mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
This commit is contained in:
commit
779f9d7a72
6 changed files with 44 additions and 17 deletions
|
@ -2046,7 +2046,8 @@ void AM_drawSubsectors()
|
|||
scale / scaley,
|
||||
rotation,
|
||||
colormap,
|
||||
floorlight
|
||||
floorlight,
|
||||
f_y + f_h
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1114,7 +1114,7 @@ WallscanSampler::WallscanSampler(int y1, float swal, double yrepeat, fixed_t xof
|
|||
// Draw a column with support for non-power-of-two ranges
|
||||
void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*draw1column)())
|
||||
{
|
||||
if (sampler.uv_max == 0) // power of two
|
||||
if (sampler.uv_max == 0 || sampler.uv_step == 0) // power of two
|
||||
{
|
||||
int count = y2 - y1;
|
||||
|
||||
|
@ -1162,7 +1162,7 @@ void wallscan_drawcol1(int x, int y1, int y2, WallscanSampler &sampler, DWORD(*d
|
|||
// Draw four columns with support for non-power-of-two ranges
|
||||
void wallscan_drawcol4(int x, int y1, int y2, WallscanSampler *sampler, void(*draw4columns)())
|
||||
{
|
||||
if (sampler[0].uv_max == 0) // power of two, no wrap handling needed
|
||||
if (sampler[0].uv_max == 0 || sampler[0].uv_step == 0) // power of two, no wrap handling needed
|
||||
{
|
||||
int count = y2 - y1;
|
||||
for (int i = 0; i < 4; i++)
|
||||
|
|
|
@ -1282,7 +1282,7 @@ void DCanvas::FinishSimplePolys()
|
|||
|
||||
void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
||||
double originx, double originy, double scalex, double scaley, DAngle rotation,
|
||||
FDynamicColormap *colormap, int lightlevel)
|
||||
FDynamicColormap *colormap, int lightlevel, int bottomclip)
|
||||
{
|
||||
#ifndef NO_SWRENDER
|
||||
// Use an equation similar to player sprites to determine shade
|
||||
|
@ -1300,6 +1300,11 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|||
return;
|
||||
}
|
||||
|
||||
if (bottomclip <= 0)
|
||||
{
|
||||
bottomclip = Height;
|
||||
}
|
||||
|
||||
// Find the extents of the polygon, in particular the highest and lowest points.
|
||||
for (botpt = toppt = 0, boty = topy = points[0].Y, leftx = rightx = points[0].X, i = 1; i <= npoints; ++i)
|
||||
{
|
||||
|
@ -1322,7 +1327,7 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|||
rightx = points[i].X;
|
||||
}
|
||||
}
|
||||
if (topy >= Height || // off the bottom of the screen
|
||||
if (topy >= bottomclip || // off the bottom of the screen
|
||||
boty <= 0 || // off the top of the screen
|
||||
leftx >= Width || // off the right of the screen
|
||||
rightx <= 0) // off the left of the screen
|
||||
|
@ -1348,10 +1353,26 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|||
R_SetupSpanBits(tex);
|
||||
R_SetSpanColormap(colormap != NULL ? &colormap->Maps[clamp(shade >> FRACBITS, 0, NUMCOLORMAPS-1) * 256] : identitymap);
|
||||
R_SetSpanSource(tex->GetPixels());
|
||||
scalex = double(1u << (32 - ds_xbits)) / scalex;
|
||||
scaley = double(1u << (32 - ds_ybits)) / scaley;
|
||||
ds_xstep = xs_RoundToInt(cosrot * scalex);
|
||||
ds_ystep = xs_RoundToInt(sinrot * scaley);
|
||||
if (ds_xbits != 0)
|
||||
{
|
||||
scalex = double(1u << (32 - ds_xbits)) / scalex;
|
||||
ds_xstep = xs_RoundToInt(cosrot * scalex);
|
||||
}
|
||||
else
|
||||
{ // Texture is one pixel wide.
|
||||
scalex = 0;
|
||||
ds_xstep = 0;
|
||||
}
|
||||
if (ds_ybits != 0)
|
||||
{
|
||||
scaley = double(1u << (32 - ds_ybits)) / scaley;
|
||||
ds_ystep = xs_RoundToInt(sinrot * scaley);
|
||||
}
|
||||
else
|
||||
{ // Texture is one pixel tall.
|
||||
scaley = 0;
|
||||
ds_ystep = 0;
|
||||
}
|
||||
|
||||
// Travel down the right edge and create an outline of that edge.
|
||||
pt1 = toppt;
|
||||
|
@ -1361,13 +1382,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|||
{
|
||||
x = FLOAT2FIXED(points[pt1].X + 0.5f);
|
||||
y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
|
||||
if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height))
|
||||
if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
|
||||
int y3 = MIN(y2, Height);
|
||||
int y3 = MIN(y2, bottomclip);
|
||||
if (y1 < 0)
|
||||
{
|
||||
x += xinc * -y1;
|
||||
|
@ -1392,13 +1413,13 @@ void DCanvas::FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
|||
{
|
||||
x = FLOAT2FIXED(points[pt1].X + 0.5f);
|
||||
y2 = xs_RoundToInt(points[pt2].Y + 0.5f);
|
||||
if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= Height && y2 >= Height))
|
||||
if (y1 >= y2 || (y1 < 0 && y2 < 0) || (y1 >= bottomclip && y2 >= bottomclip))
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t xinc = FLOAT2FIXED((points[pt2].X - points[pt1].X) / (points[pt2].Y - points[pt1].Y));
|
||||
int y3 = MIN(y2, Height);
|
||||
int y3 = MIN(y2, bottomclip);
|
||||
if (y1 < 0)
|
||||
{
|
||||
x += xinc * -y1;
|
||||
|
|
|
@ -224,7 +224,7 @@ public:
|
|||
// Fill a simple polygon with a texture
|
||||
virtual void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
||||
double originx, double originy, double scalex, double scaley, DAngle rotation,
|
||||
struct FDynamicColormap *colormap, int lightlevel);
|
||||
struct FDynamicColormap *colormap, int lightlevel, int bottomclip);
|
||||
|
||||
// Set an area to a specified color
|
||||
virtual void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
|
||||
|
|
|
@ -3084,11 +3084,16 @@ void D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture *src, bo
|
|||
//
|
||||
// Here, "simple" means that a simple triangle fan can draw it.
|
||||
//
|
||||
// Bottomclip is ignored by this implementation, since the hardware renderer
|
||||
// will unconditionally draw the status bar border every frame on top of the
|
||||
// polygons, so there's no need to waste time setting up a special scissor
|
||||
// rectangle here and needlessly forcing separate batches.
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
||||
double originx, double originy, double scalex, double scaley,
|
||||
DAngle rotation, FDynamicColormap *colormap, int lightlevel)
|
||||
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip)
|
||||
{
|
||||
// Use an equation similar to player sprites to determine shade
|
||||
double fadelevel = clamp((LIGHT2SHADE(lightlevel)/65536. - 12) / NUMCOLORMAPS, 0.0, 1.0);
|
||||
|
@ -3109,7 +3114,7 @@ void D3DFB::FillSimplePoly(FTexture *texture, FVector2 *points, int npoints,
|
|||
}
|
||||
if (In2D < 2)
|
||||
{
|
||||
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel);
|
||||
Super::FillSimplePoly(texture, points, npoints, originx, originy, scalex, scaley, rotation, colormap, lightlevel, bottomclip);
|
||||
return;
|
||||
}
|
||||
if (!InScene)
|
||||
|
|
|
@ -265,7 +265,7 @@ public:
|
|||
void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
|
||||
void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
|
||||
double originx, double originy, double scalex, double scaley,
|
||||
DAngle rotation, FDynamicColormap *colormap, int lightlevel);
|
||||
DAngle rotation, FDynamicColormap *colormap, int lightlevel, int bottomclip) override;
|
||||
bool WipeStartScreen(int type);
|
||||
void WipeEndScreen();
|
||||
bool WipeDo(int ticks);
|
||||
|
|
Loading…
Reference in a new issue