
if (calclighting)
|
||||
{ // calculate lighting
|
||||
R_SetColorMapLight(usecolormap, rw_light, shade);
|
||||
}
|
||||
if (!R_ClipSpriteColumnWithPortals(spr))
|
||||
R_WallSpriteColumn(x, maskedScaleY);
|
||||
x++;
|
||||
}
|
||||
}
|
||||
R_FinishSetPatchStyle();
|
||||
}
|
||||
|
||||
void R_WallSpriteColumn(int x, float maskedScaleY)
|
||||
{
|
||||
using namespace drawerargs;
|
||||
|
||||
dc_x = x;
|
||||
|
||||
float iscale = swall[dc_x] * maskedScaleY;
|
||||
dc_iscale = FLOAT2FIXED(iscale);
|
||||
spryscale = 1 / iscale;
|
||||
if (sprflipvert)
|
||||
sprtopscreen = CenterY + dc_texturemid * spryscale;
|
||||
else
|
||||
sprtopscreen = CenterY - dc_texturemid * spryscale;
|
||||
|
||||
dc_texturefrac = 0;
|
||||
R_DrawMaskedColumn(WallSpriteTile, lwall[dc_x]);
|
||||
rw_light += rw_lightstep;
|
||||
}
|
||||
}
|
11
src/swrenderer/scene/r_wallsprite.h
Normal file
11
src/swrenderer/scene/r_wallsprite.h
Normal file
|
@ -0,0 +1,11 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "r_visible_sprite.h"
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
void R_ProjectWallSprite(AActor *thing, const DVector3 &pos, FTextureID picnum, const DVector2 &scale, int renderflags);
|
||||
void R_DrawWallSprite(vissprite_t *spr);
|
||||
void R_WallSpriteColumn(int x, float maskedScaleY);
|
||||
}
|
Loading…
Reference in a new issue