/* ** 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 #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) namespace { short cliptop[MAXWIDTH], clipbottom[MAXWIDTH]; } ///////////////////////////////////////////////////////////////////////////// void RenderPolyBsp::Render() { PolyVertexBuffer::Clear(); for (int i = 0; i < viewwidth; i++) { cliptop[i] = 0; clipbottom[i] = viewheight; } // 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); worldToClip = TriMatrix::perspective(fovy, ratio, 5.0f, 65535.0f) * worldToView; // Y shearing like the Doom renderer: //worldToClip = TriMatrix::viewToClip() * TriMatrix::worldToView(); // Cull front to back (ok, so we dont cull yet, but we should during this!): if (numnodes == 0) PvsSectors.push_back(subsectors); // RenderSubsector(subsectors); else RenderNode(nodes + numnodes - 1); // The head node is the last node output. // Render back to front (we don't have a zbuffer at the moment, sniff!): for (auto it = PvsSectors.rbegin(); it != PvsSectors.rend(); ++it) RenderSubsector(*it); RenderPlayerSprites(); RenderScreenSprites(); // To do: should be called by FSoftwareRenderer::DrawRemainingPlayerSprites instead of here } void RenderPolyBsp::RenderScreenSprites() { for (auto &sprite : ScreenSprites) sprite.Render(); } 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; if (fixedlightlev >= 0) v.varying[2] = fixedlightlev / 255.0f; else if (fixedcolormap) v.varying[2] = 1.0f; else v.varying[2] = sector->lightlevel / 255.0f; /* 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; for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; if (line->sidedef == NULL || !(line->sidedef->Flags & WALLF_POLYOBJ)) AddLine(line, frontsector); } TriVertex *floorVertices = PolyVertexBuffer::GetVertices(sub->numlines); TriVertex *ceilVertices = PolyVertexBuffer::GetVertices(sub->numlines); if (floorVertices == nullptr || ceilVertices == nullptr) return; for (uint32_t i = 0; i < sub->numlines; i++) { seg_t *line = &sub->firstline[i]; ceilVertices[sub->numlines - 1 - i] = PlaneVertex(line->v1, frontsector, frontsector->ceilingplane); floorVertices[i] = PlaneVertex(line->v1, frontsector, frontsector->floorplane); } FTexture *floortex = TexMan(frontsector->GetTexture(sector_t::floor)); if (floortex->UseType != FTexture::TEX_Null) TriangleDrawer::draw(worldToClip, floorVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, floortex); FTexture *ceiltex = TexMan(frontsector->GetTexture(sector_t::ceiling)); if (ceiltex->UseType != FTexture::TEX_Null) TriangleDrawer::draw(worldToClip, ceilVertices, sub->numlines, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, ceiltex); /*for (AActor *thing = sub->sector->thinglist; thing != nullptr; thing = thing->snext) { if ((thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) AddWallSprite(thing); else AddSprite(thing); }*/ } void RenderPolyBsp::AddLine(seg_t *line, sector_t *frontsector) { // 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); //VisiblePlaneKey ceilingPlaneKey(frontsector->GetTexture(sector_t::ceiling), frontsector->ColorMap, frontsector->lightlevel, frontsector->ceilingplane, frontsector->planes[sector_t::ceiling].xform); //VisiblePlaneKey floorPlaneKey(frontsector->GetTexture(sector_t::floor), frontsector->ColorMap, frontsector->lightlevel, frontsector->floorplane, frontsector->planes[sector_t::floor].xform); RenderPolyWall wall; wall.Line = line; wall.Colormap = frontsector->ColorMap; wall.Masked = false; if (line->backsector == nullptr) { 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); bool bothSkyCeiling = false;// frontsector->GetTexture(sector_t::ceiling) == skyflatnum && backsector->GetTexture(sector_t::ceiling) == skyflatnum; bool bothSkyFloor = false;// frontsector->GetTexture(sector_t::floor) == skyflatnum && backsector->GetTexture(sector_t::floor) == skyflatnum; if ((topceilz1 > topfloorz1 || topceilz2 > topfloorz2) && !bothSkyCeiling && 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; wall.Render(worldToClip); } if ((bottomfloorz1 < bottomceilz1 || bottomfloorz2 < bottomceilz2) && !bothSkyFloor && 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; 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); } } } } 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]; } PvsSectors.push_back((subsector_t *)((BYTE *)node - 1)); //RenderSubsector((subsector_t *)((BYTE *)node - 1)); } 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(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); } 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). // 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[0].varying[2] = GetLightLevel() / 255.0f; 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[1].varying[2] = GetLightLevel() / 255.0f; 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[2].varying[2] = GetLightLevel() / 255.0f; 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; vertices[3].varying[2] = GetLightLevel() / 255.0f; TriangleDrawer::draw(worldToClip, vertices, 4, TriangleDrawMode::Fan, true, 0, viewwidth, cliptop, clipbottom, tex); } FTexture *RenderPolyWall::GetTexture() { FTexture *tex = TexMan(Line->sidedef->GetTexture(Texpart), true); if (tex == nullptr || tex->UseType == FTexture::TEX_Null) return nullptr; else return tex; } int RenderPolyWall::GetLightLevel() { if (fixedlightlev >= 0 || fixedcolormap) { return 255; } else { bool foggy = false; int actualextralight = foggy ? 0 : extralight << 4; 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(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, DTA_ColormapStyle, usecolormapstyle ? &colormapstyle : NULL, 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; }