Move line handling to r_line and drawseg drawing to r_drawsegment and then remove r_segs

This commit is contained in:
Magnus Norddahl 2017-01-03 07:13:40 +01:00
parent ac7992a2a1
commit a9fbd421fb
25 changed files with 2000 additions and 2143 deletions

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@ -847,7 +847,6 @@ set( FASTMATH_PCH_SOURCES
swrenderer/drawers/r_thread.cpp
swrenderer/scene/r_3dfloors.cpp
swrenderer/scene/r_bsp.cpp
swrenderer/scene/r_segs.cpp
swrenderer/scene/r_things.cpp
swrenderer/scene/r_portal.cpp
swrenderer/line/r_line.cpp

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@ -23,6 +23,18 @@ namespace swrenderer
void InitFromLine(const DVector2 &left, const DVector2 &right);
};
void R_AddLine(seg_t *line);
bool R_StoreWallRange(int start, int stop);
void R_NewWall(bool needlights);
void R_RenderSegLoop(int x1, int x2);
bool IsFogBoundary(sector_t *front, sector_t *back);
bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector);
extern subsector_t *InSubsector;
extern sector_t *frontsector;
extern sector_t *backsector;
extern seg_t *curline;
extern side_t *sidedef;
extern line_t *linedef;

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@ -43,7 +43,6 @@
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/line/r_wallsetup.h"

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@ -18,7 +18,6 @@
#include "g_level.h"
#include "swrenderer/scene/r_bsp.h"
#include "r_flatplane.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"

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@ -18,7 +18,6 @@
#include "g_level.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/plane/r_fogboundary.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"

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@ -18,7 +18,6 @@
#include "g_level.h"
#include "swrenderer/scene/r_bsp.h"
#include "r_skyplane.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"

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@ -18,7 +18,6 @@
#include "g_level.h"
#include "swrenderer/scene/r_bsp.h"
#include "r_slopeplane.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "v_palette.h"
#include "r_data/colormaps.h"

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@ -42,7 +42,6 @@
#include "segments/r_drawsegment.h"
#include "segments/r_portalsegment.h"
#include "segments/r_clipsegment.h"
#include "scene/r_segs.h"
#include "scene/r_3dfloors.h"
#include "scene/r_portal.h"
#include "r_sky.h"

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@ -136,6 +136,8 @@ void R_MultiresInit (void);
extern void R_CopyStackedViewParameters();
extern double globaluclip, globaldclip;
}
#endif // __R_MAIN_H__

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@ -11,7 +11,6 @@
#include "c_dispatch.h"
#include "swrenderer/r_main.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "c_cvars.h"
#include "r_3dfloors.h"

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@ -49,7 +49,6 @@
#include "doomstat.h"
#include "r_state.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
@ -62,11 +61,6 @@ namespace swrenderer
{
using namespace drawerargs;
sector_t* frontsector;
sector_t* backsector;
// killough 4/7/98: indicates doors closed wrt automap bugfix:
int doorclosed;
bool r_fakingunderwater;
@ -75,8 +69,16 @@ static BYTE FakeSide;
int WindowLeft, WindowRight;
WORD MirrorFlags;
visplane_t *floorplane;
visplane_t *ceilingplane;
// Clip values are the solid pixel bounding the range.
// floorclip starts out SCREENHEIGHT and is just outside the range
// ceilingclip starts out 0 and is just inside the range
//
short floorclip[MAXWIDTH];
short ceilingclip[MAXWIDTH];
subsector_t *InSubsector;
//
// killough 3/7/98: Hack floor/ceiling heights for deep water etc.
@ -290,265 +292,6 @@ sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec,
}
bool R_SkyboxCompare(sector_t *frontsector, sector_t *backsector)
{
FSectorPortal *frontc = frontsector->GetPortal(sector_t::ceiling);
FSectorPortal *frontf = frontsector->GetPortal(sector_t::floor);
FSectorPortal *backc = backsector->GetPortal(sector_t::ceiling);
FSectorPortal *backf = backsector->GetPortal(sector_t::floor);
// return true if any of the planes has a linedef-based portal (unless both sides have the same one.
// Ideally this should also check thing based portals but the omission of this check had been abused to hell and back for those.
// (Note: This may require a compatibility option if some maps ran into this for line based portals as well.)
if (!frontc->MergeAllowed()) return (frontc != backc);
if (!frontf->MergeAllowed()) return (frontf != backf);
if (!backc->MergeAllowed()) return true;
if (!backf->MergeAllowed()) return true;
return false;
}
//
// R_AddLine
// Clips the given segment
// and adds any visible pieces to the line list.
//
void R_AddLine (seg_t *line)
{
static sector_t tempsec; // killough 3/8/98: ceiling/water hack
bool solid;
DVector2 pt1, pt2;
curline = line;
// [RH] Color if not texturing line
dc_color = (((int)(line - segs) * 8) + 4) & 255;
pt1 = line->v1->fPos() - ViewPos;
pt2 = line->v2->fPos() - ViewPos;
// Reject lines not facing viewer
if (pt1.Y * (pt1.X - pt2.X) + pt1.X * (pt2.Y - pt1.Y) >= 0)
return;
if (WallC.Init(pt1, pt2, 32.0 / (1 << 12)))
return;
if (WallC.sx1 >= WindowRight || WallC.sx2 <= WindowLeft)
return;
if (line->linedef == NULL)
{
if (R_CheckClipWallSegment (WallC.sx1, WallC.sx2))
{
InSubsector->flags |= SSECF_DRAWN;
}
return;
}
// reject lines that aren't seen from the portal (if any)
// [ZZ] 10.01.2016: lines inside a skybox shouldn't be clipped, although this imposes some limitations on portals in skyboxes.
if (!CurrentPortalInSkybox && CurrentPortal && P_ClipLineToPortal(line->linedef, CurrentPortal->dst, ViewPos))
return;
vertex_t *v1, *v2;
v1 = line->linedef->v1;
v2 = line->linedef->v2;
if ((v1 == line->v1 && v2 == line->v2) || (v2 == line->v1 && v1 == line->v2))
{ // The seg is the entire wall.
WallT.InitFromWallCoords(&WallC);
}
else
{ // The seg is only part of the wall.
if (line->linedef->sidedef[0] != line->sidedef)
{
swapvalues (v1, v2);
}
WallT.InitFromLine(v1->fPos() - ViewPos, v2->fPos() - ViewPos);
}
if (!(fake3D & FAKE3D_FAKEBACK))
{
backsector = line->backsector;
}
rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
rw_mustmarkfloor = rw_mustmarkceiling = false;
rw_havehigh = rw_havelow = false;
// Single sided line?
if (backsector == NULL)
{
solid = true;
}
else
{
// kg3D - its fake, no transfer_heights
if (!(fake3D & FAKE3D_FAKEBACK))
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
backsector = R_FakeFlat (backsector, &tempsec, NULL, NULL, true);
}
doorclosed = 0; // killough 4/16/98
rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
if (fake3D & FAKE3D_FAKEBACK)
{
if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
{
fake3D |= FAKE3D_CLIPBOTFRONT;
}
if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
{
fake3D |= FAKE3D_CLIPTOPFRONT;
}
}
// Cannot make these walls solid, because it can result in
// sprite clipping problems for sprites near the wall
if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
{
rw_havehigh = true;
R_CreateWallSegmentYSloped (wallupper, backsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
}
if (rw_frontfz1 < rw_backfz1 || rw_frontfz2 < rw_backfz2)
{
rw_havelow = true;
R_CreateWallSegmentYSloped (walllower, backsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
}
// Portal
if (line->linedef->isVisualPortal() && line->sidedef == line->linedef->sidedef[0])
{
solid = true;
}
// Closed door.
else if ((rw_backcz1 <= rw_frontfz1 && rw_backcz2 <= rw_frontfz2) ||
(rw_backfz1 >= rw_frontcz1 && rw_backfz2 >= rw_frontcz2))
{
solid = true;
}
else if (
// properly render skies (consider door "open" if both ceilings are sky):
(backsector->GetTexture(sector_t::ceiling) != skyflatnum || frontsector->GetTexture(sector_t::ceiling) != skyflatnum)
// if door is closed because back is shut:
&& rw_backcz1 <= rw_backfz1 && rw_backcz2 <= rw_backfz2
// preserve a kind of transparent door/lift special effect:
&& ((rw_backcz1 >= rw_frontcz1 && rw_backcz2 >= rw_frontcz2) || line->sidedef->GetTexture(side_t::top).isValid())
&& ((rw_backfz1 <= rw_frontfz1 && rw_backfz2 <= rw_frontfz2) || line->sidedef->GetTexture(side_t::bottom).isValid()))
{
// killough 1/18/98 -- This function is used to fix the automap bug which
// showed lines behind closed doors simply because the door had a dropoff.
//
// It assumes that Doom has already ruled out a door being closed because
// of front-back closure (e.g. front floor is taller than back ceiling).
// This fixes the automap floor height bug -- killough 1/18/98:
// killough 4/7/98: optimize: save result in doorclosed for use in r_segs.c
doorclosed = true;
solid = true;
}
else if (frontsector->ceilingplane != backsector->ceilingplane ||
frontsector->floorplane != backsector->floorplane)
{
// Window.
solid = false;
}
else if (R_SkyboxCompare(frontsector, backsector))
{
solid = false;
}
else if (backsector->lightlevel != frontsector->lightlevel
|| backsector->GetTexture(sector_t::floor) != frontsector->GetTexture(sector_t::floor)
|| backsector->GetTexture(sector_t::ceiling) != frontsector->GetTexture(sector_t::ceiling)
|| curline->sidedef->GetTexture(side_t::mid).isValid()
// killough 3/7/98: Take flats offsets into account:
|| backsector->planes[sector_t::floor].xform != frontsector->planes[sector_t::floor].xform
|| backsector->planes[sector_t::ceiling].xform != frontsector->planes[sector_t::ceiling].xform
|| backsector->GetPlaneLight(sector_t::floor) != frontsector->GetPlaneLight(sector_t::floor)
|| backsector->GetPlaneLight(sector_t::ceiling) != frontsector->GetPlaneLight(sector_t::ceiling)
|| backsector->GetVisFlags(sector_t::floor) != frontsector->GetVisFlags(sector_t::floor)
|| backsector->GetVisFlags(sector_t::ceiling) != frontsector->GetVisFlags(sector_t::ceiling)
// [RH] Also consider colormaps
|| backsector->ColorMap != frontsector->ColorMap
// kg3D - and fake lights
|| (frontsector->e && frontsector->e->XFloor.lightlist.Size())
|| (backsector->e && backsector->e->XFloor.lightlist.Size())
)
{
solid = false;
}
else
{
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides, identical light levels
// on both sides, and no middle texture.
// When using GL nodes, do a clipping test for these lines so we can
// mark their subsectors as visible for automap texturing.
if (hasglnodes && !(InSubsector->flags & SSECF_DRAWN))
{
if (R_CheckClipWallSegment(WallC.sx1, WallC.sx2))
{
InSubsector->flags |= SSECF_DRAWN;
}
}
return;
}
}
rw_prepped = false;
if (line->linedef->special == Line_Horizon)
{
// Be aware: Line_Horizon does not work properly with sloped planes
fillshort (walltop+WallC.sx1, WallC.sx2 - WallC.sx1, centery);
fillshort (wallbottom+WallC.sx1, WallC.sx2 - WallC.sx1, centery);
}
else
{
rw_ceilstat = R_CreateWallSegmentYSloped (walltop, frontsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
rw_floorstat = R_CreateWallSegmentYSloped (wallbottom, frontsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
// [RH] treat off-screen walls as solid
#if 0 // Maybe later...
if (!solid)
{
if (rw_ceilstat == 12 && line->sidedef->GetTexture(side_t::top) != 0)
{
rw_mustmarkceiling = true;
solid = true;
}
if (rw_floorstat == 3 && line->sidedef->GetTexture(side_t::bottom) != 0)
{
rw_mustmarkfloor = true;
solid = true;
}
}
#endif
}
if (R_ClipWallSegment(WallC.sx1, WallC.sx2, solid, R_StoreWallRange))
{
InSubsector->flags |= SSECF_DRAWN;
}
}
// Checks BSP node/subtree bounding box.
// Returns true if some part of the bbox might be visible.

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@ -32,6 +32,8 @@ EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
namespace swrenderer
{
struct visplane_t;
// The 3072 below is just an arbitrary value picked to avoid
// drawing lines the player is too close to that would overflow
// the texture calculations.
@ -44,11 +46,6 @@ enum
FAKED_AboveCeiling
};
extern subsector_t *InSubsector;
extern sector_t* frontsector;
extern sector_t* backsector;
extern int WindowLeft, WindowRight;
extern WORD MirrorFlags;
@ -57,6 +54,11 @@ void R_RenderBSPNode (void *node);
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
sector_t *R_FakeFlat(sector_t *, sector_t *, int *, int *, bool);
extern visplane_t *floorplane;
extern visplane_t *ceilingplane;
extern short floorclip[MAXWIDTH];
extern short ceilingclip[MAXWIDTH];
}
#endif

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@ -33,7 +33,6 @@
#include "r_utility.h"
#include "r_things.h"
#include "r_3dfloors.h"
#include "r_segs.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/segments/r_clipsegment.h"
#include "swrenderer/segments/r_drawsegment.h"

File diff suppressed because it is too large Load diff

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@ -1,52 +0,0 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
// Refresh module, drawing LineSegs from BSP.
//
//-----------------------------------------------------------------------------
#ifndef __R_SEGS_H__
#define __R_SEGS_H__
namespace swrenderer
{
struct drawseg_t;
struct visplane_t;
bool R_StoreWallRange(int start, int stop);
void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2);
void R_RenderSegLoop(int x1, int x2);
extern float rw_light; // [RH] Scale lights with viewsize adjustments
extern float rw_lightstep;
extern float rw_lightleft;
extern fixed_t rw_offset;
extern FTexture *rw_pic;
extern short floorclip[MAXWIDTH];
extern short ceilingclip[MAXWIDTH];
extern visplane_t *floorplane;
extern visplane_t *ceilingplane;
}
#endif

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@ -56,7 +56,6 @@
#include "d_netinf.h"
#include "p_effect.h"
#include "r_bsp.h"
#include "r_segs.h"
#include "r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"
@ -108,8 +107,6 @@ struct FCoverageBuffer
unsigned int NumLists;
};
extern double globaluclip, globaldclip;
//
// Sprite rotation 0 is facing the viewer,
// rotation 1 is one angle turn CLOCKWISE around the axis.

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@ -16,7 +16,6 @@
#include "doomstat.h"
#include "r_state.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"

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@ -6,21 +6,25 @@
#include "i_system.h"
#include "p_lnspec.h"
#include "p_setup.h"
#include "swrenderer/r_main.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/scene/r_things.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "a_sharedglobal.h"
#include "g_level.h"
#include "p_effect.h"
#include "doomstat.h"
#include "r_state.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"
#include "r_data/colormaps.h"
#include "d_net.h"
#include "swrenderer/r_main.h"
#include "swrenderer/r_memory.h"
#include "swrenderer/drawers/r_draw.h"
#include "swrenderer/scene/r_things.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/line/r_wallsetup.h"
#include "swrenderer/line/r_walldraw.h"
#include "swrenderer/plane/r_fogboundary.h"
#include "swrenderer/segments/r_drawsegment.h"
namespace swrenderer
@ -73,4 +77,843 @@ namespace swrenderer
return ds_p++;
}
// Clip a midtexture to the floor and ceiling of the sector in front of it.
void ClipMidtex(int x1, int x2)
{
short most[MAXWIDTH];
R_CreateWallSegmentYSloped(most, curline->frontsector->ceilingplane, &WallC, curline, MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (wallupper[i] < most[i])
wallupper[i] = most[i];
}
R_CreateWallSegmentYSloped(most, curline->frontsector->floorplane, &WallC, curline, MirrorFlags & RF_XFLIP);
for (int i = x1; i < x2; ++i)
{
if (walllower[i] > most[i])
walllower[i] = most[i];
}
}
void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2)
{
FTexture *tex;
int i;
sector_t tempsec; // killough 4/13/98
double texheight, texheightscale;
bool notrelevant = false;
double rowoffset;
bool wrap = false;
const sector_t *sec;
sprflipvert = false;
curline = ds->curline;
bool visible = R_SetPatchStyle(LegacyRenderStyles[curline->linedef->flags & ML_ADDTRANS ? STYLE_Add : STYLE_Translucent],
(float)MIN(curline->linedef->alpha, 1.), 0, 0);
if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
{
return;
}
NetUpdate();
frontsector = curline->frontsector;
backsector = curline->backsector;
tex = TexMan(curline->sidedef->GetTexture(side_t::mid), true);
if (i_compatflags & COMPATF_MASKEDMIDTEX)
{
tex = tex->GetRawTexture();
}
// killough 4/13/98: get correct lightlevel for 2s normal textures
sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, false);
basecolormap = sec->ColorMap; // [RH] Set basecolormap
int wallshade = ds->shade;
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
if (fixedlightlev < 0)
{
if (!(fake3D & FAKE3D_CLIPTOP))
{
sclipTop = sec->ceilingplane.ZatPoint(ViewPos);
}
for (i = frontsector->e->XFloor.lightlist.Size() - 1; i >= 0; i--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[i].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
break;
}
}
}
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
float *MaskedSWall, MaskedScaleY, rw_scalestep;
// [RH] Draw fog partition
if (ds->bFogBoundary)
{
R_DrawFogBoundary(x1, x2, mceilingclip, mfloorclip, wallshade);
if (ds->maskedtexturecol == -1)
{
goto clearfog;
}
}
if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
{
goto clearfog;
}
MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
MaskedScaleY = ds->yscale;
fixed_t *maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
rw_scalestep = ds->iscalestep;
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != nullptr)
R_SetColorMapLight(fixedcolormap, 0, 0);
// find positioning
texheight = tex->GetScaledHeightDouble();
texheightscale = fabs(curline->sidedef->GetTextureYScale(side_t::mid));
if (texheightscale != 1)
{
texheight = texheight / texheightscale;
}
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
dc_texturemid = MAX(frontsector->GetPlaneTexZ(sector_t::floor), backsector->GetPlaneTexZ(sector_t::floor)) + texheight;
}
else
{
dc_texturemid = MIN(frontsector->GetPlaneTexZ(sector_t::ceiling), backsector->GetPlaneTexZ(sector_t::ceiling));
}
rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid);
wrap = (curline->linedef->flags & ML_WRAP_MIDTEX) || (curline->sidedef->Flags & WALLF_WRAP_MIDTEX);
if (!wrap)
{ // Texture does not wrap vertically.
double textop;
if (MaskedScaleY < 0)
{
MaskedScaleY = -MaskedScaleY;
sprflipvert = true;
}
if (tex->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid += rowoffset - ViewPos.Z;
textop = dc_texturemid;
dc_texturemid *= MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
textop = dc_texturemid + rowoffset / MaskedScaleY - ViewPos.Z;
dc_texturemid = (dc_texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
}
if (sprflipvert)
{
MaskedScaleY = -MaskedScaleY;
dc_texturemid -= tex->GetHeight() << FRACBITS;
}
// [RH] Don't bother drawing segs that are completely offscreen
if (globaldclip * ds->sz1 < -textop && globaldclip * ds->sz2 < -textop)
{ // Texture top is below the bottom of the screen
goto clearfog;
}
if (globaluclip * ds->sz1 > texheight - textop && globaluclip * ds->sz2 > texheight - textop)
{ // Texture bottom is above the top of the screen
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPBOTTOM) && textop < sclipBottom - ViewPos.Z)
{
notrelevant = true;
goto clearfog;
}
if ((fake3D & FAKE3D_CLIPTOP) && textop - texheight > sclipTop - ViewPos.Z)
{
notrelevant = true;
goto clearfog;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (fake3D & FAKE3D_CLIPTOP)
{
R_CreateWallSegmentY(wallupper, textop < sclipTop - ViewPos.Z ? textop : sclipTop - ViewPos.Z, &WallC);
}
else
{
R_CreateWallSegmentY(wallupper, textop, &WallC);
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
R_CreateWallSegmentY(walllower, textop - texheight > sclipBottom - ViewPos.Z ? textop - texheight : sclipBottom - ViewPos.Z, &WallC);
}
else
{
R_CreateWallSegmentY(walllower, textop - texheight, &WallC);
}
for (i = x1; i < x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i < x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
mfloorclip = walllower;
mceilingclip = wallupper;
// draw the columns one at a time
if (visible)
{
using namespace drawerargs;
for (dc_x = x1; dc_x < x2; ++dc_x)
{
if (fixedcolormap == nullptr && fixedlightlev < 0)
{
R_SetColorMapLight(basecolormap, rw_light, wallshade);
}
dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
if (sprflipvert)
sprtopscreen = CenterY + dc_texturemid * spryscale;
else
sprtopscreen = CenterY - dc_texturemid * spryscale;
R_DrawMaskedColumn(tex, maskedtexturecol[dc_x]);
rw_light += rw_lightstep;
spryscale += rw_scalestep;
}
}
}
else
{ // Texture does wrap vertically.
if (tex->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = (dc_texturemid - ViewPos.Z + rowoffset) * MaskedScaleY;
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid = (dc_texturemid - ViewPos.Z) * MaskedScaleY + rowoffset;
}
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
if (CurrentSkybox)
{ // Midtex clipping doesn't work properly with skyboxes, since you're normally below the floor
// or above the ceiling, so the appropriate end won't be clipped automatically when adding
// this drawseg.
if ((curline->linedef->flags & ML_CLIP_MIDTEX) ||
(curline->sidedef->Flags & WALLF_CLIP_MIDTEX))
{
ClipMidtex(x1, x2);
}
}
if (fake3D & FAKE3D_CLIPTOP)
{
R_CreateWallSegmentY(wallupper, sclipTop - ViewPos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
mceilingclip = wallupper;
}
if (fake3D & FAKE3D_CLIPBOTTOM)
{
R_CreateWallSegmentY(walllower, sclipBottom - ViewPos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
mfloorclip = walllower;
}
rw_offset = 0;
rw_pic = tex;
R_DrawDrawSeg(ds, x1, x2, mceilingclip, mfloorclip, MaskedSWall, maskedtexturecol, ds->yscale, wallshade);
}
clearfog:
R_FinishSetPatchStyle();
if (ds->bFakeBoundary & 3)
{
R_RenderFakeWallRange(ds, x1, x2, wallshade);
}
if (!notrelevant)
{
if (fake3D & FAKE3D_REFRESHCLIP)
{
if (!wrap)
{
assert(ds->bkup >= 0);
memcpy(openings + ds->sprtopclip, openings + ds->bkup, (ds->x2 - ds->x1) * 2);
}
}
else
{
fillshort(openings + ds->sprtopclip - ds->x1 + x1, x2 - x1, viewheight);
}
}
return;
}
// kg3D - render one fake wall
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade)
{
int i;
double xscale;
double yscale;
fixed_t Alpha = Scale(rover->alpha, OPAQUE, 255);
bool visible = R_SetPatchStyle(LegacyRenderStyles[rover->flags & FF_ADDITIVETRANS ? STYLE_Add : STYLE_Translucent],
Alpha, 0, 0);
if (!visible) {
R_FinishSetPatchStyle();
return;
}
rw_lightstep = ds->lightstep;
rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
mfloorclip = openings + ds->sprbottomclip - ds->x1;
mceilingclip = openings + ds->sprtopclip - ds->x1;
spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
float *MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
// find positioning
side_t *scaledside;
side_t::ETexpart scaledpart;
if (rover->flags & FF_UPPERTEXTURE)
{
scaledside = curline->sidedef;
scaledpart = side_t::top;
}
else if (rover->flags & FF_LOWERTEXTURE)
{
scaledside = curline->sidedef;
scaledpart = side_t::bottom;
}
else
{
scaledside = rover->master->sidedef[0];
scaledpart = side_t::mid;
}
xscale = rw_pic->Scale.X * scaledside->GetTextureXScale(scaledpart);
yscale = rw_pic->Scale.Y * scaledside->GetTextureYScale(scaledpart);
double rowoffset = curline->sidedef->GetTextureYOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureYOffset(side_t::mid);
double planez = rover->model->GetPlaneTexZ(sector_t::ceiling);
rw_offset = FLOAT2FIXED(curline->sidedef->GetTextureXOffset(side_t::mid) + rover->master->sidedef[0]->GetTextureXOffset(side_t::mid));
if (rowoffset < 0)
{
rowoffset += rw_pic->GetHeight();
}
dc_texturemid = (planez - ViewPos.Z) * yscale;
if (rw_pic->bWorldPanning)
{
// rowoffset is added before the multiply so that the masked texture will
// still be positioned in world units rather than texels.
dc_texturemid = dc_texturemid + rowoffset * yscale;
rw_offset = xs_RoundToInt(rw_offset * xscale);
}
else
{
// rowoffset is added outside the multiply so that it positions the texture
// by texels instead of world units.
dc_texturemid += rowoffset;
}
if (fixedlightlev >= 0)
R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
else if (fixedcolormap != nullptr)
R_SetColorMapLight(fixedcolormap, 0, 0);
WallC.sz1 = ds->sz1;
WallC.sz2 = ds->sz2;
WallC.sx1 = ds->sx1;
WallC.sx2 = ds->sx2;
WallC.tleft.X = ds->cx;
WallC.tleft.Y = ds->cy;
WallC.tright.X = ds->cx + ds->cdx;
WallC.tright.Y = ds->cy + ds->cdy;
WallT = ds->tmapvals;
R_CreateWallSegmentY(wallupper, sclipTop - ViewPos.Z, &WallC);
R_CreateWallSegmentY(walllower, sclipBottom - ViewPos.Z, &WallC);
for (i = x1; i < x2; i++)
{
if (wallupper[i] < mceilingclip[i])
wallupper[i] = mceilingclip[i];
}
for (i = x1; i < x2; i++)
{
if (walllower[i] > mfloorclip[i])
walllower[i] = mfloorclip[i];
}
PrepLWall(lwall, curline->sidedef->TexelLength*xscale, ds->sx1, ds->sx2);
R_DrawDrawSeg(ds, x1, x2, wallupper, walllower, MaskedSWall, lwall, yscale, wallshade);
R_FinishSetPatchStyle();
}
// kg3D - walls of fake floors
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade)
{
FTexture *const DONT_DRAW = ((FTexture*)(intptr_t)-1);
int i, j;
F3DFloor *rover, *fover = nullptr;
int passed, last;
double floorHeight;
double ceilingHeight;
sprflipvert = false;
curline = ds->curline;
frontsector = curline->frontsector;
backsector = curline->backsector;
if (backsector == nullptr)
{
return;
}
if ((ds->bFakeBoundary & 3) == 2)
{
sector_t *sec = backsector;
backsector = frontsector;
frontsector = sec;
}
floorHeight = backsector->CenterFloor();
ceilingHeight = backsector->CenterCeiling();
// maybe fix clipheights
if (!(fake3D & FAKE3D_CLIPBOTTOM)) sclipBottom = floorHeight;
if (!(fake3D & FAKE3D_CLIPTOP)) sclipTop = ceilingHeight;
// maybe not visible
if (sclipBottom >= frontsector->CenterCeiling()) return;
if (sclipTop <= frontsector->CenterFloor()) return;
if (fake3D & FAKE3D_DOWN2UP)
{ // bottom to viewz
last = 0;
for (i = backsector->e->XFloor.ffloors.Size() - 1; i >= 0; i--)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) || rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
rover->top.plane->Zat0() <= sclipBottom ||
rover->bottom.plane->Zat0() >= ceilingHeight ||
rover->top.plane->Zat0() <= floorHeight)
{
if (!i)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = nullptr;
if (rover->bottom.plane->Zat0() >= sclipTop || passed)
{
if (last)
{
break;
}
// maybe wall from inside rendering?
fover = nullptr;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = nullptr;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // no, last possible
fover = nullptr;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
{ // no
fover = nullptr;
}
break;
}
// nothing
if (!fover || j == -1)
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{
// maybe not visible?
fover = nullptr;
for (j = frontsector->e->XFloor.ffloors.Size() - 1; j >= 0; j--)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model) // never
{
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->top.plane->Zat0() <= sclipBottom) continue; // no
if (fover->bottom.plane->Zat0() >= sclipTop)
{ // visible, last possible
fover = nullptr;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(fover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = nullptr; // visible
break;
}
if (fover && j != -1)
{
fover = nullptr;
last = 1;
continue; // not visible
}
}
if (!rw_pic)
{
fover = nullptr;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade);
}
else rw_pic = nullptr;
break;
}
}
else
{ // top to viewz
for (i = 0; i < (int)backsector->e->XFloor.ffloors.Size(); i++)
{
rover = backsector->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
// visible?
passed = 0;
if (!(rover->flags & FF_RENDERSIDES) ||
rover->top.plane->isSlope() || rover->bottom.plane->isSlope() ||
rover->bottom.plane->Zat0() >= sclipTop ||
rover->top.plane->Zat0() <= floorHeight ||
rover->bottom.plane->Zat0() >= ceilingHeight)
{
if ((unsigned)i == backsector->e->XFloor.ffloors.Size() - 1)
{
passed = 1;
}
else
{
continue;
}
}
rw_pic = nullptr;
if (rover->top.plane->Zat0() <= sclipBottom || passed)
{ // maybe wall from inside rendering?
fover = nullptr;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
fover = nullptr;
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, it's bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // no, last possible
fover = nullptr;
break;
}
// it is, render inside?
if (!(fover->flags & (FF_BOTHPLANES | FF_INVERTPLANES)))
{ // no
fover = nullptr;
}
break;
}
// nothing
if (!fover || (unsigned)j == frontsector->e->XFloor.ffloors.Size())
{
break;
}
// correct texture
if (fover->flags & rover->flags & FF_SWIMMABLE)
{
rw_pic = DONT_DRAW; // don't ever draw (but treat as something has been found)
}
else if (fover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (fover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(fover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
else if (frontsector->e->XFloor.ffloors.Size())
{ // maybe not visible?
fover = nullptr;
for (j = 0; j < (int)frontsector->e->XFloor.ffloors.Size(); j++)
{
fover = frontsector->e->XFloor.ffloors[j];
if (fover->model == rover->model)
{ // never
break;
}
if (!(fover->flags & FF_EXISTS)) continue;
if (!(fover->flags & FF_RENDERSIDES)) continue;
// no sloped walls, its bugged
if (fover->top.plane->isSlope() || fover->bottom.plane->isSlope()) continue;
// visible?
if (fover->bottom.plane->Zat0() >= sclipTop) continue; // no
if (fover->top.plane->Zat0() <= sclipBottom)
{ // visible, last possible
fover = nullptr;
break;
}
if ((fover->flags & FF_SOLID) == (rover->flags & FF_SOLID) &&
!(!(rover->flags & FF_SOLID) && (fover->alpha == 255 || rover->alpha == 255))
)
{
break;
}
if (fover->flags & rover->flags & FF_SWIMMABLE)
{ // don't ever draw (but treat as something has been found)
rw_pic = DONT_DRAW;
}
fover = nullptr; // visible
break;
}
if (fover && (unsigned)j != frontsector->e->XFloor.ffloors.Size())
{ // not visible
break;
}
}
if (rw_pic == nullptr)
{
fover = nullptr;
if (rover->flags & FF_UPPERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::top), true);
}
else if (rover->flags & FF_LOWERTEXTURE)
{
rw_pic = TexMan(curline->sidedef->GetTexture(side_t::bottom), true);
}
else
{
rw_pic = TexMan(rover->master->sidedef[0]->GetTexture(side_t::mid), true);
}
}
// correct colors now
basecolormap = frontsector->ColorMap;
wallshade = ds->shade;
if (fixedlightlev < 0)
{
if ((ds->bFakeBoundary & 3) == 2)
{
for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= backsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
break;
}
}
}
else
{
for (j = frontsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
{
if (sclipTop <= frontsector->e->XFloor.lightlist[j].plane.Zat0())
{
lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
basecolormap = lit->extra_colormap;
wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, *lit->p_lightlevel, lit->lightsource != nullptr) + r_actualextralight);
break;
}
}
}
}
if (rw_pic != DONT_DRAW)
{
R_RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade);
}
else
{
rw_pic = nullptr;
}
break;
}
}
return;
}
}

View file

@ -45,4 +45,8 @@ namespace swrenderer
void R_FreeDrawSegs();
drawseg_t *R_AddDrawSegment();
void ClipMidtex(int x1, int x2);
void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2);
void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover, int wallshade);
void R_RenderFakeWallRange(drawseg_t *ds, int x1, int x2, int wallshade);
}

View file

@ -16,7 +16,6 @@
#include "doomstat.h"
#include "r_state.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "v_palette.h"
#include "r_sky.h"
#include "po_man.h"

View file

@ -28,7 +28,6 @@
#include "swrenderer/segments/r_drawsegment.h"
#include "swrenderer/scene/r_portal.h"
#include "r_wallsprite.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/r_memory.h"
namespace swrenderer

View file

@ -28,7 +28,6 @@
#include "d_netinf.h"
#include "p_effect.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"

View file

@ -28,7 +28,6 @@
#include "d_netinf.h"
#include "p_effect.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"

View file

@ -28,7 +28,6 @@
#include "d_netinf.h"
#include "p_effect.h"
#include "swrenderer/scene/r_bsp.h"
#include "swrenderer/scene/r_segs.h"
#include "swrenderer/scene/r_3dfloors.h"
#include "swrenderer/drawers/r_draw_rgba.h"
#include "swrenderer/drawers/r_draw_pal.h"